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Hello,I'm trying to get a unique ID offline of the Oculus Go on Unreal Engine that can be persistant between resets or at least between oculus updates. I was using at first the Persistent Unique Device ID from the Mobile Utils Plugin Project (https://forums.unrealengine.com/community/community-content-tools-and-tutorials/86113-free-mobile-utils-mobile-community-project) but the ID of some of my oculus changed after oculus updates, it also changed between resets.I tried different others functions but none of them seems to work :FAndroidMisc::GetLoginId() and FPlatformMisc::GetLoginID() does not return a persistent IDFAndroidMisc::GetDeviceId() and FPlatformMisc::GetDeviceID() does not return a persistent IDFAndroidMisc::GetMacAdressString() and FPlatformMisc::GetMacAdressString() returns nothingFAndroidMisc::GetUniqueDeviceId() and FPlatformMisc::GetUniqueDeviceID() always returns the same stringI also tried to use the Get Oculus Identity function from the Online Subsystem Oculus plugin
When I build out our project using Unreal 4.25.3 oculus integration using standard save features, it works on the consumer headsets but does not save on the Enterprise edition headsets, also known as the business edition headsets. Why are these different and how can I include the proper permissions to get around this?
I am trying to make an app for Oculus Quest using Unreal Engine and the Oculus VR plugin while developing on macOS. I wish to access the settings of the Oculus VR plugin in the Unreal Editor in the "Project Settings" panel in the "Plugins" section, but the OculusVR item does not appear (see first screenshot below) even though the Oculus VR plugin was enabled in the "Edit->Plugins" menu (see second screenshot below).The expected appearance of the OculusVR plugin settings are described in the "Configure the Oculus Plugin for Unreal Engine" guide. I have followed all preliminary steps listed in Oculus' Quick-start guide for Unreal Engine development on Quest.I have experienced this behavior with both the Unreal Engine editor binary download from the Epic Games Launcher, as well as from the editor I built from source using the Oculus-VR Unreal Engine repository.The versions I used are: Epic Games Unreal Editor Binary: 4.25 Oculus Source Code for Unreal Editor:&
I was trying to test performance on Gear VR with modulated shadows from directional light turned on and it doesn't seem like modulated shadows are supported (or rather none of the dynamic shadows types is supported).Is that the case or do I need to do something special to get modulated shadows working in mobile VR ?Thanks
Hi,I try to get Username / OculusID via blueprints.Entitlement Check succeeds. The Nodes "Get Oculus Identity" and "Get User Profile" seem to do nothing.Is there a way or a workaround to get the username via blueprints?Best Regards,Andi, DEFICIT Games
Please work with Unreal and implement more Oculus SDK features as Blueprints for Unreal.Things like VoIP, Oculus Avatar integration, inviting friends to sessions/joining friend sessions, and other SDK/OSS features.This would really kickstart a lot of development teams in creating multiplayer VR games using Oculus Sub Systems and SDK features.If there is any news on this topic an Oculus Dev can share or any ETA for new BPs etc. I'd love to hear it:)
Hi, I am trying to create a build for Rift and submit it to the Oculus Store but during the validation process the VRC.PC.Audio test failed - it looks like my game does not target the correct audio device.I tried all of the settings and solutions I found on different forums and documentations but non of them worked - although most of them looked a little bit outdated. The only thing I found is that it should work automatically but unfortunately, it isn't.I'm using Unreal Engine 4.25.4 with the built-in Oculus SDK.Is there any known solution or workaround for this problem or I just simply missed something?
Hi All,using Unreal 4.14 and blueprints I cannot seem to be able to get the entitlement check to work.It just crashes(fails) every time. I think I have done what is needed but maybe you can tell something that I am missing?- The Oculus subsystem plugin is loaded.- I have added a DefaultEngine.ini into a 'Config' folder in the project root.- I addded the blueprint node that does the check to my startup levels Level Blueprint.Is there anything else I need to do?EDIT: Btw, this is a No c++ project, so far. And with the Oculus subsystem now being a plugin would I need to do any of the build file edits as I see described elsewhere?Cheers, Fred
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Hello, I've been trying since several days to launch an apk natively into my QUEST 2, no matter what I try to solve this issue I always get the same error which is the title of the thread. anyone had this issue and succeed to resolve this ? thanks for your helpJ
We upgraded from 4.25.3 to 4.25.4 (tag: oculus-4.25.4-release-1.55.0-v23.0) We are using HLOD volume in order generate proxy meshes, but the tool which is used to generate this is buggy in 4.25.4. When we check merge materials options, the combined texture we get from merging is pink. So whenever Proxy mesh gets activated according to screen percentage we see pink meshes. This is happening in editor and when we run on device, when we are up close to the objects they appear normal but when we move away from the objects they turn pink. Been searching and haven't found an answer yet. Has anyone else seen this and know how to fix?
