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I share these errors that I see have already happened to several people, including me:First error:If you go to Project Settings - Plugins - MetaXR - General, and change the XR API from”Oculus OVRPlugin + OpenXR backend (current recomended)”to“Epic Native OpenXR with Oculus vendor extensions”, after the forced restart generates this exception:Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000UnrealEditor_OculusXREyeTrackerUnrealEditor_RendererUnrealEditor_RendererUnrealEditor_RendererUnrealEditor_RendererUnrealEditor_RendererUnrealEditor_RendererUnrealEditor_RendererUnrealEditor_CoreUnrealEditor_CoreUnrealEditor_RenderCoreUnrealEditor_RenderCoreUnrealEditor_CoreUnrealEditor_Corekernel32ntdllI see in Git that the change is to add the entry "XrApi=NativeOpenXR" to the {Project Path}\Config "DefaultEngine.ini" file.Second bug:When we create a Windows version (which worked native on Android and MetaXR Plugin in Quest 2) and run it in Quest 2 Link from PC, the floor is
I enabled the meta xr plugin and opened the project again and hit the vr prewview botton after connecting meta quest pro to PC by Air link, but I could see only black screen view.
Hello, hope all is well.I am trying to get Live Link working on the Meta Quest Pro in Unreal 5.2, and have tried in 5.1 as well. I keep running into these errors in the Live Link window after connecting Meta MovementSDK Live Link.Live Link Errors: Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Eye'. Trying to add frame data that is not formatted properly to role 'LiveLinkAnimationRole' with subject 'Body'. Trying to add frame data that is not formatted properly to role 'LiveLinkBasicRole' with subject 'Face'. (My Quest Pro is connected correctly and I can run the Movement Sample without any issues using the official release 5.2/5.1 and MetaXR Plugin and have also built the GitHub version of UE5.2)
Here it says the MetaXR plugin has now being migrated to work with UE 5.3.1 - yet I can't seem to get it working there. I have the plugin installed and enabled, I have the project set to "start in VR" as well as "auto entry" in the editor settings - but still, whenever I go to run my build on my headset, it remains inactive in windowed mode - OR WORSE just quits back out.https://developer.oculus.com/downloads/package/unreal-engine-5-integration/Lemme guess, this isn't going to work with my original black chunky boi Meta Quest headset from 10 years ago?If that's the case, what Unreal Engine and MetaXR or OculusXR plugin should I be working with? What SDK/NDK/Java versions should I be working with? Are there any helpful pages for legacy developers like myself?P.S None of the links for Meta's Unreal Fork I've found are working.
Hi Guys,We develop a shooter on Quest 2 with UE 4.27.Every time we first launch the game and we fire, we spawn a FX made with Niagara and there is stutter the first time the FX is spawned. We have a stutter for every unique FX we spawn (one for hit, destruction…).I thought it was coming from the texture and tried disabling the texture streaming on each textures. This didn’t helped.Does anyone have a suggestion about what I could try ? Note : This is a duplicate for Stutter when using Niagara FX for the first time on Quest 2 - Platform & Builds / Debugging, Optimization, & Profiling - Unreal Engine Forums
After the update to branch ue4.27 v57 the function GetControllerState always returns 0%. I was trying to use GetControllerState6 as well as GetControllerState4 which I used earlier. GetControllerState6 returns a successful result. I have tested it on both quest2 and quest3.Am I doing something wrong?mt code bool UOculusFunctionLibrary::GetControllersBatteryLevel(int& OutLeftController, int& OutRightController) { #if OCULUS_HMD_SUPPORTED_PLATFORMS ovrpControllerState6 ControllerState; if (OVRP_SUCCESS(FOculusHMDModule::GetPluginWrapper().GetControllerState6(ovrpController_Touch, &ControllerState))) { OutLeftController = ControllerState.BatteryPercentRemaining[0]; OutRightController = ControllerState.BatteryPercentRemaining[1]; return true; } #endif return false; }
Hi, the VR preview option is disabled, I am using Unreal Engine 5.2 and open xr plugin, which started a few weeks ago when I was trying to connect to Quest 2 to my PC. It connected I connected with the cable, and I can share the APK file from PC to Quest 2 but the VR preview is disabled, it's showing an error [ Oculus is not set as default openxr runtime. This might prevent some applications from launching correctly. Set as default ] When this error started to come from then vr preview option is disabled.
I have setup my space with walls and couch. I can populate the ScenePlane 2D actors with 2D/3D meshes (x scale gets set to 0 for all). Eg my COUCH has a plane object for the sitting surface. My issue is that none of the scenevolume static meshes are spawned. In device logs it says it finds the couch’s 2 anchors, but instead of a sceneplane and a scenevolume, it’s just two planes, and only one spawns. if I change the COUCH to OTHER in the room setup, the volume is spawned and works fine. I found in the code in AOculusSceneActor.cpp “// Populate default UPROPERTY for the "SceneVolumeSpawnedSceneAnchorProperties" member// For the time being, only "OTHER" semantic label is used for volume scene anchors.”so I tweaked the code in that file so that the other scenevolumes like COUCH get the same static mesh property as OTHER but it doesn’t change anything. The log still finds the couch as 2 sceneplanes, but OTHER gets a sceneplane and a scenevolume. Any ideas or help o
I noticed that if you run Quick Launch from Platforms Menu and drop it on the Quest 3 it will start both (or perhaps all) existing apps listed in Builds (on the Developer Hub), causing the application to hang.I was going back and forth between two projects, and noticed that my application was not starting properly after being successfully deployed.If you only have one build it ovewrites the previous one and runs fine. but if you have two different apks there, quicklaunch will try to start both.
