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Is there a way to simply reference my space from "Space Setup". In the headset under "Settings/Environment setup/Space setup" I saved a space called "Basement". I would like to use that information to align my level. I created a haunted house for my garage and I would like to just align my level to my space/play area for a real time walk-through. What are the steps in Blueprint to reference this information?
Not able to access camera data for generating screenshot using Camera2 API for unreal project. Getting error as mentioned in attached photo
We are using Passthrough in our Unreal Engine project with the Meta Quest 3. Since updating both the headset and Quest Link to the latest version, the camera passthrough image always appears in the foreground, covering all other scene content.This issue does not occur when using a headset with firmware version v74 — in that case, the Passthrough Layer component works correctly and is rendered as an underlay as intended.Current Project and Passthrough Settings:Project Settings > RenderingEnable alpha channel support in post processing: "Allow through tonemapper"Anti-Aliasing Method: "Multisample Anti-Aliasing (MSAA)"Plugins > MetaXREnabled:Passthrough EnabledAnchor SupportAnchor SharingScene SupportMeta Quest device support: All required devices addedSupport Experimental Features: EnabledVR Pawn ClassOculusXRPassthroughLayer component added to CameraComponent settings:Supports Depth: EnabledNo Alpha Channel: EnabledStereo Layer Shape: "Reconstructed Passthrough Layer"Layer Placeme
把isdkinteractableWidget放在pawn里面附加在isdkHandRigComponent下面,isdkinteractableWidget不能正常显示
Hi everyone,I'm currently facing an issue with the Fade Track in Level Sequence when running a project in Unreal Engine VR on Android.When I test the sequence using VR Preview in the Editor, everything works as expected — the Fade Track works correctly.However, after I build the project to an APK for VR (Android), the Fade Track no longer works. The sequence plays, but the fade effect doesn’t appear at all.I’m not sure why this happens only in the packaged build.Is there something I need to enable or configure for Fade Tracks to work on Android/VR?Any help or suggestions would be greatly appreciated. Thanks in advance!Engine: UE 5.5Device: Meta Quest 3sFade Track added to: Cine Camera Actor
Hi everyone,I have hand tracking activated and am trying to record the hand components using the Take Recorder plugin. My goal is to capture hand animations which I can later on apply to a NPC without having to manually animate hand poses. I was able to record animations from the official HandSample when using the controllers to manipulate the hand mesh. But when switching to hand tracking the hand poses are not recorded. Instead, only rotation and position of the hand component are stored in the sequence. I hope I managed to express what I am trying to achieve in a comprehensible manner. Has anyone tried to record hand animations from tracked hands using Take Recorder before and got it running? Or has an idea what I am missing? Thanks for your help!
If anyone runs this script below on their Quest 3 using developer mode & ADB will be able to see everyone's ip address in multiple multiplayer games. This is dangerous because if I'm able to run this script it opens the door for other scripts that could potentially be more dangerous in the future. It will show a HUD with a list of everyone's ip addresses in the lobby your currently connected to, and will refresh every time you join a different lobby in game. I've noticed when I'm the only player in a public or private lobby it will not show my IP Address until another player joins then it'll be shown along with the IP Address of another player. This is a huge issue because for hackers that use SSH Reverse shell can gain access to their devices see all their files it's bad.#!/system/bin/sh INTERFACE=$(ip route get 8.8.8.8 | awk '{print $5; exit}')MY_IP=$(ip addr show "$INTERFACE" | grep 'inet ' | awk '{print $2}' | cut -d'/' -f1) /data/local/tmp/tcpdump -i "$INTERFACE" -nn
Hello.I try use (SpaceWarp) in my project for (VR + Android).In tutorial for activate (SpaceWarp) written, that i need enable (MetaXR) plugin.The question is that I want to use (SpaceWarp) without a plugin (MetaXR). I need use standart (OpenXR).Is it possible or is the plugin (MetaXR) a must?
Hello.I packed the game for (Android) for (Oculus 3). I did it on UE5.4.4 meta fork. In the game I try to enable the (SpaceWarp) function via the command line (r.Mobile.Oculus.SpaceWarp.Enable 1).As soon as I do this, (Prims) in the game increase by 2 times and (FPS) drops accordingly. Maybe I'm doing something wrong? Because if I turn off (SpaceWarp) via the command line (r.Mobile.Oculus.SpaceWarp.Enable 0), then everything returns to normal.
