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Hello Everyone!I've been trying for a few days to figure out how to set up MQ3 for UE 5.3 development.Can anyone give me an update on how this is done?Thank you Community!
I built the 5.3 fork engine and things went fine (apparently). I opened the Unreal Project Browser via exe in the binaries/win64/ and then tried to open my ue4.27 oculus fork project with making a copy. The opening failed after copying it and suggested that I open it in visual studio. I then tried to build the game via VS but get quickly hit with an error :Error MSB3073 The command "C:\...\UnrealEngine5\Engine\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. UE5 C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44 I'm stumped and imagine there are many things that could have gone wrong here. Can anyone help here? Perhaps I need to rebuild some sort of migration tool? I have no idea and am grasping at straws with google now. Any help would be much appreciated.Thanks!
Hi all, I'm making a standalone app using hand tracking in UE5.3.2 + MetaXR v.62 plugin, I did get the hand tracking data in app and the tracking looks great-- but it's always using the defualt grey grid material no matter what. Below is the setting I have in my pawn:I also tried to use a button press to change the material in game, I could see the print string so I know it's firing, but the hand meshes stays the same. I didn't have the same issue in previous version(in UE5.2 with earlier MetaXR plugin)
Hi, I am building a Quest VR game with Unreal Engine 4.27 from Meta github Fork. There's random crash from time to time. It seems GPU Management Unit has crashed. Here's a log of what happened. I can't find documentation on what this opcode means.Here's another time, this time with a different code:Any help will be appreciated!
Hello everyone, We're still struggling to get a "window/portal into a virtual world through passthrough" effect working on the Quest 3 with the latest Meta Plugin and Unreal Engine 5.3. There does not seem to be a working "inverse" Punch-a-hole material that punches a hole through an overlay passthrough layer, which would be basically ideal.Alternatively, I tried to use an underlay passthrough layer and get a regular portal effect via custom depth & stencils, but that just does absolutely weird things when deploying on the Quest itself, I assume because post processing / mobile deferred rendering is really not well supported.Does anyone have any other pointers into what could work? I kind of just want my real window/door look out into a virtual word. We'd be really thankful for any help!
Using an unreal engine built from source and using the MetaXR v1.91, enabling both Oculus Subsystem Oculus and MetaXR Platform plugins at the same time in any project breaks compilation, causing link issues on the OVRPlatform library.Are there any known solution for this?example logs from a blank template project: UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: ovr_ApplicationInviteArray_GetSizeUATHelper: Packaging (Android (ASTC)): >>> referenced by OVRPlatformCppPageRequests.cpp:152 (./../Plugins/MetaXRPlatform/Source/OVRPlatform/Private/OVRPlatformCppPageRequests.cpp:152)UATHelper: Packaging (Android (ASTC)): >>> OVRPlatform/Module.OVRPlatform.3.cpp.o:(OvrPlatform_ApplicationInvitePages_GetPageEntries(FOvrApplicationInvitePages const&, TArray<FOvrApplicationInvite, TSizedDefaultAllocator<32> >&))UATHelper: Packaging (Android (ASTC)): >>> referenced by OVR
I build a apk from unreal engine 5.1 for oculus quest 2 which has android 12 but after adding that into Meta Quest Developer Hub to arun and test it is not showing the option to launch the app and when I am trying to open it through library, nothing is happening.Please help me out it is my first project so I dont have much experince of Oculus and Project settings for it in the UE5.1
Game: The Final OversApp Lab Link: https://www.oculus.com/experiences/quest/3753844808017398/Game Engine: Unreal Engine 4.26 Short overview of the game: it's a Cricket game where the player (batsman) is supposed the hit the ball with the bat (attached to controller) as far as he can, as fast as he can. ISSUE 01: ball sometimes goes through the ground or bat i.e. misses collisionWORKAROUND: turn on CCD on the ball. ISSUE 02: if we hit the ball with the bat fast then the ball doesn't get the expected impact force and is slowed down. Sometimes also happen if we move the bat slowly, but mostly happens if we swing the bat even slightly faster. Sometimes the ball even goes through the bat without receiving any impact.WORKAROUND: turn on CCD on the bat. That fixes this problem, but then creates the next one. ISSUE 03: after applying the workaround above, the ball gets collided to bat even from a distance of ~1 feet. There is a significant gap between bat and ball but
Has anyone encountered this kind of situation?Passthrough effect drift from meshNeed help, Any help will be appreciated!Thanks guys!
Hi, When I was trying to package my project for unreal engine 5.3, it says that the oculus subsystem plugin is depreciated. -PackagingResults: Warning: 'OCULUS_SUBSYSTEM' is deprecated: OnlineSubsystemOculus has been deprecated and will be removed Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]What plugin should I use to replace this? I'm confused, please help
Hello,I have been trying to understand what path to choose between OpenXR vs MetaXR.There is no clear answer on Unreal forums or here, I hope someone at Meta can help us out.We have built a few projects using unreal 4.27 and 5.2 through OpenXR. Its great with controllers but It seems that using MetaXR would be the way to go for hand v2 interactions.Am i wrong ? What about the XR API in Meta XR? which to choose and why?Is there strength and weaknesses on both sides?What is the choice of predilection if we start a new project that would uses hands interactions?thanks!
