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Hello!My Unreal 5.2 editor window becomes frozen and no graphics when I try to enter VR Preview with multiple networked clients, after a couple minutes it'd stop the PIE mode automatically. It only occurs for the first time starting VR Preview in each editor session, the 2+ times work perfectly fine. The logs seem to indicate that the XR session is lost, is there a fix to this? Also I'm not sure why it doesn't happen after the first time.We are using the Meta Fork version of Unreal 5.2.Here are some related logs:LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.00, Realtime: 98.83. IpNetDriver_1 LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrWaitFrame(m_xrSession, nullptr, &frameState), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:8134 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:318) LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().WaitToBeginFrame 1 failed (-1006) LogOVRPlugin: Display
I am currently using C++ to implement LipSync Library to convert WAV audio files, but after running Unreal 4.23, this error is displayed in the LOG. I want to know which part is wrong with this error. Here is the C++ function code I use to convert WAV files: void AAudioCaptureActor::GenerateLipSyncSequence(USoundWave* LoadedSoundWave){if (LoadedSoundWave){FByteBulkData* RawWaveData = &LoadedSoundWave->RawData;int32 RawDataSize = RawWaveData->GetElementCount();const int32 WavHeaderSize = 44; // WAV header size if (RawDataSize <= WavHeaderSize){UE_LOG(LogTemp, Error, TEXT("WAV data is too short to contain a valid header."));return;} int32 AudioDataSize = RawDataSize - WavHeaderSize;int32 SampleCount = AudioDataSize / sizeof(int16_t); const int16_t* AudioDataPtr = reinterpret_cast<const int16_t*>(reinterpret_cast<const uint8*>(RawWaveData->LockReadOnly()) + WavHeaderSize); if (LipSyncContext.IsValid()){TArray<float> Visemes;Visem
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 not getting following errors in the console:I am also getting the following errors in the console:LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HA
Hi! anyone know how I can use to make the MotionController change based on the position of my fingertips? I find that when I pick up an object in this example, it changes based on the wrist, and the range for determining if it can be picked up is also based on the wrist, and I would like to adjust it to be the tip of my index finger so that I can minimize my wrist from accidentally touching other objects, and now, it's very easy for me to get the object that is closer to my wrist than the object that is closer to my finger, and I would like to change it.I'm assuming it has something to do with the Motion controller, is anyone clear on how to change it? Thanks a lot!
I currently plan to use Lipsync for Unreal Engine SDK to drive the mouth shape of digital people. I downloaded the OVRLipSync SDK from the official website. This compressed package contains the UE project. The Unreal version I am currently developing is 4.23. I run the package in the compressed package. Unreal Project, I found that I can't open it, and I want to know why.
Hey everyone!I'm having a weird problem where some accounts in my organization fails their meta entitlement while other accounts succeeds it *on the exact same build*. 0.0 Here some more context :Engine : Unreal Engine 5.2Blueprint codeGame has been added to an app to the alpha release channel.Both user A and user B are members of the organization.Both user A and user B have been added to the release channel.Both user A and B can open the "official" appLabb app and get authenticated.But if I change the name of the app (myApp_02 instead of myApp for example), then user A can get authenticated but not user b. Error messages :User does not have app in libraryAnd if I call "User get user proof" I get : User proof error invalid OAuth 2.0 access token type OCApiexception Code 190 Token exception error data fbtraceidHaving build with different names is very useful during development. Is there a reason some accounts fails the authentication test while some others succeed?
Hey,I've been having an issue with using haptics. I upgraded from unreal 5.1 to 5.3.2 and updated the MetaXR integration package to V60.0. After the upgrade, using "Set Haptics By Value" or "Play Curve Haptic Effect" both cause a crash in Editor and in the Meta Quest 2&3. When removing these from my BP, the crash does not occur.Did something change to the haptic functionality? Am i missing something?Sincerely,Raymond
Hey, so I've been banging my head against the wall for the past couple hours trying to get passthrough to work properly, I can get the camera to show up using this example https://github.com/Ayushanbhore/Unreal-Quest3-PassthroughSample but when using the OculusXRPassthroughLayer with LayerPlacement set to Underlay, Meshes and objects just wont show up... Does anyone have a solution for this, or is it working for you? Would really like to get started developing Mixed Reality Games.
