Unreal Development
Recently active
I'm looking for feedback from someone who used edgegap for their dedicated servers. hit me up, I have questions. thanks!
If not when its expected?
https://dev.epicgames.com/community/learning/tutorials/PYP7/unreal-engine-5-5-x-for-meta-quest-vrUpdated into the UE5.5 versions, I didn't have any issue in 5.5.1 my end, but for a performance impact (RHI i think).Have fun!
I'm developing UE 5.1.1 gameand saw this VRC that says SDK is a Required thing I'm currently using 'Meta XR' plugin and 'Open XR' Plugin.is this enough or do I also need to aplly 'Meta Platform SDK'?What is Range of 'Required SDK'??
Quest 2/3/Pro Camera2 API Plugin - Camera Access Implementation Sample for UE5See it in action: https://x.com/LideTark/status/1954934076714148207 I’ve created a plugin that accesses Camera2 API via JNI on Quest 2/3/Pro, retrieves camera feed as UE texture, and displays it on a Widget.Originally developed as a base for QR code recognition using Quest’s camera, I’m releasing this as an implementation example of Camera2 API access.Environment:Tested with UE 5.3Works on Quest devices only (verified on Quest 3)Does not work in Editor/PCVR (returns null texture by design)Notes:Fixed resolution at 320x240 (v1.0)Color calibration in progress (slight orange tint)Camera permission required on first launchPlease use this as an implementation sample for accessing Camera2 API on Quest.Repository: GitHub - tark146/UnrealAndroidCamera2PluginLicense: MIT License (free for commercial and non-commercial use)
Hey guys. Running into an issue I've been trying to resolve for a couple of days now and can't seem to fix or find a solution. I'm currently using Unreal Engine 5.5.4. I have the Meta XR plugin v77.0 in Unreal Engine program files/epicgames/plugins/marketplace. I really want to be able to display a leaaderboard in my game but I can't because the plugin "Meta XR Platforms" is not showing up for me to enable (Meta XR is showing). I see a button (Meta XR tools) that let's me access Meta XR Platforms information and enter my app ID number, etc, but when I open this and try to enter any information it always makes Unreal Engine crash (it does this also when doing it form project settings). I cannot locate a "verify entitlement" node in UE5.5.4 anywhere to begin the process of connecting to a leaderboard etc. Any help is appreciated. Thanks in advance.
Hello everyone, I am currently working on a local mixed-reality multiplayer project using Meta Colocation Discovery.When the host sets up a server, everything appears to be fine. But once the client joins the server, the host's virtual controller and virtual headset are stuck at random locations away from the host's physical body to both the host and the client's eye.Meanwhile, for the client, the virtual controller and headset are working fine to the client's eye but still static to host eye even when client was moving. This also happened when I tested it using an unreal engine VR template. Unreal Engine Version: Unreal Engine 5.5.0 (Meta Forked)Method used: Meta Colocation Discovery I hope I can get some clue from the forum and sorry if my format is lacking since this is my first time using Meta Forum. Thanks in advance
Good Afternoon,Unreal Engine Version: 5.5.4Meta Interaction SDK Version: v77.0.0We're currently trying to create a system to recognise hand poses using the UIsdkHandDigitRecognizer class. We're trying to find documentation about how to use the FIsdkDigitRangeParams struct and what ranges these values work in.We're assuming that it uses a normalized range (e.g. for CalcType::Curl, 0 is a straight finger and 1 is completely curled), but would like some clarification as to how these values are intended to be used.If there are any samples that show an example of the UIsdkHandDigitRecognizerbeing used with the FIsdkDigitRangeParams struct, that would be best.Cheers.
Good Afternoon,Unreal Engine Version: 5.5.4Meta Interaction SDK Version: v77.0.0We've set up a IsdkHandRigComponent on our Pawn and are using ray interactions to highlight and select objects in a scene. We want to disable the Ray Interactor during parts of the level so that the player isn't able to interact with objects, but we haven't found a solution yet.We've tried disabling the interactable but the cursor still appears when the player hovers the hand over the object. We've considered simply disabling the niagara systems that the UIsdkRayVisualComponent uses but that seems like a bandaid rather than an actual solution.Is there any way to disable the interactor on the pawns side? We've come across the UIsdkConditional class which might be what we're looking for but can't find any supporting documentation/samples to figure out how to use it.Cheers
I wonder if we'll see a UE5.6 build of the Meta XR plugins, its been awhile.
