Unreal Development
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Hello, I just tried to basic example of spatial anchor example from Meta Quest Github using Unreal Engine 5.3.2. However, when I connect my Meta Quest 3 using Link Cable with computer and lunch in headset and click on desktop icon to see my PC screen, I just screen black screen. So, can anyone please help me here?
So I just implemented hand tracking. It works as expected, good. However, as soon as I pick up one of my controllers hand tracking seems to be disabled on the other hand. This probably makes sense in most instances but I thought v62 supported the ability to use one controller and one hand. Does anyone know if it's possible, how I can address this?
Any VR devs here? I'd love to hear more about your experience using Unreal, why you prefer/dislike it over Unity, performance or compatibility issues you've run into, etc. I always hear that Unity is the best path for VR dev and it's predominantly been the engine of choice for VR game studios. Will this still be true in a year or two? I've seen a lot of devs complain about compatibility issues. And Unreal has received little support from VR/AR SDKs in the past https://omegle.onl/. I'm new to VR and UE5, but have been using Unity for a few years for 3D game dev and AR. I recently started using UE5 and I love it. It's such a beautiful engine. Long-term Unreal feels like a good investment with the direction Epic is taking. But I'm not sure that's necessarily true for VR/AR at the moment.
I am integrating the MetaXR plugin into my game for body tracking. All is well, but now the multiplayer servers always crash. After extensive testing, I decided to just launch the MovementSample as a client with a dedicated server, and notice that crashes on startup as well, isolating the problem to the MetaXR plugin and not my game.This render multiplayer usage currently not possible. Am I missing a step perhaps?Would be great to use it within multiplayer.The logs don't really provide any context. There are these few errors, which may be the culprit, however, I will note the console continues to log for awhile before the crash. The crash occurs when the player connects to the server. The server alone will live on its own indefinitely.
I came across this blog post from Oculus regarding the proper way to request a download from the Android OS. Here is the article: https://developer.oculus.com/blog/tech-note-downloading-data-in-the-background-on-mobile/?locale=ru_RU I'm trying to download video files on a Quest 2 app built in Unreal 4.26 Oculus Integration version but it isn't as simple as just creating a java. There are a few plugins I've looked but have so far failed to fully implement including :https://github.com/gameDNAstudio/MobileUtilsand https://github.com/Sovahero/PluginMobileNativeCode I'm having an issue implementing the Java DownloadHelper class since I can't seem to include the DownloadHelper package with these plugins.Has anyone out there tackled this issue the "recommended" way per the article linked? What would be even better is if Oculus could create a post for Unreal the way they did for Unity!Any assistance would be much appreciated!
It would be nice if the MetaXR Plugin had more events that we can listen for e.g.:* input controller/hand tracking state changed (to change input specific settings when the user switches from controller to hand tracking and vice versa)* scene population seems to be async, but the BP node isn't latent, neither is there any event to tell us when it's done (to run logic once the scene is ready)* player took of headset/lightsensor state (to auto pause/resume the game, etc.)the list could probably be longer, but those are the ones i've encountered in just a few hours of working with the plugin
Hi, we started seeing this once our Quest 2's/3's updated to v62.We're using Unreal 5.2.1 (precompiled binaries from Epic), MetaXR plugin 57.0 (latest version supporting UE5.2). Spatial anchors (the Unreal actor) start returning a nonsense position - snapped to the player's head - after a headset sleep/wake cycle (e.g., click the power button on your Quest 2 while wearing it, wait 5 seconds, and click it again to wake from sleep.)What's problematic is, UOculusXRAnchorBPFunctionLibrary::GetAnchorTransformByHandle is reporting success even though the returned position is nonsense.Currently our hacky workaround is to check for anchors very near the HMD, and if so, re-query them with FOculusXRAnchors::QueryAnchorsAdvanced and re-spawn them with UOculusXRAnchorBPFunctionLibrary::SpawnActorWithAnchorHandle after which we get the expected position data.
Hey everyone, I'm trying to get a video to play on the headset in an AR level. More specifically, a video with an alpha channel (.mov exported with apple software, so avi?). Ideally it would persist into a VR level. Unfortunately, the shader shows up black in the build when running in-headset. I have the Avi Unreal Plugins on, as well as the files in the Movie folder, which exists inside of the Content folder and have used the H265 codec for them.Another question I have is do I need my RHI to be Vulkan to have passthrough enabled, or would DirectX11 work? If the latter is true, the AR levels tend to "break" or not work with DX11 set as the default RHI. Also, would Vulkan being enabled have an effect on the videos? If there are any ideas as to why any help would be greatly appreciated! Thank you.
