Unreal Development
Recently active
I downloaded the oculus branch of UE4 4.27.2 and run the HandPoseShowcase example. It works well in VR preview with oculus-link on Quest2.But in Lauhch mode or in win64 build , I can not see any hand models. I got the error message "LogOcHandTracking: Error: Failed to get mesh or skeleton data from Oculus runtime." in the log window.I found the problem is in file OculusHandTracking.cpp :ovrpResult SkelResult = FOculusHMDModule::GetPluginWrapper().GetSkeleton2(OvrSkeletonType, OvrSkeleton);ovrpResult MeshResult = FOculusHMDModule::GetPluginWrapper().GetMesh(OvrMeshType, OvrMesh);These two function did not return right value.Is there anything I can do to make hand tracking working on a pc build?
We are currently developing a Quest 2-based mix-reality game using Unreal Engine.One of the critical features of this game is to allow the customer to use a physical control unit we build explicitly to perform in-game actions, controls, and tasks in virtual reality using Quest 2.So far, We have been experimenting with the Bluetooth pairing feature in Quest 2 with our Bluetooth device using the game controller driver and keyboard mouse driver. However, It was not the same experience as working with any other android device for our controller using the mouse keyboard driver. We could not get our device to pair with Quest 2 with our controller programmed in the keyboard and mouse driver. It is just stuck at the pairing screen and keeps loading, popping up with a connection failed message.Questions:1. Is there a specific protocol/documentation that we should follow to make our firmware compatible with Quest 2?2. Are we required to have a commercial license from Meta to enable accessibility
I’m looking to take a basic VR app made in UE5 for Quest and build it instead as a PCVR to run via Link. Eventually we’d like to have different displays on desktop vs HMD (ie: more information would be visible on desktop). is there any documentation on building specifically to PCVR? We already have the app, just need to run it on PCVR instead of mobile (Quest).
Hi, I've downloaded the OVR lipsync demo, and am trying to replicate the lip syncing. If I recreate the blueprint within the demo project, it works fine. However, if I start a new unreal project, follow the same steps I got working in the demo project, then I get no lip sync back. I'm not sure if there is a hidden setting anywhere, or what i'm missing, but I'm starting to pull my hair out over this! I've also copied the plugins folder to a new projects content folder to load the OVR plugin, and that worked great. So it seems it's only NOT working when I install the plugin to my default unreal 4.27 installation directory. How odd! I'm not sure if this is a bug, or just something on my end, but I would love to know how to get the plugin working in the default unreal installation so I don't have to copy the plugin to every new project, but for now this will have to do!
I have just recently upgraded from 4.24 to 4.27.1 (both from the Oculus branch via GIT). I can develop and launch to a Quest 2 just fine, but when I package, it consistently fails. LogInit: Display: LogOnline: Error: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform: ovr_PlatformInitializeWindows error: -5 5 = Unable to Verify. I do have my OculusAppId filled out in DefaultEgnine.ini and worked 100% on 4.24. Should not being able to verify kill the packaging process? I'm wondering if something else is going wrong (the actual package log isn't much more help).
We are calling ovr_IAP_LaunchCheckoutFlow(sku) with a valid sku. We are expecting it to either pass or fail depending on which test credit card we use but instead we get a system dialog saying this "Cannot Purchase Additional Content""<our app name here> is required to purchase Monthly Subscription.""OK" Is something not configured correctly for our app or our IAP and Subscription SKUs? Our app id is 4784171281624823 We are using Unreal 4.25.4 Oculus branch. We think everything is configured correctly, we have this in DefaultEngine.ini [OnlineSubsystem]DefaultPlatformService=OculusbHasVoiceEnable=true [OnlineSubsystemOculus]bEnabled=trueOculusAppId=4784171281624823MobileAppId=4784171281624823 We have tried both OculusAppId and MobileAppId because without MobileAppId we get errors saying it's not configured, we are on Quest only though think MobileAppId is for Rift. The other possible issue we see is that when compiling a shipping build it gives
When i hold down the Oculus button on my oculus quest 2 to reset view nothing happens. Ive tried a few other suggestions from here such as making a new actor with VRNotifications and Binding events to HMDRecentered Delegate and Reset Orientation and position as mentiopned here: https://forums.oculusvr.com/t5/Unreal-VR-Development/Fixes-for-common-UE4-Oculus-Platform-issues-before-submitting-to/td-p/732728 But still nothing, holding the button doesnt react at all.Any suggestions?