Hello,I am using "Open level by name" to load the levels. I would like to know how to implement smooth transitions between the levels? May be some fadein and fade out effect.I am using Meta XR plugin 76 and Meta XR Interaction 76 with Unreal Engine 5.5.4.Best regards,Saurabh SaxenaFollow me on Youtube(https://www.youtube.com/@DelhiTechnologyClub ) and Instagram(https://www.instagram.com/mesaurabhsaxena/ )
Hello, our setup is similar to a VR arcade where it's always the same large room. The maximum size of the Quest boundary is too small for us so we disable physical space features using the developer options.However this has the disadvantage that the coordinate space is reset every time you turn on the device or it goes to sleep, which creates different problems for us.Is there a way to have a persistent coordinate space and just not render the boundary?We are running VR streaming over wifi using Virtual Desktop if that matters.
Hi Guys,Lately I have been ran into some issues when trying to integrate Tone-mapping into our Oculus-VR project. We are currently on the 5.5 Oculus VR fork but with the Mobile HDR turned off for bettery performance. My question is, the post-processing volume doesn't seem to be working even I execute the following command:r.Mobile.TonemapSubpass=1Unreal Tone Mapping for Oculus the post processing doesn't seem to be affecting the scene. And when I turned on the Mobile HDR the Post processing start to work.So I wonder if the ToneMap Subpass requried to have the Mobile HDR On or am I doing something wrong?
I use https://github.com/oculus-samples/Unreal-Discover sample, based on Epic Online Subsystem (EOS).I can create session (testroom) as host, and i can join remotely as client. Players see each other. Let it be SceneMap1.I want to switch map, and keep host and connected client(s) on SceneMap2.When i try switch map by any of this nodes, session just ends, and throw me at game default map. (Server Travel from Advanced session plugin)EOS log is following- Application Entering Background / Quitting- Attempting to Destroy Session testroom- Application entering foreground- Destroyed session testroomHow to fix it?
Hi everyone,I'm currently facing an issue when playing a cutscene (Level Sequence) in Unreal Engine VR.When playing a cutscene, the player's HMD (camera) doesn't rotate to the expected direction or angle as set in the sequence.To try and fix this, I used Set Base Rotation And Base Off set In Meters() and Reset Orientation And Position() to reset the Yaw of the HMD to 0.However, after doing this, the Ray Interaction started behaving incorrectly — it's no longer aligned properly.I'm not sure what the proper way is to reset or align the HMD/camera orientation in VR during a Level Sequence without breaking Ray Interaction.Any help or suggestions would be really appreciated. Helpppppppppp meeeeeeeeeee bro.
I create a simple PCVR scene with UE 5.6 for Meta Quest 3, using the VR Template.I use deferred rendering with DX12 - but also tested with DX 11, same issue.The image doesn't seem to be stable. Everything has an unwanted "mirage" effect. Which looks like a "heat effect" in summer, where you see edges bending or weirdly flickering.I can't find any solution to this problem.Thx for any help on this,appreciate it!
Not where player is looking on app launch or even if player clears boundaries and creates new one and/or reset orientation OS side. The Splash will always locate itself and orient itself relative to where the HMD's orientation and position was on boot. The only way I can ensure it faces the users is if I reboot the HMD. If I update the plugin to not be TrackerLocked but FaceLocked then it does stay in front of where the user is but trackerLocked seems stuck on old/stale HMD Device Transform data?EDIT: Did a test where I just rebooted HMD without clearing boundaries and it still shows up relative to the initial first boundary setup location, I do have to clear all boundary data and reboot to refresh it app side but I don't think that is what the intention is?
I released my game about a week ago on the Meta Horizon store, and I got some feedback from a couple players that battery saver mode causes the entire left eye to go completely black.I can fix this by enabling mobile multiview, but mobile multiview causes my stereo layers to render at the incorrect depth (they appear to be floating off of the surfaces they're supposed to be on)Does anyone have a solution to this that doesn't involve mobile multi-view? Or is it just an unfixable engine/headset bug?
Probably missing something obvious, but is that a way to see what the current boundary is set to; room scale or stationary? Thanks.