I implemented a 360 video with media player. I would have high resolution so the video has 5760 x 5760 pixels (stereo over/under) with 30 frames and 50 Mbit.Through the wohle video its jerky, it does not play smooth. If I open the same file with the native video player everything is fine, but not in my self implemented player.A collegue says it could have to do with vulkan but since quest 3 does not support openGL vulkan is the only possibility.Has anyone had the same experience and been able to solve the problem? Or does anyone have a tip what I can do to make the video run smoothly?
I have an UE5 standalone application for Quest2. I need to open pictures that are stored in the "Pictures" folder. Can someone show me an example of how I can get the correct folder path.
Packaging went fine, dozens of times. Sdk and ndk have been checked from previous builds that were operational in the headset. Even Adb confirms successful. Now any new builds refuse to launch in the headset. I have device Logs from the most recent crash.Part of me is wondering the OBB is 4gb so is that the issue?Device Log in Comments as to not bloat the main post.
Hello, ad the the latest update the SDK version 32 is supported. I installed the sdk version. however when i install the build. I get this error. failed to install AFS_OCD_VR_cignusGames-Android-Shipping-arm64.apk: Failure [INSTALL_FAILED_OLDER_SDK: Requires newer sdk version #33 (current version is #32)]So i fail to understand what to i need to manually add for SDK API level and NDK levels. andriod-29 or andriod-32 or andriod-33 ? Also what should be the minimum and target sdk. Can someone please guide. I am not every familiar with andriod versioning. But as per meta update they said andriod 12L (sdk version 32 ) will be needed from june 2023. so what is happening now do i need version 33?
It would be really great for the community if we could get some sort of timetable for support for Unreal 5.3!
Hello!Ive just set up my Quest 3 with UE5. But if i start my test level, the textures are getting blurry in the distance. Also i have a massive aliasing on some objects. Ive gone through all the associated project settings, but nothing changed. Ive tried it with 4k quixel megascans but its still blurry. Any advice?Thank you!
Does Passthrough function when tone mapper is enabled? When I set r.Mobile.TonemapSubpass=1 my passthrough components don't render as expected. I'd like to be able to color correct elements with tone mapper while running passthrough without any effects on the passthrough texture. I know that the passthrough component has its own color map function, but I don't want to change the color of the passthrough. Just some 3d rendered meshes. Anyone run in to this? Or have a solution? Using: Oculus Branch 5.2.1
Is there a way to generate navmesh on the user's Scene Mesh? I am trying to move a Pawn around in the user's room by finding random points on the available navmesh, but the pawn is stuck in place.I do have dynamic navigation configured with a navigation invoker attached to the Pawn.Anyone had luck with using Navmesh on the Scene Mesh?
I have added the metaXR plugin.Then in a VR Template project, I have then created a very basic pawn with a camera in it, two motion controllers and two oculus xr hand components and set the VRpawnclass in worldsettings.When I test in the editor with the VR preview I cannot see my hands.I've learned you have to be a developer - so I converted my account over to a dev account. Still no hands. Any help warmly welcomed. Thanks
hello. I'm having trouble turning on dev mode for my project in UE5.2 for some reason i cant port my project as a sdk to my headset since my headset wont shop up in in the platform setting in UE5.2 i was attempting to sign into the oculus app on my phone to see if i could turn dev mode on for my quest 2 headset. but the app wont let me login. i sign in with my passwords and my to factor auth for my organization. everything is fine until it brings me to the continue as user screen. i click the blue bottom on my phone and it does nothing. wont log me in, no errors or anything. please help because as far as I'm aware, this is the only way to turn on dev mode. i don't understand why i cant just do this through the pc app that works? why does it need to be the phone app?
Hello World!I am working with the Quest 2 and recently I am seeing this error in my Unreal projects. This triggers every alternate time I play (VR Preview) from Unreal Editor.Seems to be something related to the OpenXR Stereo rendering device.Has anyone also recently spotted this or knows how to solve it??
Hi There!I'm working on a standalone app for Oculus Quest 2 that uses the OSC protocol. When the app receives an osc message it crashes but I have some Internet permissions enabled in the Android Manifest. I think I'm obviously ignoring something.Any advice is well accepted, thanks!
Hello everyone, I urgently need a help, the project is the use of UE4.27 version development, when packaging android target Sdk32 apk package, installed to Quest2 can not write any files in the "Android\data" sandbox directory, what is the more effective solution?
hello! I have downloaded the Oculus Occlusion sample here: https://github.com/oculus-samples/Unreal-OcclusionSampleI am using the 5.2 Oculus branch and I do not have access to the OculusXRFuntionLibraryThere is also no soft occlusion check box in my render settings under VR, but I do see it enabled in the config file. Very confused and curious if anyone else has this working. I've read through the documentation a hundred times and can't seem to figure out what I am missing. Thank you!
I cant make the window MetaXR Simulator appear in Unreal.I followed the tutorial onhttps://developer.oculus.com/documentation/unreal/xrsim-unrealbut the window does not appear, so I cant enable it. Anyone knows how to solve this?I tried using the full location with "json" file written on the path (xxxx\xxx\ file.json)Tried using inversed bars (xxx/xxx/file.json) but the tab to enable the simulator just dont appear.restarted the engine after all this changes and nothing
I have a material set up with Masked blend mode. Somehow it doesn't get MSAA and there is no documentation clearly explaining how to enable alpha to coverage in UE4 for materials that are made for Oculus Quest (Android ES3.1 or Vulkan).Any ideas ? Thanks
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