Unreal Development
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Hi!Does anyone know if it's possible to use renderdoc on a shipping build?Thank you!
Hello, i downloaded the Oculus unreal engine 4.24 (https://github.com/Oculus-VR/UnrealEngine/tree/4.24) for developing with the splash screens or loading screens in Oculus quest. But i have the lighting issue i cannot build lighting with that eror:5:01:07 PM: [Interface:CacheAllFiles] Failed to cache the executable: D:\UE4\OculusEngine\UnrealEngine\Engine\Binaries\Win64\UnrealLightmass.exe5:01:07 PM: [Job] AddTask: Rejected, cannot add a task to a running Please if someone knows how to fix if write.
Hey,For the validation, the user needs to be able to change the forward direction using the oculus button.Sadly, this does not seem to work in 5.1 using OpenXR.The HMD Recentered Delegate is not thrown, when trying to reset view on oculus.Did anyone got this to work on 5.1?
I'm testing a project in 5.1.1 and attempting to enable FFR.XrApi=NativeOpenXR - Unreal Loads, but FFR options in the Options MetaXR plugin greyed outXrApi=OVRPluginOpenXR - Crashes unreal on startup with dx11 or dx12 rhiAssertion failed: Size > 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Buffer.cpp] [Line: 24] Attempt to create buffer 'FOculusXRHMD' with size 0. UnrealEditor_D3D11RHI UnrealEditor_OculusXRHMD!OculusXRHMD::BuildOcclusionMesh() [P:\SVR\spaceVR51_convert\Plugins\MetaXR\Source\OculusXRHMD\Private\OculusXRHMD.cpp:2711] UnrealEditor_OculusXRHMD!TEnqueueUniqueRenderCommandType<`OculusXRHMD::FOculusXRHMD::SetupOcclusionMeshes'::`2'::SetupOcclusionMeshesCmdName,<lambda_2fad79b2e4f9b715a270c9ed185c9dc1> >::DoTask() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206] UnrealEditor_OculusXRHMD!TGraphTask<TEnqueueUniqueRenderCommandType<`OculusXRHMD::FOculusXRHMD::Set
So I'm using the official MetaXR Plugin that just released and I'm using it with UE 5.1. I've enabled all the the Facial and Eye tracking in the Project/Plugin settings. When putting the face component in my Blueprint I'm not getting any Expression Values at all. Are there specific steps I need to take to get the engine to recognize the Headset? Playing in Editor works in VR, just not getting any Facial data coming through. And yes, I have Eye and Facial Tracking enabled on the headset as well.Please Help!
I was creating a multi-player experience for quest using unreal engine and AWS because I saw https://aws.amazon.com/blogs/spatial/building-an-openxr-enabled-unreal-engine-vr-server-on-aws/ . I created a aws account just because of this documentation for VR multi-player. I followed the whole documentation uploaded linux.zip to my ec2 instance created apk for my 2 quest 2 devices and side loaded it with side quest. But I have a problem when I open the map and press the connect button my position and the whole map just resets for both of my devices (Not at the same time but after few seconds) and they don’t see each other and they don’t even see the object interaction. In short words I don’t think the multiplayer is working. There are no errors while building or launching the apk. I am using Unreal Engine 5.1.1 and meta quest 2. Thanks for reading and I would really appreciate everyone’s help because I am not familiar with aws much and using it because I found thi
Hello, my Oculus Quest 2 project has randomly started crashing on launch with the following error on the log:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error: === Critical error: ===[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error: Assertion failed: Texture->Surface.Image != 0 && ImageBarrier.image == 0 [File:D:/build/++UE5/Sync/Engine/Source\Runtime/VulkanRHI/Private/VulkanBarriers.cpp] [Line: 1274][2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.26:880][ 0]LogAndroid: Error:[2023.02.13-14.04.27:138][ 0]LogExit: Executing StaticShutdownAfterError[2023.02.13-14.04.27:138][ 0]LogAndroid: FAndroidMisc::RequestExit(1)[2023.02.13-14.04.27:138][ 0]LogAndroid: Error: Error reentered: Assertion failed: IsInGameThread() [File:D:/build/++UE5/Sync/Engine/Source\Runtime/Core/Private/Misc/O
I developed a virtual reality application using Unreal Engine for the Oculus Quest 2 headset, but the graphics in the packaged app don't match what I see in the Unreal Editor. I'm also having performance issues like slow navigation and delayed graphics. Can someone help me understand why this is happening and offer a fix?Thank you
I'm able to use the MetaXR plugin (v47) within the VR preview of unreal 5.0.3. (Including Hand tracking). The problem is I can't run the build of the app within the headset. It would show an error "plugin openxr failed to load because openxrhmd can not be found..."Only by disabling the MetaXR plugin and rolling back to the Oculus plugin that came with unreal 5.0.3, I was able to get it working as intended. I used the VR template but made my own VR pawn that has only the camera, motion controller component and the respective hand tracking components attached.
