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In the Meta Plugin UE 5.3.2, I've noticed an issue with the color rendering in the headset—it seems that yellow appears as orange.I've been following the guidelines regarding color space outlined here: .https://developer.oculus.com/documentation/unreal/unreal-color-functions/ Despite experimenting with various parameters (under Project Settings/Meta XR/Color Space) such as Rift CV1, P3, and Quest, and printing the color space values using blueprints(function: Get hmd color desc ), I haven't observed any changes in the rendering. The color space value consistently returns as Rec 709 regardless of the input parameters.What should I do to change the color space?
Hello everyone,I would like to use the Full Body Tracking feature with the Meta Quest 3 in my Unreal Engine 5.3 project. My Meta Quest 3 is connected via Air Link, and in the final game, the game should also run in this manner (the executable file should not be on the headset).I've noticed that as soon as I activate the Full Body Tracking of the Meta Quest (e.g., directly through the function OculusXRMovementFunctionLibrary::StartBodyTrackingByJointSet or simply OculusXRMovementFunctionLibrary::StartBodyTracking, or if the tracking is activated in any other way, e.g., via Live Links "ApplyToClient"), the framerate drops directly to 20-30 FPS, even without anything else happening in my sample project (no mannequin performing movements or anything).I've observed this performance drop even in the sample project here: https://github.com/oculus-samples/Unreal-MovementThrough Unreal Insights, it's apparent that the RenderThread suffers greatly under the activation of the Body Tracking Start,
Hello wonderful creators!!Need your help here when I select the VR preview in unreal 5.3.2 - the preview on my laptop get stuck by just loading half the screen and It also not open's in my oculus 3 headset! (Attaching screenshot below)Your advice is highly valuable for me, kindly help with a solution!!Many thanks guys!
Hello, when meta tested my app and also testing in my android I had this message: No OBB found and no store key to try to download.But when I manually install an OBB in the created OBB folder for my game, the error disappears, but what I need is for meta to release my app.I need to have an OBB, so is not an option to package all the game data in the apk or, I guess, disable verify OBB. I already signed the app, I even used the MetaXR plugin to check android packaging, not sure what I'm missing, because I can make it work by installing the OBB I fell like is an error in the testing side.
I am writing a **Quest 3** **headset program** with **passthrough** in **Unreal Engine 5.3.2**. The headset and plugin versions are both **V62**. However, I'm encountering an issue: if I only use **MetaXR**, I can only see a **black background and rendered content in the left eye**, while the right eye has no issues with passthrough. Even if I turn off passthrough, only one eye is rendering. I've also tried using the **officially downloaded SpatialAnchorsSample**, but the problem persists. I can confirm that it's not a device issue because the same project renders without any problems in the **Unity version**. 🤔 If you have any insights or solutions, I'd greatly appreciate it! 🙏
I have tried to fix it for a long time, thinking it was a problem at my end; but I just tried using the OpenXR Plugin and the hand is normal like it has been for all these years. The MetaXR plugin definitely has the VR Hands at an odd angle about 80 degrees downward, forcing the player to lift their wrist at an unnatural angle to point any tool or weapon. See attached image.
Hello I try to setup a simple AR project that runs on PC with Oculus Link on a Quest Pro with a passthrough background and 3D objects over it. I have followed the official documentation https://developer.oculus.com/documentation/unreal/unreal-passthrough-overview/ and manage to have see a passthrough but it is always on top even if I configure it with "underlay" option.What I am missing to make it works? What are the important settings to have in mind (for instance I have Enable alpha channel through tonemapper)? Does Forward/defered rendering have an issue on the result? DX11/D12?Also is it necessary to use the Oculus fork of Unreal or a regular Unreal with MetaXR plugin is ok?