Hi all, When I play my application in VR Unreal engine editor all is fine but when I side load the APK into my headset: The player is rotated 180 degreesA few feet offset from the starting position Simply rotating player or changing starting player methods in UE dont seem to help. Any ideas?Thank you
Hi,I'm having issues getting the voice SDK to work in Unreal 5.5 packaged (dev and shipping) builds.In editor, everything works fine, but when I package, there is no recognition whatsoever.It looks to initialise fine with following log: LogWit: Display: BeginPlay: Connection Startedbut when I press the button to actually start the recognition (which works in editor), I get following log: VoiceCapture - Stop: voice capture ptr is not valid. Make sure it is setup correctlySetup looks to be fine according to the (limited) documentation, and the fact it works in editor makes me believe setup should be ok.Anyone having same/similar issue or knows a way to fix this?
After Version77 update we started to have this issue: When unreal app 5.3 is started and then exited from the ingame menu's or web app menus then we get black screen and user remains stuck there. App does not close completely and goes back to oculus home area. Issue occurs from experience inbuilt menus but not occurring when the close is done from oculus overlay. Here is note from our developer:"When the Core app is closed, it is actually completely closed by the system. However for some reason Meta fails to completely bring the previous app [oculus home] to the foreground. Clicking around (e.g. opening the list of apps on the Meta UI) wakes it up and brings back the user to the Oculus home.Possibly the bug happens when:We have a 2D foreground app (web app that launches unreal apps) starts another 3D app (VR Unreal app)then removing the 3D app (VR experience) from the stack causes this." We haven't observed this issue on v76. We are facing this issue on
EDIT 7/2/2025:Solved by moving the function call UAudioCaptureAndroid::AndroidAskPermission();from BeginPlay of an actor on app launch, to a more appropriate time. An artifact from a junior developer years ago that only started causing a serious problem in recent weeks for some reason.Hello,Our app recently started getting some odd behaviour with the window '[App] isn't responding' popping up. There are two options: 'Close app' and 'Wait'. If you click 'Wait' it pops up again a few seconds later. This doesn't stop happening.The app is built for both Quest 2 and Quest 3, and this only happens on Quest 3. Apart from some frame rate drops while loading levels, the app runs fine on Quest 3 and has a smooth framerate. So It's difficult to put this on a performance problem.The UE5 version is 5.3.2 source built from the Oculus fork commit# 6660f12. The Quest 3 is fully up to date. I am really hoping that the Quest 3 does not expec
I'm a student trying to develop an Unreal VR project for my graduate thesis.I have set up my maps in UE 5.4.4, everything goes well when I run my maps in Oculus 3S through OpenXR plugins. But the rendering went wrong when I use MetaXR, some of the VR world ground are blank and while turning around the blank will flash. (as the pic shown below)I need to build interaction through hand tracking so apparently I got to use MetaXR plugins.Just can't figure out how to fix this problem (I'm actually just a Unreal & VR newbie😭), hope someone can help~Big big thanks!!!!!!!My hardware system:AMD Ryzen 7 7700 3.8G 65WMSI RTX5070 12G Gaming TrioMicron Crucial PRO DDR5 5600 32GBKingston NV3 1TB Gen4 PCIe SSDHMD: Oculus 3S (with USB 3.2 cable link)I have set the system setting as below:[/Script/OculusXRHMD.OculusXRHMDRuntimeSettings]SystemSplashBackground=BlackbAutoEnabled=False!SplashDescs=__ClearArray__XrApi=OVRPluginOpenXRColorSpace=P3ControllerPoseAlignment=DefaultbThumbstickDpadEmulati
I can build, and upload app to Meta Horizon store, and everything working fine.But for fast developing i need it in Meta XR Simulator (avoiding uploading build every time)But how i can pass entitlement check in Meta XR Simulator?Meta settings is filled.But Entitlement check always fail"Missing entitlement for xxxxxxxxxxxxx (yyyyyyyy)"Node not helped at all.
We are currently developing an application called “Example VR” for the Meta Quest 3 using Unreal Engine.Everything works as expected — packaging, deployment, and testing on the Quest all run smoothly.Now we want to release multiple versions of the app (e.g. “Example 1”, “Example 2”), so we tried the following:In Project Settings > Platforms > Android > Package Name, we changed it from“com.company.examplevr” to “com.company.example1”Packaging still completed without any errors.However, when we tested the build on the Quest, we noticed:The VR view was heavily distorted (one eye is missing or eyes misaligned, warped display)Textures were missingQuestions:What is the correct way to publish multiple Android apps from the same Unreal project?What settings could be causing these issues after just changing the Android package name?Thanks for any help or suggestions!
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