Unreal Development
Recently active
Hello there,I've looked into adding basic support for "Invite Friend to Session", "Accept Invite", "Reject Invite" and "React to Invite".Now I did things like these with Steam already, but it seems like Oculus didn't implement all needed functions.Here is how I would expect it to work:- PlayerA invites PlayerB to an open game, either via InGame FriendList, using the UniqueNetId and the SessionInterface, or via Oculus own UI.- PlayerB receives the invite, inside the Game and outside the Game in Oculus own UI.Now either:- PlayerB decides to reject the Invite either through InGame UI or Oculus own UI -> Notification closes, nothing else should happen.OR- PlayerB decides to accept the Invite either through InGame UI or Oculus own UI -> Notification closes, PlayerB joins PlayerA's session.Now some of this works, other things aren't documented or no one really asked about that yet.I found one post on this forum, but it was never answered by you.What I know how to do is:- Invite a Frien
My game has an open world running on a dedicated server where clients can join and leave any time. It also has PvP sessions using Oculus' matchmaking service. To use the matchmaking service I have to use the OculusNetConnection net driver. If I set this up in DefaultEngine.ini, then clients can host/join games, but they are not able to connect to the dedicated server due to 'Connection TIMED OUT'. If I roll back to the default UE4 netdriver, then clients can join to the dedicated server, but obviously they can't make sessions. How can I connect to the dedicated server using OculusNetConnection? Here is the DefaultEngine.ini:[OnlineSubsystem]DefaultPlatformService=OculusbHasVoiceEnabled=true[OnlineSubsystemOculus]bEnabled=trueOculusAppId=**********************RiftAppID=**********************[Voice]bEnabled=true[/Script/OnlineSubsystemOculus.OculusNetDriver]ServerTravelPause=4.0[/Script/Engine.GameEngine]+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsys
Hello everyone,I'm currently setting up a test project to make sure everything related to hosting and joining a session is working.I enabled full debugging on the Logs of UE4 as well as using the Tools you provide for listing active rooms.The setup:I'm using the Launcher Version of 4.18.3. The project was created with that version, so not updates happened.I'm packaging the projected and using this version on both PCs.Both PCs have Oculus Home running and a Rift connected.The "MainMenu" map is called "TestMap", while the "GamePlayMap" is called "GamePlayMap".Creating a session opens "GamePlayMap" as a ListenServer.What does work:Both Player's Entitlement check is successful.PlayerA can "Create" a Session for a BROWSE POOL (CUSTOM_POOL).PlayerA travels to the "GamePlayMap" as a ListenServer.PlayerB can "Find" the Session via that BROWSE POOL (CUSTOM_POOL).Calling "Join Session" on the Session result connects PlayerB to PlayerA.Dumping the Session Information on PlayerA shows PlayerBs ID
Users of Unreal Blueprints an NOT make apps for App Lab at this time. Even if you manage to get past the herculean demands and labyrinthine hoops, at the end, you'll always be sabotaged by Android Permissions. The "ManifestRequirementsOverride.txt" can be used to turn off a few, but still others will require untouched. The rats nest of Plugins makes it more likely you'll disable your own game before you disable even a few of these "Permissions". I found one solution, but it requires you RECOMPILE an entire Unreal Component and customize it to prevent Permissions from being asked. This is a daunting task for a Blueprint user. Unless Oculus relaxes their strict Permission policies or Epic finally makes a tool to remote all Permissions, Unreal Engine Blueprint users are sunk.
Hello,I have been trying for a while now to get Unreal to find Oculus sessions that I create but nothing I do seem to make it work and I am not sure why at all.Is this meant to work with blueprints?I have tried with both simple default Pools, Advanced Pools and Custom Pools.But never got a valid return from the FindMatchmakingSessions blueprint node.I get Oculus user ID's fine so I know the basic setup is correct. Also I manage to create the session fine.I just never seem to be able to find the sessions, allowing me to then join them.This is one of the ways I have tried:gets me: (note, the 'join' in the screengrab here is by the id that did the create session, ie an auto self join)But then I don't get any data doing:We are using UE4.18.1Is there anyone that can clarify how this is meant to work?I need to get that 'Result' array so that I can chose and feed into the 'Join Session'.CheersFredrikUPDATE: The magic combination seemed to be to use a 'Custom' pool and also o
I have a team of excellent artists and Unreal Engine 3D modelers and am looking for a app development team to work with us to create an Oculus Quest app. I have looked on upwork and have not found what we are looking for. Does anyone have any other suggestions?