Hello,We are integrating the room invites into our app and we can successfully launch the inevitable user flow and people receive invites and can accept them from the dashboard, however, upon accepting it launches our app and the LaunchDetails are empty and we don't see any additional information in the log that would indicate that this is a launch from an accepted invite. As such we cannot join the accepted invite. Right now as a workaround we use ovr_Message_GetRoomInviteNotificationArray to get all notifications and join the first one, but this is not a shippable solution.Are we missing some documentation on how to accept these invites from the Oculus dashboard and launch the app and retrieve the information from the launch, somehow? We are reading developer-oculus-com/documentation/unreal/ps-rooms, however, this doesn't explain how to join the room when you accept the invite from the dashboard, only when you read and show the notifications in the app itself.Is there documentation o
Hi,I get the following error on starting/loading my UE4 project:LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.But I am logged in. Oculus Home is running. Never had this before with my settings.As a result I get entitlement check errors while packaging for Android. I had this a few engine version ago and solved that by removing OVREntitlementChecker from GearVR_APL.xml.UE4.21.2Codeworks 1R7Oculus Home 1.34Oculus OnlineSubSystem version 1.24.0Entitlement node includedAny idea?Cheers,Martin
In UE4.25.3 running the create session node from the Oculus OSS hangs on the AddRequestDelegate:OculusSubsystem.AddRequestDelegate(ovr_Matchmaking_CreateAndEnqueueRoom2(TCHAR_TO_ANSI(*Pool), MatchmakingOptions), FOculusMessageOnCompleteDelegate::CreateRaw(this, &FOnlineSessionOculus::OnCreateRoomComplete, Session.SessionName));OnCreateRoomComplete is rarely triggered (1 out of 20 tries maybe?). The ovr call is received on the api end because it generates a CreateAndEnqueue2 with a room ID in it, and does successfully matchmaking enqueue on the matchmaking platform.Anyone have any ideas? I've been struggling with getting a dedicated server setup for weeks now.
Anyone know what I need to do for this? After updating to Unreal 4.25, it seems that now our .apk for the Quest ends in 'arm64.apk' instead of 'arm-es2.apk'. I think maybe the uploader is unhappy with that. Does it expect the name not to change? How can I fix it?
Does anybody know if the GPU Lightmass also works for VR production? Just curious. Because the GPU Lightmass requires Ray Tracing, but no way to use Ray Tracing for VR. And so far all my tests, baking with GPU Lightmass and deploying to the Quest2 failed.Thanks for all your thoughts,cheers
*UPDATE* I've isolated the issue to "Vertex Fogging For Opaque" (Forward Renderer), when this is enabled I get the issue, when it's disabled everything works great. Still not sure why... When using Oculus Link, when I unselect Instanced Stereo and just have Mobile Multi-View selected and Play in VR (to my Quest2) the right eye seems to be rendering the scene twice, split in the middle, right half black with objects, left half normal-ish with some objects removed. Images attached as links.When I Launch/build to my headset the images render fine to both eyes. And when I turn Instanced Stereo back on it also renders normally. https://ibb.co/GQyVLH3https://ibb.co/1nkJRMdUE 4.26.latest + UE Oculus GitHubBuild.release show same issue
Hello, UE 4.26 was released 3 Dec 2020 (month ago), but Oculus-VR repository (Oculus-VR/UnrealEngine) still use 4.25 as main branch. 4.26 has a lot of features for gaming development. Official UE4.26 has old Oculus plugin 1.51.0. Does anyone know the release time?
