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When I do passthrough underlay in UE 5.1 by PIE, the quality is too bad. Each time I turn my head, only the field of view is re-rendered. Please tell me about the setting method that can improve the quality -Quest pro-UE5.1-VR Preview-Passthrough underlay
I'm creating an app for the Quest 2, using Unreal (and not having much success getting help on the Unreal forums).I need to be able to switch off individual screens on Quest 2, so that I am displaying graphics to either the right or left eye.Any idea how I might be able to do this?I'm looking into nDisplay settings, but there's no guidance for this type of function.
Hi there! I'm currently working on a PC VR project using Unreal Engine, and I'm using the Quest 2 via (Air) Link. I want to implement a feature that detects when the user "shakes" a controller. Is there any built-in functionality in Unreal Engine to help me do that with minimal latency? One approach I've considered is calculating the velocity and acceleration of the controllers based on their positions. However, there might be a slight delay in detecting a movement change since I would need to process a few frames. I found two Blueprint nodes in Unreal related to this: SetXRTimedInputActionDelegate and GetControllerTransformforTime. The latter seems to provide linear velocity and acceleration, but to me the documentation is not clear and I have no idea how to use them... Any suggestions are welcome. Thanks!
Hello I have a problem with upload dlc with Oculus Platform UtilityInformation from log:2023-06-21T22:07:24.521Z [DEBUG] Run args: {"appId":(removed),"appSecret":"(removed)","assetFileIAPConfigs":[],"assetFileIAPConfigsFile":null,"assetFilesConfig":{"DLC_Abstract":{"sku":"Abstract"}},"assetType":"DEFAULT","assetParentId":null,"platform":null,"channel":"alpha","filePath":"G:\\Builds\\DLC_Abstract","isAddOn":true,"minVersionCode":null,"uploadConcurrency":null}2023-06-21T22:07:24.522Z [DEBUG]Retrieving app info...2023-06-21T22:07:24.753Z [DEBUG] Platform: ANDROID_6DOF2023-06-21T22:11:44.611Z [DEBUG] A server error occurred. The request will be retried.2023-06-21T22:11:44.612Z [ERROR] Server log: {"app_id":"(removed)"client":"COMMAND_LINE","log_level":"ERROR","event_name":"API_ERROR","stack_trace":"at Object._log (C:\\snapshot\\D_Zfull-fbsource\\edenfs\\redirections\\arvr\\js\\temp\\build-ovr-platform-util\\lib\\ovr_platform_util.js)\nat Object.error (C:\\snapshot\\D_Zfull-fbsour
Hi!I've been implementing account link as described in this documentation Account Linking: Unreal | OculusAll is fine in editor, but, in a Android build, the web Browser UMG doesn't receive any inputs, so i can't interact with the web page.Is there any other way to bring this "Link your account confirmation screen" rather than using Unreal's web browser Widget??
In the Oculus Online Subsystem, attempting to initialize the Windows Platform without the Oculus sdk's installed results in a fatal error. This causes package builds to fail on machines that don't have the sdk installed. The fix is to either install the Oculus sdk's, which can cause problems on the build machines, or change the code to throw a warning instead, which is also not ideal. This was not the case previously, where a warning was thrown instead. Is there a reason to throw a fatal error here? The error is thrown on lines 300 and 326 in OnlineSubsystemOculus.cpp, as shown in the code below. Any information would be appreciated. UE_LOG_ONLINE(Error, TEXT("FOnlineSubsystemOculus::InitWithWindowsPlatform: ovr_PlatformInitializeWindows error: %d"), static_cast<int>(InitResult));
Hey Devs,Does Oculus offer anything similar to the ARKit's AR Environmental Probes? Either now, via 2 and Pro, or even in a future roadmap for 3? We're trying to extract environmental information to adjust lighting probes and potentially even reflection mapping.We know the information is available (as Passthrough could provide that) but from checking documentation I'm assuming the privacy limitations put in place with Passthrough mean we can't hack together this info into some kind of HDRI, and I don't see any other documentation about Oculus creating and storing it's own at any point.If this is a dead end, I'm also interested in other devs solutions to compositing MR elements into the many potential lighting setups across player's environments. Thanks.