Hi! Besides it was very hard to integrate Ovr LipSync API into ue5 .. ( in the first stage it was crashing, saying that some files are either missing, either made with another version. After solving that it had compiling errors because of some bad imports and something related to the android permission that was not properly mentioned), now that I have the plugin enabled, every time when I try to generate a sequence file for my audio files it just creates an empty object ( which obviously can't be used further on in the playback actor... 😕 ).If somebody could help with all this ue5 issues soon would be so great.. maybe an update to the API or at least a proper, wider documentation.. My dissertation deadline is in one week!... this is so sad..
Hey, I'm new to multiplayer but not Unreal. I think I have a decent understanding of how client server should work. When I deploy to my quest 2, I'm the host, but according to the docs I'm acting as a listen server, making me the master client. So am I correct in assuming that while I'm the listen server, I'm still a client abiding by the servers rules, so therefore I'm able to properly test network replicated logic as other players connecting to my lobby with my game build would experience it? Or would I need a second headset to properly test network replicated gameplay?Cheers!
Hello, We are building a game for the Quest2 and are experiencing significant frame drops at view angles which have a lot of meshes behind a wall. It seems like the dynamic occlusion is taking up a significant amount of time. Our frame times are dropping from 90 to 40 by just looking in the direction of many meshes. We have tried all available occlusion methods including: - Precomputed Visibility Volumes (Baked and could be seen in editor, but no effect at runtime)- Dynamic Hardware Occlusion (On by default, still taking up a lot of time when view angle it looking towards wall)- Dynamic Software Occlusion (Disabled HW occlusion and used this, but perf was still low as BSP does not contribute to software occlusion) Are there any tips on how to set this up? and if so, Has anyone had any luck with getting Precomputed Viz volumes to work on their project?
If you launch the game from a smartphone with an invitation link, the game will automatically resume after the game ends.How can I prevent the game from starting up again after the game ends?Thank you in advance for your cooperation.
https://developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/None of those links work.https://github.com/EpicGames/UnrealEngine doesn't work either.Where can I find the necessary plugin for the Unreal Engine to be able to export games to the Oculus Quest?
Hi, when I export my .apk file from UE 5.0.1 with Oculus VR Plugin 1.59.0 to the Quest 2 I always just get a black screen with grey loading symbols 😞 The strange thing is that if I switch off the OVR Plugin than it works fine on my Quest 2 How do I get the OVR Plugin working properly? mbp 13" M1UE 5.0.1Oculus VR Plugin 1.59.0Android Version 29
Hello devs!My team is working on a VR game with quite long view distances and we've been trying out different solutions:Exponential height fog actor - too expensiveCustom post-processing material - too expensive as it requires Mobile HDR to be enabledPlanes with cloud textures using alpha-masking with Temporal Dithering - too expensiveAnyone got other nice practises on how to do a performant distance fog? Or is it always an expensive trade-off?Thankful for all input! / Stefan
I previously developed in Unreal using my Quest 1. Now I've bought a Quest 2 and it is in dev mode. When I plug it into my computer I get the pop-up on the headset to 'Allow access to data' and I say Allow. I don't get 'Allow USB Debugging' pop-up like on I do on the Quest 1, even though in Settings on the headset, under Develop, I have 'Allow USB Connections' togged on. Also, on my mobile app I have Dev mode turned on for the device. When I plug in the headset to my computer, it says 'device was not installed properly'. I remember I had this problem with the Quest 1 but can't remember what I had to do to fix it. I think manually selected the drivers but can't remember the steps. Anyone know? In my Device Manager, under 'Other Devices' I see 'ADB Interface' with a yellow exclamation mark...I think it had something to do with that. Edit: ok got it working. I had to go into device manager and add legacy hardware for samsung phone (set it to Oculus) under the Action menu dropdow
Any eta for an oculus UE5 on https://github.com/Oculus-VR/UnrealEngine
Hello. I'm trying to connect Oculus Quest 2 to Unreal Engine. The glass is connected and active but I still the VR Preview button is greyed out. Do you have any idea how I can fix it? Thank you.
