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Description:I am experiencing an issue with my VR vehicle pawn hand tracking in Unreal Engine 5. The vehicle pawn has hands (motion controllers and Oculus XR hands), and when the vehicle moves, the hands exhibit unexpected behavior. Specifically, the hands move, shake, and change size while the vehicle is in motion. This significantly affects the immersion and usability of the VR experience. Notably, my real hand does not move, but in the VR vehicle pawn, it jerks, shakes, and changes size.Steps to Reproduce:Create a VR vehicle pawn.Set up the VR vehicle pawn with a static mesh of a car, motion controllers, and Oculus XR hands in hands-only mode.Configure the vehicle pawn to move forward using the W key input.Observe the hands during vehicle movement.Expected Behavior:The hands should remain stable and maintain their size and position relative to the vehicle pawn while the vehicle is in motion, corresponding accurately to the user's real hand position and movements.Actual Behavior:The
I've found at least 4 different solutions online but none seem to work. I'm using UE4.27
Hey Everyone,Looking for some help in using the Meta XR Platform Plugin for Epic installer 5.3.2.I went through the installation process several times at this point, and enabling and calling functions from the Meta XR Platform plugin, causes errors. While the app packages and launches without issues, none of the nodes from the plugin work.I'd like to be able to get username and to set Display Frame Frequency.Does everyone have experience installing and using this plugin?Here is the link:https://developer.oculus.com/downloads/package/unreal-5-platform-sdk-plugin/I appreciate any help or advice.
Hello, iam on Unreal 4.26 (Launcher version) and iam trying to replicate the hand tracking for an multiplayer experience. My pawn has a body and two motioncontrollers which are being replicated nicely. Now I added the Oculus hand components, for the left and right hand and it works only for my locally controlled pawn. The other players can't see my gestures, the only thing being replicated is the hands position but not the animations/gestures. Checking "Component Replicates" didn't help at all. Any ideas? My pawn:
For my app, I need to identify the device. More specifically, I need a permanent unique code or name for the device. I tried using `FAndroidMisc::GetDeviceId()` and `FPlatformMisc::GetMachineId()` but the ID changes everytime I package the app.Any kind of unique string which stays the same across multiple packaging cycles would suffice.
Hello Declas dont work at all in any of unreal enigne 5 verison for mobile.Only right eye rendering and left dones not render at all. Is thsi feature even working or?
In the official Meta and Unreal Engine channels I found some contradictions even on the preliminary development steps, such as which version of Unreal Engine should be used, with particular reference to the creation of apps for Quest 3 with parrthrought and anchor points. The choice of the right version/build of Unreal is a fundamental aspect and unfortunately from here one can already understand that there is perhaps too much confusion and that now obsolete articles are not deleted from the official channels, making it difficult to understand if the choices we make as developers will later turn out to be incorrect or ineffective. Coming to the point: 1) here it is suggested that we should always use the Meta fork published in the github channels. At the time of writing it is a fork called oculus 5.3. https://developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/ . It's a build to compile and the instructions on github at the link https://github.com/Oculus-VR/UnrealEngi
Hi, just about to start developing for quest 3 using Unreal 5.4. I've checked the Unreal page here: Android Development Requirements For Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com)which says each store requires different android sdk versions. I'd like to get the recommended sdk 33, is that compatible with the quest store?CheersMichael
I've installed and enabled the meta xr plugin from the unreal store , but when I use the meta xr simulator it says Shouldn't this be installed with the plugin?
Is one of the built-in media players (Electra Player, Android Media Player) working on the Quest 3? So far it seems no. Is there some kind of alternative to playing internet radio streams on the Quest?
I am currently developing a mixed reality experience, and was hoping to use lighting information from the headset cameras (Quest 3) to light the scene in real time. Is this a possibility? If so, how do I do this?I am using Unreal Engine 5.3 with MetaXR and the MRUK.
1. After uploading the app to the release channel, in the build description I see the following permissions required by the manifest. android.permission.INTERNET android.permission.ACCESS_NETWORK_STATE com.android.vending.CHECK_LICENSE android.permission.ACCESS_WIFI_STATE com.android.vending.BILLING These permissions were added by the Unreal Engine 5. Idont use them. Do I need to remove them manually before submitting my application for review?2. I only use the READ_EXTERNAL_STORAGE permission.After adding READ_EXTERNAL_STORAGE, the following permissions are automatically added: android.permission.READ_EXTERNAL_STORAGE android.permission.READ_MEDIA_AUDIO android.permission.READ_MEDIA_VIDEO android.permission.READ_MEDIA_IMAGES android.permission.ACCESS_MEDIA_LOCATION android.permission.READ_MEDIA_IMAGE android.permission.READ_MEDIA_VISUAL_USER_SELECTED I cant remove them.
