Unreal Development
Recently active
Hello y'all, TLDR :I'm beginnning in VR development with Unreal, and for a small appplication I need to know if someone wear the headset and the "Is Head Mounted Display Enabled" variable in my blueprint doesn't work with the quest 2. For more details :I'm trying to develop a small 3DoF application. It's an empty world where the user arrive, a sphere (used almost like a skybox) is showing a stereoscopic 360 video, but i'd like to add some controls over the video without using the quest's controllers. I'd like to be able to detect if the headset detect a face to launch the video and if not, rewind and pause the video at the beginning, waiting for a new face to launch the video.Do you have any ideas ?I'm using Unreal 4.27 and the oculus quest 2 and if more technical details about my project is needed i'll add it on demand
Hej just like title sugests both APK packadge and launch or projket launcher is giving me this error PackagingResults: Error: C:\Unreal_Projeckts_2\VR_2\VR_2.uproject does not look like uproject file but no targets have been found!Android Studio 4 / SDK 29 / NDK 23 / Jdk1.8.0_301 just to be clearAny Sugestions please help
Packing MP.4 Video file in APK - using Package Project ASTCSo i have this issue asin a title and i tried everything and still i see black screenall of that movies folder / settings / codecs i think are fine any idea please help 🙂PSMovies are working perfecly while using "build to headset fucntion but when im trying to create standalone APK file and sideload it to headset (using sidequest) i see black screen
I have attached the log from the headset.Removing the landscape fixes the issue.Surely people have managed to package a game with a landscapehttps://pastebin.com/8Vg8rfVq
When I launch my Oculus App, it literally "kills" my PC, meaning, it destroys the performance.I don't understand if this is a CPU or GPU issue, but it's nearly impossible to use any of my applications, once the Oculus App is up and running. Devices:I am using Rift and Quest 2.I am testing also Air Link. My Specs:Windows 10 Pro 64Nvidia GeForce RTX2060AMD Ryzen Threadripper 2990WX 32-Core Processor 3.00 GHz128 GB Installed RAMTested latest Nvidia Drivers (Game and Studio) Questions:What are the best practices to troubleshoot?What can possibly cause that problem?Thank you very much for any little help,appreciate it!
Right click in eventgraph "All actions for this blueprint" does not have any MotionController (X) events.We followed these two guides from oculus and unreal.the Oculus Go Unreal Quickstartthe Unreal Online Course "Creating Virtual Reality Walkthroughs"PlatformsUnreal 4.24.1 Version: 4.24.2-11100242+++UE4+Release-4.24Oculus SDK 1.41.0Oculus GoWindows 10Working and tested together on other projectsWe tried the Oculus branch of Unreal Engine and the Unreal installer version and have the same result.Steps to recreate1. Create new project Games, Blank Blueprint Project (follow the steps from the Oculus GO Unreal quickstart)MobileScalable 2D/3DOculusVR pluginNo starter contentetc...2. Configure Pawn and controllers, following the steps in the "Creating Virtual Reality Walkthroughs"Add a Blueprint Pawn, named "VRPawn"Add a SceneAdd a Camera to the sceneAdd 2 MotionControllers, to the sceneConfigure MotionControllers for Left and Right Motion SourceConfigure MotionControllers for Visualiz
I'm developing an application for Oculus Quest using Unreal Engine 4.22, everything is fine except the Anti-Aliasing which looks bad. Edges in high contrast keeps flickering and it's very distracting to the eyes. Using the default VR template for testing, I tried turning MSAA ON (2x, 4x, and 8x) and OFF, and there's never any differences. I also tried a few console commands (in config files and device profil) like r.MobileContentScaleFactor, vr.PixelDensity, r.MobileMSAA, r.MobileOnChipMSAA, r.PostProcessAAQuality, and still nothing... Also, when I turn Mobile HDR on, the app just don't open inside Oculus Quest. I know there's a few posts on this online already, but I could not find any solution, except using Unity instead. This documentation seem to imply that MSAA is configurable:https://developer.oculus.com/documentation/quest/latest/concepts/quest-msaa/The guy here also says that it's possible:https://www.youtube.com/watch?v=hEtu-ciPc7gIs there an
I'd like to change some display and material settings automatically by detecting which quest 1/2 is used. Is there a way to detect which hdm is in use in builded app?
