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Hi! Yet 2 months I can't fix this. Spatial anchors local saving doesn't work on Oculus Quest 2, but great works on Meta Quest 2. It's the same code but Oculus Quest 2 doesn't want to save anchors. It gives me -1000 error code. I don't know what is this code. Who knows what is this?
my device is quest pro.when I try to change the level, I can see these errors like below.even it's not happens always, but very highly percent.does anyone know that how to fix it? [2023.05.10-06.08.42:327][340]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_FAILURE]: xrEndFrame(m_xrSession, &frameEndInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:6515 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.08.42:327][340]LogHMD: Error: FOculusXRHMDModule::GetPluginWrapper().EndFrame4 1339 failed (-1006) [2023.05.10-06.08.42:356][341]LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_CALL_ORDER_INVALID]: xrWaitSwapchainImage(swapchain, &waitInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:9087 (arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.h:288) [2023.05.10-06.08.42:356][341]LogOVRPlugin: Error: xrWaitSwapchainImage() failed: XR_ERROR_CALL_ORDER_INVALID (arvr\projec
Hello!I just compiled the latest 5.3 version on the Oculus branch that uses v60. I tried to create a blank project and I received this error while opening the project: The following modules are missing or built with a different engine version:VoiceSDKPlatformIntegrationWitWitEditorWould you like to rebuild them now?Choosing Yes brings up another prompt that says you need to manually rebuild. Curious if this can be fixed or if the Oculus branch could be updated to 5.3.2? Thank you!
Recently I've been trying to update my project's android api from 29 to 32, so it can comply with the new requirements for Quest 2.After the update attempting to launch a non-distribution build causes the following crash during the initial splash screen: Spoiler (Highlight to read)06-07 16:16:54.995 29239 29239 F DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x006-07 16:16:54.995 29239 29239 F DEBUG : Cause: null pointer dereference06-07 16:16:54.995 29239 29239 F DEBUG : x0 0000007c83885ab0 x1 0000007c8a6094c0 x2 0000007c8a6092e4 x3 0000007c8a6092f006-07 16:16:54.995 29239 29239 F DEBUG : x4 0000000000000001 x5 0000000000000001 x6 0000007da5d9b280 x7 000000000000000106-07 16:16:54.995 29239 29239 F DEBUG : x8 0000000000000000 x9 e5d9a1578e8c507b x10 000000000000722d x11 000000000000722d06-07 16:16:54.995 29239 29239 F DEBUG : x12 000000000004c000 x13 0f9160e40d945523 x14 0000000000000001 x15 000000000000000006-07 16:16:54.995 29239 29239 F DEBUG : x16 0000007c8379
Hi everyone, We are developing a MR app with the Meta Quest 3 passthrough and we're trying to imitate eye sharpness/bluriness. Preferable with image input (black white mask where it should be sharp en where it should be blurry). Ideas we've tried: - Placing milk glass in front of the player - results in black view - Trying to adjust camera DOF - doesn't affect passthrough- UI Background blur - results in black view as well I think it's also possible if we can acces the passthrough feed as texture/material, adjust it in a dynamic material instance en place it back. So far we can't seem to figure out how to retrieve the passthrough feed. Is this possible or is this inaccessable?Or are there any other suggestions on how to achieve the effect? Thanks in advance. Kind regards
So im Creating a VR game for the quest family in Unreal Engine 4.27, and after hours of trying to figure out why my game was crashing, i've identified the issue to be ovr_Entitlements_GetIsViewerEntitled(); from the Online Subsystem Oculus.I have no idea why this crashes my game, as it works fine in the editor. I build it, upload it on the developer hub, open it on my quest, and that causes a game crash. This is from the CrashHandler i found in the ADB logs12-09 16:32:44.894 1165 3200 E JavaBinder: java.lang.RuntimeException: android.os.RemoteException: Couldn't get ApplicationInfo for package com.ZeroGames.Ossisim12-09 16:32:44.894 1165 3200 E JavaBinder: Caused by: android.os.RemoteException: Couldn't get ApplicationInfo for package com.ZeroGames.Ossisimi Don't know if this is associated with the method im invoking, but my appids are correct in DefaultEngine.ini
Hi, when using UE5 with Meta Quest 2, launching VR preview will crash the engine the second time I try to launch (first time works fine, as expected).Steps to reproduce:Connect Meta Quest 2 to the PC, open Oculus Link in the headset, launching the Oculus App on the PCOpen Unreal EngineLaunch the game in VR Preview-modeClose the VR Preview-modeLaunch the game in VR Preview-mode again It will remain white, then crash. image1027×730 49.8 KB Searching through the logs, this seems to be the reason:[2023.11.08-12.00.19:855][356]LogOutputDevice: Error: Ensure condition failed: ((Result) >= 0) [File:D:\build++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp] [Line: 1045][2023.11.08-12.00.19:855][356]LogOutputDevice: Error: OpenXR call failed with result XR_ERROR_SYSTEM_INVALIDMy Meta Quest 2 is connected and is running the Oculus App, using Oculus Link to enable the VR Preview in Unreal prior to launching both of the times.I believe this is
