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Finally got an APK to build for Quest 2, but launches briefly to blank screen. Grabbed the logs with adb.... Last entry in log says "LogPluginManager: Error: Unable to load plugin 'ProxyLODPlugin'. Aborting."....This is just the sample Third Person Template Thanks in advance for any help/tips
Hello, i want to ask if it's possible to integrate Oculus Browser into the Unreal app?Or can i use some Oculus Browser methods for interaction from Unreal? In the Unreal Engine, we have the very old chromium browser version that is not working like expected.Can i do own changes in the Oculus Browser?If someone knows, please write.
Guide here: https ://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ (I'm not allowed to post links yet)Under the section Configure the Project for Oculus Development, Step 9. says Open Advanced APKPackaging and click the + next to Package for Oculus Mobile Devices. From the drop-down select Oculus Quest and Oculus Quest 2.However Oculus Quest 2 is not an option here. I have followed the previous steps and had no problems so far. I believe the issue stems from me using the official Unreal Engine build from the Epic Games Launcher. Currently it's version 4.25.4-14469661+++UE4+Release-4.25Earlier in the guide, it's mentioned that this should be fine and that the Oculus builds on github are only needed by those looking for the newest features/fixes.Considering the Quest 2 is now in the wild, I would expect it's support to be in official builds too. This will probably be fixed soon but it's wort
Hello,Is there any way to open my game page in Store app (Oculus Quest) using native API or some method from OculusVR/Online susbystem plugin in UE4? Or maybe is there any URL (something like oculus://open-my-game-in-store-app) which can open Store app?I would like to encourage players to rate my game and add review so such feature would be super useful for me.I'm using Unreal Engine 4.24.3 with Oculus VR 1.36 plugin and Online Subsystem Oculus 1.32.
I am using Unreal UE4.I would like to copy my VR-Game to the Oculus App on my PC.From there, I would like to use the Oculus Link Cable and launch the game with my Quest 2.How to copy the game to the Oculus App on my PC?And how to run / launch it?Thanks for any little help,appreciate it!
Hi,I've been experimenting and reading for several weeks trying to create a simple scene with a shiny object in which I can see the sky reflected, working on the Oculus Quest. I have not been able to get it to work, and I also haven't been able to confirm whether or not this is even possible.Here is my basic setup:I set up a basic VR template project in UE 4.25.3, and added the basic VR level to it (the one with the 'frozen room', sky sphere, and a bunch of geometric primitives in it). I set up the project options as per the Oculus Quest developer documentation. For good measure, I deleted all the primitives from the scene, except for a single cube and a single pyramid shape. I then applied the basic water materials (Ocean Water and Lake Water) to the two primitive shapes, and I made sure the water material on the pyramid was fully metallic.Using the standard preview renderer on my development machine, this entire scene looks fine, and I can see the sky and the surrounding frozen room
When I call DestroySession to try and disconnect from a multiplayer session, it does not work. I am calling on the client, to try and disconnect the client. The DestroySession node returns 'Success', but the player remains in the match. Anyone know what might be the problem?Thanks!
UE4.25.3 Oculus last buildWhile testing the power of quest2 on a clean project (just loading assets to scene in a new project) i noticed that in ovr metric tools overlay, the gpu level keep stuck at 3 in the cases where the fps drops far below 72. I tried to force it to 4 in the plugin and with the "Set CPU and GPU levels" node, but nothing worked. Does anyone else have this problem?oh, and dynamic FFR isn't working either.
Hi!!I am having issues with my Quest and UE4. It seems I cannot perform "VR Preview" but only launch my game directly on the Quest??Any help?
Hello everyone,How does one enable 90fps on Quest2 in UE4?(4.25.3 Oculus build v1.52)My Quest2 has in it's experimental setting been set to 90fps already.I don't see any Quest2 specific settings in UE4.So launching on Quest2 is 72fpsCheers!
Hey guys, we have project on 4.24 and i have recently being upgrading this to 4.25 and It builds successfully, but crashes immediately, when i open the App.I have done most of the settings that people have suggested.- Disabled splash screen- Min Api = 11 and Max API = 28- OpenGl ES3.1 No Vulkan, as it is not working for me not sure why.- Mobile HDR disabled.-Instanced Strereo Disabled,- Mobile Multi View Disabled.A/libc(6691): Fatal signal 11 (SIGSEGV), code 1, fault addr 0xc in tid 6710 (Thread-2)This is the starting of the crash.I have also attached the log file here, please help!!
Compiling everything gives error about a website that no longer exist.https://github.com/Oculus-VR/UnrealEngine/tree/4.25 instructions were followed. After compiling was completed I get the error The command "C:\WINDOWS\System32\chcp.com 65001 > NULThat website forwards to another one written in Chinese. What does this do and why is it in there?
About 2 weeks ago, it seems like our game stopped saving crash logs. I used to be able to find them in AppData/Local/GameName/Saved/Crashes.Have they moved? I cannot find them now..
I downloaded the latest 4.25 version of the Oculus UE4 editor and built it (no issues). Here's where I got it: https://github.com/Oculus-VR/UnrealEngine/tree/oculus-4.25.0-release-1.49.0-v17.0Included in that are some examples. One of them is called the HandSample project.I opened that and tried launching and building (no errors) onto the Quest.Hands track, but only positionally (static hands with incorrect orientations). There is no joint movement or finger tracking. Is this how the project is supposed to run? I would guess not, as I'd like to use it to help with our development of true hand tracking. Any info would be much appreciated.Andrew
So I have a save game Blueprint type I use for storing replay/ghost data. When I try to load it from disk using LoadGameFromSlot, there is a gigantic memory usage spike and the Quest crashes. I've been testing with save files that are just ~30kb in size, and our game doesn't come close to the Quest memory limit, so I don't know what's going on. This works fine on PC -- no notable jump in memory usage. Nothing helpful is printed in the logs other than warnings about high memory usage.It's worth noting that the save files have been uploaded and downloaded to file using an Amazon server. Since it works on PC, however, I think I can rule out some kind of data corruption related to this.
