Unreal Development
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Getting the Oculus platform services working with Unreal has been unbelievably painful. I'm using UE4.27 and my game is nearly ready for AppLab submission but I cannot figure out why my app crashes when joining a multiplayer session. 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" en
Hi there, I’m in trouble. As soon as I updated ODH version to version 2.0.0 my project starts crashing all the time. I’m using Unreal engine niagara module script. With this feature I’m able to change the size of the geometry on the run.Now it’s crashing as soon as I call this function. Please give me an advice on how to be in this difficult situation because this bug completely blocked any possibility to go further. Thanks in advance.
Hi Everyone, I have a very weird issue on Quest 1 with a World Aligned Texture based material.When I view the mesh on Quest 1 the world aligned texture on it rapidly moves back and forth and sometimes loses stereoscopic rendering. Ticking full precision doesn't help. This doesn't happen on Quest 2. Video: https://youtu.be/PLJ-m8--vNo Any idea what could cause this? This is the material:
Hello, I am developing a game that is essentially similar to Laser Tag.The problem is that the players in the virtual world are not in the same place as they are in the real place.To solve this problem, I need rotation data relative to the real world.I could get this with a magnetometer or gyroscope, but all my attempts to get this data have failed. Does anyone know how to solve this. Sorry for google translate Thank you in advance!
I'm unable to connect the Oculus Quest 2 w Unreal Engine 4.27. Under launch ( Unreal Engine), I don't see my Occulus Quest1. I've installed the Oculus Developer Hub - Working2. I downloaded the Android Studio - Working3. Unreal Engine: I opened the SetUpAndroid Windows Batch and activated it. 4. I'm using the VR template in Unreal Engine 4.27. I've watched a couple of You Tube videos about settings and plugins. I think this is what the problem is.Are there any links you can suggest? Also open to hiring someone to walk me through this.Thanks,Hector
Before I uploaded my game, it was open and playable in Quest2 normally. After modifying the Android manifest and completing the upload of the game, my game was removed from the unknown source. However I always open the game with a black screen. Even if I remove the changes to the Android manifest, it still black screens and I can't even test the game anymore. How do I get it back to normal?
really need this fixed or a solution so that peer to peer is capable on the device currently unreal nor oculus has helped with this massive oversightUnity has OVRManagaer RuninBackgroundHow can we Keep unreal engine running in Background so that games that are peer to peer when a host removes headset and HMD goes to sleep they don't freeze all clients and prevent gameplay and server game thread.We really need a way to keep unreal apps running in background when Host headset enters background.
Hello,its very important I figure this out for my peer to peer VR game on the Quest platform I've been held back from releasing for this very reason.Is there any way to keep unreal running in the background if a host player removes headset and it goes to sleep?If Unity has it there has to be a way in Unreal also right?Thank you.
I'm trying to use this node to get the name, but it only returns a user ID, which seems to be the ID of my dashboard. so how do I get the Oculus name?
If you have any problems with the whole process in getting your scene on headset i will try to answerhttps://www.youtube.com/watch?v=_GT0KtzPRBAi will upload APK if needed
Hey everyone, I have been trying to upload the built to Quest for a while, but every time when I started uploading, this message came up: "Server error occurred. The request will be retired" (see image below) I have contacted Oculus support many times but haven't got a real reply that can resolve the issue. The build is made with UE4 4.24 and uses the latest version of command utility to upload. Appreciate your help!
Im trying to get my project files to what they were at the time I made a past commit, Im using ue4 26.2 and github. keep in mind Im a beginner and the only terms i know are LFS.
I found Oculus-VR/UnrealEngine in gitHub while EpicGames/UnrealEngine does.I want to know which is used for developing oculus app ?
Has anyone gone through the "Oculus VR Production for Unreal Engine" set of courses and would or would not recommend? Thanks in advance.
Hi all, I’m curious as to the real-world implications of moving audio-intensive Unreal projects onto Quest 2. In particular, would it be worth the effort to build an Unreal audio plugin doing physical modeling for Unreal Engine to run it on Quest 2 or would the Android/Snapdragon combo strain/buckle/collapse under the weight? It’s not a trivial amount of work so it would be super helpful if anyone has thoughts as to how a 4-16 voice bowed string physical model implementation (from the STK synthesis toolkit) might perform on Quest 2. Or any real-world feedback as to how other nonlinear audio intensive projects have fared on Quest 2. Thanks in advance!
