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After I put the PAWN camera into UE5 and connected it to QUEST LINK. I can simply use a helmet to walk around in a simple scene, within the set game space. But my CollisionCylinder did not produce any actual displacement. So when I made an elevator, I triggered it to rise as I approached it. Although I could trigger this event by giving the camera a subset, I did not generate any displacement of the camera as it ascended due to the CollisionCylinder not being in the camera's position. How can I solve this problem.The ultimate desired effect is that in this space, I don't use a handle, only a helmet, and can take the elevator up.TX!!!!
What are people's development environment like? I'm using oculus-5.3 branch with Quest 3, with Vulkan preview enabled. Meta Quest Link app is at version 62.0.0.235.346, and Quest 3 is at Version 62.0.0.260.343.566123828 and runtime version 62.0.0.257.341.566161015 and OS version SQ3A.220605.009.A1. And I have a ton if issues now causing my inner dev loop bloat and I can't seem to find anyone else having these problems, so surely everyone else must have an environment that isn't broken. I had none of the following issues in December, and the only thing that has changed about my environment is the Meta Quest Link app updates and Quest 3 updates which are outside of my control. Here are my issues with VR Preview (PIE):If I have the headset on before I initiate the VR Preview, I get an access violation and crash.If I have the headset off before I initiate the VR Preview, more often than not, my game is not following the controllers, while the Oculus
App is crashing on launch on device - how do I get the unreal logs?Have done this before on Quest 2 but cant remember how - isn't there a way to browse files on MQDH or maybe dump via ADB?I just want the log that unreal creates when running on device.Strangely cant find the info googling either?Surely this info must be somewhere in the docs?Thanks for any tips/advice
Did anybody get the MetaXRAudio plugin to work with the implemented reverb? I have followed the description here: https://developer.oculus.com/documentation/unreal/meta-xr-audio-sdk-unreal-room-acoustics/ and did only get the spatialization to work properly. I am testing on unreal 5.3 with a blank project only with the Meta XR Audio enabled using regular Headphones. I havent found anything on the web so far.Any pointers or help are greatly appreciated.
At the moment, at the beginning of the scene, the initialization of the platform and IAD connection is taking place, it is being performed successfully. From DefaultEngine.ini, I select Oculus Email and OculusPassword for the user, in this case the ovr_GetLoggedInUserID query returns 0, just like there is a line in the log stating that "Warning LogOnlineIdentity Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app." Inside the application, the dashboard has all the necessary, up-to-date permissions to request data, however, as I wrote above, the login does not pass under any circumstances, at the moment I am at a dead end, if someone knows how to solve this problem, please write here.
Hello, everyone.I need some help with sending data from my Quest 2 to an Arduino board that has a Bluetooth module (HC-06 or HC-08) attached to it.I have managed to use the UE4DUINO plugin to link Arduino with UE5.1.1 on my PC, but when I build and deploy the VR Game to the headset, I have to specify the port for the headset (COM X) first. How can I find out the port of the VR headset?Also, when I tried to run the VR Game with the UE4DUINO blueprint that scanned some of the potential port numbers (from 1 to 12), the VR Game failed to launch.Is it because the UE4DUINO plugin only works for the Windows port? Are there any other plugins, blueprints or Android APIs that I can use in the VR Game to communicate with the Bluetooth modules? Please help me out.Thanks!
Hi everyone. I can't seem to make the Dynamic Resolution work in any shape or form using the MetaXR Plugin 60.0 and Unreal 5.3.2 ? I'm testing with the default Unreal VR Template and building for Quest 2 Standalone. Fixed Foveated Rendering works, but not Dynamic Resolution.
I've noticed that the new Movement SDK seems to include leg IK support as I saw in the Unity3D v60 demo. The Unreal Engine Movement SDK sample provides a GitHub link for the Movement SDK, but there appears to be no content when accessing the link. I would like to inquire with the official developers about when the new demo for the Movement SDK for Unreal will be released, and whether leg IK support is already available in the v60 for Unreal Engine. I couldn't find any related APIs in the v60 UE5 SDK documentation.
I am working on an object recognition function that requires real-time acquisition of the Quest3 camera image on the PC during runtime and transmission to my object recognition engine on the PC. I searched for some information online, and some posts said that it is impossible to achieve this, but I found a developer option on the Oculus PC application that can obtain camera images on the computer through passthrough over link. It seems that this can be achieved, but I don't know how to call it. I am using Quest3, wired streaming, win11x64, ue5.3.2, the latest version of the metaXR plugin.
