Unreal Development
Recently active
RenderDocForOculus_v25_0_1_12_64 support UE4.26.2? or it just support UE4.25.4?i use UE4.26.2, and fail to Capture a frame...
Dividing Levels, how to decide to divide or not, based on what?Just like traditional console games, VR games have too much content to be loaded all at once, and must be divided up into levels.moreover, it seems impossible to divide for a forest landscape.
open-world in VR is very difficult to make performant, right? so what resolution and size is better set to the Landscape for a scene with many trees and grass
any solution to make StaticShadow for Wind-Tree still swing like DynamicShadow?change the UV of StaticShadow is possible?and is there any way to improve performance of the Windy-Tree’s self shadow which means the shadow on the dark side leaves, only can use Dynamic Shadow?thanks!
is there any plugin which popup ui to enable toglle RenderSettings as in the editor?
ue4 support combine baked-shadow far away camera and dynamic-shadow near camera automatically inside the engine?how to use it? 1st, bake shadow for the whole scene, and then what should be set to make near the camera use dynamic shadow, further combine dynamic and baked shadow, further more totoally use baked shadow.thanks!
what’s the normal settings for Oculus Quest 2 in ProjectSetting->Renderingthanks!
about 100 fps on Win64, but about 5fps on Oculus Quest 2…what optimazition should do for Quest2 from desktop normally
How do we develop against the https://graph.oculus.com/application/subscriptions api endpoint and make sure it's working, without charging $$? It seems that even if you cancel a monthly subscription it's still good for the month. Other similar APIs we've used before allow for a test account of some sort, or putting a test credit card number on an account sort of thing.
still 70fps in empty Level after turn on 120 Hz on Oculus Quest 2 experimental feature
sync the Hands & Head position&rotation realtime by 6-DOF VR contollers & headset?Meanwhile, nomatter how strange poistion&rotation the VR Hands & Head are, the virtual skeleton mesh works and appears well which means for every input the Pose of the virtual skeleton mesh will have normal legal pose and the model and skin will never broke.(is the Constraint a solution to give limits then filter and do nothing if the input exceed the limit).Thanks!
how to attach a Bone to the VR hand contoller? the bone is on a Ragdoll.if use socket, doesn’t it have to add many sockets? for each bone…the LineTrace can return every bone. in the starter project Event Pickup, Static Mesh Component, Set Smulate Physics==false, then AttachComponentToComponent. from BP_PickupCube
oculus quest 2, how to make the vitual hands which means the contollers Physical, eg.Ragdoll can climb on the Hand, and the Hand can sweep away the Ragdollthanks
how to make the VR hands’ collision as complex shape which seperate each finger BUT not a shpere?thanks! so VR hands’ collision as complex shape which seperate each fingure;meanwhile despite the presice Collision, I still want it be able to Grab ragdoll by Physics Handle and StaticMesh by AttachComponentToComponent, in order to do this, I NOW use SpereTrace which is just like a bounding sphere of the hand.Is it good to keep these 2 shape working together?OR is there other better way to do this? eg. don’t use Trace BUT use OnOverlap? and I wonder that how to do other things besides collision, eg. grab. many demos do Grab using grips and maybe along with some Trace method whether lineTrace or SphereTrace. so if used SphereTrace, it will be very tricky to set the position and size of the Sphere, in order to do more things like Grab other than collision.Or, is this Grab able to be realized by do things in OnOverlap…or some function responding events? maybe it’s much better than u
is there any free Virtual Reality Tracking sdk or tutorial?found this one , but not free.https://www.deepmotion.com/virtual-reality-trackinghttps://blog.deepmotion.com/2018/04/30/how-to-make-3-point-tracked-full-body-avatars-in-vr/is full body IK such as Power IK & poseable mesh which used to track head and hands a solution?thanks!
any free Full Body VR Avatars solution?thanks
Hello, does anyone have any blueprints and/or code they would be willing to share to create an sbs 3d video player in VR? The only recent tutorial I can find has a broken image in the tutorial. Thanks in advance!
