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Hi there,When I set up an app on App Lab for Quest 2, I get the following error when initializing the Oculus Online Subsystem:LogOnline: OSS: Creating online subsystem instance for: OculusLogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithAndroidPlatform()LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.I'm seeing this with every version of UE4 including the latest Oculus build from source. To reproduce, create the VR starter app from UE4, add an app to App Lab for Quest 2 in the Oculus Dashboard and add the following to DefaultEngine.ini, and build/launch to the Quest 2 device.[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueMobileAppId=[App ID from App Lab]Could someone from Oculus please verify that this is either a bug or if App Lab is going to have a limitation of not being able to access the Oculus Platform?
Hey there, are there some app or anyway I can open a Twinmotion Bimmotion file in Quest 2 stadnalone, I mean without cables or wireless... In order to visit a client and take only the glasses with me and show him the project? Tanks
Hello, I am using Unreal Engine editor over Virtual Desktop, but whenever I use the 'Locomotion' UE4 Oculus example, instead of 'Y' or 'B' bringing up the locomotion type like normal over Quest Link, I have to press 'Y' AND 'B' TOGETHER for some reason to bring up the menu. I found this by accident and I know it is SPECIFICALLY a problem with using Virtual Desktop rather than Quest Link, as it works perfectly over Quest Link with no changes. I am hoping to resolve this having the USB cable plugged in while taking the headset on and off over and over for development is going to weaken the USB connector soon likely, plus VD is so much more convenient with no cable. Thanks Brett
On this page it says that the Oculus Platform SDK is on version 23.0.https://developer.oculus.com/downloads/package/oculus-platform-sdk/But on this page it says that Unreal 4.25 uses Oculus Platform SDK version 1.52.0https://developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/How are those numbers related? Are the two "Oculus Platform SDK"'s different things with the exact same name? Does the second page refer to the plugin version?
What are your best Antialiasing Project Settings for VR Quest2 MobileVR Quest for PC (Steam, etc.)Thank you,Bernhard
Running into these errors after App submission to Oculus for Oculus Rift. Has anyone encountered these issues? Does anyone know a solution to them?Our project was failing VRC.PC.Audio.1 in the Oculus Github branch of Unreal Engine (4.25.3). Downloaded the most current version of the Unreal Engine from Oculus’ GitHub branch (4.25.4), which fixed the Audio.1 error due to the new Audio SDK (1.52.0) but gave us these new failures.Passed all tests manually and with the OculusVRCValidator.Working examples for each VRC.PC:Functional.3Timer stopped running when HMD was removed and started again when the headset was placed back on.Timer also stops when the player opens the Dash and resumes when returning to the game.Input.2Other than the timer pausing, a rolling ball would stop rolling and resume rolling when the player closes the dash menu.Security.1Calling the “Verify Entitlement” node within the first few seconds of starting the game. We have another game that is in an old version of th
Hi there,I have a client-server model setup where the Quest is a client, connected to an external dedicated server via an IP connection. I can force the Quest to handle a logout by interacting with a UI or pressing a button however I'm wondering if there's a way to automatically have the client disconnect from the server when the application is closed using the Quest's external quit menu? (Pressing the Oculus button and choosing 'Quit') The issue I'm experiencing is that the Quest is still connected to the server even after the application has closed. This results in:- The client's pawn still visible and inactive on the server- The client unable to rejoin the session as it's still technically connected.All help is welcome and appreciated.Thanks,Jackson.
I'm using Unreal 4.26 binary from the Launcher, and every time I try to build my app with OSS Oculus enabled I get the following error;To me it seems like it's always running the Windows version of the OSS and not the Android version, even tough I specify the build to be for Android_ASTC. This error does not stop the build process and a package is made, I can run it on my Quest, but it always crashes on start. If I remove the OSS it works perfectly. I'm working on a multiplayer project so the OSS (Online SubSystem) is needed.I tried changing the code and rebuilding the OSS Oculus removing all the "#if PLATFORM" to try and force it to always use Android but had no results. Any help guys?
What is the character limit for players ids on Oculus returned by the sdk? I know for the username it is 20 characters.
I use the 425 engine compiled by UE4 to open the demo of handstrainsample. Why can't I open it?
I just set up a dedicated server w/ UE4.25. When I find the match, the 'GetCurrentPlayers' node lists 1 player even though no one is in the game. It is just the server. Does the server count as a player? In order to accurately display how many players are in the game, how can you tell whether the 'current players' actually includes real players or is also listing a non-player server?
Has anyone had any luck getting a Media Player Material and/or a Sequence Material to work in the Oculus Quest? When I launch to the Quest all my materials show up except for the Media Player material. Any suggestions?
