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When I play in-editor with VR preview through AirLink with Unreal Engine 5.1,I see a squiggly line on the border of the pass-through field of view, and a black surface is also visible beyond that line.Every time I turn my head and look, the border disappears one beat later, and remotely rendered virtual objects are also drawn one beat later in Meta Quest 3. https://drive.google.com/file/d/1uFCzU5AktYFgdz39WeXbXasiYmbxFVEF/view?usp=share_link
Hi,I can create a Development build, install it to my Quest 2, and run it just fine. But when I make a Test build, install it, and attempt to run, it crashes early on during our game's loading video, kicking me back to Oculus home. Test builds are important for performance profiling. Our CTO said that doing a factory reset fixed this issue for him, but it did not resolve it for me.There's a lot of log spew, but this seems to be the most relevant output from what I could glean:XrApp GL error at vendor/oculus/libs/libxrapp/src/utils/GlUtils.cpp:172: GL_INVALID_OPERATIONI'm happy to provide a full log from Meta Quest Developer Hub if it would be helpful.I also experienced a similar issue with the Development Build if I launched it via Unreal's Project Launcher, except that it froze on the loading movie instead of kicking me back to the Oculus home. Unreal info:Unreal Version: 5.1.1-0+++UE5+Release-5.1 (locally built)
The project strictly follows the operation of the development documents, and the backup file size does not exceed 100M. When executing adb shell bmgr backupnow xxx.xxx.xxx in cmd, the following content is returned ----------Log---------------2023-10-19 02:38:56.587 MQDH executing "adb shell bmgr backupnow com.xxx.xxx"... Running incremental backup for 1 requested packages.Package PM@ with result: SuccessPackage com.xxx.xxx with result: Transport rejected package because it wasn't able to process it at the timeBackup finished with result: Success
Hi, Is there anybody who succeeded using AR with Unreal Engine 5 ? As far as I see from the Unreal forums as well as from youtube, there is pretty much nothing on it. For example, look at this thread on Unreal Forums (from fall 2022): OculusXR Passthrough Layer - Platform & Builds / XR Development - Epic Developer Community Forums (unrealengine.com) I followed the META instructions using the OculusPasstroughLayer in Reconstruct and Underlay. I can enable the pastrough but I can not make virtual objects appear inside the real world. As far as I can see all around,, everybody wants to know how to do but nobody sems interested in sharing. No clear documentation. It sounds as a national security secret. On the other side, there is alot of tutorials for AR using Unity-Oculus. I wonder if there is a particular reason. It souds like a political thing between META and Epic Games. Is that possible that META decided to concl
Is there a way I can see the passthrough working in the Unreal Engine editor before I make a package of the game? Or is the only way to visualize it in the package. I just want to make sure it's all looking and working properly before wasting time waiting for a package to finish cooking.
Hello, We are currently developing an app using the Oculus Platform SDK on Unreal Engine 5.2 and we are already approved for the Data Use Checkup. We once were able to make manual builds and still be able to use our personal accounts to login (which is required to play) and test our game and put up scores for others to see. However, all of a sudden certain accounts are able to login using their meta account and other accounts are not able to, which prevents them from being able to play our game. Would you know why some accounts are now not able to login to test the game but not others.
Hello there! I compiled the 5.2 oculus branch and have been working on my project using the vulkan subpasses enabled. Everything seems to work great except I have noticed the very very right corner of the display seems to hang/flicker? It's only noticeable in the right eye on the very edge. It's very apparent on the quest pro. On the Quest 3, it almost appears as black dead space. Has anyone encountered this issue?
Hi. Are avatars inside Unreal available? They said this feature would release this year but no annoucement yet. Did I miss something or there isnt anything? Any idea when will come?Thanks
Is Meta Avatars SDK support available for Unreal VR development to Oculus? I see from the documentation, that Meta Avatars SDK has been rolled out for Unity development, I don't see Unreal mentioned anywhere. Last I knew was that Oculus had separate build of Unreal for the support of Oculus Avatars, but now that it's been deprecated and Meta Avatars being the new norm, how is the support being given to Unreal? Someone, please help me out. Any clarification would be appreciated. Thanks in advance!