I bake in unreal 5.3, look fine in the unreal editor, but when I run the packaged apk I've transferred to the quest 3, I get this result: In the editor it looks hunky dory:
Hello,I am developing an application for the Oculus Quest 2 using Unreal Engine, and I have encountered a problem when trying to configure the Stereo Layer with supports depth set to true and no alpha channel set to false. Problem:With these settings, the widgets display with a black color instead of transparency. Everything works correctly in the emulation mode on PC, but on the Oculus Quest 2 (Android) device, transparency does not display properly when depth support is enabled. What I Have Tried:* Enabling and disabling various combinations of settings for supports depth and no alpha channel.* Configuring the widget material: * Blend Mode = Translucent * Separate Translucency = true* Updating to the latest version of Unreal Engine and Oculus SDK.* Using masks instead of alpha transparency.* Checking all standard rendering and post-processing settings in the project. Engine: UnrealEngine-oculus-4.27.2-release-1.89.0-v62.0 Question:Is it possible to use
the bodyTracking of OVR plugin returns rotations of following bones:ovrpBoneId_Body_Start = 0,ovrpBoneId_Body_Root = ovrpBoneId_Body_Start + 0,ovrpBoneId_Body_Hips = ovrpBoneId_Body_Start + 1,ovrpBoneId_Body_SpineLower = ovrpBoneId_Body_Start + 2,ovrpBoneId_Body_SpineMiddle = ovrpBoneId_Body_Start + 3,...the question is, where can I get a skeleton that has same struct as this enum?I've seen similar skeleton (SK_high_fidelity_rig in the https://github.com/oculus-samples/Unreal-Movement), but after careful comparison there is minor difference (say, it has LeftHandThumbTrapezium but enum hasn't)
How would one go about tracking hands and only ONE controller at the same time in MR (Quest 3) ?I also would like to make it where controller doesn't "fall asleep" when not being interacted with.
Hello, I decided to upgrade my main menu UI by switching from standard 3d Widget to Stereo Layers in order to increase sharpness. For anybody interested, method is explained here. After upgrading, text is indeed sharper. So, I had two remaining tasks: to render a laser (line from controller to the cursor) and the cursor (on the tip of laser to show where user is aiming).For cursor, initially I was using a StaticMeshComponent (a sphere). But it turned out since StereoLayers are drawn on top of everything, the mesh got hidden behind the Menu UI now. There is a boolean flag called "Supports Depth" for this purpose on StereoLayer, but it is problematic: So, it is not supported by default OpenXR. But after enabling MetaXR plugin, it works and mesh is rendered on top of Menu - which is good. Then I decided to keep things platform independent, and modified the cursor from mesh to a stereo layer with higher priority. This way, I won't be dependent on MetaXR. So far so
There are two option for OpenXR API in UE's Project Settings. One is Oculus OpenXR and another one is Epic OpenXR.I use VRE plugin and if I use Oculus OpenXR, I completely lose hand tracking functionality provided by VRE (which is amazing btw). If I use Epic OpenXR, I get everything I can wish for, except for some reason game's colors are washed out and who knows what else I miss out on (whatever special sauce Oculus OpenXR has over Epic's OpenXR).So, I am wondering what do I lose by going with Epic OpenXR over Oculus OpenXR ?
It appears as of v65 the nodes LoadSceneFromDeviceAsync and LoadSceneFromDevice both automatically trigger SpawnActors (SpawnInterior in v64). Does anyone know if there is any way to disable this? I'm getting some glitches and would rather continue to control both tasks separately (Load the scene data and then spawn the scene actors later). I'm running UE5.3.2 with the v65 plugins for MetaXR and MRUK - I'm testing on a Quest2.
Hey, is there any place to access older versions of the Platform SDK for Unreal Engine 5?We just released our VR title, Kid Pilot, to Steam and were beginning the setup to release it to the Meta Store. However, we're working with Unreal Engine 5.0.3, we do have the Meta XR plugin for this engine version, but not the Platform SDK, and on the downloads page, the oldest version is 56.0, for UE 5.2.1Any help towards finding where the older versions of the SDK can be found would be greatly appreciated.
Hi all,I have a project I am working on, it's an apartment where I have a TV with a video running in loop. The project is made in Unreal engine 5.1, and in the TV blueprint, I set the Media Sound volume to 0 when game begins, and switch volume according to when I turn on and off the TV.I was recording the gameplay on Quest 3, and despite in the game the audio answers to the interaction, when I watch the recording, the TV audio is loud and overlay every other audio effect from my game.This is the Blueprint, and the video is the recording from the Quest 3. The sound of the video worked just fine in the app when I was playing but in the recording it's like the TV was on all the time, really annoying.Now, is it some problem with the UE settings or the Quest Device?
I am trying to setup shared spaces and get it running so i can build upon. I compiled and got setting for the project to load. Not sure I did a few basic settings on the developer site trying to get everything correct. I am not sure if AppID and RiftID are the same if not where do i get the RiftID. The project loads the lobby then terminates at this point. Not sure what is going on.Please help Thanks
Hi, I played Oculus Dreamdeck, which is a showcase app for Quest capabilities. It was developedby Meta if I understood everything correctly. I liked the Alien scene and would like to check its project file. Is it available on internet? I am asking because another scene is available (the one with animals and green hills - GraphicsShowcase) https://github.com/oculus-samples/Unreal-GraphicsShowcaseIt is also available in the UE branch of Oculus. So, is this Alien scene also available somewhere? I cannot find it on internet.
I have checked the “underlay” option, and I can see the mesh over the passthrough but can not see the Niagara Particle. I checked the particle emitted by watching the preview window. Is there any setup or guide to solve this problem? I truly need some helps.
Large UE games are incredibly slow to load on v66 (like 25 seconds)The same apk/obb loads in around 3 seconds on v65 and earlier. It's built against the v65 SDK. Something really weird going on with v66. I also notice sometimes OS apps are hanging/going really slow to load (like airlink) To reproduce install asgards wrath 2,First run is a bit slow but normal, compiles shaders etc.Close itSecond run sits on the ... screen for 25 seconds then loads. Same for all subsequent runs.[EDIT] This appears to be to do with the app's apk signing certificate. A load of errors in the log are occurring for the 20 second wait. Certificate buffer not long enough, returning If I rebuild my app with a new certificate it then works but I can't change this on the store
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