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I'm testing the movement sample, and have noticed the Skelmesh movement is jittery and inconsistent on Quest3. Not just a little, but enough to cause discomfort. As it stands this feature is not usable.Its not a framerate issue. Framerate in my tests is solid 72fps.I've restarted my Quest3I have v65 of the UnrealMetaXRPlugin and UnrealPlatformSDKPlugin, Vanilla Unreal 5.3.2. Quest OS v65I've tested someone else's APK built from the movement sample. Same skelmesh jitter/inconsistencyI've built my own version of livelink body retargeting (via the docs) and see the same issue, even more pronounced, even.I decided to take a closer peek at the raw transform data coming from the livelink, by drawing the joints as instanced static meshes and found the livelink data itself is jittery and choppy. In contrast, the joints from the OculusXRBodyState are smooth and flawless.Is there some setting I'm missing? I'm surprised this hasn't been noted before. This is a hugely important feature, and retarg
I'm trying to use Hand Tracking with Unreal Engine 5.3.2. I'm using Quest 2 as the main device.I worked while watching the following tutorial: "VR Hand Tracking in Unreal Engine 5.3 | Tutorial for Beginners<iframe width="560" height="315" src="https://www.youtube.com/embed/empovwgouwI?si=Fwo97_u04KzT3BiC" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>One difference is that when importing the MetaXR plugin, I downloaded it directly from the Marketplace instead of using the external link as shown in the video (probably version 64?). I tried manually installing version 60, which was used in the video, into the plugins, but I abandoned it because I encountered an error "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION Meta XR" leading to a crash. Currently, I'm using the version 64 (?) plugin dow
Wondering if anybody has knowledge or up to date links to implementing Oculus statializer with FMOD into UE? If I add the OculusSpatializerFMOD plugin line to fmod audio plugins within UE preferences, when I close the project, I can no longer build the project from VS 'unable to find plugin 'OculusSpatializerFMOD'' - not sure how I can make it find the plugin on build hmm. I have OculusSpatializerFMOD.dll copied in each folder of fmodstudio>binaries>platform (with plugins.txt with one line 'OculusSpatializerFMOD' added in each folder) which is installed in the project level. I can't seem to find decent instructions online. How can I make it find the plugin?Thanks
I noticed after the function load room my character can not teleport in the world, because such a feeling that after load room it does not release the character anywhere, anyone know the solution?
I am developing an Unreal Engine app for Quest and recently moved from the Oculus XR API, "Legacy OVRPlugin", to the XR API, "OVRPlugin OpenXR".After moving to the"OVRPlugin OpenXR" XR API, the Oculus library function `GetAvailableDisplayFrequencies` just returns an empty array instead of a legitimate list of the possible display frequencies. I am still able to set the display rate with `SetDisplayFrequency`. I am just unable to check the available frequencies. It would be helpful if I was able to check the available frequencies so I could always choose the highest frame rate option from the list. (Although this may not usually be best practice, it is very necessary for my particular app.)
Hello,I am working on a game for Quest 2 via UE5.1. I have to add a feature similar to infrared-vision. Initially, I followed standard post-process tutorials, but then came into following conclusion:- For post-process to work I need to enable MobileHDR option, which will decrease performance- Even if I accept it and enable MobileHDR, it leads to rendering issues: effect works on Quest 2, but one eye is completely black. In the end I decided that it is better to stick to Tone Mapping Guide: https://developer.oculus.com/documentation/unreal/unreal-tonemapping/I am using UE VR template, and have MetaXR plugin enabled. Vulkan is enabled there by default. Also, I execute following command: r.Mobile.TonemapSubpass=1 When I build apk and run it on Quest 2, nothing happens. But if I test in UE Editor Preview, the effect works and modifies the screen colors. These are the post-process settings that I apply to my camera (for test purposes):&
Hey there!I recently started looking at Oculus Lipsync for Unreal engine. I have downloaded the demo project with the plugin and got it working with 4.27. I have had a look around the demo project and tried to understand how it works. However I have noticed I can only get the "playback" demo to work and not the "live" demo. I have not touched anything in the demo project, the plugin works well with playback audio - I even managed to hook up my own character with no issues at all, I just cant get the live mode to work - which is ultimately what I would like to be using this for.Wondering if perhaps I need to specify a microphone or something in the config of the project but there's absolutely nothing in the documentation and I assumed it should work out of the box just like the playback demo.One last bit of information for anyone who may be able to help. In the documentation it states "When a prediction is ready, the OVRLipSync Actor component will trigger the O
Hello everyone,The newest Meta XR plugin just dropped for 5.3.2, and I have a serious issue that is preventing me with publishing.My app has been finished for a while now, but I couldn't publish as I am unable to pass VRC requirement 9.That is the requirement to recenter on pressing the home button.Now in Unreal Engine, the home button is not mappable and recenter was done through VRNotification delegates.These delegates are broken in 5.3.2, which was confirmed by UE developershttps://forums.unrealengine.com/t/recenter-event/747484/15My understanding is that currently due to this issue, that is not going to be fixed in 5.3.2, publishing is not possible in this engine version.In UE 5.4 delegates are fixed and work as they should, but now the virtual keyboard is broken and there is no Meta XR plugin released yet.https://forums.unrealengine.com/t/ue-5-4-virtual-keyboard-issue/1844588/2Does anyone have any input, advice on this?