Hi ! I'm currently trying to implement something on Unreal Engine that needs the multimodal feature. I need to track my hands to interact with the virtual environment and use my controllers to track virtual object.However by looking at the available docs, it seems like there's nothing that indicates that it is possible easily and natively with the metaXR plugin,I saw that you can do it with Unity or with OpenXR C++ API, so I'm hoping that doing it with the Unreal's plugin is possible just not documented.Did someone already done that ? Is there a tutorial somewhere that can help me ? Thank you
Has anyone had a problem with using the META XR plugin on the Mac? I have tried using the instructions exactly for developing for the Quest using UE on Mac absolutely by the book both using the Meta Fork of UE and doing a standard install and then installing the Meta XR plugin. Both are failing at deploy on my Quest 3. They either stop at the splash screen or crash out at the splash screen. However, with the standard install NOT using Meta XR plugin, it's starting correctly. Reenabling the META XR plugin then results in a crash, typically a shader crash. I'm relatively new to this so any recommendations are greatly appreciated. In case this is helpful: Model Name: Mac Studio Model Identifier: Mac13,1 Model Number: MJMV3LL/A Chip: Apple M1 Max Total Number of Cores: 10 (8 performance and 2 efficiency) Memory: 32 GB Thanks!
Hi - recently been reviewing our platform settings / features and noticed whilst testing that draws and prims doubled when toggling ASW ON/OFF. It certainly seemed as though multi view was being switched off when running ASW. Struggling to find much info on this relative to whether ASW has multi view support in UE5 let alone 5.2? Any insights would be much appreciated.
When I try to launch my Project on my Quest 2, I get this error:LogPlayLevel: UAT: Expecting to find a type to be declared in a module rules named 'OculusXRHMD' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.I have no Idea what causes this or how to fix it. I've just finished the quick start guide and nothing works.
Hi All :)Setup:Unreal Engine: 5.5.4Meta XR Plugin: v77Meta Interaction SDK: v77My actor’s structure:Multiple static mesh components attached.Each mesh has its own iSDKGrabbable component, configured for both hand and ray grab.Collider Mode on each is set to Find Static Mesh.An IsdkGrabTransformer is attached to the root of the actor.Distance Grab Motion: Isdk Manipulate in Place Grab MotionProblem:I can point and grab (distance grab) the first mesh only.When I try to distance grab the second mesh (or any others), nothing happens—no grab, no feedback.Questions:Is there a known issue with multiple iSDKGrabbable components on one actor?Are there limitations on grabbing multiple meshes within a single actor?Any ideas, fixes, or workarounds?Thanks!
Hi all,I've found out that with MetaXR's Passthrough API, using Unity, you can access the WebCamTexture to display on, for example, a plane.I'm in need of this feature in my project made using Unreal 5 and the lastest MetaXR plugin yet I cannot find any information or documentation on how to do so. Going through the C++ files I fail to find any references to that system or equivalent. Why is this missing?Kind regards,Stijn Simons
Since updating to 5.4.3, using r.TonemapSubpass=1 results in a black screen in builds. This has worked perfectly fine before and it does still work when playing in editor. Wondering if anyone else has encountered this issue as well. This is my .ini render setting currently used. Note that previously, r..TonemapSubpass is set at runtime (BP), added the first line in .ini for testing purposes. If anyone has some insight I would greatly appreciate it. [/Script/Engine.RendererSettings] r.Mobile.TonemapSubpass=1 r.Mobile.ShadingPath=0 r.Mobile.SupportGPUScene=True r.Mobile.AntiAliasing=3 r.Mobile.FloatPrecisionMode=0 r.Mobile.AllowDitheredLODTransition=False r.Mobile.VirtualTextures=True r.DiscardUnusedQuality=False r.Shaders.CompressionFormat=2 r.AllowOcclusionQueries=False r.MinScreenRadiusForLights=0.030000 r.MinScreenRadiusForDepthPrepass=0.030000 r.MinScreenRadiusForCSMDepth=0.010000 r.PrecomputedVisibilityWarning=False r.TextureStreaming=True Compat.UseDXT5NormalMaps=False
please suggest the method to start foreground services
I followed the instructions about how to add custom hand meshes within the Interaction SDK. So i tried it with the Unreal XR hand meshes, since I have many grab animations and other hand meshes that use its skeleton.Hand and finger tracking is working fine, but there is a strange distortion with the hand mesh. It seem to be caused by skin weighting, but I couldn't find any issue so far. In addition, the Unreal XR hand has the pose of the Oculus hand.Here is the my modified left UnrealXR hand, with the renamed bones and the bones added for finger tips, according to the documentation.If anyone has an idea what is causing that issue or has a solution, please let me know.I've been trying for days to use the UnrealXR hand meshes with finger tracking and I'm about to go crazy.