I was trying to expand the wall and found an issue with the scale. Somehow, it is also able to affect the plane orientation. When I attach any 3d asset on the wall, it causes the geometry of my asset go berserk. To fix this, I had to create a new plane actor at origin and apply the original scale to get the dimension. Then, using the "GetComponentBounds", I recalculate the scale. With this new fixed scale, I can create my new wall. Also, I had to call "ClearScene" on "OculusSceneActor " after building my custom walls because Quest performance is tanking if I left it on.
Hopefully someone can point me in the right direction. I'm developing a game with Unreal 4.27. I'm using a custom movement component, and have a standard component setup. Pawn->origin component->HMD camera. I'm doing smooth movement off the sticks to move the pawn around. That's all working nicely, no surprises in the setup. I'd like to allow the player to just walk around IRL at the same time. I see that in many VR games and that's how I usually play. Currently I get a relative HMD offset per tick and apply that to the pawn to line them up. This sort of give me what I want, but I end up with a double offset. The HMD offsets to it's parent and then the pawn does the same. I'd need to set the HMD local offset back to 0 0 in XY so that everything lines back up again, but it appears that offset is controlled by the XR system and any number I set just get overridden. If I apply an opposite offset to the origin co
I see that Unity always get the latest plugins and API for Quest development,one example would be new Destinations API for invite friends in VR, available for unity but not Unreal,and new avatar also not available for Unreal, is Epic and Meta are not going along , or development forUnreal is more difficult or something that I don't know about.
I can't get the passthrough to work with the Meta Quest Pro.When using the Spatial Anchor Sample project I can spawn the anchors and cubes, but everything besides them and the ui and is black. Similarly I can't get it to work on the Passthrough project.I checked the documentation, but I have the same settings. https://developer.oculus.com/documentation/unreal/unreal-passthrough-overview/
Ben Peck - Writing - UE4 Outline Effect for VR (ben-peck.com) I tried to draw a outline like that link and succeeded in every Platform except Quest2 stand-alone.That link simply used stencil buffer to caculate outline, and it's material includes some hlsl code. The problem comes from them..One of hlsl codes like this "return SceneTextureLookup(UVs, 25, false);" printed ERROR when I executed build packaging.Error code:PackagingResults: Error: 'return' with wrong type , in function 'CustomExpression12' returning half3 PackagingResults: Error: no matching function for call to 'SceneTextureLookup(half2, int, bool)' PackagingResults: Error: 'return' with wrong type , in function 'CustomExpression3' returning vec3 PackagingResults: Error: no matching function for call to 'SceneTextureLookup(vec2, int, bool)'Anyone knows why?Is it impossible for Quest Stand-alone to use custom stencil value? OR Are there other ways to make HLSL work for Stand-alone?Please reply me if you know how to
Heya y'all, I cannot get face tracking working on a Quest Pro using the Movement sample. In my logs it is getting an error. The permissions dialog for face tracking is coming up but it is only grabbing eye, hand, and body. I checked my manifest against an APK someone built of the Aura Unity sample. That one works and the main parts of my manifest match. Getting the following in my logs: 17:54:37.362OVRPlugin[XRCMD][failure] [XR_ERROR_POSE_INVALID]: xrGetFaceExpressionWeightsFB(m_xrFaceTracker, &expressionInfo, &expressionWeights), arvr/projects/integrations/OVRPlugin/Src/Util/CompositorOpenXR.cpp:5056 (arvr/projects/integrations/OVRPlugin/Src\Util/CompositorOpenXR.h:224) 17:54:37.363CamX[ WARN][NCS ] IspMonoCamera.cpp:406 returnFrameBuffer() Buffer[6] already returned 17:54:37.367TrackingServiceattachClient: found client in attached list 17:54:37.369TrackingServiceAccess denied. Failed to start AppOp 93 for package com.YourCompany.DaMove
In packaged game i can create anchor but i cant save anchors that i created. The code is like below but it doesnt call binded function.i am trying to debug it but in rift mode even CreateSpatialAnchor function delegate doesnt work(which is working packaged game).i could not figure it out why save anchor delegates is not called.if you need more detail, i can explain more. Thanks..