Hi, I'm developing multiplayer FPS Game and trying to use spacewarp on UE4.I followed Oculus guide here : https://developer.oculus.com/documentation/unreal/unreal-asw But when I set 2 players and try to Play VR preview with 'Play as Client' setting in editor,editor just shut down without any crash report. (It works on 'Play as Standalone')It also occur on VR template project.. Does anyone know solution? Thanks for your help. Here is my UE4 version in use.Project version : ue4-oculus-4.27.2-1.70.0-v38.0 ps. I found log output from saved log file[2022.04.25-03.05.23:204][452]LogWindows: Error: === Critical error: ===[2022.04.25-03.05.23:204][452]LogWindows: Error:[2022.04.25-03.05.23:204][452]LogWindows: Error: Fatal error: [File:C:/UE4oculus427/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 902][2022.04.25-03.05.23:204][452]LogWindows: Error: Rendering thread exception:[2022.04.25-03.05.23:204][452]LogWindows: Error: Asserti
Has anyone tried using Bluetooth input through an Arduino in UE5? I am trying to make a wireless peripheral and I haven't seen anyone try with UE4 or 5. Thanks
I get this errorbut I am using thisUnreal Engine 5.3
I've been working on a project with Unreal Engine5.3 and the Meta Quest Pro, focusing on implementing spatial anchors. However, I'm encountering a consistent crash every time I attempt to create a spatial anchor. This issue is critical for the functionality of my project, and I've been unable to find a workaround.Here's a brief overview of the problem:Device: Meta Quest ProEngine: Unreal Engine 5.3Issue: The application crashes when attempting to create a spatial anchor.Error Log: Attached file I've ensured that all my software is up to date and have followed the official guidelines for implementing spatial anchors. Despite this, the issue persists.Has anyone else encountered this problem or have any insights on what might be causing the crash? Any suggestions on how to resolve this would be greatly appreciated.Thank you in advance for your help and suggestions. <log Shortcut>00 pc 0000000010eea470 /data/app/~~l-W5PGwksuM_W0c5HftO_Q==/com.epicgames.VRT
I'm trying to understand the object grabbing example and trying to duplicate the Interactable Brick on the VRTemplate Pistol. Grabbing is working and if I don't have a grab pose assigned on it, I can grab on to it anywhere. But when I use the LogHand macro, which implements the Log Nearby Interactables function and assign the hand pose and relative hand transform from the log, the pistol is not positioned correctly. I don't see any documentation on how to do this correctly so I'm not even sure if I am recording it correctly. I created an interactable blue print and added the skeletal mesh of the pistol and set it in the level. Then I run and place my hand where I want it to be and press the log key. Anybody have a clue if this is right and/or how to record the hand pose and position correctly?
Hi, I want to use UE4 to build a “jogging in place” locomotion system. Could anyone please let me know where to start learning how to do this? There is a "swinging arm" locomotion blueprint example provided in the ue4 oculus fork. I was thinking of using that to expand on, but I can't find the actual source code, so I don't know how they implemented it. Mainly, how did they deal with capuring the pysical motions of the controller/hmd, such as accelleration? I’m very familiar with coding; and I bought a few ue4 c++ courses on Udemy that were geared towards VR development such as the following: https://www.udemy.com/course/unrealvr/ But all of these tutorials simply demonstrate how to implement a teleportation system and nothing else. Could someone provide me with some insight on how to implement this system in ue4?Thanks.
Has anyone had any luck getting Bloom+Mobile HDR working in a project with a passthrough layer? When I tried enabling it in my project that has passthrough none of my objects showed up.
Hello there,I am trying to get live link to work. I am working currently on unreal engine 5.2.1.I keep getting these errors when trying to connect my quest pro with link link:Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Body'.Can't evaluate frame for 'Body'. No data was available.I know the first one is expected and you're supposed to run VR Preview, but I can't explain me the second error.Also there are supposed to be three subjects: Body, Face and Eye. But as of now there is only appearing Body.As source machine is states: 'Oculus Qeust2'. Shouldn't it be something like 'Oculus Quest Pro'?In the Output log it is recognized as the correct device:LogOVRPlugin: Display: OpenXR system properties:venderId [*], systemName Meta Quest Pro, maxSwapchainImage(4096, 4096), maxLayerCount 16, orientationTracking 1, positionTracking 1LogOVRPlugin: Display: OpenXR hand tracking system properties:hand tracking supported 1LogOVRPlugin: Display:
I tried to get a cube map texture loaded into the stereo layer component (or MetaXRpassthrough component) set to cube map shape, but it is simply not working.Equirectangular works, cylinder and quad of course also work, but not the cube map layer shape.Anyone knows how to fix this?
