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Need help, How to get the location of guardian center point using UE4 Oculus Plugin?I'm developing a multiplayer room-scale fps game. I want to make a center point sync with the center of guardian range(quest2), to spawn players by relative location in one room. by the way, is there any way to sync the guardian data with other quest2 device? where the guardian data located in, such as /sdcard/xxxxxx directory?
Hello every one !I would like to test my Oculus quest application in App lab. Everything is fine except when I download and run the application, a loading time starts endlessly...I tested my shipping package, it works when I manually install it in my Oculus quest 2. I have to accept the storage authorization manually.I think the problem is due to the permissions. The unreal function "Request android permissions" does not work, no display. I followed this procedure to run it : https://defconnet.work/en/how-android-save-games-work-ue4-27/At launch my application should download and install a 360 video.Anyway with or without permissions I still have the same problem a loading time... Can someone help me?Thanks.
EDIT2: I got this new dev machine after taking an extended vacation (8 weeks or so). Turns out, these problems are also showing on my old dev machine as well. Is there some breaking change with the Oculus runtime and the older Oculus UE4 branches? EDIT: Oculus sample projects are working fine on Windows 11. This must be something specific to my project that I am overlooking. I recently got a new dev machine for myself, and I got it with Windows 11. I'm struggling to get my UE4 project up and running and I'm worried that the problem is specific to Windows 11. Is anyone using Windows 11 and is able to do VR Preview to an Oculus Link connected headset? If I can get a single person to say they have successfully done this, then I will stick to trying to make this work. (I don't want to have to wipe this machine to Windows 10 if I can help it). Compared to my old Win10 dev box that has everything working: I've sync'd m
I would like to add my mechanics to the event related to holding the Oculus Button. Playing through the editor it is easy, because you can bind to HMDRecenteredDelegate, but in a built application it does not work. Is there any way / place in the code where this can be handled?
Hi everyone, recently i was developing a leaderboard in unreal connected to the oculus platform, but even after i submitted and got approved on the Data use checkup im not able to get user information to populate de leaderboard.im not the administrator on our oculus developer dashboard maybe it is that.Does anyone had a similar issue and know what might be going on?
I am amazed anyone is able to get Oculus platform features working. I am desperately seeking advice from someone who has and might be able to help me resolve this issue. I'm using UE4.27 but also had the issue with UE4.26. I completed my data use checkup form and have been approved for User Id, User Profile, Friends, Invites, and Matchmaking. I've configured a matchmaking pool:I have the following online subsystem plugins enabled in my project: Online Subsystem, Online Subsystem Null, Online Subsystem Oculus, Online Subsystem Utils. I have an event on my GameInstance which creates a multiplayer session and opens my main level as a listen server:There is another event on my GameInstance that can be called to join the first multiplayer session it finds:When Headset A calls CreateMultiplayerMatch it seems to successfully create a multiplayer session in my "Rated" matchmaking pool. I can see "matchmaking enqueue room" and "matchmaking enqueue user" e
Hello, currently in the UE4.27.1 VR template project using the Oculus OpenXR pluginAnd then creating bindings in Project Settings -> Bindings -> Action Mappings the 2 bindings I am trying to use does not work properly.If I have the keybinding LX all input breaks and I can no longer move or do anything.If I remove that keybinding LM(Oculus Touch (L) Menu) gets triggered when i press either the menu button or the Y button.Has anyone else ran in to this issue?
The plugin only use microphone input, is there a way to define this source as another live audio input?
Hi everybody,is there a way for a Windows Build to retrieve the battery level of the Quest 2? I think "Get Battery Level" from the "Optional Mobile Blueprint Library" will only work if you develop a native android app. Using the nodes provided by the OVR Plugin there seems to be no way at all?Kind Regards
Hello guys. I need advice, please, about editing the android manifest to upload to Oculus Store. Please see the screenshot. Can't get how and where to solve it. App made in UE 4.23.1. Thanks.
I would like to start development for Quest 2 Mobile in UE4. I want to utilize ASW but I'm having some trouble enabling it in the UE4 2.4X setting.As you can see in the 2 pics below, I don't have options to enable XR API or ASW. I'm trying to follow this guide to get everything set up https://developer.oculus.com/documentation/unreal/unreal-asw/ Please let me know what I'm doing wrong and how to fix it so I can get started. Thanks.
Hi!I am having issues submitting my games on App Lap.When I tried to execute my game on the quest2, it shows nothing but black screen after splash screen.(It's different than a 'three dots' problem we have discussed previously)And here are the details.I had to remove android permissions as the oculus dashboard says, so I have followed the instructions of lee17 in the following link.https://forums.oculusvr.com/t5/Unreal-VR-Development/Quest-releasing-problem-android-manifest/td-p/864579It successfully removed sensitive permissions and looked ready to submit, but this was a point where this problem came out.I dug further into AndroidSanitizePermissions_UPL.xml, commented out line by line.<removePermission android:name="android.permission.READ_EXTERNAL_STORAGE" />when I commented out this line, the problem is gone. that means my apk requires it somewhere.So tried to narrow this problem further, by checking whether this problem specific to my project or universal. conducted fol
stat FPS is pretty useless on Quest because it's such a tiny little bit of text. Any one know any other way to get an FPS counter on the quest? Is there some way we can access the value directly through code and pipe it into a widget?
