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I am unable to complete meta Ureal5 clone download from GitHub due to unstable internet connection, any other method to download with resume options like original Epic downloads will be great .
Hey Oculus Dev's,I'm looking at setting up Oculus sessions using C++. I'm basically trying to get the same functionality as the blueprint nodes but in C++, I want to do this because I want to add custom properties to the session settings, which you cannot do via blueprints.The oculus documentation is very vague on how to create/find oculus sessions. I have managed to create a session but it is not listed when I try to find sessions. With the OVR blueprint nodes you can use find matchmaking sessions and you have to provide the pool names, I'm assuming this is where the problem lies when creating the C++ sessions?So my questions are:1. Is there a special way that you need to create/find sessions when using the Oculus Sub System? Is there a particular create session function that needs to be used via C++?In comparison to the steps taken here: https://wiki.unrealengine.com/How_To_Use_Sessions_In_C%2B%2B2. How do you provide the pool name when Creating/Finding sessions via C++?Do I need to
Hello,I am working on an Unreal Engine 4.13.1 project and I am trying to get Oculus Multiplayer integrated. In OnlineSessionInterfaceOculus.cpp Oculus has a comment that says "// For now, finding sessions will only work with moderated rooms".I was using "SEARCH_PRESENCE" for presence sessions, but I got a warning from Oculus' code that said: "LogOnline:Warning: Oculus: Only Moderated Room searches supported. Set(FName(TEXT("OCULUSMODERATEDROOMSONLY"), true, EOnlineComparisonOp::Equals) to your QuerySettings".What are moderated rooms exactly and how do they differ from presence rooms? Is there anything special I need to do when creating rooms to make sure the sessions are visible when they are "moderated rooms"? I am curious to see if anyone else out there is working on multiplayer Oculus games and what their results have been thus far.Thanks, Jacob S
Hello,I am looking into ways to possibly use a vendor platform (oculus/steam) to help me make and possibly run a lobby but then after matchmaking have the two players of the game connect directly to each other for the gameplay, with one player running as Unreal listen-server.Would this be possible with the Oculus platform?CheersFred
Hi, I have some questions about the movement sample , the only feature I wanna use is body tracking :Is it supported on pc via oculus link ?Is it supported meta quest 2 ? or only supported meta quest pro?can I use the body tracking feature on pc through my quest 2, or on quest pro?
I'm using the web browser plugin on the new 5.2 build and im able to load google.com, but when i try my website https://ce.foamfrat.com it works in PIE but not when built any suggestions?
I want to have web browser in game. Web browser widget works fine in the editor (using Oculus Link), but after launching it to Oculus Quest 2 web browser widget shows only black screen that i can't interact with. After 2 days of searching i have 2 possible reasons: 1. This is a plugin problem. But I think it's strange, because UE doc says that web browser plugin supports Android devices. 2. I found some information in "Oculus for developers/Develop/Oculus Developer Policies/App Policies" "Apps That Facilitate the Installation of Other Apps". Based on this information I decided that Quest 2 device forbids getting data for web browser widget. That's why it cant draw a page and always shows black screen. (Maybe I misunderstood the meaning of this section, but the main idea is the same). So, my question is what is wrong with web browser plugin. If there is no problems with device and development rules, then can I do something to make it work. If I cant, then is there another
Hello I am trying to use the pokeahole shader that can be found in the Meta Xr plugin content. I wanted to do a window on reality. I have apply the pokeahole shader on a plane, I have the passtrough on my vrpawn but the shader does not thing. I have tried different opacity value.What do I need to make it work?
I'm working on an Unreal 5.1 project using MetaXR and OpenXR plugins. Lately I've been unable to play in VR mode on my Quest 2 in Unreal due to this crash. The crashing thread is RuntimeIPCSystem, and here is the exception message:Exception 0xc0000005 encountered at address 0x1ef7fa73ef0: User-mode data execution prevention (DEP) violation at location 0x1ef7fa73ef0Another interesting note is when this crash happens, the Oculus App closes and reopens and Quest Link won't work until I unplug-replug the cable to my Quest 2.Here are some details about my circumstances:- Nobody else on my team has experienced this issue, and I have tried a fresh pull on the project with the same result. This leads me to believe it's a local issue on my machine.- I've tried using DebugGame and Development editor build configurations with the same result- I've uninstalled and reinstalled the Oculus App twice- I've done a Windows restore, where I reinstalled Windows while keeping my apps and user data in
Hello I am using hand tracking on a pc vr project. The hand appears without material even if I put a material in the material override slot.What's the best way to control the material on the Oculus hand?