Hi!I`m trying to create a Hello World of a Quest app connecting to a dedicated server running on the same home wi-fi. As I understand this should work easily.I`m using the latest 4.24 Oculus UE branchI can run the server and join it locally thru localip on windows, but when I launch a client on Quest, it only loads up the entry map, the Open blueprint method (ip to my windows server) executes, but nothing happens. The app is running fine, logs show no failures.I`ve gone through all the server and oculus quest tutorials that I could find, but none really mention this combination that I need. Maybe I`m missing something trivial.0]LogWorld: Bringing World /QuestHands/Maps/entryMap.entryMap up for play (max tick rate 0) at 2020.07.19-23.59.1407-19 23:59:14.748 12890 13846 D UE4 : [2020.07.19-20.59.14:748][ 0]LogWorld: Bringing up level for play took: 0.00106707-19 23:59:14.749 12890 13846 D UE4 : [2020.07.19-20.59.14:749][ 0]LogGameMode: FindPlayerStart: PATHS NOT DEFINED or NO P
I'm trying to set up multiplayer in an Oculus Unreal project, just using LAN for now. It finds the session and the JoinSession node succeeds, but it doesn't proceed to the level. The logs say it uses port 0, which seems wrong. Even though I have DefaultPlatformService=Null, I do have OnlineSubsystemOculus enabled. Is there something about that which would set the port to 0?I tried looking at the Oculus PlatformSDK Unreal sample, but I don't know how it works. Do I need two different user IDs to test that?
We've been having this issue where after a player joins a multiplayer match, he will sometimes leave or crash or otherwise become disconnected. When he or other players then try to join a match, the player who disconnected actually shows up in the server list as *hosting* a match. The FindMatchmakingSessions node is returning a non-working session result with the name of that disconnected player for the name of the server.Anyone else seen this? Is that a bug, and is there any way to detect that it is a bad server? The session result doesn't seem to provide any other information than NumPlayers, MaxPlayers, Server Name and ping. Maybe I can check the ping, idk, but it seems like a poor solution...
In this post, you will find potential fixes for UE4 issues with VRC.PC.Input.3, VRC.PC.Input.2, VRC.PC.Input.10, VRC.PC.Functional.3, Leaderboards, Achievements, and Online Sessions. Feel free to jump to the point you need instead of reading everything, but I'm sure you will read these tips more than once. :) ----------Background:It's been almost 2 months since I started to implement the Oculus platform in my game to be compatible with the Oculus Store guidelines, and it's been a bumpy journey for many reasons. Thanks to the UE4 community and the Oculus Developer Support team with their fast and active responses, all has been solved in a short time. Below, I will describe in detail every single issue I faced, which should help you if you're facing the same problems:Main reason for me was bad timing, Oculus had a bug on their "online session" (but the fix is available now and probably merged with 4.21.1 ) , as for Official Epic launcher version of UE4 still have
I am a UE4 developer , how to package gesture recognition to PC. In editor, start VR preview, gesture recognition is normal, but after packing, gesture recognition cannot be displayed .please help me, thanks!
Hi,Can I use controllers as an addition to my hands? For example, as additional trackers for real items.PS: Perhaps it doesn't matter, but I'm developing with the Unreal Engine.
macOS BigSur version11.2.3Mac mini (M1, 2020)Chip Apple M1 8GB Memory Installed!!Oculus for macOS(iOSもあるよ) Version 108.0Oculus Developer HubUE Version: 4.26.2-15973114+++UE4+Release-4.26 I don't know what to do.I want to implement 3DCG.
I'm trying to figure out how to do cloud saves to satisfy https://developer.oculus.com/distribute/vrc-quest-functional-4/.I'm using Unreal 4.24. I was hoping that just enabling cloud saves in the app portal would magically know that Unreal saves all its save stuff in the same save location, and would manage to get that into the cloud. Alas.Are there more steps for setting this up than what is in https://developer.oculus.com/documentation/unreal/ps-cloud-storage/?device=QUEST ?What do I need to do to get Unreal's ISaveGameSystem stuff to write to the cloud save directory?I was also trying to figure out what the cloud save directory is with ovr_CloudStorage2_GetUserDirectoryPath, and I am getting an error "Caller does not have permission to use platform on behalf of this user", what does that mean?
Hey,I already implemented an objectpool to avoid spawning a lot (well .. 20) actors in one frame during gameplay.So what I do is when I need actors, I move them and activate them (setActorHidden to false) and activate their components.This somehow causes the GPU to increase in ms for some seconds, until it will go down.Sadly it increases even more depending on how many actors are changed to visible. So it could go high as 40ms, which laggs a lot.Did anyone experience this before?
Hi all,We are a small team and currently working on our first VR project and looking for some solutions on how we could connect our backend which will be JAVA based with the Unreal Engine. I am relatively new to Unreal and I am looking for some guidelines choosing an API for this.Thanks for your time.
