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Hi, I am developing a game using Hand tracking in unreal 5.1. When previewing the game in editor, everything works as expected except for the hand tracking, which doesn't activate itself at all (still works in a build though). I have searched online and the solution that makes the most sense is to change the XR API to epic's native openXR. When i apply that change, the engine crashes on startup. How can i get Hand Tracking to work in the editor preview?OculusXR Settings:Spoiler (Highlight to read)bAutoEnabled=FalseXrApi=NativeOpenXRColorSpace=P3ControllerPoseAlignment=DefaultbSupportsDash=TruebCompositesDepth=TruebHQDistortion=FalsebDynamicResolution=FalsePixelDensityMin=0.800000PixelDensityMax=1.200000+SupportedDevices=Quest2SuggestedCpuPerfLevel=SustainedLowSuggestedGpuPerfLevel=SustainedHighFoveatedRenderingMethod=FixedFoveatedRenderingFoveatedRenderingLevel=OffbDynamicFoveatedRendering=FalsebSupportEyeTrackedFoveatedRendering=FalsebCompositeDepthMobile=FalsebFocusAware=TruebLateLat
Anyone else have a problem with the new 4.20.2? I upgraded yesterday and now all my Android builds in 4.20 are failing; Can't make APK without compiled .soSame with launching the level on the GO. I posted the problem and a 'fix' on the UE forum;https://forums.unrealengine.com/development-discussion/android-development/1519174-4-20-2-can-t-make-apk-without-compiled-so-for-all-4-20-projects
Hello, everyone! PLS help me understand!I want to link multiple Oculus 2's over a Lan connection. I add a Body Tracking component to the pawn, but when I connect to the network, all the other pawns I see are just repetitions of my body movements in the other created pawns. And so everyone sees in others only the movement of his body (Player's movements are copied the same).What am I doing wrong? How do I create a Pawn so that each "OculusXRBodyTracking" component works on each Pawn separately?Im work on UE5.1.1
Hey GuysI am working on a simple VR game in UE5 for quest. Currently there is a main lobby level with some UI that you point and click on to load the main level. Its just a button connected to an "OpenLevel" nodeWhen I make a build and put it on my quest the buttons work and I load into the new level. However when I send the same build to my colleagues they press the buttons and it does not load into a new level. They still see the OnHover and Onclick state changes of the button.😥🤨😥
We are using the 'Get Device ID' function in Unreal for our Oculus Quest 2 app as we are using the ID to identify headsets for authentication purposes.We have been doing this for many months and the device ID has remained persistent during this time.However recently after we updated our app, the device IDs changed for all devices. Previous versions of the app still displayed the previous device ID and it appears that it changes only for this new version. And note that if we uninstall the new version and re-install a previous version of the app - the device IDs revert back to the original ones.The only real difference between the new version and previous versions of the app are:we updated the Android SDKwe signed the app with a keythere was a headset firmware update.Note the version of Unreal hasn't changed.We are trying to work out why the device ID has changed and what a possible solution might be.Does anyone have any understanding as to why this may be occuring?Or have thoughts on wh
I connected Oculus Quest 2 to PC with Air Link. It worked in editor mode, but can't get bone rotation in launch game mode or packaged game on windows.
I want to use ovrp_GetLayerAndroidSurfaceObject function in UE? I built a StereoLayer, and then call this function, but it return -1003 ovrpFailure_InvalidOperation. Is this function not supported in UE?
I've been getting an array index error whenever I try to use the Oculus XRHand Component - required for hand tracking / and body tracking. I've posted about it on the GitHub repo, and had one person confirm a similar issue, but so far no one else seems to have the problem(?)https://github.com/Oculus-VR/UnrealEngine/issues/247 Is anyone using the Oculus XRHand Component in the new engine build without issue? Hand Sample / HandPoseShowcase sample maps throw the error / crash the editor.EXAMPLE:Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:H:\GitHub\UnrealEngine\Oculus\UE5\UnrealEngine\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 763]Array index out of bounds: 1806 from an array of size 24When I open the sample project: \UnrealEngine\Samples\Oculus\HandSample\HandSample.uproject I can play in Viewport / Simulate without issue, but if I VRPreview or build a standalone game I get the array error as soon as the engine registers the he
We are having an issue with OpenXR compatibility between Oculus devices (Quest 2) and the Steam OpenXR Runtime. We have built our application in Unreal 4.27.2 with the OculusVR plugin and have set the XR API setting to OVRPluginOpenXR. We are also including the SteamVR and OpenXR plugins in this same build to support SteamVR devices. We are launching this build from Steam and are seeing the following behaviour:Oculus devices work over SteamVR when the default OpenXR runtime is set to Oculus OpenXRSteam devices work over SteamVR when the detault OpenXR runtime is set to Steam OpenXROculus devices do NOT work over SteamVR when the default OpenXR runtime is set to Steam OpenXR In the last situation, the application starts in flat screen mode and does not start in the HMD. What is the correct configuration of plugins and OpenXR API settings to support all three of these cases in one build?
