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Hello! This is my first VR proyect and I baked the light with GPU Lightmass. I used the Unreal VR template and added raytrace and virtual texture for the GPU Lightmass but all my meshes are black in my meta quest 2. Does anybody know what can this be? Does VR support GPU Lightmass? Thank you.
Does anyone have any info regarding the proper settings to get livelink enabled and streaming for a compiled quest package? I'm assuming that unreal needs to be properly configured in the udp messaging settings, but I'm running into issues getting my livelink stream to show up in the build.
I tried adding a canvas render target 2D to the scene in UE5 to have a mirror effect but noticed that the OVR Lips sync visemes all had values of zero in Quest 2 as if the audio wasn't captured.
Hi! We are still heavily in producing a multiplayer-windows-based VR app using the OculusVR plugin (together with UE4.27.2 and life is good) . Since there has been a complete new MetaXR plugin released we are wondering about how long the old Oculus Plg will work since I assume that on some point there will be updates on the headsets that will produce errors by the communication between Oculus app (which I assume will be replaced by some "Meta app" in the near future too) and the Unreal plg? So if anyone knows something about how long the OculusVR-plg will be supported I'd appreciate an answer. Thank you very much!
I'm trying to get started developing for the Quest 2 on my Mac. I'm new to Android, UE4 and the Oculus Quest 2.I've followed the instructions to build the Oculus fork of UE4 from source, installed Android Studio and set things up.I did have to modify the UE4 source to get it to compile. See PR #108 to github.com/Oculus-VR/UnrealEngine/pull/108 (I'm not allowed to post proper links yet). I also had an issue with a type -P command in SetupAndroid.command failing because the default Mac shell zsh doesn't appear to support the -P option to type. The two things make me wonder if developing on a Mac is actively being supported?I have been able to build the sample template project in UE4.However, on launch, everything hangs, and the last message in the output log is:LogPlayLevel: Running: /Users/erland/Library/Android/sdk/platform-tools/adb -s <serial> shell am start -n com.YourCompany.QuestOS/com.epicgames.ue4.GameActivityLogPlayLevel: Starting: Intent { cmp=
Hi , I'v met server error issue while tring to upload an rift app. Logs are written to: C:\Users\wzspdw\AppData\Local\Temp\oc_cli_5044897465587957_2022-06-18T03-23-07-986Z.log ****************************************************************************** Your copy of Oculus Platform Command Line Utility is old. ** Version 1.67.0.000001 has been released on Fri Oct 08 2021. ** Please use the following command to update it: ** > C:\Users\wzspdw\AppData\Roaming\odh\ovr-platform-util.exe self-update ****************************************************************************** Starting upload for app: 5044897465587957 Submitting upload... A server error occurred. The request will be retried. A server error occurred. The request will be retried. A server error occurred. The request will be retried. A server error occurred. The request will be retried. A server error occurred. The request will be retried. A server error occurre
I am using the 1.78 MetaXR plugin with stock Epic 5.0.3 Launcher engine. According to docs,"The Supported Meta Quest devices option in the Meta XR Plugin settings allows additional devices to be selected if unavailable in the Android Platform's Package for Oculus Mobile devices settings." But I am unable to select Meta Quest Pro option in the plugin and no other devices are listed in the settings? Should we use the Oculus Github Version of the engine instead?(Downloading it now)
Hello,We are planning to develop an Unreal Engine game using the Quest Pro face tracking. To do so, could we use the Avatars 2.0 Codec so that the facial expressions of the original avatars of our game will faithful to those of the players? If so, when will the Unreal Engine SDK be available?Best regards
I have a bit of a ghosting problem on the quest 2, while Application Space Warp is activated.As seen in the picture, i have an simple spline-Mesh comming out of the controller with a plane-mesh positioned at the end.If i move, i get a strong ghosting effect. It looks like there are two spline meshes several centimeters apart.Weirdly enough, i tried to capture the effect with screenshots and Video Capture, but couldn't.In the resulting screenshots and videos, everything looks flawless.So i tried to capture it with my phone camera. You can clearly see the two beams.The effect disappears, when i deactivate AppSW.Does anyone know what this problem might be, and how to solve it?
I have an Unreal app that needs to connect to BLE devices. During development I was using ACCESS_FINE_LOCATION permission but later discovered this is not allowed on the Oculus store. So I modified the app to use the recommended CompanionDeviceManager instead. This is working fine on an Android phone, but on the Quest it does not display the device selection dialog to the user. There are no errors or messages of any kind in the log. If I use a known MAC address, I can connect to the device, so it's just the scanning that's not working. The manifest contains: <uses-permission android:name="android.permission.BLUETOOTH" /> <uses-permission android:name="android.permission.BLUETOOTH_ADMIN" /> <uses-feature android:name="android.software.companion_device_setup" /> Am I missing something?
Hello, I've implemented a simple multiplayer experience with two levels, an empty level that serves the purpose of a lobby, where a user can choose between creating a matchmaking session, viewing available matchmaking sessions and joining a matchmaking session.Creating a matchmaking session works, and after succesfully creating one, the player is transported to the second level where multiplayer gameplay is supposed to happen.Second user can view the session and its ID, but when I use the join session blueprint node, the On Success pin fires yet nothing happens.Oculus analytics info displays that matchmaking sessions are created but canceled after 40 seconds (which is the time I generally wait to see if something happens).Any help would be appreciated
Hello everyone, in my project I want my game to be somewhat connected with real life. That’s why I want it to see its way in real life with a setting in the game. Is something like this possible from within Unreal Engine?e.g: https://developer.oculus.com/blog/mixed-reality-with-passthrough/
Hi, I'm trying to setup Oculus OSS for the project, to create/find/join sessions, but every time I ended up in nullptr as a SessionInterface, but when I used 'steam' I can get Interfaces normally. Does anyone knows what this might be?And one more thing, I cannot get login into the oculus from the game, any help there would help me a lot. Thanks in advance.
