Unreal Development
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Hi there,I'm wondering.. Probably someone knows.. Is it possible to use Unreal Engine Niagara with collision enabled? When I'm trying to turn it on, Niagara particles simply dissappear in my scene. I've tried bunch of different setting but it simply doesn't work, but I can see everything playing as it is on my desktop workstation. Is it Oculus limitation?
New UE version 4.27.0 - As before, I think its useful to put the changes / issues in one topic for an easy overview and to reduce wasting time trying to solve (known) issues. 210821 Just started testing so a short list:- The official GPU lightmass is updated. The IES lights only work well with stationary lights at the moment. With static the light pattern is pointing in the wrong direction and this can't be changed in any way.- The OpenXR plugin works out of the box with Quest. Just make sure the Oculus openXR plugin is enabled or it won't work. I did notice a massive performance drop when migrating a project to the default VR template that comes with 4.27.0. No clue why (yet). -> see edit 210823 and 210909- Migrating 4.27.p4 projects to the 4.27.0 result in black meshes in Quest for me. No clue why (yet).- In Movie Render Queue you now should be able to add batch rendering of camera's (still images) without going through sequencer as well. Just no documentation available yet h
I wasn't enabling the Oculus Online Subsystem 😓 .. that took way longer than it should have to fix ***Previously, I would use the 'Oculus VR' plugin Verify Entitlement node.In 4.27, we now have the 'Oculus OpenXR' plugin, and this node is no longer available (?) We are told explicitly to "Disable the Oculus VR plugin when enabling" the 'Oculus OpenXR' plugin.. sooo.... how am I to do the required entitlement check?? Any and all help greatly appreciated.
how to show Vertex/Triangle Count in Quest2?
what are the Performance-killer for VR(eg.OculusQuest2)? all postprocess, all screen-space? all works on the full-screen RenderTarget?so,SSAO, SSR, SSDO, etc…Fog, Depth of Field, Bloom, MotionBlur, Tonemapping, ColorGrading, Auto Exposure, Channel Mixer, Chromatic Aberration, Grain, Lens Distortion, Panini Projection, Vignette, White Balance, etc…pre-z ?detailMap?the light and shadow…is the Default ForwardRender in UE4.26/27 use Clustered ForwardRender?only 1 DirLight, as less light(esp. DynamicLight) as possible?bake all the Shadow except the Characters(use dynamic shadow)?Pre-caculate for lighting and shadow, such as IBL?how about PBR? and how to make it the most similar to a state of art PBR game on PC?eg. how to make effcts most similar to Bloom? to AO(the old way that let artists draw on the texture)?//Box/SphereReflectionCapture is also not allowed to use in VR?//how about the GPU instacing in VR? what if plant grass and trees?//as SSR is not able to be used, so it’ll very diffic
Hello, I am trying to setup the Oculus Quest 2 controllers in Unreal as a virtual camera controller. So basically hook it up to my camera, then use it to create a virtual camera. I am sort of able to achieve this if I use steamVR functionality in Unreal, but the thing is that we need to enter a device number... 0-headset, 1-left Controller, 2-right Controller... What happens is as soon as we remove the headset, it goes offline and then the device number changes and nothing works anymore in unreal. What I'd like to achieve is to not use the headset, but just the controllers. I know there is an oculus plugin in unreal, but it seems only be used for VR game creation. Any clues? Ideas?. thx! Marc.
how many Types of Grass and Foliage for VR and Mobile is best for performance?it seems the count of Types hit the performance a lot because of instancing.Thanks!
I usually find things out on my own, (or get a solid start by typing my interest along with the words Unreal and GIthub ;~) hehe BUT I don't even know what to call this except 'Virtual Desktop' and the conversation has been so overwhelmed by the product of that name, I can't find anything that isn't about it. (virtual Desktop seems not customizable to me I want to make my own work desk area like the facing semi-clear monitors in Minority Report mixed with the Table/Wall monitor seen in both OBLIVION (Her work desk) and PASSENGERS (Chris Pratts Phone Booth) I just want to be able to work on VR from within VR. Any help would be so very appreciated! I have looked on and off for year but sometimes when you don't even know what to call something it is hard to find a starting point! 🙂 I am hoping to find a Github unreal Starting thing from MIT or something I can adapt to my needs I don't want to sell the app I make,,&nb
The Stereo Layer Component is used for widget use. However, due to the phenomenon that the player hand is drawn behind the widgetI turned on the Supports Depth Flag to build and use Oculus Quest, but it comes out with a black background with no alpha behind.Does anyone know how to fix it?When I turn off the Supports Depth Flag, the alpha is fine and the hand is drawn behind the widget.Unreal Engine Version 4.24
Hey guys.. I'm trying to to get my Oculus Touch controllers to properly work in VR mode. I am able to engage VR mode (shift+v or the VR Mode button on the toolbar). The controllers show as Vive controllers, and only the left radial menu works, and nothing else. I am currently connected via the quest version of Virtual Desktop and Steam VR. Everything else works smoothly. I also tried with Oculus Link and it did not work How can I get the Oculus Touch properly binded to the correct buttons?? Really excited to develop levels impressively in VR
If a host headset using p2p takes the headset off and it goes to sleep clients can no longer play the game.Thank you
Trying to figure out why the edges in the screenshots are happening when I run this VR map on the Quest 2? I've tried using different water materials and planes but still having the same issues. Any fixes for this?