Hello, I'm trying to implement ue4's native PSO system into my project. Right now it won't cache and generate the rec.upipelinecache file nor it's associated folder CollectedPSOs. Even when I manually create the CollectedPSOs folder.I've followed UE4's own tutorials for Gathering PSO Data and Enabling PSO Caching. The only deviations have been the Gathering PSO Data's step 5, where I select Android and Android_ASTC instead of Android and Android_ETC1. However nothing I've tried so far has resulted in the rec.upipelinecache file generating in my Quest's folders. Is there something these two tutorials neglected to mention or do I need something else to set-up the PSO caching? Is it even possible on the Oculus Quest?Here are the links to the aforementioned tutorial pages: https://docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/GatheringPSOData/index.html https://docs.unrealengine.com/en-US/SharingAndRele
We are also using Macs for UE development, and would like to know if there are any plans of releasing an OSX version of the Meta XR plugin. As it is now developing for Quest 2/3 is restricted to Windows and PC, right?Thanks.
Hi, I have been messing around a big with creating an MR app with passthrough and the Scene API in UE5.2.1. One thing I have noticed is that even though the scene has been set up the user is still prompted to make a guardian when stepping outside the zone.This however makes no sense as "First Encounter" works fine and has no guardian system in place.How can we disable the guardian system for our MR application?Regards,A few developers.
Returning busy signal for connection from 127.0.0.1 after change ReplayContext while using RenderDoc for Oculus, no matter choose “Oculus Quest 2” or “Oculus Quest 2 Profiling Mode”…RenderDocForOculus_v25_0_1_12_64 and UE4.26.2 in RomoteHostManager, these two Oculus Quest rows are Remote server running (Busy)...
With the Quest 3, since user's are scanning their environments, is there a way to convert that automatically to an HDRI that can correctly light Virtual Objects and Characters? Is there already a way to do this?
Any eta on an 5.3 oculus branch? For a new project using MetaXR v57, is it better to go with the github engine integration or just use the plugin zip file? What does the engine integration give you that is not in stock 5.2.1?Thanks for any feedback
Anyone know which event to handle to get in before the OS terminates the app in Unreal to do an auto save on exit?On PC in Unreal the Game instance's Shutdown event works but not on Quest.So the user scenario is when you click terminate app in the Oculus menu bar, how does the app know it's being terminated in Unreal?
Hello, does anyone know how to get the Quest HMD to stop going into sleep mode when a user takes the thing off using Unreal Engine. The user can simply change the timer or disable on the hardware's built in software but I can't count on all users making sure to do this before hosting a game. And if the host headset goes to sleep all replication stops and game freezes for other players far from ideal.I hardly want to tell users to tape the sensor or have to go into sleep settings.I tried using the "Control Screensaver" node can disable sleep on an android phone but my tests don't seem to show this working on the headset.Thank you
Hello,I am using Unreal 5.2.1 with MetaXR 56.0I managed to make a shipping build and upload it to AppLab with the Meta XR Platform Window (in Unreal editor), but when I launch it in my Quest 2 it just shows the 3 loading dots.The build runs correctly if I install it from my pc using the Install_*.bat in the package folder.If I make the shipping package activating "Package game data inside apk" activated and upload it to AppLab, then it works. However this is not a solution because the apk must be less than 1 GB, and my final app will be more.I also tried uploading from command line, with: ovr-platform-util.exe upload-quest-build --app-id **** --app-secret **** --apk .\MyApp-Android-Shipping-arm64.apk --channel ALPHA --obb .\main.2.com.mycompany.myapp.obb Upload and validation are ok, but when launching the app I still see just the 3 dots.I suspect that the obb file is not correctly managed, because while downloading in the Quest I see that the app size is just the size of the
I get no input from mic when i start voip.i used the sample sdk to implement voip into my project.i enabled "Add permission to support Voice chat" in project settings, have voice enabled in DefaultEngine.ini(both [voice] and [OnlineSubsystem]). On the developer page all boxes for All platform features are approved in Data Use Checkup. This is the code I used to start voip after creating and joining session. for (auto RegisteredPlayer : RegisteredPlayers) { if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("33333")); // don't register the local player, only the remote if (RegisteredPlayer.Get() != *UserId.Get()) { OculusVoiceInterface->RegisterRemoteTalker(RegisteredPlayer.Get()); OculusVoiceInterface->StartNetworkedVoice(0); UE_LOG_ONLINE(Display, TEXT("Registered a Talker: %s"), *RegisteredPlayer.Get().ToString()); } } My log prints "registered a talker" with correct id.