How to check Wi-Fi internet connection on Standalone Quest 3 app?
Hello,I am working with UE 5.3.2 on Windows 10 deploying on Oculus Quest 2. I packaged and installed the app I am developing. After installation the app does not start. I run it from Unknown sources, it never changes the view to the game view.It either:1. Does not react at all2. Turns black for a second and turns the app off3. Turns the screen black for a second and leaves the app minimised, when turning it maximized it turns the screen back to black for a second again and nothing changes.I have tried referring to several tutorials which are mostly referring to older versions of Unreal or to troubleshooting of this similar problem, like this: https://forums.unrealengine.com/t/issues-getting-unreal-project-run-on-the-quest/128236 . Those proved to provide more options that are version specific or case-specific, none of them worked.Among things I have tried:1. Changing SDKs and NDKs.2. Disabling OpenXR.3. Deploying with different settings (development/shipping/others ASTC/
Hi everyone,We’re a large Architecture & Engineering firm working on a project where we’ve built a Baseball field environment in Unreal Engine for a client. They’ll experience it in VR using Meta Quest headsets, and it will also be used for fundraising.Our goal is to provide the client with preloaded Meta Quest headsets that allow them to:👍Turn on the headset👍 Quickly set up the guardian boundary👍 Launch directly into the baseball field experienceWe want to avoid any extra steps, such as:🛑Account setup or login🛑 Horizon popups or other system prompts (besides the guardian setup)Has anyone done something similar?Is there a way to set up the headset in kiosk mode or another streamlined method?Any best practices for a frictionless experience?Are there contacts or resources we should reach out to?Any insights or advice would be greatly appreciated! Thanks in advance!
I am working on an application that requires the use of the microphone. However, if someone were to accidentally or purposely decline permissions, it seems it is no longer possible to request them again if "Save Preference" is checked (which it is by default). As a developer how am I supposed to gracefully handle this? If I call Request Android Permissions again, the OS Hands appear for a split second and the screen flickers black but, it immediately returns focus to the app without prompting the user for permissions again.Any suggestions to help solve this problem or workaround it? Obviously I can just force them to quit the game but, the main issue is that it will never allow me to request the permissions again and forces the user to go into the app permissions via the OS settings. Maybe this is the only way but seems pretty crappy from a user and developer perspective.
We are using the Meta Fork of UE, 5.5.1 v74.I've followed through every single piece of online documentation I could find on how to get the PSO cache to work on the Quest 3. Nothing works. No pipeline cache file gets created on device.Has anyone gotten it to work? If so, how?Thanks!Scott
I'm running the Shared Anchors Sample as a Rift app via Air Link from PC. Anchors save locally, but I can’t share them with other users — the UserIDs array is empty during the session. I’ve set up the app in the Meta dashboard and have an App ID. How can I retrieve connected user IDs to enable anchor sharing in a multi-user session? I have a local game running on mutiple pc connected to mutiple vr. Player do join same session I can see cubes being replicated not in same place ofcourse.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.