I'm testing MR app developpment with Unreal 5.3.2 on Quest 3.After setting up the passthrough (following different tutorials on youtube), packaging the apk and installing it on the quest 3 via sidequest, I'm confronted with one of the 2 following problems : - I deactivate openXR and use Oculus + OVR option as XR API option in the MetaXR plugin but then the app crashes when launched on the quest 3- or I activate openXR and select Epic Native OpenXr option as XR API option in MetaXR plugin, then the app works fine except for the passthrough content which is fully black instead.I've read that using Meta Unreal Fork could solve the problem, except for the fact that this fork seems to have disappeard from github. Is there a solution to use passthrough with metaXR plugin in Unreal ? Thanks
Hi guys,The question is about mixed reality I am trying to make a hole on ground but hard occlusion is on thats why i can't see on ground because it's occluded with floorIs posible to have an object not be occluded by the environment?I tried "stop environment depth and XRocclusion mode disabled" on floor actor doesn't workany idea?
I'm trying to get the MRUK 64.0 to work with the unreal 5.3.2 default "Virtual Reality Template" and unless I disable the OculusXR plugin it will fail on a call to "Load Scene from Device Async" as-well-as "Launch Screen Capture".A few notes:- I do check and request the android permission for "com.oculus.permission.USE_SCENE".- I am packaging and installing the apk directly to the headset- Disabling the OculusXR plugin will work, but then some features of the template no longer work.The errors I'm seeing from the log stream:...10:30:37.664 15850 15892 D UE : [2024.05.14-17.30.37:664][ 71]LogMRUK: Error: Launching capture flow failed!...10:30:38.661 15850 15892 D UE : [2024.05.14-17.30.38:661][142]LogMRUK: Load scene from device10:30:38.661 15850 15892 D UE : [2024.05.14-17.30.38:661][142]LogOculusXRAnchors: Warning: Failed to start async call to query anchors.10:30:38.661 15850 15892 D UE : [2024.05.14-17.30.38:661][142]LogMRUK: Found on 0 rooms on the device10:30:38.662 15850 15892 D
Configuration:Meta Quest 3UE5.3.2 (Windows x64)Mixed Reality Utility Kit Plugin 63.0MetaXR Plugin 63.0I just started using the MR Utility Kit and am having some problems with the sample project. The demo attempts to load the Scene description stored on the headset, and if that fails, it loads a random room from a JSON data table asset. The headset has a Scene already setup, and I found that while playing VR in the UE Editor, I could get the Scene to load after enabling "Spatial Data over Meta Quest Link" in the Oculus desktop app. At this point my room would load properly, but would soon start slowly "floating away" uncontrollably. So I turned off the World Locking feature in the MR Utility Kit plugin, and now the room stays in place (this drifting is probably a separate issue?). I packaged the project for Windows and played in PCVR, and the Scene loads correctly. But the main problem is when I package the APK and deploy to the headset, the Scene doe
Hello, I was testing about soft occlusion and an issue ocurred when auto spawning pawn from MyGameMode. I tested two cases, 1. Start level with none GameMode and MyPawn set in level:- SoftOcclusion worked fine.--Scene Data loaded properly with logs below. 2024.04.03-09.20.49:593][537]LogOculusXRAnchors: ovrpEventType_SpaceQueryResults Request ID: 335007449211 -- Capacity: 1 -- Result: 1 [2024.04.03-09.20.49:604][538]LogOculusXRAnchors: ovrpEventType_SpaceQueryResults Request ID: 335007449213 -- Capacity: 1 -- Result: 1 [2024.04.03-09.20.49:682][544]LogOculusXRAnchors: ovrpEventType_SpaceQueryResults Request ID: 335007449215 -- Capacity: 7 -- Result: 1 [2024.04.03-09.20.49:682][544]LogOculusXRScene: SpatialAnchor Scene label is WALL_FACE [2024.04.03-09.20.49:682][544]LogOculusXRScene: SpatialAnchorQueryResult_Handler ScenePlane pos = [0.00, -2.51, -1.33], size = [0.00, 5.01, 2.67]. [2024.04.03-09.20.49:682][544]LogOculusXRScene: SpatialAnchor ScenePlane label
Has anyone being able to detect eyes closed/open state using Meta XR and Quest Pro? We are able to get tracking data but the eye closed variable never changes. Looking at the Meta XR code it seems eye blinking is not being returned (see screenshot). The confidence value is always at 0.998047 regardless of if the eyes are closed or not. Gaze Direction and Gaze Origin are returning data but for some reason when the eyes are closed Gaze Direction keeps outputting changing data, so not sure what can be used to detect eyes closed/open.