Hello, i get this error when i tried to build Mixed reality utilikit sample project in Visual Studio..... Severity Code Description Project File Line Suppression StateError MSB3073 The command ""C:\Program Files\Epic Games\UE_5.3\Engine\Build\BatchFiles\Build.bat" MRUtilityKitSampleEditor Win64 Development -Project="D:\UNREAL\Sample\MRUtilityKitSample.uproject" -WaitMutex -FromMsBuild" exited with code 6. MRUtilityKitSample C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44 Does anyone kwno how can i fix?
I need to take screenshots of what players see in the app with passthrough. How can I do this?I have added a SceneCaptureComponent2D in vr pawn and writing it to a render target and then exporting to .hdr but I can see unreal engine components but the passthrough is black. I need to take screenshot of what player is seeing with passthrough and convert it to base64. How can i do this in blueprint. Exporting a renderTarget as a PNG? - Development / Rendering - Epic Developer Community Forums (unrealengine.com)I changed the setting as per this and packaged the project to quest 3 and when I try to run, it crashes and doesn’t launch but if I keep the render target and scene cap setting default, it is working but png is not exporting properlyI don’t wanna access camera. Can i Take screenshot of what player is seeing in the head mount display in anyway? My app uses passthrough and everything is working fine.
We are developing a multiplayer VR game.We correctly implemented full body tracking using live link and animation blueprint and it works for one player.The problem arises when multiple players join, then each player controls ALL other players skeletal meshes.So, for example, I'm player one there are 5 more players around me. When I move, all the other players skeletal meshes move on my screen in tandem.This is not a replication issue because if we DONT use the live link everything is correctly displayed (for example using tw bone IK).Basically the plugin/live-link targets all mannequins(skeletal meshes) in the map and not just the one that's being controlled.Another example to make it clearer: even when playing in single player, offline, if i place 5 actors but im possessing only 1 actor, all 5 actors move in sync instead of just the one im possessing.
Hi community,We are a very small team that develop apps for VR, and also have strong knowledge in multiplayer.We want to start developing multiplayer apps for the quest 2/3 and it's really hard to find sources that explain all the necessary steps for that. Can we use the epic online system like we did until now ? Do we have to use Meta servers if we want to use the meta store ?Any tips where can we start dig and read about multiplayer dedicated server for oculus ?
I have a ue5 project with a dedicated server I run on a virtual desktop. I always built client and server on windows and I joining the server always went smooth with pcvr. Now I tried to switch to oculus quest so I built the client with android, installed the apk on oculus quest but I can’t join the server, I get in for a second and then thrown out (offline map works). Any idea why??
Hi there,I'd like to expand the use of Scene actors to be able to replace Scene elements with any Blueprint and not be limited to static meshes (eg. I want to be able replace the user's table with a table BP that I can control to open drawers, place things on it, etc.).I'm hitting a wall with the provided OculusXRSceneActor not being expandable (nothing in it is virtual) and I can't duplicate it because it uses API entry points which are in the private section of the plugin (specifically OculusXRAnchorManager set of static functions). At that point, I feel like I have to switch to source in order to get what I want (which I'd rather avoid at that stage), because nothing is allowed beyond the (quite restricted) options showcased in the demo projects.I guess another thing I could do is spawn the anchors as they are by default (with an empty static mesh), then collect them and spawn my own BP based on their location / scale, but that's quite dirty to begin with, and since there are no ava
I'm working on a MR project on the Quest 3 at the moment and just switched from the OpenXR plugin to the MetaXR one to utilize that functionality and ran into a problem:"Consume Lower Priority Enhanced Input Mappings" - which was working as intended before the switch (and does work again, once I switch back) - breaks. The input is no longer consumed and all Mappings get executed.I have a rough workaround for now (removing the lower priority Mapping Context entirely), but I'd much rather utilize the Consume Input functionality as intended.Is there any fix for this, or do I just have to wait for an update?UE: 5.3.1MetaXR Plugin: 1.92.0
Problem Description: The UE4 project uses the Terrain Landscape element, and the project is packaged into Quest 2 for testing. After running for a while, it often crashes (we have tested it ourselves, and there is no such problem when the terrain element is excluded. This problem occurs when the terrain is added). Question added: After our test: the following optimization settings are enabled for the project. If there is terrain in the scene, it will be packaged to Quest 2 for testing, and it will crash immediately after opening and running (you can see the picture for 1-2 seconds). Turn off the following settings, if there is terrain in the scene, the problem described above will appear.Above screenshot URL: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Rendering/HowTo/AutoInstancingOnMobile/Our project must use the terrain elements in UE4. Now this problem has troubled us for a long time. I hope some friends can help me, thank you very much!UE4 de
Hi everyone, our product is developed using the UE4.27 engine and is packaged as an apk+obb file, with a total size of about 1.8GB. After releasing new versions to AppLab or any other testing channels, users have to update the entire 1.8GB each time.However, I remember there was a period when incremental updates were possible, meaning users only needed to update the parts that had changed. But later, it became necessary to update the entire package every time.Has anyone else encountered this problem? Thanks
I'm unable to get collision to happen when using a custom hand mesh in the Oculus XRHand Component. Collisions work fine if I use the built-in default hands. I have added a physics asset to the skeletal meshes and added physics bodies to the bones. I've tried all kinds of configurations for the Collision settings in the XRHand component and the physics settings in the physics bodies (Kinematic, Simulate, Default), but nothing gets it to collide. Is there something I'm missing? I even tried parenting the same hand mesh as an Skeletal Mesh component to the XRHand Component and that one does collide, but not the one assigned to the XRHand Component (see image below, the second right hand is the attached one). Note: I need this to be working in VR Preview mode on Windows 11 Desktop.