Anyone know how to migrate the project from githubgithub.com/oculus-samples/Unreal-HandGameplayto the Unreal 5.1 branch from meta?In the meta site it saysTo migrate a C++ project: Modify your project's build.cs and replace any Oculus modules with OculusXR versions.Build your project.Make note of the compiler errors and for each Oculus type not existing, change its declarations to use OculusXRType.But I have no idea how to do it. I have no coding practice to solve. Can anyone help?
Hi, We're adding in-app purchase and DLC support to our Applab app. In-app purchase is approved in data use checkup. We've uploaded an asset and associated it with an add-on and it's visible in the developer portal correctly associated with the SKU. The asset has purchased fine via the APIs and the other IAP APIs are working - such as ovr_IAP_GetProductsBySKU. However, ovr_AssetFile_GetList() always returns an empty list on completion when using ovr_Message_GetAssetDetailsArray and ovr_AssetDetailsArray_GetSize . It reports success/no errors. Even though the asset has been uploaded. Is this a bug or known issue? Without this we can't get at the asset ID to initiate downloads. Details:Latest Oculus SDKs (v50) using UE 5.1.1. Example code:OculusSubsystem->AddRequestDelegate( ovr_AssetFile_GetList(), FOculusMessageOnCompleteDelegate::CreateLambda([this, De
I cloned and built Oculus-VR (branch 5.1.1-v50) and opened PTSamples. After factory resetting my Quest Pro, then I was able to see passthrough on PTBackground with some floating virtual objects.I am using AirLink or the cable with VR Preview. I have tried builds to my Quest Pro too. Developer mode is enabled and I have these settings on the PC app:A lot seems to not be working. The passthrough does not work on the other samples except Styles, and there I do not see any virtual objects. Input does not seem to work on any level.I was frequently getting crashes. Changing to DirectX 11 seems to have stopped those crashes, but I think other people are running DX12 or 13.Also, it is still inconsistent. Sometimes when I try to run the level I still get a back screen, even though passthrough was working before. Resetting the Quest Pro seems to help.I have been working from this documentation:https://developer.oculus.com/documentation/unreal/unreal-passthrough-overview/Finally, I have had no lu
Quest pro has the functions of eye expression capture and facial expression capture. But I didn't find out how to get this data in the unreal engine in the documentHow can I get this data and the corresponding expression for development in the unreal engine?I may need some help
I've been able to package the SharedScene sample project, but when I run it on my Quest Pro the lobby menu does not seem to spawn. With no menu spawned I'm able to press the trigger which launches me into the scene capture flow but thats really it.I've also tried running the project on a Quest 2 but am also not seeing the lobby menu. Pressing the trigger just quits the app.Am I doing something wrong? Or is the sample project just not ready yet?
As mentioned in the subject, I'm using UE5.1 with the Meta XR plugin released Feb 7, 2023 (In Unreal, the plugin's version is shown as v1.81.0, but on the download page it is called v49?).In Unreal's VR Template project, the left controller menu button brings up a Widget with a few buttons on it. With just the default OpenXR plugin enabled, this Widget menu works as expected. After enabling the Meta XR plugin, this menu will open, but as soon as it is "clicked" via either controller trigger, all subsequent input is lost as if all input mappings have been removed. In other words, after you click one of the menu buttons, the menu cursor freezes and you can no longer interact with the menu or even close it.This behavior happens in both VR Preview and with an installed stand-alone APK. Disabling the Meta XR plugin causes the menu to behave as expected again.
Hi,I'm currently using a 3050 RTX (laptop) for my Meta Quest 2. The GPU I am using is not whitelisted under devices suitable for the PCVR. However, I am looking for a way to use my Meta Quest 2 when running my Unreal Engine 5 scenario. Would I be able to do this even though the GPU is incompatible? I am looking for a solution that involves a direct link between the two (no Wi-Fi needed).