If I wanted to do a very simple multiplayer game, i.e. just a sphere representing a player, and use x,y co-ordinates of their position and send through some kind of behind-the-scenes chat, using something like SignalR....would that work? Any one got any examples/ideas or documentation on something like this?
Say, for example, I was looking into adding 5 .obb files, each being 2GB, making it a 10GB application + APK. Would that be possible, or is the 4GB the total limit?
Hi, we are currently spinning off our product into a startup, based in Italy and Spain, and looking for a rock and roll CTO, with a strong knowledge of Unreal Engine - Python, to hire full time for both taking care of the product - team development. Happy to know you!
Hello I am looking for a developer to work alongside my team to develop a custom VR App for Quest 2 . The application is a walkthrough of a few scenes demonstrating a product, with animations, Voiceovers.
Hello, Can anybody please give me a piece of advice about what plugin to use to create a beautiful UI and to not decrease the frame rate on Oculus? We've tried LGUI, but it decreases the frame rate so it's not possible to achieve 70 FPS, also Coherent and Noesis, but they don't work with Vulkan enabled, which we need. Maybe the only way is to use the default Unreal Engine UI? Thank you in advance. Best regards,Alexander Temnyakov
I'm testing the OSP Wwise plugin with UE4 but didn't notice any effect the "Shared Reverb Attenuation Range" parameters have on the output. I noticed the level of reverb increased as the player moved away from the sound source, until the distance exceeded the max value of "Attenuation Range Max" setting of the target sound source No matter whether enable "Oculus Attenuation" or not, the reverb never attenuates, only the direct(dry) sound getting affected. I'm using OSP version 32.0.0 and Wwise 2021.1.5.
I followed this documentation to test the Oculus spatializer Wwise plugin. The spatializer seem to be working but in the case of remote connection to Wwise Authoring, I got an error every time once clicking on the "Stop" button in UE4 editor. It said: "[Oculus] Error: multiple instances of OSP mixer plugin in Master-Mixer hierarchy is not supported, only one is allowed." I've checked that I only had one audio bus with OSP mixer plugin under Master Audio Bus. Maybe in my case some other settings were wrong and caused the issue?
Hello All, i was getting some weird results on Quest 1 and Quest 2 while doing performance profiling (UE4.26.2).Quest 1 is giving better performance than Quest 2!. on the same application build and settings. When i look at a trace in Android Monitor the surface resolution on Quest 1 shows up as 2432x1344 compared to 1440x1584 on Quest 2. Any directions on what could be causing this? If I understand correctly Quest 1 does not have hardware multi-view vs quest 2 which has hardware Multiview, could this be causing this? The binning phase seems more or less same on both devices however the rendering of tiles seems to be twice as expensive.