HelloI'm trying to make a simple AR app with the oculus quest 2, something similar to the Passthrough of the home, but I don't know how to capture the cameras to show reality on the scene.Example:The Unreal Engine AR examples don't work, and I can't find any documentation about this.Can someone help me indicating me if it is not possible to do this or what I have to do to be able to do this project?Thanks in advance
Hi there,we are currently trying to incorporate ambisonic ambient files in our current Unreal project (engine source built from the Oculus Branch 4.25.3) but no matter what we do, the ambisonic track stays completely head-locked. We went through the set up guide to ensure everything is set up correctly and tested with files from Oculus Ambisonics Starter Library to ensure its not a file issue. Also, we had this working fine with an earlier version of the Oculus Branch. The issue persists also when using the built in spatializer (although not sure if that one ever properly worked)Help to get this feature running again would be much appreciated, thanks in advance.Daniel
Hi there!I'm trying to use the Oculus Quest inside the VR Mode in Unreal Engine, but without the link cable.I followed a tutorial in Youtube and now I'm able to open the UE4 by the Virtual Desktop app, but once I click in VR Mode, I don't have the immersive experience... I just see the environment through a window in the Desktop. I think that maybe it is just necessary to adjust a small configuration in the UE, but I can't figure out what it is.Hope anyone can save me!!Thanks!
We have a weird issue where replication - RepNotify and Multicast functions - is not working for an actor component. The component and owning actor are both set to replicate. I don't think it is a case of things not being loaded in time, because this doesn't happen until 30 seconds or so into the level gameplay. From printouts, I can see the call happen on the server, and the RepNotify happens on the server, but it never happens on the client (if the client is a Rift). Addtionally I have a test printout of the value of this variable, and it is not a case where the value is already set to the desired new value. When I switched to using Multicast instead of a RepNotify, the multicast function is never called on the client. This problem only happens when the Quest is the server and the Rift is the client. Rift->Quest and Quest->Quest work fine. Anyone know of any problems like this? I can't figure out why it would be happening here, when we use RepNotifies elsewhe
So, in our game, we sometimes need to scale roughly 4k meshes at once, which results in crappy performance, so we instead went the other way and scale the player, world and everything other than those meshes to achieve the same visual result.When WorldToMeters is gradually decreased, we simulteanously scale down the player's controllers and any objects that are supposed to appear static to the player.To the player it seems they and the floor stay the same size and the non-moving meshes appear larger.Under SteamVR this works perfectly and there is no noticeable movement or wobble. Under OculusVR, when decreasing the WorldToMeters, the camera (only the camera, controllers appear stable) is pulled slightly towards the center of tracking. This effect gets larger with distance of the headset from the center of tracking.Same effect but in the opposite direction is noticeable when scaling the world down.I'm assuming that as WorldToMeters is being gradually changed, Oculus VR seems to mul
i try to build for oculus quest 2 which just got out recently,but it seems i need to update the oculusVR plugin i tried download from github and copy the directories the plugin updated but i still couldnt add Quest 2 to the APK build array in Project Setting.. if someone cold help me out plz??
I am using version 19.2 of Wwise with the Unreal 4 engine.I downloaded the ovr_audio_spatializer_wwise_20.0.0 file and set it in Wwise. But since then, peak error has occurred. Is there any solution in this case? I look forward to your valuable answer.
Hi All,We just tried submitting our new Go game (just in time I know :D ) however I get this error:The uploaded Production (Store) channel build is not compatible with Quest devices. Please upload a new build.Anyone else seen that on a Go submission before? Strange Quest support is required on a Go apk but anyway added it as per:https://developer.oculus.com/distribute/publish-mobile-manifest/however there is no way to get it re-submittedSeems like a bug with the new Oculus dashboard?
Hi, I'm wondering if anyone has experience making bloom effect work on Oculus Quest. When I enable the bloom option the apk doesn't run on Quest. Any tips would be extremely welcome!Thanks!
i've Enabled the 90hz on Device and run "adb shell setprop debug.oculus.refreshRate 90"still cannot get past the 72hz when vr previewing on ue4 editor. ( tried both binary 4.25.4 & 4.26.p5)Any idea?Thank you!
Does anyone know how to properly retrieve achievement and leaderboard information into my oculus app?Everything is working fine, entitlement check is working great, it succeded everytime, but after that i try to retrieve achievements and leaderboards but it just doesnt work, everytime it fails.Maybe im doing something wrong. But i already read the oculus tutorial about achievements and leaderboard proceedings using the nodes, I created leaderboard and achievements inside my oculus developer account, entitlement check works but still fails.Can someone help me please?Im using Oculus Rift and UE 4.25.4
Hey guys. I'm using UE4. Not sure if I should have posted this in Unreal Development or Avatar Development.. but this is specific to UE4 so Unreal Dev seems right.Anyway, my issue is that the lip sync will stop working when the project is closed. So it'll work great, close project, open it again, no lip movement.The issue is the sequence. If I right click make a new one, it works. But obviously remaking all my sequences every time I open the project is not going to cut it.I'm using UE4 4.22.3 and the latest lip sync plugin released a few days ago.Any ideas what I can do here?Edit: https://streamable.com/vu5b1
So after much configuration, I was to build and install package.But I can't seem to find the installed package to launch on quest ( it does appear in storage)Where is it supposed to show up - e.g. on main home browser screen?Thanks for any help
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