My team is currently developing a game using UE4 and currently trying to include the MRC function by first using the "MixedRealitySample" project. It would be much appreciated if someone could provide any relevant information regarding the issue below: -SpecificationsEngine - Oculus-VR/UE4.27.2 ( github )Plugin Version - OculusVR 1.74.0 -Issue OVRP_SUCCESS(FOculusHMDModule::GetPluginWrapper().Media_IsMrcEnabled(&mrcEnabled))mrcEnabled == ovrpBool_TrueMRC enable does not seem to work. The output keeps showing False.MixedReality and Media initialization (seen below) works fine.OVRP_SUCCESS(FOculusHMDModule::GetPluginWrapper().InitializeMixedReality())OVRP_SUCCESS(FOculusHMDModule::GetPluginWrapper().Media_Initialize()) What are we missing here? Is there a separate API to enable MRC that is currently unavailable in the Plugin or are there something else we need to do? Thank you.
I Hope to have answer to describe the different betweenopenXRMetaXRand what is the best ?why i need MetaXR without openXR?
Hi there,iam creating spatial anchors from metaxr api. I can save them and load them - all good. All i wonder is, i cannot move the actor i created from the anchor (anchor actor). That means i cannot update its transform in the game, which is a bit weird. In theory i could delete it and recreate a new anchor an another position, but guess its not the intended way?!This is the code how i spawn it and how i try to update the location. But the actor is sticky and does not move during game runtime : Some ideas about it? thanks 🙂
Hi, I'm trying to complete all the VRC requirements for app labs and I'm using the latest unreal version 5.3.2 with openXR. But for some reason I can't get the vr notifications component to work in a shipped build (it works in the editor and developer build).Does anyone have/had the same problem or gotten it to work in any shipped build version in UE5. I'm currently thinking about downgrading the engine version to 5.2 again and hopefully that will work.
Hi so with this project, i would love for the controllers to work, ie: grabbing the cubes while in VR Preview. It does not though. Why is that? When I package the project the controllers respond perfectly. If I can fix this or just toggle between a vr preview and a packaged controller option that would be great.
https://developer.oculus.com/documentation/unreal/unreal-mrc/#mixed-reality-capture-with-unrealI was following this docs to get mixed reality capture to work on out game in unreal engine. It says to add this line-<uses-native-library android:name="libOVRMrcLib.oculus.so" android:required="true" />into the <application> tag inside androidmanifest.xml. But I cannot find this file in my intermediate folder as suggested in the unreal docs. I have packaged game once, but there is no such inside intermediate. If anyone has tried this meta's mixed reality capture, any help is appreciated
I interact with "ovr_platform_sdk" in the UE4.26 VR application and use the IAP function, in which the "ovr_PopMessage" function is called in the tick; Everything works fine when running under quest2, but running on quest3 can cause a crash due to calling "ovr2PopMessage".
After the oculusVR/Unreal Engine branch version 4.27.2-1.81-V49.2, meta’s technical team responsible for maintaining the engine has deleted support for quest1 in the code. I very much hope that my game can always support this first generation. quest, I tried to add the code of quest1, but I failed. Developing quest1 brought me great challenges, but thinking about Carmack’s suggestion, I hope developers will not give up support for quest1. Thinking about this helmet, Saved the entire industry when virtual reality was on the verge of death, and I still want to continue supporting it!
The current problem is this. I use It is the distribution version of Unreal Engine 4.27.2 of oculusVR. This version of the oculusVR plug-in is 1.89. I have seen the source code of this plug-in and there is no quest1, so I cannot add support for quest1 through the packaged meta quest target. I tried to modify this code, but, I failed, I think it is a very easy thing for the technical department to modify the meta of Unreal Engine, I would like to get help, tell me how to add, or report this issue to the maintenance team of Unreal Engine oculus distribution Colleagues, ask them to fix this problem by updating the github version. I really hope to support quest1, because he brings me hope when the virtual reality industry is on the verge of death.
I am experiencing frame skipping in panoramic videos within the game, especially when the video depicts movement, and the game's framerate is quite low. I have followed various recommended parameters for the video source file, such as encoding format and resolution, in creating the video. However, I believe that the video format and resolution have a minimal impact, as playback is smooth when using the default video player on Quest, as well as other video playback software like Skybox. My concern is whether the issue stems from the panoramic sphere rendering on the same pipeline as the game, which might be causing performance issues. What could be the best approach to address this? I would greatly appreciate any solutions.