Hi everyone ! To start it's important to know my oculus go has already used (by the one who sold it to me). I had a problem with my oculus go, its not possible to pairing it with my phone by bluetooth. I try to pairing it with an other phone, no result.. According my phone, it will be necessary to chek the bluetooth connection of oculus go.I had already ask questions to the customer support and they advice me to : 1) click on FACTORY RESET, that's what I done a few hours ago. And nothing has changed.. 2) clear data in Storage of my phone's bluetooth app. It's done too but nothing has changed neither.Can somebody help me please ? Thank you for your time, have a nice dayÉva
Hello, I'm trying to install the Oculus integration plugin to the official release of Unreal Engine 5.0.3 downloaded from the Epic Games Store, but whenever I copy this plugin into the Plugins folder of either the Project or the UE5 installation folder I get the following error:"Plugin 'OculusXR' failed to load because module 'OculusXRHMD' could not be loaded. There may be an operating system error or the module may not be properly set up."What causes this error? Is there a way to fix this error?
I’m attempting to build and package a project from UE5 to my Quest 2 and it runs into an errorLogPlayLevel: Error: ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path ‘C:\Users\xxx\AppData\Local\Android\Sdk\ndk\25.1.8937393\sources\cxx-stl\llvm-libc++\libs\arm64-v8a\libc++_shared.so’.I don’t have a libs folder in C:\Users\xxx\AppData\Local\Android\Sdk\ndk\25.1.8937393\sources\cxx-stl\llvm-libc++I installed the ndk via android studioI’m coming from a .net background so maybe getting confused (apologies in advance) but what am I doing wrong?Thanks
I had several exported apks form unreal on my quest 2 that worked fine, and suddenly none of them open and just start loading and go back to the oculus menu. But apks from other sources work fine like itchio or sidequest. *Im using Unreal Engine 4.27 and uploading the apks via Oculus Developer Hub.Thanks for any help you can bring me.
I've seen some folks trying to use Landscape in their UE4 projects for Quest, but not without performance issues.I wanted to try it for myself, but ran into the issue where Landscape doesn't render at all :/ I have a quite "low-poly" Landscape with super basic non-layered material (2 colors mixed via WorldAlignedBlend material node). This landscape did not render on Quest (ES3.1) when I ran project on there. Collisions were working, grass output was working, landscape itself was a no-show.Has anyone tried it? How do I fix this issue ?Thanks
Long story short Oculus released the final ue4 project for the Henry VR film, as seen on this original post: https://forums.unrealengine.com/t/oculus-story-studio-s-henry-vr-trailer-source-assets-released/42792 even though the github project still exists online; the batch file ‘Setup’ in this repository tries to download the Henry project folder at a url that no longer exists since meta took over oculus. if anyone still has that Henry_project.zip folder I would be SO grateful!
I'm building with OpenXR/Vulkan for Quest 2 90hz, but cannot set the display frequency in blueprint. How do i do this with C++?
Hi, I am unable to download the famous Showdown demo quest vr version ,from quest github, no downloadoption available for the project,does it has limited access , or there is some option that i need to do to download it , the link is athttps://github.com/Oculus-VR/UnrealEngine/tree/4.27/Samples/Oculus/Showdownany help are welcome, thanks
I'm waiting for the meta avatar 2 ue4 plugin.When I use the meta avatar 2 ue4 integration, especially in ue 4.27.2?
I am wondering if the trouble I posted about earlier might be fixed by an update to the latest OVR plugin. This link says the plugin was update to version 1.75.0. I am not sure if that's what we have. Was it just incorporated into the UE4 Engine source repository? How do I update just the plugin?
We updated to UE 4.27 and now, frequently, the editor process does not actually end when we close the editor. We have to go into the Task Manager to kill it. In the debugger, the call stack looks like it is in the OVR Plugin. Anyone know what this could be?ntdll.dll!00007ffe907ccfc4() UnknownKernelBase.dll!00007ffe8e321ace() Unknownnvwgf2umx.dll!00007ffe5c716836() Unknownnvwgf2umx.dll!00007ffe5c717930() Unknownnvwgf2umx.dll!00007ffe5c717f79() Unknownnvwgf2umx.dll!00007ffe5c7a74bc() Unknownd3d11.dll!00007ffe88ddaea7() Unknownd3d11.dll!00007ffe88ddadb6() Unknownd3d11.dll!00007ffe88ebea57() UnknownLibOVRRT64_1.dll!00007ffdb3c50f13() UnknownLibOVRRT64_1.dll!00007ffdb3ba3434() UnknownLibOVRRT64_1.dll!00007ffdb3bb5931() UnknownOVRPlugin.dll!00007ffdb870cb90() UnknownOVRPlugin.dll!00007ffdb8712be7() UnknownOVRPlugin.dll!00007ffdb8705c53() UnknownOVRPlugin.dll!00007ffdb87135cf() UnknownOVRPlugin.dll!00007ffdb88e1347() UnknownOVRPlugin.dll!00007ffdb88e1435() UnknownOVRPlugin.d
Hi the plugin is working however when i try to build i get this error. Unable to package. LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=6 (6)UATHelper: Package Plugin Task (Windows): BUILD FAILEDLogSlate: Window 'Plugin Properties' being destroyed Please help or give me clue how to fix it in uplugin file?
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