Unreal Development
Recently active
I'm having issues getting OVR lip sync running in UE 5, it works in 4.27 great. I've seen a user mention he got OVR working in UE5 by editing OVRLipSync.Build.cs and adding "AndroidPermission" to PublicDependencyModuleNames.AddRange. I've done this with a successful compile in visual studio, the plugin even loads in UE5, however when I attempt generating a lip sync file from an audio source, unreal instantly crashes.
Hi I downloaded the OVR lip sync SDK and I've been having a difficult time getting the live capture Demo to work. I'm able to get audio to record through my mic but nothing happens to the Demo skeletal mesh I spent all day looking at other peoples tutorials for getting OVR lip sync to work and I can't get it to work. So far I've tried using different engine versions, deleting the "default devices" line in visual studio, and fixing the references too, I can't seem to find other ways to get the live capture working, and most of the tutorials online are only about the text to speech aspect of the plugin. From what I understand it seems there is an issue with a line the plugin OVRLipSyncLiveActorComponent.cpp line 35 DEFAULT_DEVICE_NAME TEXT("Default Device") and I can't figure out how to fix it. If someone could help me out it would be greatly appreciated I'm pretty lost at this point. Also I'm mainly using UE ver.26 but I've tried ver. 27 as well. Thank you.
Is Vulkan fully supported on quest 2?
I'm working on a game and got stuck in saving the levels. The same slot register and saves on the pc, but does not save on the headset with the apk build inside the headset.I enabled the "use externalFilesDir" in the setting but still, the game is not saving.Any help would be appreciated as I'm stuck right now and there is almost no info on google.Does it have to do with storage permission because I see no option to give permission to unknown sources files in the settings?
I am trying to use the OculusPassthroughLayerComponent.h in my c++ project, but the VS compiler gives me the error: Error C1083 Cannot open include file: 'OculusHMDPrivate.h': No such file or directory. C:\Projects\UnrealEngine\Engine\Plugins\Runtime\Oculus\OculusVR\Source\OculusHMD\Public\OculusPassthroughLayerShapes.h 5In particular, the OculusPassthroughLayerComponent.h tries to #include "OculusHMDPrivate.h" in line 5. I am using the latest Unreal Engine 4.27 release with Oculus Integration SDK from Github. The sample Passthrough projects works, although there is no c++ example, but they use Blueprints. In my c++ project I have included the "OculusHMD" plugin in PublicDependencyModuleNames in the Build.cs. Then I closed VS and run "Generate Visual Studio project files". After these steps, when I try to #include "OculusPassthroughLayerComponent.h" in my class, I get the mentioned VS error. Can anyone help me to include the
Hi everyone,is it possible to access the quest mic for recording audio in UE4? If so, how? I need in my VR experience to be able to record the user voice and play it back later.
Hi guys, I have and issue that is driving me crazy. I can´t upload my Oculus built to the release chanel on Oculus Hub, It is signing and I followed every step in the Unreal documentation. But simply don´t work. Does anyone has the same problem? regards
Hello everyone, im trying to get Vulkan Subpasses for Tone Mapping to work on Quest 2 as described here:https://developer.oculus.com/documentation/unreal/unreal-tonemapping The article makes it look like it's as simple as setting "r.Mobile.TonemapSubpass=1" and then adjust in a Post-Process volume but for me nothing is happening in fact the console even shows "unknown command" when the above is executed. I did stumble across the "Rendering Techniques" sample that states that the patch in the subfolder needs to be applied to the unreal source code in order for LUTs to work.UnrealEngine/Samples/Oculus/RenderingTechniques at oculus-5.0 · Oculus-VR/UnrealEngine (github.com) Now this seems promising but comes with its own set of questions/problems. First of all the text indicates that it's only for LUTs and not other things like Color tint or vignettes so it might not be related to my problem and also the patch doesn't work completely for me some fixes went through
I'm developing a game with UE5. And with the Motion Controller component the forward vector points upward from the controller (up from the thumbstick). Is there a way to get the laser pointer direction, or a reference/guide somewhere to know which rotation/direction should I use relative to the Motion Controller component to get the same laser pointer direction as in the Quest's home menu?