UE: 5.3.2xr simulator: 59.0.0meta xr plugin: 59.0.0 If you look at the documentation for unity's xr simulator, you'll see content displayed in the game room and living room.https://developer.oculus.com/documentation/unity/unity-passthrough-tutorial-with-blocks/ https://developer.oculus.com/documentation/unity/xrsim-unity/ So I'm wondering if it's possible to do the same with unreal engine,https://developer.oculus.com/documentation/unreal/xrsim-unreal but I can't seem to display the passThrough content on the simulator.If you install the apk file directly on the meta quest device, passthrough will start normally, but only the simulator will not work properly.Path settings such as meta_openxr_simulator.json etc. are done normally. Maybe UnrealEngine doesn't have enough support for the XR simulator?
Hi Guys. For the last few days I've not been able to get our game to launch natively in VR in the Quest and I'm wondering what types of topics I should be looking into. I can build in Unreal 4.27.2 Meta Fork v57, and it was all working last Wednesday lunchtime. I can upload the APK successfully to the Quest 2 and 3, and both fail to get past the initial loading screen and return to the main Quest menu/lobby. I have tried going back in Gitlab/GitHub to the last day it worked with a dedicated branch and I did manage to get one successful build to launch in the Quest, but unfortunately I am not really sure which setting made it work and when I try to reproduce it again it fails. The last setting I changed was moving it from 'Shipping' to 'Development' so I thought it was that, but it appears not. Since then I've been trying Git branches from different days with various settings I know I played with when it did work, and haven't had any luck. I'm now trying to see if I get a Vanilla VR Tem
In the 4.27.2 of the oculus distribution, there is no "Packaging meta quest devices" in Advanced APK Packaging - "Packaging meta quest devices". I hope to support quest1, so I add "<meta-data android:name="com.oculus.supportedDevices" android: Value="quest"/>" keeps getting packaging errors in <aplication>. I hope to solve this problem.
I'm having a really hard time , followed everything in this guide; https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/And tried the 5.0 version as well..But I cannot successfully target Android 32 which is now required for the store...Has anyone done this successfully and could show me what their Android SDK setup looks like in Engine + steps to how they get there, what is the right combo of Build tools, is it 8.0 + NDK25 + SDK32 ? That's what I have now then it complains about ndk25, so I set it to 21, then it starts building for android 30 and not 32...
When calling ovr_IAP_LaunchCheckoutFlow, a popup will appear showing three white dots and then immediately closes. No error messages and the purchase does not return as being cancelled. I can see in the android logcat an IAP API call that includes the SKU and I couldn't identify any IAP errors.I used the 4.27 Launcher and Oculus build of UE4 and both have the same issue.UE 4.27 (Launcher/Oculus Build)AppLabvoid UIAPSubsystem::AttemptPurchase(FString sku) { const char* skuString = TCHAR_TO_ANSI(*sku); Oculus->AddRequestDelegate(ovr_IAP_LaunchCheckoutFlow(skuString), FOculusMessageOnCompleteDelegate::CreateLambda([=](ovrMessageHandle messageHandle, bool bIsError) { ovrMessageType type = ovr_Message_GetType(messageHandle); const char* ovrMessageTypeString = ovrMessageType_ToString(type); if(bIsError) { ovrErrorHandle errorHandle = ovr_Message_GetError(messageHandle); const char* errorMessage = ovr_Error_GetMessage(errorHandle); OnPurchaseAttemptComplet
Hi people! Today I finally got a Quest 2 device and we are experiencing some serious issues with when porting a project to this new hardware. We work with Unreal Engine 4 (v4.25.3) and with the Quest 1 everything was working great, but at the time to run the build in Quest 2 we found that using Open Level crashes the execution (using the console command crashes too)Is there any way to solve this problem?Thanks in advance!
I have UE 5.3.2, the Meta XR Plugin v60, the Oculus App (No Dev Hub) running, the headset in dev mode and I've tried both the Oculus cable and AirLink. The headset it showing up in Unreal, and all the OpenXR plugins are disabled. I have the Meta XR plugin in the engine plugins folder. So I think its all good. However, Unreal doesnt seem to be pinging the headset when I try to launch in preview mode. and I get the following start up errors: LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_FORM_FACTOR_UNAVAILABLE]: xrGetSystem(instance, &systemGetInfo, &systemId), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2086 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:302)LogClass: Error: EnumProperty FOculusXRFaceState::DataSource is not initialized properly even though its struct probably has a custom default constructor. Module:OculusXRMovement File:Public/OculusXRMovementTypes.hLogAutomationTest: Error: UO
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