In Unreal Engine, when using XR API: "OVRPlugin OpenXR" setting in the OculusVR plugin, I am experiencing a bug where the Y button on the left hand controller triggers the same button mapping as the menu button on the left hand controller.I have checked my Blueprint files and my Unreal Engine Input Mappings and I have two separate mappings for the left controller Y button and menu button. But, when I press the Y button, it also triggers the mapping for the menu button. When I press only the menu button, the behavior is correct. Specifically the Y button triggers the mapping for itself and additionally the mapping for the left hand menu button.This does not happen when I use the XR API, "Legacy OVRPlugin", which has the correct behavior.Does anyone know how to remedy this?I specifically would like to use the "OVRPlugin OpenXR" XR API so I can get access to the MR passthrough feature, but sadly this is breaking my button mappings.I am on v35 of the Oculus Unreal Engine integration o
I'm trying to get started with developing on Unreal Engine, but I understand I cannot use the Oculus Client with Airlink as a way to do this already? I have to use the Oculus Development app instead. Problem is that it is trying to connect via Bluetooth and I am registered and everything but cannot detect my device. Another issue I am having is trying to use Android studio I have it installed and when I try to use the Setup Android Batch file I get this message: Android Studio Path: C:\Program Files\Android\Android StudioAndroid Studio SDK Path: C:\Users\GAMING-PC\AppData\Local\Android\SdkUsing sdkmanager: C:\Users\GAMING-PC\AppData\Local\Android\Sdk\tools\bin\sdkmanager.batException in thread "main" java.lang.NoClassDefFoundError: javax/xml/bind/annotation/XmlSchemaat com.android.repository.api.SchemaModule$SchemaModuleVersion.<init>(SchemaModule.java:156)at com.android.repository.api.SchemaModule.<init>(SchemaModule.java:75)at com.android.sdklib.rep
I made a Quest 2 VR experience for a client. There are points in the experience where there are negative framerate spikes. I found out that the spikes are when shaders are first seen in a given level. Is there a way to pre cache the shaders?
Hi,I'd like to access the same performance stats as are given with adb -s %DEVICE% logcat -s "UE4 -s VrApi" but *within* my own application. Does anybody have an idea how to achieve this? Is there any API I could access directly, or (plan B) could I somehow access the log data on the device itself?I'm almost sure there should be some API endpoint I could use, I just don't know how to reach it.I know that I probably could use some performance stats provided by the unreal engine, but this does not really fulfil all my needs. (i.e., getting the stale frames/sec).Thanks,/hauke
When would the passthogh api be available to Unreal Engine? Every documentation I found was for Unity.Would it be added to Unreal Engine anytime soon?I really don't want to switch to Unity for this and recreate my project.
Hello all, Has anyone managed to get the online subsystem working between 2 headsets yet ? I have been playing around for around a week and still no luck !. It seems to be to complicated for what it is surely there must be a step by step guide on how to successfully connect 2 headset together.
To improve the quality of our in game UI, we recently moved it from world space widgets to Stereo Layers.However, transparent Stereo Layer have black backgrounds on the quest where it is supposed to be transparent. After setting up the stereo layer, so that it gets live textures from the Unreal UMG system, the transparent parts appear black on the Quest. So here how it looks on the Quest:And how it looks on the PC with oculus link and VR preview in engine (this is how it is suppose to look): The issue only pops up with Live textures, if I place a sprite with alpha channel as the texture, it is displayed correctly with alpha blending. One thing we have already tried is creating the render target in C++ and ensuring that the clear color has the alpha of 0, so (0,0,0,0) and the format supports RGBA.We are on Unreal version 4.25.3 on the Oculus Unreal Branch built from source.Any tricks to get this working? Thanks for the help!Daniel
I posted a link below of my issue. It's driving me nuts!!!! lol The motion controllers location and tracking are fine. But once I bring the controller close to me it disappears. Hand tracking works fine too. I can access the menus when doing the proper pinches... But since they are close to the player character they can't be seen. You can see in the video. I am moving the controller with my foot so I can actually see it in game. You'll see as I move the controller closer to me it begins to clip with something... There is nothing for it to clip with though..... https://youtu.be/QhHkWkNpO6A Someone please help!
Hi there,I'm trying to build a game on my mac, but having to build the entire game (sometimes takes hours) everytime I need to test is extremely impractical. I've scoured the internet and tried loads of different setups, but can't, for the life of me, get the VR Preview button to be visible and thus usable.I can get it working on bootcamp, but then I'm in Windows and it's painful. All my asset creation software is OSX based, so going back and forth between OS's is also not practical.It's become apparent is that I need the Oculus Link to be enabled before starting UE and currently that's only available through the PC-only Oculus App.So can we either;1. Get an Oculus app/link for mac2. failing that... (as don't need the whole app) a small tool to enable this functionality (or add it to the developer app)3. Point me in the direction of a setup that un-greys this VR Button!Thanks in advance to any help, official or otherwise!Thanks! 🙂Jon
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.