I have a quest app uploaded to AppLab, but the test results give a security warning about upgrading the OpenSSL library due to a security vulnerability; however, anything that uses the OpenSSL library is from the Engine or its Plugins. Is it possible upgrade the OpenSSL library without breaking Engine/Plugin code? UE 4.21 (Oculus)
I cannot get a simple Oculus project to work in UE4, and have no idea why. Here is what I'm doing:I've downloaded and built from source the Oculus UE4 branch from Oculus' Github. I'm using 4.18.I've created a simple, empty project.I've created an app on my organisation developer page, and copied the app id.I've also added my Oculus ID to the Team list, and I'm logged in with that user on the Oculus app.I've added these lines to the DefaultEngine.ini (where MY_APP_ID is the app id from above)[OnlineSubsystem]DefaultPlatformService=Oculus [OnlineSubsystemOculus]bEnabled=trueRiftAppId=<MY_APP_ID>I've enabled the Online Subsystem Oculus plugin and restarted the engine.In the Level Blueprint, I've added this logic to check for entitlement:When I then hit to simulate in VR Preview, this is (part of) the output I get:LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnline: Warning: Oculus: Could n
Using the oculus online subsystem I have not been able to join another users session (matchmaking or room). I've integrated the Unreal OVR SDK sample, added my oculus app ID, changed the matchmaking key to my own which is user and system created, and am running two separate packaged instanced on separate machines that are using separate internet connections so that unreal doesn't revert to it's own subsystem that I've seen can happen automatically over LAN. I can search for sessions correctly and see what oculus user is hosting but always fail to join. I've included my log files that show a connection being attempted but I can't figure out the exact issue that's stopping a connection from being accepted. The pertinent line seems to be: [2021.05.22-00.56.06:086][226]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 4097954510325963.oculus, Name: OculusNetConnection_2147482471, Driver: PendingNetDrive
I have created a platform that is floating mid air above the ground with a working nav mesh bounds volume. This works correctly, but as soon as I set it the platform object to movable and try to teleport around the platform, the teleport point reaches all the way to the ground instead of on the surface of the platform. I am still able to teleport around, but this is obviously a problem. You can see in the image how the teleport point is on the ground and the ring is directly above it on the platform/cube surface. I am using the teleport blueprints that are in the UE4 provided VR examples, The reason I am doing this is to have a large airship that can be flown in the sky, but also able to teleport around it while it flies. Thanks in advance!
Hello!This is my first post. I've implemented a simple BP for thumb stick movement and camera rotation. However, when I "Close" my fist, or pick up an object, it interferes with my movement. My guess is that somehow physics of the hand is interupting my movement. If I close my fist in from of me, I can't move forward. If I put my fist to the right, I can't move right, etc. I started with the mobile VR content. (The one with the ability to teleport and pick-up cubes). This is my BP for thumb stick movement. The 2 sets are for variables I use somewhere else, and they work flawlessy. This is code from the template. I;ve disabled telaporting: Any help or insights would be greatly appreciated! I've worked around it for as long as possible, hoping a solution might present itself. No luck so far.
Using the oculus fork of UE4.26, two sided textures ignore the basecolor node when using the forward shader. This does not happen in unreal 4.26, only in the oculus fork. Has anyone experienced something like that, and what is the best way to combat it?
Hello all, I'm a Quest user keen on Hyperdash, Pop One and Blaston. My company is looking for a UK based VR developer to work with on a project. We would like to build something akin to Wrench and Car Mechanic but for a different purpose. I know Wrench uses Unreal. I'd be really keen to connect with people to discuss the project, whether interested in participating or people who could recommend the right people to speak to. Thanks
Hello, i want to develop oculus quest multiplayer app, with the sessions, host and listeners. How i should to develop multiplayer with Oculus SDK? Coz in the steam, i can find a lot of tutorials how to connect SDK, how to do a host or listener, via blueprints (it's great and easy) c++, and other parts. It's will be good to have tutorials how setup Oculus SDK (i think from Oculus UE4 version) how to do a multiplayer setup with oculus documentation, a simple multiplayer project or video tutorials (will be the best for UE4 devs, coz we like blueprints and visual parts) it's will be helpful.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.