I have a game released in the AppLab store that has been frozen because I need to go through an age verification process. The game was created entirely using Blueprints, and I can't find any instructions on how to carry out this procedure through Blueprints. Has anyone done this and can provide steps on how to pass the age verification? How do I use the Age Category API through a Blueprint?
When packaging games in UE4 (official release or Oculus version) and the game size is over 4gb, an additional expansion obb file is created called 'patch.[StoreVersion].[AppName].obb'. This corresponds with the official Android guidelines (https://developer.android.com/google/play/expansion-files).Sadly, we can't upload such files through the Oculus platform tools as it refuses the store version in the name. What is the intended way of handling this? Creating another activity just loading the file would work but would require some engine changes as well as changes in packaging workflow which are not needed or preferred for other standalone platforms.ThanksWouter
Hi everyone,I'm having an issue with my unreal project i started with the VR template however removed a few things from the world before i began to build around it. Now i've noticed my VRPawn doesnt respond to snap or teleport. I've tried many things such as setting the auto possess player to 0 and even deleted my VRpawn and pasted the original one from the template. Nothing seems to work but the controls are being detected as the hands move around. It was working last night for an hour but i had an issue with the z axis i tried fixing, after a while i went back to test and nothings working. If anyone could help me with this Id appreciate it! been at it since 2pm yesterday (its 5pm now) Thank youu!!
Hi guys I am working on Mario mix reality experienceI have my own parkour gym it’s just for my gym members. I will keep things simple.I have an issue. Maybe it’s so easy I don’t know why or howpassthrough always works well (standalone) but sometimes I can’t record camera feed when i capturewhen it happen, I’m starting all over again I have to figure out it things getting longer and harderThanks 5.3.2 meta XR plugin
What the title indicates. I have stat RHI up to confirm and the moment I enable AppSW, the polycount in the scene doubles. I haven't the foggiest idea why this would happen. Is this a glitch with RHI, or is something else happening here? Your insight is greatly appreciated.
Hi i am able to package the build and run using the vr preview however when i try installing the app on meta quest pro headset it shows loading black screen with three dots i changed a few settings as earlier it was saying that OBB file not found then i package as one build. I am not able to make it work am i missing some plugins , how can i check logs of app crashes or any any runtime error. I have a build from UE 5.1 and I dont know why its just 165MB the earlier one was 1GB. I have send about 7 Hours on this issues please help.
hi,my friend list query worked fine until 01.March evening (EU time), and since that it provides empty arrays, and invitable friend list results always in only a 1 element array.is there any Oculus back-end change or error, or new permissions are introduced? does it work for you? atm it is blocking my further work...My UE4 & Oculus version is oculus-4.24.3-release-1.46.0-v14.0 and experiencing on Quest-1thanks
The issue with MetaXR plugin for Unreal Engine 5.2I have the same problems with plugin's version 55.0 and 56.0. The function GetGuardianPoints() returning always empty array for BoundaryType == Boundary_Outer. I've debuged plugin and it turned out that OculusXRFunctionLibrary.cpp:622if (OVRP_SUCCESS(FOculusXRHMDModule::GetPluginWrapper().GetBoundaryGeometry3(obt, nullptr, &NumPoints)))always returns false. Is there any way how I can get these guardian points? Best regardsAndrei
Anyone using UE5.3.2 and currently trying to ship to App Lab? I'm having a little trouble meeting cert due to failed recenter behavior and could use an extra opinion, perhaps there's something simple I'm missing. Testing The VRNotificationsComponent Recentering in UE5.3.2 on a for-distribution shipping build on Quest 2. Both the HMDRecenter and VRControllerRecenter Dispatchers are connected to a Reposition function. The VRNotificationsComponent has been added to the VRPawn in this project created off the VR Template. OpenXR enabled, MetaXR disabled: Neither recenter events fire OpenXR + MetaXR v. 60 enabled, both the OculusOVR+OpenXRBackend and Epic Native OpenXR + Oculus Vendor Extensions XR API: Neither recenter events fire. MetaXR enabled, OpenXR disabled: recentering does function successfully! But the image is washed out and only rendering to the left eye. Disabling Mobile Multiview causes the image to only render to the right eye. I'm getting fair stumped on
Hi all,is anyone using this with Unreal 5.3.2? I am struggling to get up and running. I am a bit of a newbie on this. 1/ when I try to start the sample project I get "The following modules are missing or built with a different engine version: MovementSample OculusXRRetargeting OculusXRRetargetingEditor Would you like to rebuild them now?"Pressing Yes doesn't work, and suggests building from source manually, which I don't want to do. 2/ In the MetaXR section of my project settings I do see 'Enable Body Tracking', but I don't see the 'Body Tracking Fidelity' and 'Body Tracking Joint Set' mentioned in the doco. Have they gone away? Any suggestions? Thanks,JB
I cannot seem to get CSM shadows working at all. I have tried a stationary directional light with modulated shadeows. I have tried a movable directional light. Has anyone had any luck getting shadows on 4.27? Much Thanks for any tips/advice
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