Hi everyone,I have published an app in app lab, now in trying to add IAP,When i use developer account and test user create from dev dashboard it work good, when i use organization admin it also work good, but when i use account outside if the organization it stop working and I recive response with 400 and error code 1 from the API. I dont know how to resolve it some one know some thing?
Hello,With the latest MetaXR plugin on Unreal Engine 5.1 (Launcher version), there is a problem running the OVRPlugin backend with a crash when running the game. It's fine when using native OpenXR with Oculus, it's also fine with Epic's OpenXR plugin without MetaXR plugin.When selecting Native OpenXR + Oculus extensions, does it enable MetaXR features too? I mean adaptive resolution, FFR, etc.. ?
HelloIm using the sample project of SpatialAnchors to test how it works... and when i open the project i see the menu item to choose Create anchors, select etc.... but my problem is when i click on Create Anchors i the anchos always appear on 0,0,0 world location (i cant put where i want)Im using both Quest 2 and Quest Pro.... Does anyone know what can be the problem?Thanks. Gonza!
Heyo, running into a weird issue where particle color just doesn't work on quest using vulkanOn Vulkan Quest, using niagara: The node Particle Color in the material always returns blue rather than the colour that is set in niagara like it should doThis doesn't happen in opengl or on PCAnybody ran into this before?
Hi everyone,I am having a problem getting any interaction with the WebBrowser Widget with the WidgetInteractions Component on Quest. On Linux, Windows etc (they use usually CEF as their Web access platform) it works but on the Quest it doesn't react at all. UMG Widget, like Buttons, Checkboxes works. Only the WebBrowser seems not to work. Is that a known issue? Are there any permissions needed for the Quest?
Hello. I get this error everytime I attempt build an apk for the Quest 1. The build process runs smoothly until the very end when this error shows up.LogObj: Error: LoadConfig (/Script/OculusXRHMD.Default__OculusXRHMDRuntimeSettings): import failed for XrApi in: OVRPluginLogPlayLevel: Error: UAT: LogObj: Error: LoadConfig (/Script/OculusXRHMD.Default__OculusXRHMDRuntimeSettings): import failed for XrApi in: OVRPluginLogPlayLevel: Error: UAT: LogInit: Display: LogObj: Error: LoadConfig (/Script/OculusXRHMD.Default__OculusXRHMDRuntimeSettings): import failed for XrApi in: OVRPluginLogPlayLevel: Error: UAT: ERROR: Cook failed.PackagingResults: Error: Launch failed! Unknown Cook FailureWhat could be the issue? My development environment is set up correctly from my tests before posting. Any help would be appreciated.
