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I developed a VR game in UE5 for Steam with the Valve Index. All packaged and works fine. I bought the Quest 2 to re-develop for Oculus and Android. Packaged and all worked standalone in the headset.I went back into the project to do a bit of tweaking, now the valve Index controllers have stopped working in the editor, even when the oculus is OFF and the Oculus App is not running. I can move them, but not able to use the buttons or thumbsticks.This happened after installing the Quest 2.Any suggestions would be greatly appreciated as this could be 6 months of work destroyed!I even started a new VR project with ONLY the Steam plugin, no oculus stuff anywhere and the valve controllers do not work. There MUST be a conflict somewhere with the Oculus. Any suggestions would be greatly appreciated.ReagrdsSimon
Hi. I'm working with ue5.1.1. Where i can find sdk for 5.1.1I can find only sdk for ue 5.2.1 at https://developer.oculus.com/downloads/package/unreal-5-platform-sdk-plugin/
Hello, does anyone know hot to get the Debugger working with unreal projects? I am following this guide:https://developer.oculus.com/documentation/tools/tools-oculus-debugger/ And I can't seem to figure out what they mean by UE4/Projects directory "2. Make sure your code project is located under the UE4/Projects directory. Blueprints-only projects are not supported." I tried putting the project in the "user/Documents/Unreal Projects" directory and also tried adding a Projects directory to the unreal root directory. Neither of which worked. My project does not get listed like mentioned in the guide. Did anyone manage to get it working?
I'm on the latest oculus branch of ue427, have enabled ASW in the rendering settings and I'm using Oculus Developer Hub to see ASW frames and they come out to 0. I've also enabled experimental features (which is in the wrong place in the plugin because it mentions options below it and there are none below it)
Hi all!I'm attempting to learn VR for UE5. Compared to Unity, I'm having a hard time finding resources to learn from.What did you do to learn VR for UE5? Could you please share any valuable resources/classes? Thanks in advance!-Chase
Hello!Is there any possibility to get coordinates of added objects (surface panels) in my game? I want to transfer the location of my room's table or couch to my game. Oculus experimental Room Setup.Is that possible?
The 47.0 Release Notes (Meta Quest release notes | Meta Store) mentioned a new experimental feature they called "Background Audio Playback". I've been looking forward to a feature like this and I am very excited to see it being worked on.I'm posting here in the Unreal VR forum because what I REALLY want to see next is for UE4 in the Oculus branch to enable music visualizations from the audio data being streamed. It would enable an entire genre of music visualization apps that can be powered be all of the streaming audio sources that people can play in the background.I would personally use this in my project so that the user can listen to their music how they want to while playing my game and still have my game's visuals react to the music of your choice.If you think this is important feature that you'd like for your project, consider replying to show your support. Thanks!
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Hello,We use EyeTracking with Meta Pro HDM under Unreal 5.1.1 and it’s worked pretty well.But from time to time we need to align the HDM with the real world and we use the ResetOrientationandPosition that adjusts the HDM orientation and position but not the EyeTracking data return by the GetGazeData.The gaze direction is still if the old orientation of the HDM as not been reset. For example, if we turn the head 10° to the left, the gaze direction will be 10° offset. Is there a way to also reset the gaze data after resetting the orientation and the position of the HDM?Thank you,PixelLeBlond
Hello,I have a problem with screen flickering when packaging a VR project with the MetaXR plugin and the VR template in UE5.2.1.My environment:Windows 11 ProMeta Quest 2 (PC Link)Unreal Engine5.2.155.0 Unreal Engine 5 IntegrationThe steps I followed are:Launch the VR templateEnable the MetaXR pluginRestart the UE editorPackage the projectRun the packaged exe fileThe screen flickers between black and the VR template image when I run the exe file.The flickering goes away when I wake up the HMD from sleep mode.What is causing this issue and how can I fix it?
I would like to use the Platform SDK from the link below. What are the minimum versions of UE4 and UE5 that I should use? https://developer.oculus.com/downloads/package/oculus-platform-sdk/And is there a public link I can refer to for guidance on upgrading to a new version of the Platform SDK?
The branch of UE4 is being abandoned with a series of bugs that were never fixed, bugs that break the proper functioning of the engine. UE5 is clearly aimed at new generation consoles, the performance loss on mobile devices is huge, mainly due to the lack of features such as software occlusion. The lack of fixes and the implementation of new features in UE4 coupled with the loss of performance in UE5 may doom the development of quality Unreal apps for the Quest platform. I opened an issue reporting this: https://github.com/Oculus-VR/UnrealEngine/issues/300 According to Jay from Meta they are discussing about the possibility to release another version of UE4 4.27.2 with fixes.It is important that you as a developer take this opportunity to report the issues you are experiencing with the current UE4 version, as well as suggest improvements. So at least we will have a more reasonable last version to finish our projects...