Been trying to use the docs here but it's not very clear to me. -I don't know how to get `FUniqueNetIdOculus`-Can I connect to a server directly with IP or do I need to go through oculus' multiplayer session system-Is there any good examples online or even a sample project that shows how to setup voip. Thanks.
Does anyone tried to run LiveCapture with microphone on UE5 ?In OutPut log i recive the messege: LogOvrLipSync: Error: Can't create voice capture. I have no idea how to solve it. Any help is wellcome.Thnx in advance!
Hi, has anyone encountered an issue that stops you from closing the virtual keyboard when updating a text field? When I select an editable text field on a widget, and update the text the blue tick box closes the keyboard for a second before opening again. I have tried testing the same thing with other widgets, and other text fields but the same issue occurs. I can't close the virtual keyboard if I update the text on any editable text fields on widgets. My app is running on a meta quest 2, built on UE5.1. Thanks
Currently if the input field is set as MultiLineSubmit, both enter button and close button doesn't work get you out of input state, the input field will stay focused on hence the keyboard will instantly comes back again. There is a similar post here but no straight forward solution is given, the OP has to implement some custom Android keyboard polling.
As I understand it, the UE4 OSS In App Purchase nodes won't work for Meta In App Purchases. And there are no In App Purchase nodes provided in the Oculus blueprint library. Has this changed with the update to UE5.1? Is this ever going to be added? It's a big hang up for blueprint driven App Lab games because IAP is the only sustainable business model yet much more difficult to implement then Android and IOS apps which use UE4 OSS (making those blueprint friendly out of the box). Thanks
When I step on either the Invite or Roster Panel, I get an error message saying that, "you must be in a multiplayer lobby to send invites to others." My log indicates that OnJoinedOrCreated was successful and that the player entered the room however, I'm not seeing any traffic in my Photon dashboard. Any ideas?
Hello!I'm implementing a feature with Unreal Engin that uses Spatial Anchors. I'm saving them in the Cloud using the OculusAsyncSaveAnchors function which works perfectly fine on Quest 2, but on Quest 1 I am always getting an Error there with code -1000 which does not give any information.So I wanted to ask if saving Spatial Anchors in the cloud is even available on the Quest 1 and if so is sharing Anchors available as well?(In the Documentation it's often stated as new Quest 2 features so I wasn't sure and the local saves also work fine)Would be great if you could help me clarify this.
Hello,The last update of the plugin is not able to compile on my project. I got the following errors UATHelper: Packaging (Android (ASTC)): ld.lld: error: duplicate symbol: FOculusAssetDirectory::AssetListing UATHelper: Packaging (Android (ASTC)): >>> defined at Module.OculusXRHMD.2_of_3.cpp UATHelper: Packaging (Android (ASTC)): >>> D:/Devel/UE_5.1/Engine/Plugins/Marketplace/MetaXR/Intermediate/Build/Android/UnrealGame/Shipping/OculusXRHMD/Module.OculusXRHMD.2_of_3.cppa8.o:(FOculusAssetDirectory::AssetListing) UATHelper: Packaging (Android (ASTC)): >>> defined at Module.OculusHMD.cpp UATHelper: Packaging (Android (ASTC)): >>> D:/Devel/UE_5.1/Engine/Plugins/Runtime/Oculus/OculusVR/Intermediate/Build/Android/UnrealGame/Shipping/OculusHMD/Module.OculusHMD.cppa8.o:(.bss._ZN21FOculusAssetDirectory12AssetListingE+0x0) UATHelper: Packaging (Android (ASTC)): ld.lld: error: duplicate symbol: FOculusAssetManager::FOculusAssetManager() UATHelper: Packagin
Hi!I've tried to find a solution to the aliasing masked materials in Oculus Quest 2, for a mobile app. It's especially visible when we use backdrops with masked textures or for masked vegetation. All the edges gets very jagged and flickering.It helps using translucent material instead but it is so costly, and preferably we'd want to avoid that.I'm not really a tech artist and I have tried to find out if someone else have found a solution. I've tried out the alpha to coverage that is available through the materials settings but I couldn't see any difference at all.Is there some rendering settings I need to edit or is there some function we would need to enable within the project? Or is it some hardware limitation?In the project settings we're using:We're using 4xMSAAInstanced Stereoand Mobile Multi-viewHowever in some of the mobile apps I do play I don't experience the flickering on the trees. However I have no idea what their materials are set up to be like.Is using masked materials ev
If I play in vr preview on Quest Pro, vr will cover the entire screen and I can't mix it with reality.How can I make the level background transparent? Aren't they already transparent? -UE5.1-Meta Quest Pro-Remote play in editor
I tried to connect the blueprint following to the document, but most of the description in the document was vague. For the surface passthrough view, the mesh to be added should not be able to add the blueprint and must be the static mesh directly in the scene. In addition, I failed to use the passthrough view which underlay as the background. And I also tried the PTsample in UE5.1.1, except for the surface passthrough, none of the cases can run successfully. The PTbackground or PTmask case is just a reconstructed passthrough layer to cover the whole view. I wonder if there are details to put virtual object above passthrough layer in quest development.Moreover, through some casting or ABD, I was able to project the passthrough view in the HMD to PC for screenshot recording. However, when I was playing passthrough in UE editor, the whole recording of the running scene was black and I could not record the passthrough view. I wonder if there is some way to record this passthrough view
I am developing a project for meta quest 2. I have a problem with the bad direction of line generated by Line trace by channel. Everything is normal in VR preview.How to solve this problem?