When trying to build the plugin for 5.1, it just returns errors, any progress on bringing the plugin to 5.1?
I am developing a music making software for Quest2I would like to export the music created by the user as wav, but I am having trouble exporting it to a folder that is only visible in the shipping build.If there is a better way to do this, please let me know.In the development build, wavs are exported to the following folder./sdcard/Android/data/(Package Name)/files/UE4Game/(app_name)/Wav(For example, is there any other way than modifying the UE engine to export to the MUSIC folder?)
Hey everyone!Currently Im working on a VR game for both Standalone and PCVR with Unreal Engine 5, as the subject states, we're currently having issues with the Save Game Data and Game Instance specifically for standalone on the Quest 2. It all works perfectly on PCVR. We have already configured android permissions to read and write external storage, and distribution signing key. But now when trying to Add the Build through Meta Quest Developer Hub it fails.Has anyone encountered any issues like this or should the Save Game and Game Instance be handled in a specific way for Quest 2?Android permissions set on project settings Distribution signing test key MQDH cant install the new apk Device log from MQDH
I recently updated my project from 4.26 to 4.27 and now I cannot get any of my scene capture 2d components to capture a scene to a render target. I tried all the usual suspects including turning off/on multi-view, trying different rendering methods: ES3.1 and Vulkan with no luck. Has anyone else had success with doing any sort of Scene capture on the Quest with 4.27? My capture settings are identical to my 4.26 project, but capturing LDR scene with a few actors in the visibility list simply isn't working in 4.27 Any help? anyone else scene capturing in 4.27?
I decided to completely uninstall the Oculus PC (latest version) after trying to solve its problems.I got a crucial delay from its instability.
I follow the documentationhttps://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/Exactly the same operation, but the system keyboard does not appear. What to do?
HiI am attempting to migrate my Oculus VR project from UE 5.0.2 to 5.0.3 using oculus-5.0-v47 from ac4728013d6b95e3aecde14984bac4af77fdf732After updating my VR project from UE 5.0.2 to 5.0.3 the editor no longer boots, it crashes after GetD3DRHI returns null in FD3D12RenderBridge::GetGraphicsBinding.I have a 2070 Super, DXDiag says feature levels 12_1, 12_0, 11_1 and 11_0 are all available.In case there was a problem with my project, I have tried using an example project from a popular VR plugin, and when the problem reproduced with that project as well, I tried creating a blank game project and a new project based on the VR template.The editor starts up okay with new non-VR project. The VR template project has the same problem.I am unsure how to proceed. As far as I can tell a new VR project made using the latest release of the oculus fork of unreal just doesn't work. Can you suggest next-steps? Thanks
Tested with:UE 4.27.2 and Oculus VR pluginUE 5.0.1 and Meta XR (version 46 and 47)Nice work on OculusXRHandComponent in Meta XR Plugin. When ConfidenceBehavior == EOculusXRConfidenceBehavior::HideActor, meaning the hands are not being tracked, then the OculusXRHandComponent visibility is set to false and hands disappear. Unfortunately the touch controllers are always visible. With the current code. When the hands are showing, the controllers are attached the wrist joint.As a work-around. As seen in the YouTube video ' Unreal Engine 4 Oculus Quest Hand Tracking. watch?v=8VAEs92UWJM Developers are creating an Event in the pawn blueprint. To check if Hand Tracking is enabled every second or less, and hide the controllers when hand tracking. Unfortunately this does not work reliably. Any other ideas? Perhaps have a BlueprintNativeEvent in the Meta XR plugin or modify code for Motion Controller Component?Many thanks,
Hi, I'm trying to access some developer settings I have created in c++ which handles some variables that Id like to be able to change overwriting/saving a new defaultgame.ini file. However, I cant seem to find where it exists. Note: Im using Unreal Engine 5.0.3The file path I go to after connecting my quest to my pc and allowing debugging, play the project then quit it is:This PC\Quest 2\Internal shared storage\Android\data\mycompany.myProject\files\UnrealGame\myProject\myProject\Saved\Config\AndroidAll I can see is GameUserSettings.ini in that folder. I have also looked in all of the other files and cant find the file itself or where I should put it. Ive tried to add in my defaultGame.ini in the similar places where windows contains it, typically saved/config/windows, but nothing changes. (I have literally just a fstring setup in my dev settings which is output on beginplay to show me what the current setting is set to, I want to be able to change this string on the hea
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