Unreal Development
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If I preview in quest, work well ,but launch into the Quest, left lense always flickeringI record the video , hope someone can help, tkshttps://youtu.be/xv4MV3-ws_g
Hi guys, how you all doing? I'm having a problem with trying to add Oculus online Subsystem working on my project that it keeps crashing every time i try to run it on my Quest 2 and i dont know why. I though it had something to do with my blueprints that i created, so i tried to create a new project with just adding the Oculus online Subsystem but it keeps doing the same error and i dont know what to do. I tried searching the internet for answers but alas didnt found anything that could help me.If someone knows why this is happening i would be very grateful of you could help me. Thanks in advance! If you need more information let me know!PS: im using the SDK 29 and NDK r21b
As title suggests, opening my project (which focuses on hand tracking) in 4.27 causes issues with the hands. At first the hands wouldn't even appear until I switched back to Legacy OVR under the XR API in project settings, but then, after I package an APK and load it onto the Quest, it crashes on launch with a Fatal Signal 11 error and not much more detail given. I've tested this with more than one projects that uses the Oculus Hand component in both the binary version of 4.27 and the Oculus branch and the results seem the same. In the binary version, if I enable the Oculus OpenXR plugin and restart the editor, it states it failed to load the OculusHandComponent. Is there a way to get this working or is it possible it can be fixed at least in the OculusVR github branch soon? Much appreciated!
Hey all, Every time I open my game in Oculus Quest 2 the sky will disappear in the center of my view no matter where I move my head. It's only visible on the edges of the screen. I thought it was my BP Sky sphere so I just built a sphere with an emissive star material, set it to double sided and scaled it up to 150 to act like a sky sphere. It looks fine in the editor and VR preview, but keeps showing nothing in the middle and stars on the side when I run it native on the Quest 2. I've set it to never cull, and if I make the sphere smaller (scale it to 50 instead) it will work, (but looks terrible because it's so close) so it appears this is a distance related issue. Any ideas? Thanks. from the middle of my view. It shows up in my
Hello eveyonei have a big problem and in don't understand (after i verifiy all the procedure for create the VR app for oculus readging instruction in oculus page), why when i try to launch app in oculus for try them ... stop at the end and fails!in this image the log about the message errorWho know what to do?Thanks!
Just did a test with 2 quests. Using VR expansion plugin and advanced sessions. This was a very simple basic test. Peer to peer multiplayer using the 'lan' setting. Getting the 2 quests together wasn't an issue, what happened after they got together was.1. This is a very basic level for testing movement replication in real space. A large space was taped out on the floor (L shaped, 8 meters in one direction 5 in the other ~3 m widee).2. The host would start the app, click a button to start a session and load the floor map as a listen server.3. After the host did this, the client's quest would display that a session is found and they could join it. They would click a button and do so.Problem: After the client joined the host, the host became unable to move properly. Prior to the client joining, the host could walk around in room space without issue. As soon as the client joined, the world became glued to the hosts HMD. When the host moved around in real space, the whole word just stuck t
All is Right, but the client just doesn't automatically open to the host of the map.
Hello guys. I found a game Unreal VR.This is port original 1998 Unreal game for quest1 headset.This is opensource project GitHub - kwstasg/UnrealVR: Open-source project for total conversion of the legendary Unreal Gold (1998) in Unreal Engine 4 with VR support I try download this game fromUnrealVR Oculus Quest Build Alpha 011019 file - Mod DBInstall it on my quest2. Try it. Look like this game does't work on a quest2 headset. Can you pls tell me how to compile source code for quest2 gaming?What I need for this?
Anyone know which version this source was compiled?https://developer.oculus.com/blog/quest-hand-gameplay-showcase/I tried opening with the Oculus branch (that has API passthrough) and it didnt compile at allI just cant open the project at all. It says the umap file is an asset
I’m working on a VR multiplayer project that relies on dedicated servers, and whenever I connect to a dedicated server with a VR player, it crashes.I’ve done this test with Desktop clients connecting, and there’s no issue. Also tested this on other projects and even tried using Oculus’ source build of 4.27.The way I found that it was related to the Oculus plugin was running a debugger on a debug server build, which crashed and showed an error on the FOculusHandTracking::IsHandTrackingEnabled function.I made the function return false early and this fixed the crash, but I’m concern of this making Quest hand tracking not work.I was thinking that maybe there’s a solution that I’m missing.Thanks.
Oculus released a new OVR Plugin 1.67 for the Unreal 4.27. Anyone knows how to compile the version of the github to the release of the Epic Games (from the launcher)? The Epic release is a little outdated compared to the Oculus one. When I try to just copy/paste the Oculus Plugin the "missing module" window pop up.
Hey Guys, i have a problem on Oculus 2 (UE4.26.2, armv7, vulkan) with stereo layers. I am using that trick with live texture setting from UI widget render target and when i am switching levels it starts to flicker after a few switches. It looks like some buffer is not cleaned properly. Is there any low level API to properly clean that or to destroy these layers on level switch ? When i use multiple stereo layers it starts to flicker after the first level change. Thank you so much!!