Hello, I have been trying to implement and package the Oculus Audio Spatialization Plug-in for MetaQuest2 (UE4.27 Native Audio) without success on our project and on the Oculus-Vr/UnrealEngine git hub project.https://github.com/Oculus-VR/UnrealEngine. I built the engine through VS2019. Tests are made on the VrBasic level. 1- This error appear in the editor output when the Plug-In is set in the Spatialization project settings LogAudio: Error: Oculus Audio SDK Error - Failed to set unit scale: Unknown Error 2- The Spatialized Plug-in HRTF seems to work in the editor and the result is enjoyable. 3- Packing is successful. 4- On the Meta Quest 2, the level load but crashes as soon as a sound is played. LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected. 5- Changing the buffer settings to extreme settings (Callback buffer Size 4096, Nb of Buffer To Enqueue: 32) adds latency as e
Problem:- Meta Quest Developer Hub (.apk built from Unreal Engine 5.0.3) crashes upon launching.- App launch was working fine 6 hours before my Oculus was left switched on unattended (went to bed, woke up, did nothing to change anything and it didn't work anymore. was able to launch + cast prior).- Used an old working .apk file to test and it crashes upon launching as well.Have tried to troubleshoot but to no avail:- factory reseting oculus + changing a new oculus set- reinstalling several backed-up .apk files which used to work prior to sleeping- repackaging .apk from my different backed-up unreal projectsImported a sample VR template from UE5 and packaged it, .apk app launches successfully on Oculus. However, migrating my project file into the new template causes the new .apk to fail launch.Rebuilding my entire game from VR template is too time consuming.Any solutions/troubleshooting suggestions would be greatly appreciated. Please send help!
I have very little experience in creating multiplayer games. I'm pretty much a beginner, so forgive me if I ask the wrong thing!In my game, I want to use hand tracking, not controllers. If I use the "OculusXRHand" component, the bone movement is not replicated. So I created a custom hand and took all the finger rotations from the oculus hand tracking library and animated my hand via blueprint animation.But when multiple players are connected, each sees yourself hand movements which are copied for all other players.To get data about the movement of the bones I use "Get Bone Rotation" there is an input parameter "Controller Index". The default value is 0. Maybe I need to take the index of each player separately?Where do I get the controller index?Or what am I doing wrong? Help!!!
I can't figure out how to get around this issue. I have generated a keystore file and successfully used it to compile my app, so my app is signed, right? It's in my Unreal settings, with the Keystore, the user name, and password. The Keystore is in the Build folder, it's a "Shipping" build. UE4 4.26 compiles the app successfully. But when I use the Oculus Platform Window to upload it, after it goes through all of the upload stuff, it stops and tells me I need to Sign my App. It's a free game, so I don't know why it needs this level of security at all. :p
I'm trying to view a project in Unreal Engine 5 as a remote vr preview using MetaQuest Pro passthrough.Reality and VR are not mixed and displayed at the same time. Tap the right side of the headset twice to see reality, tap twice again to see vr. I can't mix the two at once.Is Meta Quest Pro Passthrough not supported in Unreal Engine remote play in editor?
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