When i tried to package project, plugin gave me this error:"Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module."What should i do?
Hello, I am having very new to developing for oculus and already tripping on the first step. I just cant seem to get verify entitlement to succeed. I am using unreal engine 4.27.2.I have already1. Enabled Oculus Online Subsystem2. Added the following lines to DefaultEngine.ini and AndroidEngine.ini [OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId="1234567891234567"RiftAppId="1234567891234567" What did I do wrong?
I thought it could be nice to have a thread with interesting videos for devs using the UnrealEngine. Please add your links with maybe a bit of background to the video.RoboRecall - Drifter converted the original desktop version of RoboRecall for Quest. The video is from the UnrealDevDays in 2019. A 40 minute talk about debugging and optimizing. https://www.youtube.com/watch?v=o-6EMTjzvns
I'm trying to create OVR files from my .WAV files and it's creating empty files. All the Viseme values are zero When I grab the OVR file from the demo project and hook up to my character, it works fine. So the issue is definitely the OVR WAV file asset not being created correctly. I already tried this : https://forums.unrealengine.com/t/anyone-get-oculus-ovr-lipsync-plugin-working-in-ue5/560670/2 which sorted the "crashing upon trying to create" issue. But still didn't create a proper asset. Will there be a new build of this plug in?
From Beginning of projects, the run on oculus quest tool bar button worked fine; I can enjoy developing my game. determining packaging projects, I only can see the three dots on the black screen. My project settings is following as: Target hardware : Mobile/Tablet, Scaleable 2d or 3d Packaginguse pack: tickmaterial shader code share: tickShared material native library: tick prerequsite installer include : tick Engine Rendering Mobile shre vertext fog inactivate : tickCSM cascade number : 2Mobile MSAA : No MSAAMovable Light CSM Shader Currling Support: tick Textuture streaming : tickReflection Capture Resolution: 64smooth suruface mixxing light map reduce: tickForward Shaing: tickMesh distance filed create: tick8bit mesh distance field: tickMesh distance filed compress: tickDBufffer Decal: tick VRInstance Stereo: TickMobile HDR : Tick PlatformAndroidSDK version: 21-29 arm 7, arm64: tickOpenGL ES.3.1 : tick occulus Mobile
Hi,I have the sharedspaces API working in our own project based on the example project but basic replication of some actors isnt working as i would have expected. We have the VRE plugin working and our pawn is replicating as exepected.We have a simple ball in the game as a test actor and it is not replicating , as the client moves it it is not seen on the server and then is reset when the server toouches it. Has anyone else got sharespaces API working on UE4 with actor replication? Would like to confirm we are not bleeding edge here...
In the last release from Meta (v42) i cant open apps that used the OPENGL ES3.1 option. If I disable it and enable Vulkan it works. But i need OpenGLES.Anyone having this issue?the app with opengl simply dont open, it stays on the splashscreen and then just goes back to the menu. I know its this setting because I tried only changing this option.
Unreal's VOIP Talker has a Sound Attenuation asset property that I was able to assign to achieve spatialization, but Oculus' Remote Talker doesn't have this property. How could I achieve spatialization with oculus' remote talker?