Hi all, I encountered a problem with my UE5 project after the v53 update on my Quest Pro. When I try to open it through Unknown Source, it will give me the 3 dots and then crash to home.This is the error I get from the Log:---20:15:59.270 25173 25271 D UE : Assertion failed: false [File:D:/build/++UE5/Sync/Engine/Source/Runtime/VulkanRHI/Private/Android/../VulkanRHIPrivate.h] [Line: 906]20:15:59.270 25173 25271 D UE : A texture was marked as a shading rate source but attachment VRS is not supported on this device. Ensure GRHISupportsAttachmentVariableRateShading and GRHIAttachmentVariableRateShadingEnabled are true before specifying a shading rate attachment.20:15:59.270 25173 25271 D UE : [2023.05.20-00.15.59:270][ 0]Assertion failed: false [File:D:/build/++UE5/Sync/Engine/Source/Runtime/VulkanRHI/Private/Android/../VulkanRHIPrivate.h] [Line: 906]20:15:59.270 25173 25271 D UE : A texture was marked as a shading rate source but attachment VRS is not supported on this device. Ensure GRH
Hi, I have a painful issue about mipmap texture, for Oculus Quest 2 development.blur/flickering at grazing angle is causing big problem. Would like to seek help from the wisdom of the folks here.A bit context:I’m using projected photos for simple background evnironment(in following images). The problem is, mipmap gets too low res on grazing angle grounds. If I force mipmap to increase resolution, then other areas get too much resolution and start to fliker when viewed. especially worse viewed in the headset. Trying to understand the mechanism behind it, here are the question:1 How does UE4 determine mipmap resolution?A. Is it per triangle based?B. Does stretching polygon along one axis affect the same way as proportional scaling?C. If I turn off or use bias to increase resolution of mipmap, some nearby areas get too high texture density and start to flicker. In this case, other than separating geo manually with differently-scaled texture segments, is there a better solution?D. Is there
Hi,I'm having a problem where screenshots I take of UE5 games on my Quest are solid black.- I can repro it on a blank UE5 project by following the Quest / UE5 getting started guide at Creating Your First Meta Quest VR App in Unreal Engine: Unreal | Oculus Developers - Using Unreal 5.1.1 from the Epic Games Store- Using the MetaXR plugin from Downloads - Unreal Engine 5 Integration (oculus.com) v54- Quest 2 OS version is 54.0.0.155.344.482042629 Screenshots of UE4 builds of our game don't have this issue.Thanks for any suggestions.
Another day another bad experience with Meta Quest Pro / Unreal EngineI am using Ubuntu and Unreal Engine 5.1.1I downloaded the latest version (54.0) of the Meta XR PluginI put it in the Plugins/Marketplace folder.It does not show up in the project settings.What am I doing wrong?General Feedback:- Why is the Plugin Version called 54.0?- Why does it say in the plugins list its 1.86.0?- Why is the documentation so outdated?- When is the plugin version for 5.2 coming out?
Passthrough over AirLink has a very row camera frame rate.Do i should connect by c-cable link for the passthrough? -UE5.1-Meta Quest Pro-Playing in editor(by AirLink)-Passthrough underlay
-UE5.1 / Meta Quest Pro / Passthrough Underlay / Play in editor with airlink / Meta xr 54.0(the latest version) In the installing page of the latest meta xr plugin, there is no known issues about passthrough airlink lag problem anymore.So i installed it and played in editor with airlink on quest pro.but still rendering is too slow for a low camera frame rate.
Background: I have a material that uses an 8K x 4K texture like a cubemap using the LongLatToUV node in UE5.1. There is a user-controlled surveillance camera in a static environment, and rather than render a virtual camera into a render target to display on the surveillance monitor, I'm using this 8K environment map generated from the position of the camera mesh and then doing look-ups into it based upon the world orientation of the camera mesh. The user needs to be able to zoom in fairly far and retain clarity, hence the large texture size. This works very well in PCVR mode, but when packaging for the Quest 2, the texture gets downsized to 2K x 2K and is obviously quite blurry when zoomed in, especially horizontally. I created a new material that uses two 2K x 2K textures (the same 8K x 4K, downsized to 4K x 2K and then split in half) to effectively create a 4K x 2K texture on the headset (see image below). The worked perfectly. I was then con
I have created a simple UE5 app for the meta quest pro.It was a nightmare to make it work and get the right configuration.But somehow it worked. After 3 months ... it does not work anymore.It just crashes after the start without any information.No update was made to the app. No update was made for the Meta Quest Pro. The environment is the same.What could be the reason why it has stopped working?Are there any background updates?Why are there no error messages?Thank you
I'm currently facing an issue with recording sound while using the Media Player in UE4 on the Oculus Quest. I have a project where I'm playing an MP3 file, but when I try to record the screen on the Quest device, the sound doesn't get captured. If anyone has encountered a similar issue or has any suggestions to help resolve this problem, I would greatly appreciate your assistance. Please let me know if there are any additional details or troubleshooting steps I can provide.
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