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Hi guys, i am trying to fix this for 2 weeks now. I have a glitch, it apear on every project after enabling meta xr plugin. it happen to show on XR API - Oculus OVRPlugin + OpenXR backend (without this i have not glitch but also i dont have passthrough, and i need it)also glitch happen to repair after checking mobile HDR but then i also lost passthrough but also proper colors. in every other cases i checked with diffrent settings, glitch persists. do you know any viable settings or whatever?I dont have any lights on map, i deleted all of them in search for fix. https://www.youtube.com/shorts/nnuqy0UXJ-4https://www.youtube.com/shorts/YW5HlTvlfVUplease help - ahh btw. problem only shows up, after building apk and installing on oculus, but not via link
please I have not find a clear documentation on the procedure of how to install the OVR Platform SDK to Unreal Engine.
I have not been able to download ANY Unreal downloads for days.The web pages say "woops, something has gone wrong".
i make a 360 image using Panoramic Capture plugin and also make a cubemap but in both way 360 image looks perfect in my pc screen but when i set my VR it feels like everthing is way big and feels like i am so small in my indoor project of room.
LogDebuggerCommands: Repeating last play command: VR预览LogPlayLevel: PlayLevel: No blueprints needed recompilingLogHMD: Initializing OVRPlugin sessionLogOculusPluginWrapper: Warning: wrapper already initializedLogOVRPlugin: Display: CompositorOpenXR::PreInitialize(activity = 0000000000000000, apiType = 0, preinitializeFlags=0x10)LogOVRPlugin: Display: Support Non-Oculus runtime: NOLogOVRPlugin: Display: -- Set xrGetInstanceProcAddr to OpenXR LoaderLogOVRPlugin: Display: Warning: xrGetInstanceProcAddr has already been setLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_UNAVAILABLE]: xrEnumerateInstanceExtensionProperties(layerName, 0, &instanceExtensionCount, nullptr), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:520 (arvr\projects\integrations\OVRPlugin\Src\Util/CompositorOpenXR.h:350)LogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_vulkan_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_D3D11_enableLogOVRPlugin: Display: Unav
LogDebuggerCommands: Repeating last play command: VR预览LogPlayLevel: PlayLevel: No blueprints needed recompilingLogHMD: Initializing OVRPlugin sessionLogOculusPluginWrapper: Warning: wrapper already initializedLogOVRPlugin: Display: CompositorOpenXR::PreInitialize(activity = 0000000000000000, apiType = 0, preinitializeFlags=0x10)LogOVRPlugin: Display: Support Non-Oculus runtime: NOLogOVRPlugin: Display: -- Set xrGetInstanceProcAddr to OpenXR LoaderLogOVRPlugin: Display: Warning: xrGetInstanceProcAddr has already been setLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_UNAVAILABLE]: xrEnumerateInstanceExtensionProperties(layerName, 0, &instanceExtensionCount, nullptr), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:520 (arvr\projects\integrations\OVRPlugin\Src\Util/CompositorOpenXR.h:350)LogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_vulkan_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_D3D11_enableLogOVRPlugin: D
LogEOSSDK: LogEOSAuth: UserAuthGenerated: 登录完成: EOS_SuccessLogFab: 显示: 用户登录LogFab: 显示: 用户客户端 ID: xyza7891REBVsEqSJRRNXmlS7EQHM459LogEOSSDK: 警告: LogEOS: 从后端收到错误响应。ServiceName=[好友],OperationName=[GetBlockList],url=[<已编辑>],HttpStatus=[403],ErrorCode=[errors.com.epicgames.common.insufficient_scopes],NumericErrorCode=[1056],ErrorMessage=[访问范围不足。预期:[friends_list]], CorrId=[EOS-hJIqUkVNG0qVeThQ2TCdKw-pMTKWVs9kEeD5T9O0KCWmA]LogSlate:窗口“插件”被销毁LogSlate:窗口“插件”被销毁LogMetaXRSim:错误:无法解压缩文件。LogMetaXRSim:未安装 Meta XR 模拟器。安装 Meta XR 模拟器。LogMetaXRSim:错误:无法解压缩文件。LogMetaXRSim:未安装 Meta XR 模拟器。安装 Meta XR 模拟器。LogDerivedDataCache: C:/Users/aihi/AppData/Local/UnrealEngine/Common/DerivedDataCache: 维护在 +00:00:00.000 中结束,删除了 0 个文件,总大小为 0 MiB 和 0 个空文件夹。扫描了 1 个文件夹中的 0 个文件,总大小为 0 MiB。
When using the unreal engine 5 integrations plugin, downloaded from the developer app, my VR hands in unreal are no longer rotated to track the controller correctly. Both hands are offset and rotated from where they should be. Project was working yesterday and broke overnight. Has anyone experienced this issue before?
I've been trying to get up and running with Gear VR development on the Unreal Engine, but when I follow the docs, they lead me to a missing GitHub repo - https://github.com/oculus-vr/unrealengineI am a member of the Epic Games organization, and I can see Epic's Unreal repositories no problem. I can even see Google's VR fork. But not Oculus's. What happened to it?
When i add "MetaXRInteraction" to basic Unreal 5.5.3 everything is ok.But when i add "MetaXRInteraction" to Oculus Fork 5.5.0 (UE demands recompile plugin) my virtual hands has:1. Fine hand recognition (fingers)2. Wrong hand (wrist) rotation ( left hand +30 degrees, right hand -40 degrees)3. Wrong wrist position (different levels left hand +10 cm top right hand -5 cm bottom)How to fix it?