New UE version: 5.0. As a few times before, I think its useful to put the changes / issues in one topic for an easy overview and to reduce wasting time trying to solve (known) issues. Official changelog here https://docs.unrealengine.com/5.0/en-US/unreal-engine-5-0-release-notes/ 220410 first tests:OculusVR plugin updated to v33.OculusOpenXR is plugin removed. Enable OculusVR and OpenXR plugins. Go to project settings and in OculusVR section, choose a XRapiUE will crash if you create (or change) a material and assign add new texture or color to it if its a VR project. Tested with custom VR projects and a new UE 5.0 VRtemplate project. UE won't crash if you do the same in a new 3rd person project. Edit - issue is confirmed - see here
Hello, we are using the OVR Lip Sync plugin on Windows, but we need to build our project also for Linux. However the plugin uses a native library and only Windows, Mac and Android binaries are present. Is there a chance that Linux binaries will be distributed too? Thanks!
I periodically get a packaging error that only occurs on child blueprints. It causes an unrecoverable assertion:Assertion failed: !Export.ClassIndex.IsNull() [File:C:/OUE/Engine/Source/Runtime/CoreUObject/Private/UObject/SavePackage.cpp] [Line: 3807]Export SKEL_ZombiePC_C /Game/XXXXXX/Zombie/ZombiePC.Default__SKEL_ZombiePC_C class is not mapped when saving /Game/XXXXXXXXX/Zombie/ZombiePCUE4Editor-Win64-DebugGame.exe has triggered a breakpoint. I can typically relaunch and repackage without issue. It has happened on multiple child blueprints. Thanks for any help
Hi, I am trying to "read in app purchase information" in a windows build and always have the warning "LogScriptCore:Warning: Script Msg: UInAppPurchaseQueryCallbackProxy::TriggerQuery - In App Purchases are not supported by Online Subsystem"I am not sure if I have to put any bool to truein the defaultEngine.ini just like in Android and iOS platform.The entitlement check works and the "Get Oculus Identity" too.Anybody knows what can be happening?
I'm trying to get IAP up and running in an Unreal Engine project (4.19), and struggling to figure it out from the documentation. There's a full example for Unity (https://developer.oculus.com/documentation/platform/latest/concepts/dg-iap/) but nothing really for Unreal.Can anyone share working code for Unreal for the following actions:- GetViewerPurchases- GetProductsBySKU- LaunchCheckoutFlowAny help massively appreciated!
I have an android application that executes an http/https download. That application is for windows and for quest 2. I am pushing the builds to the quest via sideloading, so no store involved yet. My builds: development - works like a charmeShipping - works like a charmeShipping with “for distribution” marked and signed with an keystore - doesn’t workThere are no other difference to the project or the project settings. What could cause this? Permissions? I have in the manifest: WRITE_EXTERNAL_STORAGEINTERNETREAD_EXTERNAL_STORAGEI also have android:usesCleartextTraffic=“true” in the manifest although both http and httpa don’t work. Tried full rebuilds, also don’t see any errors in the packaging or in the device log of the quest 2. All I can say is that it looks like the download never starts. The tool has an error messaging if it is aborted or successful, but that never fires. Trying to print the currently downloaded bytes always says 0. Banging my hea
Hello all,As I have been developing for the Oculus Quest on MacOS with Unreal Engine, I have been unable to access the Oculus VR Plugin settings in Unreal Engine because accessing these settings requires having installed the Oculus Desktop App which only supports Windows. These settings are crucial to access for Oculus Quest development and packaging.Recently the Oculus Developer Hub was announced, which runs on both MacOS and Windows. I would like to request that the Oculus code which allows for the use of the Oculus VR Plugin in Unreal Engine be integrated into the Oculus Developer Hub, so MacOS users can access the Oculus VR Plugin settings in Unreal Engine without needing to use Windows.I understand that MacOS is not a supported platform for Oculus Link at the moment, so it does not make sense to port the whole Oculus Desktop App over to MacOS as this application contains all the needed support for PC VR titles. But, is there any way that the code within the app whic
HI there, I can't get oculus spatializer to generate reverb for me. I did everything according to this guide: Use the Oculus Spatializer for Unreal Engine | Oculus Developers, yet it just doesn't do anything. I was testing it on unreal vr template. Have anyone had any succes with utilising it and could help me out with it?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.