Can someone please explain why there are two version of LibOVRPlatform and why the headers in the runtime plugin includes OVR_UserAccountAgeCategory.h, but the one under Source\ThirdParty does not. The runtime plugin's Build.cs file is configured to use the one bundled with the plugin.\Engine\Plugins\Runtime\Oculus\OculusPlatform\Source\OVRPlatformSDK\LibOVRPlatform\Engine\Source\ThirdParty\Oculus\LibOVRPlatform\LibOVRPlatformI've tried upgrading the SDK in the Source\ThirdParty folder to one that includes OVR_UserAccountAgeCategory, but it results in compile errors in the Oculus plugins. I'm going to try creating a plugin that uses an embedded SDK like the runtime plugin so I don't need to use a source build of unreal, or referencing the runtime plugin with the target as the source build of unreal.
deletedThanks for no help.
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Whether in VRPreview mode or MetaXRSimulator mode, you can see that my controller can be tracked. But my headset cannot be tracked.No matter how I rotate my head. The blueprint [Is head mounted display enabled] allways return false. Meanwhile, in this demo, when I switch to third person view by pressing Tab, I will see a warning: spectator Camera Debug Mode Enabled: No HMD! My environment is: Quest2 v62 + ue5.3.2 + MetaXR v62 + Oculus PCNot have StreamVR plugin;I have tried WiFi, USB, air link, and quest link.
Recently my level does not snap to my guardian bounds. I had it working no problem until recently. I use a "Load Level Instance(by Name)" with the location and rotation plugged into "Get Play Area Transform". I was sticking with version 4.27 and then just ported my project to 5.3 thinking it would be fixed. Seems like a recent update to the headset and PC app broke the alignment.
I am trying to build the Spatial Anchors sample project on Unreal Engine 5.3 (Oculus-VR Source) but receiving an error message related to the AndroidFileClient. The Passthrough and Scene samples have built to my Meta Quest 3 without failure so I'm assuming it has something to do with the Spatial Anchors project needing to save anchors to the headset file system.I am very new to Unreal so I apologize if this is a stupid question and I'm missing something obvious. I've been through the Meta documentation on this sample and have searched the web and can't find anything related or anyone else that has encountered this issue. I did not try this sample project on any previous versions of Unreal so I'm unsure if this is an issue with the new Oculus-VR build of UE5.3.Any help would be greatly appreciated!This is the relevant section of the output log when trying to build:Running: C:\Users\Aleistor\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 2G0YC1ZF850S41 install -r "C:\Unreal Engine 5
get guardian bounds to create square area inside bounds of guardian Quest 2/3/pro
how do we simply get the center of the guardian ? all node place cubes under me
I managed to install the sample. I took a look at it. I understand the idea but no matter what I tried, i cant start a project and develop spatial anchor from start.I would like to start a simple project from zero to understand it better.I have an actor with grab component (from vr template) and would like to create a spatial anchor on it. This way, a person would grab it and move it around. After he left the object it would be saved and someone else could get the actor from the place it was left in another session....Any idea how to implement a simple spatial anchor? No menus, hover material etc (the sample I thought to be a little complex to understand the principles)
Just for sharing my experience concering lagging screen problem occurred with my Zenbook duo 14 pro: if I put my fan to whispermode (silent mode), meta quest 2 pc link will start to flash. If I put it into Standard or Performance mode, the problem was resolvent.
What I am seeking to do is create hand poses at editor time with hand tracking working in PIE or VR Preview mode, instead of manually rotating each bone on the hand Skeletal Mesh for each object that can be picked up.Dilmer Valecillos does exactly this with Unity and Meta's SDK in the video here.I'm still not clear whether hand tracking can be enabled over Link so we can use hand tracking at editor time. Apparently this can be done with MetaXR plugin starting with version 59 / UE 5.3 but unfortunately my project is using 5.1.There is a nodeUHandRecognitionFunctionLibrary::RecordHandPosein the HandsTools plugin, but my understanding is that it only records a sequence of poses, each a string (encoded) of bone rotations. Even if I were to use this node the output goes to the Quest's Unreal log file so getting those gestures to the Unreal editor is cumbersome. After that it's creating an animation sequence for the pose with the hand SKM bone rotations set to the values fr
HelloI want to divide one project in Unreal and put it in Oculus after packagingHowever, even if you change the project name or ID, only one apk is recognizedWhat are some settings I can do?
Hello,I want to create some custom hand poses that should be recognised by the enhanced input component System. I Have found this video on youtube (https://www.youtube.com/watch?v=XkDEb282kII) but there he prerecords and loads the gestures to the hand components. Is there a more convinent way of creating and storing custom poses?
TLDR: I want the quality of Reconstructed Passthrough with the flexibilty of Overlay and AddSurfaceGeometry, but I don't believe that is currently possible. I've been exploring the capabilities of the Passthrough on Quest 3 using Oculus branch of Unreal 5.2. I've observed that Reconstructed Passthrough vs User Defined Passthrough has some unexpected differences, which I think comes down to "reconstruction artifacts" differences. I've gotten the best passthrough experience using Reconstructed Passthrough, when I move my head or walk about my envirnment, there is minimal shifting and warping of the edge of my nearby desk. It seems very similar if not identical to the headset's home envirnment when passthrough is enabled. The User Defined Passthrough in Overlay mode allows me to specify exactly where I want passthrough to show up in my scene by allowing me to specify the geometry that should be treated as a window. In my experiments, I've creat
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