Unreal Development
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I've been troubleshooting this for a little bit, so I'm now trying the simplest build, and I still get wrong landscapes.I create a new 'VR Template' game. I'm set up for internal installation of Oculus. I'll share my settings below. I create a landscape with default settings, delete the floor, then I import a material from Quixel Bridge. I add it to the landscape through the details panel, then I ship the game. The first image is how it looks in engine, and how it looks if I ship for Windows and start in VR. The second image is what it looks like inside the Oculus headset. Does anyone know what I can do? I've explained everything I've done to the game, trying to eliminate any other variables except the landscape and the material. Thanks in advance for your help!
I use the Quest Pro daily for work and the air link app has been fantastic so far.But there is an annoying problem, whenever I place the headset on the dock for charging, the air link connection is broken off within minutes. My PC gives me an error saying it lost connection and cannot find the oculus device (even though it shows that it is connected and active on the Oculus app!).Now when I put on my headset again, I have to reconnect to the air link, go to oculus home, and then set up my monitors all over again. This is becoming a tedious process as I have to repeat this 10-15 times a day.If there is a simple fix for this, please let me know. If not, please improve the reliability of the air link connection
I am newly to Unreal Engine. I want to build a VR application with hand and eye tracking using Unreal Engine 5.2 with Nanite support. Is there news that UE5.2 supports oculus meta quest pro? Thank you.
Keep running into this error when trying to launch capture flow, both in my own project and in the most recent sample project from github.Not sure what the problem is but I would guess that I have a setting disabled somewhere? Thank in advance!
Hi,I have downloaded the MetaXR plugin from this link https://developer.oculus.com/downloads/package/unreal-engine-5-integration/46.0/ and added it to a new unreal engine 5.0.3 project.I created the project based on Unreal Engine's VR Template, and I did nothing in my project except put the OculusIntegration_v46 in my UE5 plugins file, enabled the MetaXR in the project and restart the editor.Thanks in advance,Terry
I want to test publish my app and try to check SDK integration but I faced the problem of publishing that needs Privacy Policy. How can I get some sample of Privacy Policy for check the application?
Hello! I am new to UE5.1 and Quest 2 development and am trying to build a simple application. Using Mac M1 for dev and trying to run it on Quest 2. The build is failing upon launch. I've followed the UnrealEngine setup guide here, along with all Project Settings - https://developer.oculus.com/documentation/unreal/unreal-gsg-config-headset-environment/Attaching the code below depicting the errors, but it seems to be a lot of undefined symbol: ClassName.Any help would be appreciated 🙏🏻
I want to make anchors on Meta Quest Pro and share same anchors with other meta quest pro devices!ASA is not available for meta quest pro..
Hello Guys,I try to integrate Oculus SDK to my project with Online Subsystem Oculus. I created my app in developer dashboard get my app ID and revise my "DefaultEnine.ini" and "Build.cs" But when I open my project with StandAlone game, the entitlement is failed and cant get cached achievement and write achievement. Does anybody can help me for this hell situation?
Hi all,I'm planning a very basic starter 'VR' experience for the Quest/Quest 2. It involves a static VR camera positioned on a boat, the boat is self-driving and follows a very basic circular spline around a low-poly scene.I do not have the expertise to start introducing interaction just yet - it's more of an archvis project with narrative voiceover playing over it. The player will not move, they will just be able to look around whilst sat on the boat.Can anyone recommend tutorials/assets/advice when creating something like this?I'm starting small in the hope I can build on this knowledge.
We are currently developing VR content using Unreal Engine 4.This content will connect the Oculus to your PC, and the build run will be fine If you connect the oculus to your PC after the build runs, it will not be recognized.Please let me know if you support VR connection while running the program, and if so, how to solve this problem.
Running into an error when packaging a project built using the UE4.27 fork downloaded from Github - OculusVR Unreal Engine on VS2022. Engine builds and runs fine but fails to package UATTempProj.proj. Thoughts on what might be going on? Specifically it seems to be angry about invalid numbers in FastJSON\Getters.cs.