Hello everyone. I'm developing a UE4 game using 4.27.1. I was wondering how can I change the splash screen title that appears when I first launch my game. The only solution I found was to create a new Target.cs file with the name I want as title. Is there another way? without creating a new Target for my UE4 game? Thanks!
So..weird issue. I am using FMOD. I installed the oculus plugin/dll for UE4 and added OculusSpatializerFMOD into the FMOD plugin settings. That seems to be working fine. The issue is that FMOD audio refuses to play on both my Rift and in a built package for the Quest 2. When I preview the app in VR, regular sounds are played over my Rift, but FMOD sounds are being piped into my attached USB Headset. It doesn't make much sense to me. On built packages on the quest, the FMOD sounds don't show up at all. Any idea what's going on?
Hi, I´m very excited to get the MR capturing with iOS devices working with our ´to be soon released´ game Astroroxx. We have enabled the OVR plugin in UE4.27.1 but while Beat Saber and Space Pirate Trainer work well, I´m just getting a black background with our game. I´m currently using the Reality Mixer app from the Apple appstore: https://apps.apple.com/us/app/reality-mixer/id1539307552 Does anyone know what we need to adjust / change in order to enable Mixed Reality capturing in our game in UE4 ? Is there a setting that needs to be enabled ? Do we need to enable the Epic Mixed Reality plugin as well ? Any help would be appreciated!
After updating to the Oculus branch of UE4 4.26.2 we can no longer launch our game builds on quests with versions lower than v30 (maybe 29).We have 2 headsets that are stuck on v28. They can't find any newer versions. Tried factory reset and restarting multiple times. The following message appears when trying to launch the game: Device update in progress this app requires the latest Oculus software version. Please leave your headset on, connected to Wi-Fi and plugged into a power source. Your headset will restart when the update is complete.Does anyone know if there's a setting we can change to be able to launch on older versions?
Hello, I'm using 4.27. 1I don't have any post-process of any sort, no auto exposure, and mobile hdr. The scene works just fine on SM5 rendering both preview and runtime.
2.4ghz does not play properly. So I don't want players with 2.4ghz to join the match pool.
HI everyone, i had this noobie trouble:UEDeployAndroid.FilterStdOutErr: FAILURE: Build failed with an exception. UEDeployAndroid.FilterStdOutErr: UEDeployAndroid.FilterStdOutErr: * What went wrong: UEDeployAndroid.FilterStdOutErr: Could not determine the dependencies of task ':app:compileDebugJavaWithJavac'. UEDeployAndroid.FilterStdOutErr: > Installed Build Tools revision 31.0.0 is corrupted. Remove and install again using the SDK Manager. UEDeployAndroid.FilterStdOutErr: UEDeployAndroid.FilterStdOutErr: * Try: UEDeployAndroid.FilterStdOutErr: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights. UEDeployAndroid.FilterStdOutErr: UEDeployAndroid.FilterStdOutErr: * Get more help at https://help.gradle.org UEDeployAndroid.FilterStdOutErr: UEDeployAndroid.FilterStdOutErr: BUILD FAILED in 11s Log.WriteException: ==============================================================================
Hello everyone, I wanted to try out the new Bink Plugin in 4.27, but I have some odd problems with it on the Oculus Quest 1 and 2. The application, I'm currently implementing Bink in, switches to a black screen whenever I look in a certain direction. (Most of the time it’s 90 degrees to the left, relative to the forward direction of your playspace)To Pinpoint the problem, I created a project based on the VRTemplate. Without changing anything, just activating Bink, the application does not even load and hangs in the 3 dots screen forever. I then found out, that there seems to be a problem with the OculusXR Plugin, because when deactivated it and activated the standard Oculus VR Plugin, the application starts and runs fine. However, when I deactivate Vulkan, the odd graphical glitches begin to happen here too. When you look into a certain direction, the cubes on the table and the ball behind the table disappear. (Only on Quest 2) And if you press teleport, bam, black screen. So
how do we setup voip for unreal? Quest
Hey there, When I call the "Get Available Display Frequencies" function exposed via a Blueprint in the Unreal Engine integration, I always get an empty Float Array back. Any ideas why that might be? Looking at the source code, it looks like it falls back to doing that if it doesn't recognize the HMD, but I'm debugging from an Oculus Quest 2. I'm testing on the Oculus fork of UE on the 4.27 branch, with AppSW, Phase Sync, and Late Latching active.
I've managed to create and join a session online using blueprints. Is it possible to get VOIP working using blueprints as well? I have managed to get VOIP working using Steam subsystem, but doesn't seem to work when setup for Oculus. I'm just looking for basic audio - nothing spacial right now. Currently testing with UE 4.20.3. & Rift.
I have Oculus Quest 2. I'm trying to connect it to Unreal Engine. In the Advanced APK Package - Package for Oculus Mobile Devices I can see Oculus Quest 2. WHat did I do wrong? How can I fix it? Thank you.
Hello,I want to know how to use 'UE 4.27 Chaos version' with v34.But I can found only non Chaos version in Oculus VR github.I need Chaos physics for my project.Is there any way to solve this problem? Thanks.
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