I'm unable to setup UE5 insights for my quest 2.I followed ChicoPacoPancho_Rene 's instructions on another post and still didn't manage to make it work:https://communityforums.atmeta.com/t5/Unreal-VR-Development/Unreal-Insights-Quest-2-UE5/m-p/958322 The current documentation from meta on is for UE4 not for and it's not working.https://developer.oculus.com/documentation/unreal/ts-unreal-insights/ Could someone provide instructions on how to set it up for a game? I don't know what to do right now.
Hello! I would like to try the OVRLipSync Unreal plugin on my M1 Mac. Unfortunately I cannot build the plugin because the two Mac Third Party libraries (libOVRLipSyncShim.a and libOVRLipSync.dylib) are x86_64 architecture:$: lipo -info ./libOVRLipSyncShim.a ./libOVRLipSync.dylib Non-fat file: ./libOVRLipSyncShim.a is architecture: x86_64 Non-fat file: ./libOVRLipSync.dylib is architecture: x86_64Would it be possible to update the plugin to include universal or arm64 architecture versions of these libraries? Or to share them some other way?
Hello, We have an app that works fine on Quest 2, using Unreal 5.1.1 + MetaXR plugin version 1.82Our app works fine on Quest 2, in both development and shipping configurations, but when we install that exact APK on the Quest 3, we are getting this error from the development version[2023.10.20-15.18.55:526][ 0]LogHMD: Setting user focus to game viewport since session status is visible... [2023.10.20-15.18.55:526][ 0]LogAndroid: Display: Low Power Mode Changed: 0 [2023.10.20-15.18.55:532][ 1]LogHMD: Allocating Oculus 53 x 55 variable resolution swapchain [2023.10.20-15.18.55:542][ 2]LogSerialization: Display: IgnoreInlineDataReloadEnsures: 'false' [2023.10.20-15.18.55:942][ 2]LogAndroid: Error: === Critical error: === [2023.10.20-15.18.55:942][ 2]LogAndroid: Error: [2023.10.20-15.18.55:942][ 2]LogAndroid: Error: Assertion failed: Texture->GetFormat() == GRHIVariableRateShadingImageFormat [File:D:/build/++UE5/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanRenderTarget.
Hello, UE4's architecture design isn't flexible enough and to extend the maximum number of dynamic light sources, we need to duplicate the code. For example, on the shaders side UE4's solution manually inlines lighting code for each available light source, which makes shader code unacceptably large even with 8 light sources. My solution is to replace that with a loop, which will traverse all given light sources data and execute the code for each. It appears to work but I've encountered a serious GPU performance degradation: the RenderDoc shows that my solution with a loop executes 20-30% more instructions in the fragment shader (for a few heavy drawcalls), and overall GPU time drops by 2-3ms. For a reference, here's a link to the generated shader codes for one of the materials: https://file.io/LTXtmHC9lQXv (original generated glsl code and generated glsl code with a loop).Does anybody know why loop affect performance that much? Are there any possible workarounds?
墙壁或天花板是一个整体,不能被覆盖,否则不能使用透视。我怎样才能打破现实
Hello,I am trying to get the unreal spacial anchor sample to work (https://github.com/oculus-samples/Unreal-SpatialAnchorsSample). But there happens to be a strange bug, which always sets my created marker on the position 0,0,0 in the level right after I created one and not on the position where it should appear. (see Image below) Everything else seems to work fine, I can save and load the markers, but they always appear at the same position. I already checked if the position gets set correctly, when spawning the spatial model, which is the case but after the Blueprint Node "Oculus XR Async Create Spatial Anchor" (which succeeds) the position reset happens and I also cant set it back again.Has anyone any Idea why this happens? Does this only happen to me?I am using Unreal Engine 5.3.2 and have the Meta XR Plugin v60 installed.I am also getting the following errors in the console:LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrLocateSpace(*(XrSpace*)space, b
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