Trying to finish off a game for app lab.The shipping-for-distribution build crashes on start up for the arm64 build.The arm7 build loads fine."Cause: execute-only (no-read) memory access error; likely due to data in .text."From what I can tell, this error occurs from increased Android 10 security requirements (?) Been banging on this for close to a week (my head hurts).Any help greatly appreciated. Thanks in advance.Tombstone error reads as follows:signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 0x7865b13c58Cause: execute-only (no-read) memory access error; likely due to data in .text.x0 0000000000000000 x1 0000000000001000 x2 0000000000000001 x3 0000000000000000x4 0000007fe1ed26c0 x5 00000078682e0050 x6 000000000000001d x7 0000000000000000x8 00000000000000e3 x9 c03f8d87bd8252a7 x10 000000786763f52c x11 000000000000001bx12 000000000000ffc0 x13 0000000000000001 x14 00000078675e5230 x15 0000000000000398x16 00000077789226a0 x17 0000007867687100 x18 0000000000000000 x19 0000007fe1ed2
Hey guys, [This is my first post here, so please forgive me if this may not follow the standard question format]. I am trying to create my first VR project in UE4.27.2. Following this tutorial from the official Unreal site: https://learn.unrealengine.com/course/3746895/module/7254733?moduletoken=UHxxnDLPW8S0sGXTcVzwHH7SEeki9--1k06HHu-q6dp8Guzz62HVmzm9aDcqJXnT&LPId=0 But, sadly my preview VR option is disabled (screenshot attached). General background:MacBook Pro (16-inch, 2019)Processor 2.6 GHz 6-Core Intel Core i7Memory 16 GB 2667 MHz DDR4Graphics Card AMD Radeon Pro 5300M 4 GB
I am new to developing for Meta Quest. I followed the documentation on how to setup my headset, developer account, downloaded the Oculus 4.27 Unreal Engine source code and built it successfully. Also setup Android SDK and NDK as documentation describes.I made a new project using the VR template in Unreal and after tweaking SDK versions I am able to create a package that can be installed on the headset. When I launch the app I get the three white dots for a while and then the screen goes black and nothing happens.I tried looking into the device logs but I can not find what is the issue. Any guidance on trouble shooting would be appreciated.Where to look for errors. How to debug the app from XCode etc.I am not New to Unreal Engine but new to Quest and Android development. I also tried using UE5 with a project based on the VR template but I have the same issue. Thanks
Hey, I had issues with OpenXR from the official 4.27.2 build so I switched to the Oculus fork, I was told that using OpenXR + OVRPlugin OpenXR would be equivalent to the default OpenXR + Oculus OpenXR from the official vr template.The problem is that OpenXR + OVRPlugin OpenXR is detecting my Quest 2 as "OculusHMD" instead and the controllers are flipped 90 degrees, it works fine when using OpenXR alone but why is OpenXR not detecting the correct HMD when used with OVRPlugin OpenXR?
In the 5.0 release https://developer.oculus.com/downloads/package/unreal-engine-5-integration it mentions:The Oculus integration SDK for UE5 is not yet at feature-parity with the UE 4.27 integration. We recommend UE 4.27 for active app development. This release of the UE 5.0 integration does not include:late latchingApplication SpaceWarpmobile tonemap subpassesAny ideas when these features will be in 5.0?Also, any ETA on 5.1 support?Thanks for any feedback
I'm using UE 4.26, and following the documentation here: https://developer.oculus.com/documentation/native/ps-leaderboards/I set up the leaderboard on the app:This is how I write to the leaderboard in BP:This is how I read from the leaderboard in BP:In game I see "Score Leaderboard Write Result: Success", so it seems the "Write Leaderboard Integer" node is returning success.And if I stay in the game it seems to work as intended, it reads and displays that score. However, if I exit the game and restart it, it fails to find the score and shows 99999. If I go to my app dashboard and view entries for the leaderboard, it's empty:How can I get the leaderboard working, and for scores to actually write to the leaderboard and persist outside of a single game run? I've tried on the alpha and release channels, but nothing seems to work. Please help.