As VR developer for Meta Quest, I cannot move forward with any text to speech or speech to text because there is no language pack in Meta system. Meta should provide a generic multilingual text to speech like Google / Samsung. As retired French language teacher interested in using VR for a better French learning, I feel like having a wonderful tool in the world but I cannot use this tool as good as it should be...
We tried rolling onto the UE branch 5.2.1, and on a fresh engine setup and install, when we use the latest UE5 Platform SDK, our APK crashes before running. Has anyone had success with setting up their leaderboards? We're building for Quest 2. https://developer.oculus.com/downloads/package/unreal-5-platform-sdk-plugin/
Hello, Recently we upgraded our engine to the latest Unreal 4.27 (source version, Meta branch) and Since the "Legacy" mode was gone, we have to switch to "OVRPlugin OpenXR". We noticed a performance downgrade probably due to this XR API change. The GameThread and RenderingThread have a lot more stall time waiting for each other (Acting like a single core) instead of running tasks in parallel.I will attach some comparison graphs we collected from "Unreal Insight" and "Meta Performance Analyzer" below. XR API: OVRPlugin+OpenVRUnreal Insight-OVR Plugin+OpenXRPerformance Analyzer - OVR Plugin+OpenXRXR API: LegacyUnreal Insight-Legacy XR APIPerformance Analyzer - Legacy XR APIWondering if anyone encountered such issue in 4.27. We really wish the new features came with V53 could help us but right now this issue is preventing us from switching to the latest version of the engine.Thanks
In Oculus-Unreal 5.2.1-v56 you have the option of using the OculusXRHand component, but this is not compatible with the standard MannyXR Skeleton, even after remapping: You can however look at using OpenXR Hand EXT which, in combination with https://github.com/mordentral/VRExpansionPlugin, gives you the ability to use OpenXR hand/finger tracking. It however requires HMDPluginPriority to be set with OpenXRHMD being higher than OculusHMD.If you do set OpenXRHMD higher in priority, you get some awesome finger tracking for free, right away.However you then cannot use any of the OculusHMD runtime features, the MetaXR plugin fails to run, and you cannot do things like creating Spatial Anchors.Of course, the easiest thing is to make OculusHMD have a higher priority, allowing Spatial Anchors. However, this means any OpenXR features are suddenly overwritten, namely the hand fingertracking. Curiously you still get the wrist of the hand, but not the fingers themselves.T
I am not be able to retrieve "Get Logged In User ID" from blueprint. I think I did everthing correctly and have no idea what is wrong."Get Logged In User ID" always retrieve "0".Can anybody help me?
I am stuck trying to see Unreal Insights for my app which I am developing through the App Lab. I've tried the following 2 guides, but they are so poorly written, I don't know if I am missing some key steps in between.https://developer.oculus.com/blog/get-started-with-unreal-insights-on-the-oculus-quest/https://inu-games.com/2020/01/06/unreal-insights-on-oculus-quest/ So Far, I've connected my Quest 2 through USB. And I have a Beta build installed through App Lab in my Quest 2. I can launch and play my app no issues. Unreal 4.27 Then I set up TCP connections, by opening a Command Prompt and doing this "adb reverse tcp:1980 tcp:1980" and I get a return value of 1980. Next I set up the UE4CommandLine.txt which is under This PC\Quest 2\Internal shared storage\UE4Game\MusicalRange\UE4CommandLine.txt which is a path in the Oculus Quest 2. I have tried various variations of these txt files. I know it is updated in the quest, because I can see the file size chang
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