Hi, we make a Oculus VR multiplayer game. We just upgraded from UE 4.22 to 4.25.We run into a blocking issue when starting VR preview with 2 players. The second player used to have its own standard camera, now both players have the same camera view controlled by the HMD, which makes it impossible for us to see the remote player, we used it for debugging the remote players character on the local client. It is mentioned already in UDN and here in the oculus forum. udn.unrealengine.com/s/feed/0D52L00004luqUCSAYforums.oculusvr.com/developer/discussion/comment/753177#Comment_753177Is there any code workaround we could apply, if the second player window just has its normal forward camera back, it would be enough for us to test again.Thank you,Maik
Hi,Recently I have been working on upgraded our teams project from 4.21.2 to 4.25.1 (Oculus fork for both). I have followed the new 4.25 Android steps, installing Android Studio and using the 21b NDK to build the project. The project will build, but crashes immediately when launched on the quest with the following error.--------- beginning of crash07-20 09:13:57.828 25646 25646 E AndroidRuntime: FATAL EXCEPTION: main07-20 09:13:57.828 25646 25646 E AndroidRuntime: Process: com.DigitalLode.Espire1, PID: 2564607-20 09:13:57.828 25646 25646 E AndroidRuntime: java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "fgets_unlocked" referenced by "/data/app/com.DigitalLode.Espire1-1/lib/arm64/libUE4.so"...I have seen other people post this error in the following thread, but there was never really a clear consensus on a repeatable solution. I have tried each of the suggestions listed by various posters on the thread, and nothing seem to help me.https://forums.oculusvr.co
If a shipping build is made and installed, the Download Background Vertical/Horizontal Image, which is under Android in the Project Settings, will appear during the initial launch of the app, but it does not display properly appear in VR and will not pass the app submission test. Is there some way to prevent this from appearing? I tried replacing the images with blank images, but the word "Download" appears at the top left and I am concerned that it will not pass the app approval process.
I have tried to program the movement in different ways but I have not found the solution to align the camera with the collision capsule, if I manage to align the camera with the capsule, when it collides, the capsule is blocked but the camera continues foward. Could someone help me or guide me on how it could be done?Thanks in advance.
Spent too much time figuring out why tracking was acting weird. Using 4.25 of the Oculus engine build.
If using blueprints and attaching Oculus hands to character that is locally controlled, game acts as expected, client sees oculus hands. If you then join a server as a client and call the attachment as non-locally controlled (so that other clients can see your oculus hands) the server kernel panics and quits. Have attached blueprints as well. Any idea how to work around it?[2020.08.27-20.10.21:625][744]LogWindows: Error: === Critical error: ===[2020.08.27-20.10.21:626][744]LogWindows: Error:[2020.08.27-20.10.21:627][744]LogWindows: Error: Fatal error![2020.08.27-20.10.21:627][744]LogWindows: Error:[2020.08.27-20.10.21:627][744]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00000000[2020.08.27-20.10.21:628][744]LogWindows: Error:[2020.08.27-20.10.21:629][744]LogWindows: Error: [Callstack] 0x0000000000000000 UnknownFunction [][2020.08.27-20.10.21:629][744]LogWindows: Error: [Callstack] 0x00007fff342c7f01 UE4Editor-OculusInput.dll!OculusInput::FOculusHandTracking::Ge
I'm unable to package with the latest version. I went through the new setup for Android studio for 4.25. I read elsewhere someone fixed it by disabling the OculusVR plugin. I get the following errors:UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:208: error: cannot find symbolUATHelper: Packaging (Android (ASTC)): import android.support.v4.app.NotificationManagerCompat;UATHelper: Packaging (Android (ASTC)): ^UATHelper: Packaging (Android (ASTC)): symbol: class NotificationManagerCompatUATHelper: Packaging (Android (ASTC)): location: package android.support.v4.appUATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:209: error: package android.support.v4.content does not existUATHelper: Packaging (Android (ASTC)): import android.support.v4.content.Fi
Hi all,for those looking for how to integrate hands in UE4 here is a little gift - free hand interaction framework + shooting range demo. All released under CC0 licence, which means you can use it in your projects without any restrictions.Video: https://www.youtube.com/watch?v=A4WoTd026Ws The key features are properly positioned and rotated hands with animations and 17 grab animations that can fit most objects, index and thumb finger interactions with objects, throwing objects, basic UI elements and teleport locomotion. The demo shows how to use these interactions, including multi object interaction, like reloading a gun or lighting up candle. More info on UE forums: https://forums.unrealengine.com/development-discussion/vr-ar-development/1381972-uvrf-handpresence-temple-for-rift-vive-free-shooting-rangeHopefully you'll find it useful, and if you have any feedback shoot here.
I have created a Private Room with a maximum of four users, but when a third person attempts to join, it will load the level, but kicks the user because it says the server is full; however, all three users are showing up in the Rooms and Matchmaking Debugger. I was able to get three users to join on a separate app. Both apps are using the same plugin which performs the creation and joining of the session; so, I'm not sure what could be causing this.
The session result doesn't give much information - just number of players and max players and session name. Is there any way to tell how many of the players are spectators? Any way to pass other user information through from the server to clients finding matches?
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