I found myself struggling to obtain the User Age Category in Unreal Engine 5.1. I realized that I needed to swap out the SDK’s OVRPlatform plugin for the MetaXRPlatform plugin from the Oculus site. I can access the OVRPlatformSubsystem in Blueprints, but in the Blueprint context window, I can’t seem to find any functions from the OvrRequestsBlueprintLibrary. It’s hard to believe I’m the only one encountering this issue, as I’ve replicated this scenario across various versions of Unreal Engine 5 and in different projects, always ending up with the same outcome. When I was using Unreal Engine 4.27 with the OVRPlatform plugin from the Oculus SDK branch of the Engine on GitHub, I could call functions from the OvrRequestsBlueprintLibrary without any issues. Now, in UE 5.1, I only find callbacks and three other functions outside of OvrRequestsBlueprintLibrary in MetaXR/OVRPlatform.Has anyone else encountered a similar problem?
I would like to display friends and the ability to send invite using the Quest 2's native UI like I have seen in other games developed in Unity. A quick look on the UE4 engine's plugin OnlineSubsystemOculus, it doesn't have IOnlineExternalUI implemented. So, I am curious if this is not yet supported for UE4.
I can capture setup scene from capture node in headset but populate doesn't work what am I doing wrong or is it not possible as the meta documentation isn't very clear and seems to indicate it is possible, please help me clear this up. cheers
On the latest version of the Oculus Source build (UE 5.3.2, v62), I can't execute anything relating to the Scene API while testing in editor over Quest Link (using a Quest 3). It auto-fails without any warning, aside from the following error.LogMRUK: Error: Launching capture flow failed! Anyone have any idea what's this caused by? It works fine in builds, but that's very annoying to have to build every time I want to test.
Hey folks ... looking for any insight here ... we are moving from 4.27 to 5.2 ... everything builds and packages fine through editor ... installing the app and everything shows up correctly under unknown sources, but running the app just gives the infinite three dots.SDK and NDK are android-32, and we can launch and run successfully via the project launcher in Editor.Running adb logcat it looks like the system can't actually find the obb when it tries to execute, and goes into a download wait, which is the infinite three dots. Even though the obb is definitely there on the headset under Android\obb ... Kinda at a loss as to what the hell is going on ... and why it isn't able to locate the obb. I can't try packaging the data within the apk as it's over 2Gb and the build fails ...Any help would be much appreciated ...
Hi guys,I have an issue with MSAA 8x, acorridng to the official release notes from Integration - 25.0.0 we can now set any MSAA value but when I set it higher than 4x I have black screen(but the build is working, I have light rebuild warning).
Hi guys! I'm a bit puzzled about the ovr_UserAgeCategory_Get() function. It was quite straightforward to use in Unreal Engine 4.27 with the OVR Subsystem, but now I'm at a loss as to where to find this function in Unreal Engine 5.1. I'm working with a source version of the Engine that includes the Oculus SDK from GitHub, and I'm even willing to migrate to 5.2 if that's what it takes to access the User Age Category in this version. I suspect I might be overlooking something obvious, so any guidance would be greatly appreciated. Cheers,Wawrzyniec
I am trying to face and body tracking data into an unreal 5.3 blueprint from my quest pro. I have been unable to find documentation on how to do this and after trying to figure it out myself I have come up empty. I am new to unreal so any help is welcome
Hi there,I cannot access the scene model which I previously captured using Scene Capture. For my test, I have added the table of my PC workstation.Following the documentation I have added an OculusXRScene actor and configured it.This has definitely worked, as I can see the box shape representing the table when I hit "play in VR". Also, I can see the SceneMesh which I recorded with the depth scanner on the Quest3.When I call GetActorsBySemanticLabel and specify "TABLE" as per the semantic label list on the documentation page, I get zero actors.I am wondering if this is because I use link (for fast testing) but it would surprise me since I can access the scene mesh. Thanks for any hint!!
I am creating an application for quest 3 using unity. I want to implement a custom swipe up hand gesture which will toggle a curved UI canvas using the setActive property. Basically, if I swipe up the menu appears and if I swipe up again the menu disappears. I couldn't find alot of documentation regarding swipe gestures only custom hand poses. So I tried to copy the objects used to create swipe gesture in the sample scene of the integration sdk but changed the orientation(transform recognition) so that it might work for a swipe up gesture but no luck. Hope someone could help guide me in how I could implement this feature in my application.