Testing 4.23p7. Has anyone noticed / can anyone confirm that projects converted from 4.22 crash immediately on the Quest? Steps to reproduce;1. start 4.23.0p7 from launcher2. select an existing project and Open A Copy3. in the project settings, change the 'Package for Oculus Mobile Devices' to Quest4. package + install5. open on Quest - immediate crash - no splash screen.In the logcat I see:Fatal error: .... ShaderCompiler.cppError: the global shader cache file '../../../Engine/GlobalShaderCache-GSGL_ES3_1_ANDROID.bin' is missingAny suggestions?Edit1: tested some more and I get this error as well with a brand new 4.23p7 project. Reported @ Epic.Edit2: changed the title. Problem seems to be the GPU lightmass plugin. If that code is in the UE dir, it crashes builds on the Quest. More info in my post #5Edit3: same issue and workaround for 4.23.0p8
I am creating a VR project using the oculus-4.26.1-release-1.59.0-v27.0 branch of Unreal Engine. I have done the default Android setup as mentioned in Unreal Documentation. I have also added the paths to the SDK, NDK and JAVA in the "Android SDK" section of "Project Settings"Now, my questions are,What values should I put in the "SDK API Level" and "NDK API Level" in the Android SDK section of Project Settings?What values should I put in the "Minimum SDK Version" and "Target SDK Version" in the Android section of "Project Settings"?Do I need to download any other version of Android SDK or NDK using Android Studio? I currently have Android API 30 and 29(Android 10.0(Q)) SDK installed. For NDK, I have 21.1.6352462 Installed. I have searched for answers regarding these questions everywhere and all the posts about these are out of date. Any help will be appreciated!
Hi, I have issues try to get the oculus to work with UE 4.26. I'm using a mac, so I'm testing with a default vr project before to put in mine, i don't have any problem when using 4.25, is all working fine, i set as in the manual here the project for VR, i have android studio installed and everything g set up correctly i can move around and i can navigate throughout the environment with no problem and everything is working as intended, control reacting well and working properly.While if i try the same on 26, i get stuck in where the camera is, and with the teleporting symbol on the floor and controller are messed up, so i have my left hand with right mash, the other mash is left on the floor and anyway they not react with the triggers like the used to in 25. as well I can't move physically around it's just static. I tried to follow the setting in the website bit also tried to keep the working on 25 but there is no luck. To mention as well that on 25 when oculus is connected i
I'm trying to publish a small VR experience I put together over the years. After I packaged it (ue4 (2.24.3) the sound only works when the Oculus Dashboard is open. No Sound when in the game. I don't have any "in focus" Notes attached to my soundnotes. Did anybody experience this before?
Is it possible to stream Youtube videos to the Oculus Quest 2 headset and use like a video texture? This is possible with Unity, but I have not found a similar solution with UE4. Seems even loading mp4 videos in the Quest 2 is currently broken on UE4 still. Any solutions would be greatly appreciated.
When running our game in Unreal, with a Rift connected, there is a constant spam of this:[OVRPlugin][ERROR] ovr_GetHandPose failed: ovr_GetHandPose: Only Oculus Link is supported. What can I do to fix that? In addition it will also show a variation on this error, like this: [OVRPlugin][ERROR] 01/04 08:26:41.115 {!ERROR!} [Kernel:Error] OVR Error:Code: -1009 -- ovrError_UnsupportedDescription: ovr_GetHandPose: Only Oculus Link is supported.OVRTime: 70361.923482 Thanks!Bob
I've been getting this error ever since I upgraded my project to ue 4.24.3 + oculus sdk 1.46.0[OVRPlugin][ERROR] ovr_GetHandPose failed: ovr_GetHandPose: Only Oculus Link is supported. (c:\cygwin\data\sandcastle\boxes\trunk-hg-ovrsource-full\software\oculussdk\integrations\ovrplugin\main\src\util\compositorcapi.cpp:79)I don't do anything with Oculus Link, there's no cygwin folder in my c: drive, and I don't see any "GetHandPose" function in my project... This error spams the heck out of Visual Studio debug log, but doesn't show up in the UE4 editor log.Any ideas?
Hi, I am trying to make a roomscale app for the Oculus Quest. I am using blueprints. I have a camera attached to a VROrigin (scene component). When I hold the Oculus button on the Oculus Quest the app re-centers based on the direction of the HMD. This is a problem in roomscale since it rotates the level. In project settings/OculusVr disabling "recenter HMD with Controller" does not stop it. VRNotifications (delegate-VRControllerRevcentered) is called when the button is held. I can do something after it is called, but I would really like to disable it or find a workaround so that it doesn't rotate the level or change your position. THANKS FOR READING
Hi there,I have been trying to setup multiplayer sessions with the Oculus Sub System enabled, on UE 4.18.3. I have the entitlement check working correctly, I can successfully create a match.However, the issue is that when I use the find sessions matchmaking node, it fires the success output but the results array size is always 0. (Note: I'm only hosting one session at a time so thats why I get the first result in the array, but the array size is always 0 regardless).Here is the setup of my blueprint: https://image.prntscr.com/image/HOS-lW6zQ_mdQ7Z6A3q6Jw.pngIs there any particular steps I need to take to get a blueprint session result correctly?Thank you.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.