Can I use Image Tracking or QR Marker Tracking on Meta Quest Pro(Oculus)?It's developed as Unreal Engine.
Hi, I am trying to integrate Oculus with EOS and login using EAS. I have this code for login:```IOnlineSubsystem* OnlineSub = Online::GetSubsystem(GetWorld());if (OnlineSub){APlayerController* const PlayerController = GetFirstLocalPlayerController();IOnlineIdentityPtr Identity = OnlineSub->GetIdentityInterface();if (PlayerController && Identity.IsValid()){FOnlineAccountCredentials Credentials;Credentials.Id = FString();Credentials.Token = FString();Credentials.Type = FString("accountportal");ULocalPlayer* LP = Cast<ULocalPlayer>(PlayerController->GetLocalPlayer());if (LP != NULL){int ControllerId = LP->GetControllerId();if (Identity->GetLoginStatus(ControllerId) == ELoginStatus::LoggedIn){UE_LOG(LogTemp, Error, TEXT("Login: Already logged in"));return;}}Identity->OnLoginCompleteDelegates->AddUObject(this, &USWGameInstance::OnLoginCompleteDelegate);Identity->Login(0, Credentials);}}```But when I try it on the device I get message:> 15:16:10.371
I created a small app for a client for quest 2...i compiled it as "shipping" and installed it onto the headset...all was working fine, so i gave it to the client.since i developed it using my dev account...he had to log out and login with his account on the oculus app and headset. as soon as he logged out the app that i developed for him ( which was under the "unknown sources") went missing.please let me know what im doing wrongthank you
Hi all,I'm creating an app for the Meta Quest2, where a user can walk in and out a room ( L shaped with an open door, nothing fancy ), which has been built based on a real life location, so the virtual environment ( built in Maya using technical drawings of the place ) match the IRL environment. Now I'm having the following issue and I would like some advices:While doing the room scale, I tracked both the inside of the room and a little bit outside the room ( in front of the door ) and set the pawn start location outside the room, at a specific distance from the door, so IRL I also have the same distance as the starting point of the pawn....as soon as the app starts, the pawn has a predefined orientation ( always looks towards the door ), while if I start the app and I'm not looking towards the door IRL, I have a misalignement between the virtual and IRL locations. To temporarily solve this issue I created a 3d printed stand for the Quest2, so that it sit thight there, and I
Hey, can anyone explain why everything gets distorted like this when I move my head around, initially I thought this was ASW but the framerate is a consistent 72 so it shouldn't kick in? It only happens in UE4 and not in UE5 but I'm not ready to upgrade yet, some explanation would be really appreciated.
Looking at the docs it seems like OpenGL ES3.1 is reported to be supported. But UE5 and 5.1 use ES 3.2. Having just tested MetaXR plugin with UE5.0 and enabling ES3.1 I found a brief but very vital warning stating "LogHMD: Warning: OpenGL is not currently supported by OculusXRHMD plugin". UE5 and 5.1 out of the box with OpenXR I don't belief share that information and simply crash when enabling ES 3.2. So essentially, is the aim to depreciate OpenGL ES 3.2 support? Will it continue to be supported until Vulkan reaches feature parity at least? Any news regarding this would be very helpful for VR Video Playback in Unreal and probably in general.
Since 4.27 if you try and play a 6K video with Vulkan there is a big performance drop unusable. In 4.27 I managed to get our app to run with OpenGL but in 5.1 I haven’t managed to do that using OpenXR. My understanding is to use Vulkan as much as possible but atm this is not possible. What advice is there for 6K video playback on Vulkan in 5.1. or getting OpenGL to not crash in 5.1?
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