I'm getting this error often when I leave a multiplayer match and try to rejoin. It doesn't happen every time. When I leave the match, DestroySession says it succeeded every time. And then it has no problem finding the match - but when I try to connect, I get this error. Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost., Driver = PendingNetDriver OculusNetDriver_2147481580[2020.05.04-21.53.40:239][381]LogNet: Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Your connection to the host has been lost.Does anyone know what causes this?
Hello,I'm trying to render text to be readable in a large world-scale VR environment, just like in Google Earth VR. The best solution I have found was to use Stereo Layer integration of Compositor Layers in Unreal Engine.The thing is, there is a maximum number of layers the Rift S can render, which I believe is 15.What's the suggested alternative to render these sort of textures, to be readable in really large distances, just like normal screen space widgets.Thank you.
I can only run a couple of times before I inevitably get this crash in the editor. It seems to be trying to run some code that can only be run on the render thread? Is this a known issue? Is there any fix for it, it makes working with VR Preview very difficult...
After steam VR upgrade the driver... My quest 2 doesn't show up on unreal launcher...(it was showing before)I can play the game os the PC using vr preview, the quest show as a drive in the explorer...Any one know how to fix this? Thanks
Hi, We've got a UE4.26 game up and running on the Quest 2 with Wwise 2021.1. All the audio is working fine but we can't seem to get Wwise to connect to the game running on the Q2. It can connect just fine when running inside the editor on PC. Has anyone gotten this working? I've tried checking everything I can -- it's a development build, I've confirmed that the Wwise communication library is initialized successfully and the UDP port settings match, etc. I'm wondering if there's some reason this can't work on the Q2 or if there's just some other setting I'm missing somewhere. Thanks for any help!Ethan
I'm developing a PC game with the Unreal Engine and have hit on a annoying issue when testing on the Oculus Quest with a link cable.I have 2 inputs set up on the grip buttons, one as an axis to update my clench fist animation and one set to a button so I can pick up and throw objects.This works great on everything I've tested it on including the original CV1, the Vive, the Index and even a Cosmos, but there is a delay on the Oculus Quest with a link cable?My clench fist animation is slow and does not follow the grip button at all. If I let go of the button, the fist should almost pop to the open state, but instead it slowly opens.More annoying is the button input also has this delay making it very hard to throw objects because by the time the button has registered as open, I've stopped moving my hand and the objects just fall out instead of get thrown.Has anyone else seen this and know a work around?
Hi all,How to enable "ambisonic" effect in Oculus audio plugin? (For Unreal 4.25,4.26)I does not hear the ambisonic effect by my test.Here is my step:Step1: Enable Oculus audio plugin in unreal and import a ambisonic audio file on the MapStep2: Create a "soundfield submix"Step3: In soundfield submix, select "Oculus Binaural"Step4: Select soundfield submix on "sound wave file detail setting"Step5: Create a "SoundAttenuation" and enable Spatialization in the Attenuation Settings.Step6: Select soundfield submix on "sound wave file detail setting"Step7: Play the MapResult: Does't hear any sound
is it able to get VR hands’ velocity, directoin? and then based on these value to convert them to a Force value?
OMG - Deploying native quest so much easier on latest Oculus Build 4.26.2.... Just finished building new PC and was dreading setting up the the build environment. So... much.... easier .... now. 1) Download and compile engine from Oculus github.2) Create new project following settings from https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/3) Package 4) Deploy to device using the InstallXXXX.bat in the package directory. Just wanted to share for anyone still stuck on old versions and hesitant to deal with it.
Hey everybody, I am developing an app for chemistry students. I am creating the UOculusHandComponont within the BeginPlay() method. Everytime I start the game it chrashes. But this only happens while I am using HandTracking. So I guess, that I am not using the OculusHandComponents in the right way.Is there anybody who has an example of the right usage of the UOculusHandComponent? Thanks!
I appear to be having an issue with the Oculus Samples Rendering Techniques project Unreal project that you guys put on github https://github.com/Oculus-VR/UnrealEngine. Within it the image resolution on the high performance impact portals decreases when further away from world origin the portals are set to (I set the portals to at least 2000-4000 unreal units away from the world origin) after the project has been built for Quest 2. The issue is further exacerbated whenever you tilt your head 45 degrees. With that said, I really don't know where this is coming from,every time I've thought I had a potential area where I've narrowed it down, I've been wrong so far. If there's anything I can do to help debug this issue, please let me know as I've been trying to figure out what I can do to fix this myself but I'm coming up empty on ideas.
New UE version 4.25 - some changes / issues. Lets put them in one topic for an easy overview and catching up.. 4.25.0 preview 1- Too bad, the new Epic-GPU lightmass plugin is not in this version. Target might be 4.26 (if you build the dev branch you get 4.26)- When you make a build for Quest, it will fail and you need to install a newer NDK (21). Normally its in the UE extras directory. Not yet. Find it here https://developer.android.com/ndk/downloads ; Download it, extract the zip and put it in the NVPACK dir. Change the Dir in the project settings.- With the new NDK, building for Quest works but it immediately crashes on Quest. There are a few new project settings but haven't found the right combo yet. ADB logcat has: 'Abort message: 'The requested API version in ovrInitParms (1.1.29.0) is not compatible with this version of VrApi Loader (1.1.31.0)!''. No clue if this is a user setting or a Engine-bug. Reported at Epic.- update 03-05: tried both building a new project and re-us
how about the rendering speed in VR using Masked, Subsurface?for Foliage, what blend mode and shading model is better to use?
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