I've tried to sign my apps the same way I did for Google Play Store, but App Lab won't accept them. There must be some new way to sign apps I'm not aware of. Can anyone who's successfully submitted to App Lab tell me how they signed their apps in the Unreal Engine?
Using Oculus UE4 version 4.25.4.If I add a sub-level set to initially loaded and initially visible I get a crash in:01-05 10:14:07.858: D/UE4(4086): Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile [File:I:/GitHub/OculusUnrealEngine/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp] [Line: 2098] 01-05 10:14:08.502: A/DEBUG(4414): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***01-05 10:14:08.502: A/DEBUG(4414): Build fingerprint: 'oculus/hollywood/hollywood:10/QP1A.190711.020/12018400103000000:user/release-keys'01-05 10:14:08.502: A/DEBUG(4414): Revision: '0'01-05 10:14:08.502: A/DEBUG(4414): ABI: 'arm64'01-05 10:14:08.502: A/DEBUG(4414): Timestamp: 2021-01-05 10:14:08-070001-05 10:14:08.502: A/DEBUG(4414): pid: 4086, tid: 4403, name: RenderThread 4 >>> com.YourCompany.BobsQuest4 <<<01-05 10:14:08.502: A/DEBUG(4414): uid: 1016601-05 10:14:08.502: A/DEBUG(4414): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fau
Hi, I started integrating PSO cache into my oculus quest build. I followed this instructions docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/index.html to gather the pso data and build the .stablepc.scv file that I put inside /Build/Android/PipelineCaches. When building the project PSO Cache wouldn't start compiling shaders until the changes from this thread forums.unrealengine .com/development-discussion/android-development/1707967-after-migration-ue4-22-4-24-pso-cache-loading-running-is-not-working. Right now it compiles the shaders when starting the game and the hitches are gone but some materials aren't shown at all and some are only shown after some time(This happens only to observed and cached materials). I'm working on a oculust quest 4.25 engine. I tried the changes from this thread( developer.oculus .com/first-access/forum/santa-cruz/post/3672220449455893/) but with no luck. Here are the PSO logs from the compilation codeshare .io/G6Pd0g Sorry for the shitty li
According to the v23 release notes, the current integration is 1.55.1.My UE4 won't (can't?) update the plugin from 1.44. Can't see where to upgrade it in the plugins list. See pic below.My engine is 4.25.4.
Mac Pro initial 2011, 4GB ram, you think work with UR4engine ? or better some Windows desktop ?
I'm curious if anyone has managed to get OpenXR working with a Quest and Unreal Engine 4.26? The release notes for 4.26 includes "New: Added Oculus Quest platform support to OpenXR."I've posted this as an issue on the Oculus Github fork but I'm cross-posting it here as well to see if anyone has had better luck than me.I've built a small test project was built using the current 4.26 branch in the Oculus fork using a blank UE template project, as well as Epic's 4.26.1 engine from the launcher. The project was built using Android platform 29, NDK 21.3, Vulkan and armv8-a. Plugins used were the OpenXR, OpenXRHandtracking and OculusOpenXR plugins with the regular OculusVR plugin disabled. Project settings include enabling mobile multiview.The project runs and shows no particularly obvious errors, but just displays a black screen. The Oculus button when held down will show the recentering icon, but pressing the button will not return you to the dashboard unless the app is clos
Hi, I'm using U4.24.3 on Win10 I'm trying to follow this the Unreal DASH Overlay Focus of the Oculus documentationBut i can't fllow this step:Enable overlays in the Unreal Engine Editor by navigating to Edit > Project Settings > Plugins > Oculus VR > Mobile, and check Focus Aware. 1/ I suppose my Oculus VR Plugin is greater than v13: it's the 1.41 that comes with Unreal 4.24.3...2/ All the link from the Version Compatibility Page link to a 444 Page not found. (Suppose i wan't to update to 1.52...)(developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/)3/ My OVR plugin is Enabled but it do not appear in the Project Settings > Plugins 4/ the only way i found to display the it in the Project settings is to Enabling "Oculus Avatars Plugin" display 5/ But the option "Focus Aware" do not appear in the Mobile section of OculusVRSo, something is definitely wrong here.Anybody to confirm this or with a proper solution?We need understandable
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