Hi, I want to use UE4 to build a "jogging in place" locomotion system. Could anyone please let me know where to start learning how to do this? I'm very familiar with coding; and I bought a few ue4 c++ courses on Udemy that are geared towards VR development such as the following: https://www.udemy.com/course/unrealvr/ But all of these tutorials simply demonstrate how to implement a teleportation system and nothing else. Where/how can I learn to build a jogging/walking in place type locomotion system? Thanks.
Digging around a bit and I'm wondering if there is anywhere I can get the read out of ASW (ex: 36/72, 60/120 ) while in the game. I know about logcat and OVR metrics tool, but I'd like to have my developer menu show me the readout in the application. I'm ok with it not being totally accurate as it's just for eyeballing purposes.In unreal while ASW is running, stat UNIT only gives me the cut down fps IE: 36 or 60 etc., so really just wondering if this is something I can source from the api or something. log cat points to VrApi jar file, but I can't open that to look at it. Any ideas? Do I even have access to this info from within unreal?
Hi everyone,I am newbie in Oculus programming and Unreal engine programming.I've just tried some samples of Oculus. I've downloaded it from https://github.com/Oculus-VR/UnrealEngine. Branch 4.27. I can create sample project myself base on https://developer.oculus.com/documentation/unreal/unreal-gsg-quest-quickstart/. The project work fine on my Quest 2. However, none of Oculus samples work on my Quest 2. (I've tried HandsTrainSample, HandSample and BoundarySample). They are just show nothing except dark. Do you guys have any idea? Thanks,
We're getting consistent crashes on having the quest client join a dedicated server. Not exactly sure why as it was working fine. The log file on the quest is completely unhelpful and seems to contain no crashes of any kind. There is no minidump file generated. Is it possible to get minidumps on the quest? if so, do we need to enable something specific when packaging?
Hi - apparently the VRNotifications component does not work on Quest2. I need to do some other adjustments when the recenter event happens, and the VRNotifications component has "HMDRecentered Delegate" which works on PC/VRPreview but not on device. Urgently need some answers on this.Thanks
Good times coming! :https://uploadvr.com/ue5-pc-vr-comments/?
Hi, I am having some issues with using the Pointer Pose and the Reset Orientation and Position. Whenever I reset the orientation and position the pointer pose is not aligned with my forward direction anymore. The pointer pose keeps pointing in the same direction as before calling the Reset Orientation and Position. I have tried all sorts of work arounds and solutions but it seems that no matter what the pointer pose will always point in the direction of the VR room space. Is this to be expected? Or is there a solution to this? Thanks
Hello, Developers! I have managed to upload alpha build through the Oculus developer hub(ODH). I downloaded this build and tried to run it, but I couldn't proceed during the loading process. do you guys have any clues? 😅Little more info about my settings1. If I launch directly from UE4 editor, my apk works fine in quest2. I have followed step in quest2 + UE tutorials in OVR, except for some rendering settings due to art direction (multi-view: off, Mobile Hdr: on, MSAA: off)
4.26, trying to get Agora voice plugin working. Was getting great audio back from the desktop but nothing from the quest. I attached an audio component to the character and went back in only to find that even when I'm nearly shouting the audio being returned to me is super quiet. I'm assuming this is why I'm getting nothing from the quest, the audio is just too low. Any idea what is going on here? I tried boosting the volume on the audio component, no change. Mic isn't muted and there is no way to modify the mic volume in the quest that I can see. I have 2 quests sitting here and both are acting the same way which leads me to believe it's not a hardware issue.
Hello people. I am currently developing a game for the Oculus Quest 2 and I have a problem with one of my shaders which sometines works and sometimes doesn't (randomly) when launching the game on the device from the editor. I have another shader which is very similar and works perfectly at each launch. Does someone happen to know how to fix this? Thanks a lot.
Through testing we've identified a weird issue with the quest 2. As per my understanding, 1 unreal unit = 1 cm, so a 9 meter wide square should be 900 units wide. In testing this setup, we've observed the following: We have a calibration method that lines up the virtual world with the real world around the green circle. We've verified this works by observing and checking it after calibration and trust that it is lined up properly. As we begin moving around with multiple users by the green circle, players physically are in sync with their virtual avatars. However as we approach the red circle, we become incredibly out of sync as much as 40-50cm offset. As we return to the green circle we come in sync again. We have a local multiplayer server that we run to share location. As we're only moving around via real world walking, we have no movement component.After aligning the the virtual worlds, all players virtual worlds would be in sync. So we simply have the client report their world
Hi all,Any advice on ways to connect a Quest headset to a dedicated server when the Quest headset is on a wifi network that is locked down with a restrictive firewall? Changing the firewall to open ports is not an option. Our servers run on default 7777 to 7787, but some commercial/corporate environments block this traffic. Can we do something like an ssh tunnel from the quest to a relay server? Please chime in with any suggestions. DR
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