Hola!I have been searching intensively about this subject, and there's no clear answer or procedure. Please, can somebody with knowledge let us know how to properly set the mic to simply hear the audio once I package my game?I found this thread:Microphone not working on Quest 2 - Development / Audio - Epic Developer Community Forums (unrealeng...And I tried and couldn't make it work. I also found this thread here:Re: How to set up mic input correctly in Unreal? - Meta Community Forums - 850863 (atmeta.com)But no much info...I just want to get the mic input into my game, inside unreal it works very easily, but once it's packed, even if I checked all the Android permissions... it doesn't work Thanks in advance
When uploading my app to Oculus, I receive this message:ERROR:Android Target SDK version is 29, but should be 32 or greater (targetSdkVersion in AndroidManifest.xml).But I am on SDK 32, in fact its the only SDK I have installed.my gradle.properties:my AndroidManifest.xml:In Unreal, I am targetting SDK 32,and during the build process, it specifically states I am using SDK 32:Is this a bug on the Oculus side?Side loading the app works fine. but can't upload
I was wondering why the oculus team hasn't developed their own unique game which they can use as the face of their product rather than displaying other companies games i believe the oculus company has enough resources to produce their own game unless they don't. To be honest i was eagerly waiting for them to post their games but now it just seems like a disappointment well if you lack a story of how to make the game i can help.
Hi, I'm keep getting erro below while using hand trackingLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:7068 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:328) I've tried both 5.1, 5.2 neither work. any tip?
Hello...By following several tutorials for Convai AI, I arrived to implement a French pronunciation exercises. The idea is to get a TTS for any words or sentences to read as pronunciation model for students who want to practice their French pronunciation. The students can pronounce their French and their voice will be captured and send to Convai AI (convai player). The transcription will be posted in a text area. The students can see that their pronunciation is well done or not. After clicking on the button "Verification", if the two texts are equal, they will get a score. I bought Universal Native Offline TTS. It works well on windows VR and android phone VR, but it doesn't work on meta quest 2. I don't know why...
Hello,when I run SetupAndroid.bat it tells me that I have not accepted the licenses when I have accepted them.
Hi!In unreal engine I want to use this node in order to spawn my actors inside of the boundaries of play area.I return the values (location, rotation and size) spawning a cube actor, and it's not inside my play area!Can somebody guide me a bit, how to spawn my actors inside the boundaries of the guardian area? Thanks a lot!
I am using unreal engine 5.1I tried a lot of stuff... but it just doesn't show in my packaged projects. Any tips!? thanks
I've been having this issue since a few months now where using Launch from inside the editor takes a very long time. I suspect this might have to do with the USB file transfer method, could it be that this got changed with an update? Here's the log from the engine[2023.08.10-09.35.22:463][730]LogPlayLevel: Running: C:\Users\Patrick\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 1WMHH812CK0464 push "c:\depot\Pixaera\LSRIntro\main-dev\UE4\PixaeraVRDemo\Saved\StagedBuilds\Android_ASTC" "/sdcard/UE4Game/Pixaera"[2023.08.10-09.35.22:463][730]LogPlayLevel: c:\depot\Pixaera\LSRIntro\main-dev\UE4\PixaeraVRDemo\Saved\StagedBuilds\Android_ASTC\: 24737 files pushed, 0 skipped. 4.4 MB/s (2678985148 bytes in 577.077s)
Part of our team has Oculus OS 55 and the other 56 (apparently OS versions are rolled out on an individual basis). On 55, our game is running as expected, but on 56, we are having some form of camera distortion that leads to a lack of depth, where objects feel closer, leaving us with a cross-eyed feeling. If we view from one eye (ie. closing the other eye), within a few seconds, the view feels as expected, and it is only with both eyes combined that this fish eye lens feeling occurs.Unfortunately our developer's OS is the one that is on 55, while our art and design team members are on 56. Our designer is prone to experiencing motion sickness and this effect amplifies that feeling significantly.We are wondering if there may have changed between OS 55 and 56 that may be causing this lens effect. We're unable to capture a screenshot since screenshots only capture one eye, and when viewing from one eye, all looks well, however, our submitted and released build from July 20 was working on O
My team and I have been struggling to get this sample working. We have packagedthe project for the store and submitted a data use checkup so we have access to UserID and cloud storage. We have also downloaded our packaged build from the AppLab and are still not able to share anchors between 2 Quest Pro devices running on the same local network.We're getting the following message in the device log:13:10:22.826 OVRPlugin [CreateSpaceUser] called for spaceUserId 0 13:10:22.826 Telemetry [OpenXR_Anchor] userId cannot be 0; 13:10:22.826 OVRPlugin [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrCreateSpaceUserFB(m_xrSession, &info, (XrSpaceUserFB*)spaceUser), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:11830 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:328) Are we missing something that is not stated in the documentation?
If anyone has a UE5.1+ template that works for multiplayer player on app Labs via Photon or similar id pay for a copy to work with at this point. I cant spend anymore time troubleshooting this.
Hello,The last version of the plugin renders the right eye black.Oculus OpenXR backendUE 5.2.1Mobile-Multiview
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