HI! I have decided to develop for Meta Quest 3. But I notice that Meta documentation is often old and has never been updated. It refers to the Oculus Plugin and has the Quest 2 as its most modern reference device. This is a problem when we, as developers, try to set up a job seriously and want to respect all the Meta directives, because it is not clear if they will end up creating a greater cofusion, referring to procedures sometimes 2 years old. With the introduction of openxr, Unreal Engine 5.3.2, the new Meta headsets, a new plugin no longer called Oculus Plugin but Meta XR, it is no longer clear what should be done, especially before developing an app for Quest 3 Some examples: 1) is it necessary to set a target device indicating Meta Quest 3 in advance APK Packaging? 2) Is the Get Device Type node useful for Quest 3 or can it be ignored? 3) the configuration recommended by Meta for Oculus Plugin Settings is no longer referable to the MetaXR plugin. What are the best settings for t
Hello, this has been impossible to use the VR preview anymore since the last Oculus app update. Every time you use the VR preview for a second time, Unreal will crash. Please fix this asap, it's making debugging in VR a nightmare.The issue is on 4.27 but I already discussed with several persons having the issue on different versions of UE5.
I'm currently working on a android project of which I'm building to the Quest 3. Im running into an issue where at inconsistent times the game freezes the current perspective, and I'm able to look behind me to see an upside down version of the frozen view. After this point the only way to leave the game is by force quitting from the Quest menu.I haven't found any other posts talking about this particular crash with the reversed view and was wondering if anyone had encountered this before or has any tips on solving the cause.Thanks in advance!
Hello, I am building a prototype using Lumen and hands tracking V2. I can not figure out how to see hands in VR preview or windows build / PCVR.For now I am running Ue5.2.1, I am able to build for Quest 2 and Hands are working. ( the Hands Interaction train sample works well )However with the same project, I can not see my hands in VR preview...1 . I have my developer account and I've allowed OpenXR Extensions Through the beta tab in oculus APP "developer Runtime feature"2. Meta XR API is set to "OVRPlugin+ OpenXR backend"3. I have tried several combination of Pawn, with or without skeletal meshes,Root |__Camera |__LeftMotionController | |__LeftOculusXRhand ( set with mesh and skeleton to left ) |__RightMotionController |__RightOculusXRhand ( set with mesh and skeleton to Right)none works in vr preview.Im I missing something? is there anything to factory res
New drivers today (12/6/2023), but the bug that was introduced with the last driver update remains. Unreal 5.1 crashes every other time VR preview is launched. WTF!?
Since the upgrade to UE5 and with using the latest MetaXR plugin I’ve noticed that the Xbox controller isn’t recognized when playing on Quest 2.It worked on UE4. And if I remove the MetaXR plugin from the project and run it as an ordinary android application the Xbox controller is recognized.So what has happened here? It seems like the MetaXR plugin filters away the Xbox controller inputs.
Hi,QA has flagged a Render Scale output of 83, failing Meta's 85% requirement.Our set-up:Our device profiles have mobile render Scale set to 0.85.On BeginPlay at runtime, we set vr.PixelDensity to 0.85.We do not have dynamic resolution enabled or any other relevant settings we're aware of that could influence the Render Scale.We're using Vulkan.Screen percentage is always 100%.Strange clues:If we set pixel density to something low like 0.25, the Render Scale shows 45% in the metrics HUD. If we set it to 1.0, the Render Scale shows 96%.At least one other dev in the Oculus Start Discord server has reported similar discrepancies with the Render Scale (in one case, they saw the same difference: they set their PD to 1.25 but the RS showed 123%)Has anyone else encountered this? Is the metrics HUD wrong? Is this a hardware level issue? Engine bug?
I am trying to launch an Unreal project on Quest 3, but I always get the error PackagingResults: Error: Launch failed! Unknown Cook Failure. I have tried in two separate projects, one is empty and one made with the Unreal VR sample project. I am using Unreal 5.3.1, and I followed the meta quick start guide to make sure I have all the prerequisites. I have uploaded my log file. Any help on this would be great.