When trying to run our built 64 bit binary we get an exception thrown in FOculusAudioPlugin::StartupModule. Continuing after this exception results in OVRPlugin.dll being loaded but not ovraudio64.dll. After this we get an exception in FOculusAudioContextManager::CreateContextForAudioDevice firing every frame because it can't load the audio dll. In the editor, the audio plugin loads just fine. It's just in a built binary that it fails. Everything appears to be configured correctly in the unreal editor with respect to loading the Oculus Audio plugin. We're not sure if OVRPlugin.dll loads ovraudio64.dll or if they are both loaded independently by the engine. Anyone have any insight that might be helpful?
We found this crashing bug while giving an architecture visualization demo that involved multiple Quests. As you can imagine, for this use case, the crashing can occur fairly often. It can be reproduced with Unreal Engine 4.27.2's default Virtual Reality project with Oculus OpenXR Plugin in use.Repro steps:Set guardian boundary on Oculus Quest to StationaryPackage or launch Quest buildWhile controllers are recognized by headset (not handtracking), get near the end of the stationary play area. move your head outside of the play area until the box appears that lets you choose between stationary and room-scale, then re-enter the play area. It may require a few tries. Sometimes it takes me up to 10, but in many cases it happens within the first 7 attempts. The screen will remain completely black, and you will have to exit the application.
Hello, we're unable to launch/deploy our app since the v39 system update rollout recently. Using Unreal Engine 4.27.2 vanilla, renderer is Vulkan. Is anybody experiencing similar results? Spoiler (Highlight to read)[2022.04.29-16.46.36:651][208]D/UE4 : [2022.04.29-14.45.44:781][ 0]LogRenderer: Reallocating scene render targets to support 1000x600 Format 2 NumSamples 4 (Frame:1).[2022.04.29-16.46.36:651][208]D/UE4 : [2022.04.29-14.45.45:441][ 0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.[2022.04.29-16.46.36:651][208]D/UE4 : [2022.04.29-14.45.45:537][ 0]LogVulkanRHI: Creating new VK swapchain with present mode 2, format 37, color space 0, num images 3[2022.04.29-16.46.36:651][208]--------- beginning of crash[2022.04.29-16.46.36:651][208]F/DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***[2022.04.29-16.46.36:651][208]F/DEBUG : Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/26242800497100000:
As the title says. How can i enable handtracking 2.0 on my existing apps?
I'm trying to provide a consistent experience and I don't see how that can be possible if you have players who are 4'10 ft tall, while others are 6'6 ft tall. Surely there's a way to normalize player height in UE 4.27?
I’m creating a project for Oculus Quest.That project includes:the Water Plugin (for an ocean and some things floating with buyancy)the SunSky Plugin (so we can set the scene in sunset)the Cable plugina ready made big ship with lots of meshes and materials all placed as staticI can preview the game in my Quest2 without any issue using the oculus link and everything works fine (except volumetric clouds which I read are not ok for VR, so I removed them).When I try to launch, the launch completes with success but the game runs pretty messed up in the device.SunSky doesn’t work and I cannot see the atmosphere nor the sun and the scene is poorly litThe ocean doesn’t appear but it works (the objects are floating but in a black void)Several materials appear messed up (and some missing)The games lags (my only interaction is in my simple custom blueprint for my VR Pawn that features teleportation, hand animations and grabbing certain objects)I tried the settings in this article:https://fattybull
I cant find the option to upload an instant runtime splash screen, the slot for uploading the image is just not available in the oculusvr plugin for unreal engine i followed the steps outlined here https://developer.oculus.com/blog/instant-runtime-driven-splash-screens/ there is a difference in my UIthis is my oculusvr plugin settings with no way to insert the instant splash screenin my own there is no option to add the splash screen screenshot gotten from oculus developer websiteon the post created by oculus the first line under mobile allows you to insert the splash screen image is there something I am doing wrong or not doing at all Please help
I suspect this might be a bug that was introduced in OculusClient v38. I've tested the beta channel's v39 and it is also impacted. To reproduce the bug, take any UE4 project from the last Oculus UE4 4.27 branch that uses the Oculus plugin, add a call to UOculusFunctionLibrary::GetPlayAreaTransform and observe that the returned translation (if it returns) isn't correct. My project has a lot of fast action and to avoid injury or boundary grids from showing up it has specific UX elements intended to help keep players centered in their play area. These elements are key to the experience and so I need this API to function correctly. If this function is intended to be deprecated I need to know so that I can do the work to figure out how my project is going to function without it.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.