I have been trying to convert some simple projects to Oculus Quest packages. I am relatively familiar with how light building in Unreal Engine works, but the result looks so different in Vulkan preview mode and on the deployed version that I am wondering if I am doing something wrong. Generally, after baking the lights and switching to Vulkan preview mode, everything looks desaturated and lacks contrast. As a test, I used Blender to bake the direct and indirect light of a scene onto all models, to then use this texture for an unlit material in UE. I was blown away by the quality, which stays almost the same on Vulkan. I do understand that baking lights in the texture using an external editor will look good but will also have several limitations in terms of dynamic lights and shadow casting. What I really do not understand, is why baking lights in UE with production quality settings keep ending up in a massively downgraded Vulkan conversion. Am I doing anything wrong? Do
Hi everyone! I've recently migrated my 5.1.1 VR project to 5.3.2 and even after weeks of looking into it, the FPS is severely impacted.But here's the catch. It only occurs for one of the maps, and this specific map ran 72 FPS on Quest 2. Now it is down to 45 and no matter what I try, I cannot raise back up.No obvious errors in the log, other than a few no geometry warnings. Now this map has a number of meshes imported from OBJ files, so they are less than optimal, but! The very same assets had no trouble when packaged on 5.1.1. So my question is, has anyone encountered such an issue and How this issue could be mended.
Recently, Meta has released a new version 62. for Quest 2 and this new version affected me.I have some code in UE5.1 that use event VRController Recentered in component VRNotifications. This event will be broadcast when I the headset does Auto Recentered (when put on head or wake up or after losing tracking) so i can do something to get old location for users before they take off headset.This event works very fine on Quest 2 at v60. but fail at v62. Sometimes it's activated, sometimes it's not (not activated much more than activated).Can anyone help me? Any setting on Quest or some code on UE to get event VRController Recentered fine?
Meta created a great lip sync tool with OVR LipSync. Looking at how Meta is slowly becoming the Open Source leader, I was wondering if they would ever make this plugin Open Source and let the community develop it further. It seems stuck in limbo. Saw this video on how they initially had plans to even bring it to iOS and MacOS here . I feel it has so much more potential then only being stuck on headsets. What do you guys think? Do you think we can encourage Meta to Open Source OVR Lipsync?
Hello everyone, I tried to activate capsense in Unreal Engine 5.3.2 through MetaXR version 62 using a Quest 3. I followed the following official documentation: https://developer.oculus.com/documentation/unreal/unreal-capsense/However, even connecting the "Set Controller Driven Hand Poses" node to the BeginPlay event, the controller-hands hybridization does not work. When I grab the controller, the virtual hands disappear. I have disabled OpenXR and tried to change various settings of the plugin and the MotionController, but to no avail. Has anyone managed to fix this problem?Thank you.
We have a variety of problems!I need an answer to this problem.First, this game production environment.엔진 : Unreal 5.3 ReleasePlug-in: OpenXRCapacity: 18 GB1. The business certification is rejected and the review is delayed in the process of resending the documents, so how long is the business certification deadline usually?2. I try to upload to ovr-platform-utilupload-lift-build with Windows build, but it doesn't work, do I have to build it on Android and upload it?3. When building Android, it says that OBB files cannot be built beyond the standard capacity. I keep getting errors when I turn on the Allow Large OBB files option, is it impossible to build Android games with 18GB of capacity when packaged in Windows?
I just got my first Quest 3 APK to build to the Quest 3 from Unreal 5.3, (OMG Yay!) there is just one problem, the Full Body IK with Gravity Gloves game mode nd character I have been working on for years, the Hands are at an odd angle since I enable the MetaXR plugin! Is this a known issue? I hope it is an easy fix, I am so close to making this available to other people. Also: Everything is working with the MetaXR Plugin, should I have the Open XR plugins enabled? Do I use them both? Iget this error message as well: "Failed to load /OpenXR/Devices/OculusTouch_v3/Left/left_OculusTouch_v3Controller.left_OculusTouch_v3Controller Referenced by MotionControllerLeft_GEN_VARIABLEDoes anyone know if that is referring to a mesh, and would it be a folder under Engine/Plugins, or Engine, or Content?Thank you!Happy 2024: The Year Of VR!
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