Hi, i want make Location Based multiplayer game, i want make local multiplayer. Can you give any tips on how best to do this? Do I need a subsystem, what plugins are needed and what do you find useful.
Trying to connect 2 peoples in one environment via internet. No luck.I can use EOS, but quest overlaying it's own services, which hardly communicate with EOS.In oculus samples there is a Unreal-Discover sample, but after recompiling it and uploading it on Meta store, it won't start. The main thing that this sample is overloaded, and hard to understand, where is error located. Any link or tutorial about quest web multiplayer?
any good function exists?
Hey developer forum!Is there any way to prevent objects going through walls and other objects during the grab. I'm using Meta Interaction SDK v76 inside my Unreal Engine 5.5.1 project.
hey please trying to implement in my own project the space's logic especially the game instance. As shown on the picture, I noticed those nodes especially the 2nd runs the logic. my problem is where and when are they called exactly as they are custom events. I have gone through all blueprints and classes to understand but really not.
我在官方文档里,获取了空间锚点的示例,在虚幻中打包放到quest设备中,我将创建的锚点保存,重新进项目读取不到创建的锚点信息。空间锚点的示例无法正常工作,请问有方法解决嘛。万分感谢!
Hi Support,Currently we are following the document to do account linking, but now we always got this error {\\\"error\\\":{\\\"message\\\":\\\"Token not authorized for user 103875445938599 and organization 102879835121857.\\\",\\\"type\\\":\\\"OCApiException\\\",\\\"code\\\":10,\\\"error_data\\\":{},\\\"fbtrace_id\\\":\\\"AS4dDquAP4jQRofb-DZuzBm\\\"}}\""}Could you please help explain what caused this issue?Also I had a try mentioned in this document, if I do step 5 immediately after step 4, I will get the token not authorized error, but if I add a delay like 5 seconds before step 5, then the request will always be successful, it seems that the oauth token from step 4 needs some time to take effect in Oculus?Thanks
I followed the documentation as on how to install Meta XR simulator V76 on unreal correctly. When I play test with a single player project everything is okay but as soon as i use two players in listen server mode, it crashes (close on its own) after few minutes. please any idea? i really need to test for replications directly without packaging the project.
Hello Devs,I am using Meta Interaction SDK(https://developers.meta.com/horizon/documentation/unreal/unreal-isdk-overview/) with Meta XR plugin 76 and Meta XR Interaction 76 with Unreal Engine 5.5.4Please have a look at the BP screenshot how I implemented the hand detection on component begin overlap on static mesh. If you know any better solution, Please share.I hope this will help other devs. I would like to thanks to Meta Developer support for the motivation.Saurabh SaxenaFollow me on Youtube(https://www.youtube.com/@DelhiTechnologyClub ) and Instagram(https://www.instagram.com/mesaurabhsaxena/ )
Hey,I'm looking for any guides on building a networked VR game using the oculus subsystem via blueprints in Unreal.I don't seem to see anything online.I've found this: https://forums.unrealengine.com/development-discussion/vr-ar-development/106631-single-multiplayer-touch-vive-proteus-blueprint-only-templateBut it's overloaded, and buggy.I've managed to get networking working with steam subsystem. But I'd like to use the oculus subsystem.
I'm confused by how to install the oculus platform SDK as shown in https://developer.oculus.com/downloads/package/oculus-platform-sdk/ I have downloaded the SDK, but I do not know where to put these files Is there a guide on how to set up the platform SDK?
Hello, can anyone confirm they got Insights working with UE5?I followed the instructions that got it working in 4.27 but it just doesn't want to connect in 5.0. Missing a profiler is quite bad. If anyone got it working can you please reply. A simple Yes/No would do, then at least i'll know its something with my setup. Please!
Hello. I recently downloaded and opened my project on (UE5.3 meta fork). Everything works fine. But I have a question. If for some reason, after some time, I want to return my project to (UE5.3 Epic), can I do this? Because (UE5.3 meta fork) has its own additional settings, which (UE5.3 Epic) simply does not have.
I am using Unreal Engine 5.4.4 with the MetaXR plugin v66, and I also tried v71 with the same result.I want to have some objects anchored in the room, and I want to interact with them using a pointer attached to the controller.To do that, I am using the Blueprint events "OnComponentBeginOverlap" and "OnComponentEndOverlap", when I touch another object with that pointer component, these events are called once when beginning the overlap, and once when ending the overlap. If the other object is a child of an actor with an OculusXRAnchorComponent, these events are fired constantly, even if the object and the pointer seem to keep colliding.
Hello,Developing with Unreal Engine 5, we're trying to mimic the default Quest 3 experience, meaning :- Seeing the Controllers- Seeing the Hands holding the controllers- Having Controller's Buttons animation when pushed / triggered/ moved (joystick)- Having Hand's animation when pressing / triggering / moving (joystick) / just touching a Button with the thumb.In the Hand Sample, I've found something like that, but it seems very outdated :- Controller's model is the old Touch Controller with hoop- Hands have basic animations, but most detailed ones are missing (X/Y or A/B button touched, joystick moved, etc.)So, my questions are quite simple and obvious :- Is there a way to get the new Controllers as Skeletal Meshes with Animations ?- Is there a way to get the according Hand's Animations ?If not, are they provided in the Unity plugin, and if so, is there a way to export everything in FBX format from Unity and import it in Unreal ?Thank you
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