We have developed a two player tennis VR game using Quest3. I synchronized the position and rotation of two users' HMDs and Hands in each frame, and broadcasted the position and rotation of the tennis ball in each frame. In Quest3, there was a noticeable lag in the tennis ball's position. When I tested the network connection status between PC and Quest3 using the ping command at a speed of 800 bytes/4 ms on PC, the lag improved significantly, When I reduce the frequency and data volume of the ping command, the lag becomes more noticeable. Is there any optimization for Quest3 in this regard, and what should I do to eliminate this delay problem?
I need to build a game for oculus standalone on UE source code 5.3 and I have a problem:(window 1) In the platforms window I can see that UE has a problem with my quest 2 although it is listed correctly in the device manager (window 2)I left the settings of the android section inside UE at default and also in the android studio I left the SDK platforms at defaultI think that the problem is that in the device manager (2) I can see that my oculus has operating system android 12 API 32, and I have different settings inside android studio & UE settings. I tried install the android 12 API32 inside android studio but it didn't work
Hi!My app instantly crashes when i try to open it after enabling the MetaXRPlatform plugin.It works flawlessly without the MetaXRPlatform.Testing on Quest 3Built with Unreal 5.2.1Meta Plugin V57 (1.89.0)MetaXRPlatform v57 (1.89.0)I've also tested with both Meta and Platform Plugins v56 (1.88.0)The only error i get is when i try to Logcat and i find this:cannot locate symbol "ovr_ApplicationInviteArray_GetSize" referenced by "/data/app/~~bvSnDS-fNz3PZusLcHZUYQ==/com.xxxxx.xxxxxx-sz5bGExZ1nd9G_ukRcJkgA==/lib/arm64/libUnreal.so"...
I don't know who needs to read this. Don't use Project Launcher in 5.2 or 5.3 (maybe all 5.* builds?). Instead, package the project, and deploy it by running the generated bat file.Everything but my ship build worked using Project Launcher. My Ship build would deploy, but it would never successfully launch. From the Device Logs, I don't think it produced a single frame, and all I got was a black screen hang. But if I package the project and run the bat to deploy, it works!
Hello everyone, I’m using the MetaXR Plugin in Unreal Engine 5.3.2. I'm trying to get a behavior back: I was able to see the console commands window in VR Headset but not anymore. It shows on the computer screen only but not in headset. Also print string messages are not showing. What should I do to get this back? Thanks.
I'm using OculusSubsystem in Unreal Engine 5 and I can't get login to pass. Every time it prints out a message "LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app." I added OculusAppId in DefaultEngine.ini, and have Developer Dashboard UserID and UserProfile enabled, but still couldn't get pass this one. And to continue on this, the Verify Entitlement failed every time I start/test game. Any ideas on this one?
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 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.
1. set up developer account and turn on all the developer stuff2. download and add metaxr to engine 5.33. Create a VR Template4. make sure metaxr plugin is on ( if openxr is on or off, it doesn't make a difference I think )5. in settings, meta xr, make sure Hand Tracking Support is set to Crontrollers and Hands or just Hands6. create a new BP_VRPawn7. add a camera, motioncontrollers and oculusXRHands while making sure both skelton and mesh type are set to hand left or hand right accordingly8. change game mode default pawn class to BP_VRPawnafter doing all this, i get the same result as I do using quest link desktop - no hands but I see the palm buttons and everything tracks accordingly.Where are my hand meshes?this is the error i getLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:7513 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:315) &
Hi everyone,I'm trying to figure out how to map the room I'm in, and have it set floor/walls geometry to what is mapped, like in this Unity tutorial here:https://youtu.be/nfffR3TLzzg?t=174In Unity it's pretty painless and straight forward process.. In UE not so much...I see there is an OculusXRRoomLayoutManager component, and also an OculusXRSceneGlobalMesh component in UE5 that you can add to the blueprint, but there is no documentation on how to use this, or how it works. Has anyone gotten these to work yet? Here's a screenshot of one of the components.
Hello, I've been trying to get this working for a while now but haven't gotten it to. This happens no matter which project template I use. This time I made a VR project and then just added meta XR and made all the changes in settings that are needed. then when building everything seems fine until I try to open the app up on my quest 2 where it just fades the screen to black and then immediately puts me back in my home environment. I get this in the logs when it crashes.[2023.11.08-22.11.57:818][ 0]LogAndroid: Error: === Critical error: ===[2023.11.08-22.11.57:818][ 0]LogAndroid: Error:[2023.11.08-22.11.57:818][ 0]LogAndroid: Error: Fatal error: [File:./Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 7173][2023.11.08-22.11.57:818][ 0]LogAndroid: Error: Missing global shader FHardOcclusionsPS's permutation 0, Please make sure cooking was successful.[2023.11.08-22.11.57:818][ 0]LogAndroid: Error: [Callstack] 0x00000077C56AFCD0 libUnreal.so(0x0000000013608CD0)!VerifyGlobal
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