Using Meta Quest Link App Version 63.0.0.216.361 (63.0.0.216.361) we are now seeing repeated warnings when loading an Unreal application (or even just the Unreal Editor). The Unreal application copies a version of dbghelp.dll across to the ThirdParty binaries folder, but this was always the case, and the warnings did not appear before the Oculus update. If the Oculus app is uninstalled, these warnings do not appear. Are any Oculus developers looking into this? Thanks.Possibly related to https://communityforums.atmeta.com/t5/OpenXR-Development/OpenXR-hand-body-tracking-extensions-not-working-over-AirLink-in/m-p/1155017#M725
Hi all, I would like to use Eye Tracked Forveated Rendering on my game during PCVR AirLink session. Does anybody succeed using it on Unreal 5.1? In project setting, "Support Eye Tracked Foveated Rendering" is greyed out, while "Foveated Rendering Method" is fixed with "Fixed Forveated Rendering" I tried turning on "Experimental features" with both of "adb shell setprop debug.oculus.experimentalEnabled 1" but no lock.
Hi,We are trying to clear up some warnings we are getting during packaging. We are using Unreal_MetaFork4_27_v57.One of the warning we get is the following: "PackagingResults: Warning: Unable to retrieve OculusHMD, cannot add event polling delegates."We've investigated the issue and it appears the OculusAnchorsModule is running within a commandlet, i.e. IsRunningCommandlet() returns true.The engine doesn't create the XRSystem when running in a commandlet, which is why the warning is occurring.Are we safe to ignore/disable the module, or is there something else which might be wrong?Thanks,Phil.
Hola!I successfully created Spacial Anchors and recall them in my virtual/real space following this tutorial:https://developer.oculus.com/documentation/unreal/unreal-lsa-tutorial/But now I would like to know how can I erase all of them them inside the blueprint, and also how could I store each one with different names (sequentially as I press "create Anchor"), so I could recall them later individually. I don't find any info about it online...Thanks a lot in advance!
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
UE: 4.26.2Quest: 40Hand-tracking only: DefaultI'm making a touchscreen interaction for interacting with widgets with your hands. I get the socket location from the socket name "index tip". Index finger collision When I play preview from unreal everything works as it should, but when I package for Quest the socket location is not working as expected(it seems like the location is tracking the socket, but not correctly placed).Is there any other properties for the sockets when it's running locally on the quest instead of from the computer via link? Any input or knowledge is appreciated.Thanks
Hi (noob alert)I'm totally new to passthrough, AR, MR.I've managed to get an apk for the passthrough with the default VR scene in unreal. but other than that everything else is kinda vague to me. could you please give me a reliable source to get me going for MR development?meta documentation is kinda messed up and you can easily get lost in it.thanks
So I have been working on this for days now.I am on UE5.3.2 using MetaXR 62.I have passthrough working in VR preview when I disable OpenXR.I then Enable OpenXR for creating a build. Apk will be made successfully, get it on Quest 3 to test, it will load but with no passthrough. My hands are tracked correctly but they are invisible.Any ideas here?
Does any one have a idea hwo to setup movable spotlight shadows in standalone in forward shading instance stereo on and multiview on. Its just bugged for me grey overla on left lens and right lens is just black also no shadows at all.To replicatate: Create in any UE5 engine a VR template and check support movable spotlighshadows.After that the mobile preview and Quest 3 2 standalone does not render at all...
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