Hello everyone.I'm facing a really weird bug in oculus application for android devices.I have 6 oculus devices and I'm developing a project using unreal engine 4 everything was normal until sudelly my oculus device all of them refuse to connect with UE4 or even side quest ( no device found showing in side quest , I can't no longer build with UE4 to test my game) i tryied to install and desinstall th ADB but always showing the same problem no divices found I did a lot of research and the only solution is to enabled the mode developper in oculus app ( I enable it the first time I connecr to the occlus App for the 6 devices ) I open the app but I couldn't find the mode developper at all it was there like 2 days ago and now it's gone I try older verson I install it in different verson of phone but I get nothing please dose anyone face this problem before or have any ideas because I'm stuck in this for a while and couldn't continue developing my game Ps : I tried to factory reset
Hello,I'm working on a multiplayer project for the Oculus Go (Using Unreal 4.21 Launcher version). I've been able to create a build and upload it to the store for alpha. I can host a session on one Oculus Go just fine. And the second can search and find the session. However I'm running into an issue when I attempt to join a session on the second Oculus Go device. It Immediately crashes to the home screen. I've attempted changing to different maps. Sanity checking every plugin I have. And escalated it with friends who speak about the Samsung error (As seen in crash logs supplied) But no one knows how to fix it.Any help would be greatly appreciated. Thank you.
Hi Guys,I'm using an audio envelope in my project, moving geometry with the sound. In the case of Windows and Mac platforms, everything works fine. But, once I try to make a build for Oculus(Android), an audio envelope stops working. The same thing is with iPhone but, I didn't research it yet. So, the question is: Is it possible to get a working audio envelope for Android? It always shows 0 while the audio is playing. The same level in Widows version works perfectly. When I'm trying simple audio as source it works, but as soon as I'm trying media sound, android refuses to give an audio envelope data... In my case I need exactly media sound beacuse I would like to give user a posibility to change the music on the run. Thanks!
Hey,I noticed this interesting thing in the Oculus custom branch (4.25), the masked materials behave like if they were translucent but without dithering. This is quite exciting and was wondering why it is not made like this in Epic's branch. Is there any downsides? It would be pretty awesome to have this as a hybrid option instead of using dithering and when you don't/can't use TAA and still want to avoid the crazy vegetation flickering due to aliasing at the edges. It could be smoothed outed nicely with this.https://youtu.be/zYnzv2roWq8https://youtu.be/86mSbJypCL0
Using UE 4.25 Oculus branch. When I move closer to a mesh and it streams in a higher res texture there's always a very noticeable hitch. This also happens when a new actor is spawned and when I load a new level it'll stutter for 5 seconds while textures are streaming. The only way I can stop it is by disabling texture streaming but this isn't really an option. Anyone else seen this before?
Hello, I'm trying to get the current list of connected friends. I'm working with two Oculus Quest 2 headsets with different Facebook accounts. The 2 accounts are friend with each other. My starting point is the Oculus SDK Unreal sample (V 28.0), I'm using the Online Friend List Widget. When I open the map containing this widget, the list of friends is always empty even if I push the Refresh button. It's also empty even if the two players are connected on the application. I've tried some debugging by adding logs in OnlineFriendsInterfaceOculus.cpp, in FOnlineFriendsOculus::OnQueryFriendsComplete(), UserNum is always equal to 0, I guess it means that no friend has been found by OVR, but I can't debug this part unfortunately... Note that I have no issue with the matchmaking feature, atfer struggling a lot I've made it work, but I'm not able to get the friends feature working ... I woul really appreciate if someone make it works have any idea about how to fix it. T
Tried creating a simple test project with both the Oculus UE4 branch and Epic's latest 4.22 branch and if I enable Vulkan (ES2 and ES3.1 work fine ) I always get a crash on application launch. Tried all the settings I could find across the various Oculus and Epic documentation. Does anyone have this working currently that could share their basic project settings? Is it just broke in 4.22?Thanks
how to implement TimeWarp while SingleView(not MultiView) in Unreal?
We successfully launched the game on Quest 2, but it has a lot of issues with optimization and graphics. We trying to make an optimization through Device Profile for Android in UE4 (because we want to maintain both PC and Quest versions in one project), but couldn't find enough info on how to do it. Maybe you can help with best practices and Device Profile parameters for this?
Hi. I am following the course from https://learn.unrealengine.com/home/LearningPath/117459 called Oculus VR Production for Unreal Engine.It took me many hours of trying to set the project. One by one I was overcoming some difficulties, but I've been stack for 5 hours on this one.I think it's important to mention that I am developing for Oculus Quest 1 from the MacOS.My Oculus executable actions are missing when trying to make the first step "Verify Entitles".I've turned the Oculus Subsystem on, disabled all the other Subsystems. I validated the project for Android platform so the project fires off on the Oculus as expected. I also edited project's file DefaultEngine.ini and added these lines:[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId=[app_id_here]I also edited Engine's file AndroidEngine.ini with those lines[OnlineSubsystemOculus]OculusAppId= [app id here]But I've also tried with these lines[OnlineSubsystem]DefaultPlatformService=Oculu
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