First and foremost, I'm both new to the world of multiplayer development (i do understand replication and things of that nature though) as well as VR development.So far I have a working single player room with interactables that the player can play around with and now I'm wanting to add multiplayer. So basically Im just needing a way to connect players that have a build of this game together. I'd like it to be Oculus/Steam compatible but one or the other works for me.Which is where the problem comes up. I've been digging for days now across the internet trying to figure something out. Everything points to various different plugins that when I try to install them they say they dont work with anything 5.0 and higher...... So, Hoping to find a helping hand to help get me started. Teach a man to fish and all...Thanks ahead of time for any help.
Hello everyone !I'm trying to use translucent material on object with a OVR passthrough layer component on my VRPawn and setted in Underlay mode.When my shader is opaque or masked, no problem but when it's an actor with a translucent material, I can just see them through other opaque objects behind. It seems relative to the fact that translucent material are not rendered in the Scene Depth pass.Is it possible to manage this ? How can we achieve that ?Thanks in advance for your helpUnreal 4.27.2 - Custom build from Oculus GitHub repo
the code, Oculus XRAsync create Spatial Anchor ,the results of this code is not a Success and Failure.what did i do wrong?
Have tried many things for two days and am still unable to get the splash screen to display when running on Quest 2. It's black with 3 loading dots. Would like to have the OS Splash Screen run as described in the following document. Does this work in Unreal 5.1.1 or broken?https://developer.oculus.com/documentation/unreal/unreal-loading-screens/Unreal 5.1.1Oculus VR plugin V 1.59.0 (from Oculus)Open XR plugin V1.0 (from Epic) Tried using MetaXR-5.1-v49_20230131-144410 plugin (its the latest and thought that might make it work) instead of Oculus VR V 1.59.0 but that causes my Unreal 5.1.1 to crash when opening. Tried putting MetaXR plugin in these two directories with same result:\UE_5.1\Engine\Plugins[project]\Plugins Overall I'm looking for a method of displaying a splash screen in less than 4 seconds after app launch as required by Oculus store. What is the current standard way of doing this? Thanks!
Followed this document that says to use Meta XR plugin for Unreal 5.https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ Unreal 5.1.1 crashes on startup when I enable MetaXR-5.1-v49_20230131-144410 plugin. Have tried copying the plugin to the following directories with same result:[project]\Plugins\UE_5.1\Engine\Plugins Does MetaXR-5.1-v49_20230131-144410 work with Unreal 5.1.1?
Hi Everyone, I followed this lovely guide by ysquall to setup the shared spaces plugins in my project https://docs.google.com/document/d/1mb1YBlNyfjJ94gCY0rIi364pBIvkPko0rjiDumEcKto/editHowever when I build my project I get this error"Could not find definition for module 'Photon', (referenced via Target -> PhotonNetDriver.Build.cs)"Thank you in advance!Kaushik
I'm currently looking into the best way to implement shadows for virtual characters. I've seen a few ways that look promising with just drop shadow cards. But what if I want true dynamic shadows? How do I get them to cast with no floor mesh since I want Passthrough? Or even dynamic soft shadows? I came across this for dynamic soft shadows based off the collision which looks pretty good. But how would I implement that with Passthrough? https://www.youtube.com/watch?v=_oed7fqqzaYHere is a sneak peak at the current project. The characters still don't feel grounded yet without shadows. Just trying to find the best and most realistic way.https://twitter.com/colin_a_brady/status/1627061040939941888?s=20 Please share your thoughts an how you think the best way to implement a shadow for so many characters should work in Passthrough!
Does anyone know how to implement Hand Tracking on the PC using the link cable?A solution must be pretty close, it’s easy to play with the Hand Tracking features in the editor via the VR Preview, but when packaging the project to Windows and playing via the link cable the Hand Tracking is gone.Apps like Immersed have Hand Tracking enabled, but I can just imagine the custom code they had to do it.
I've been able to package my game many times and drag and drop the .apk into the MQDH and it was working just fine. But today it suddenly stopped working. It shows the .apk loading then says the APK Successfully Installed, but the application isn't there. I tried it on older .apk builds that worked before but I'm getting the same thing for them too now. I've tried restarting all my devices. Quest. Computer. MQDH. Unplugged the headset. Nothing seems to be working. Has anyone else had this? Does anyone have a fix?
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