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Before we updated to Unreal 4.25, when using VR Preview with number of players > 1, only one window would show the VR view. The other window(s) showed the view from other players. Now this no longer happens. If I play with 2 players, both windows show the view from the VR headset. So it is no longer possible to see what the 2nd player sees when you are using VR Preview. I assumed that this was something that broke in Unreal between 4.24 and 4.25, but when I posted to the UDN forums, they pointed out that 4.24 has this same behavior now, and that the problem likely originated in an Oculus SDK update. So - anyone know when / why that changed? Is there any way to restore that functionality?
When I create a matchmaking session, I can call Find Matchmaking Sessions and it will find the session the first time it is called; however, if I attempt to call Find Matchmaking Sessions a second time, it will succeed, but the list will be empty. Why would this be happening?Should Pool Manage Rooms: YesUsers can Create Rooms = TrueSystem Can Create Rooms = FalseCan unmatched users join matchmaking room = YesCan the matchmaking service keep matching into the same room... = YesEnable host migration... = YesMin Users = 2Min Preferred users = 2Max Users = 1024Max Preferred Users = 1024Skill Component = NoneConsider Ping Time = NoAlso, the docs said not to set the preferred user count if you're using Browse Mode, but it automatically sets them to the same values as the min and max.And another issue I have had is when I use Find Matchmaking Sessions, it will not find ones created by other people. The issue with not being able to find matchmaking sessions was I needed to set the query param
Hi there! I started a VR project with some stuff and I had imported one of my meshes into the map and wanted to see it up close.Original Post on Unreal Engine Forum: bit.ly/2CKwmfwThe problem is that while the editor itself works completely fine it seems that the VR preview simply won't react to my Oculus Rift, which in turn makes it impossible for me to move around using the HDM and hands aren't appearing either. Also when looking in my vr headset it shows the standard loading program screen but it won't move from that point on.Oculus Rift, latest RTX 2070 and Oculus drivers installed, Engine 4.25.3, really painfull..P.s.: I can confirm it's working flawlessly on a clean project on 4.24.3 (that's something broken with 4.25.3)...A small edit: I noticed the problem persists until RHI is set to DIRECTX_12, and raytrace is enabled: if set to default, the problem disappears...Really strange behaviour...
The OculusVR plugin for UE4 has been stuck on 1.44 for a long time. I'm wanting the latest plugin so I can play with the hand tracking.Can't seem to be able to compile the engine from source as it always fails
Is it possible to use EOS together with Oculus ? Have someone tried it before?Cheers
Hi, I finished learning the basics of Unreal Engine for VR and started making a game for Oculus Quest. I really wanna stick with Oculus Quest because I like the idea of the standalone device and much less competition compared to the desktop VR store.But the performance issue came to me as a bummer too early. I finished a basic weapon system and placed 50 mannequins in the game with a 'running' animation and basic UE4 mannequin mesh. And it's already unable to play.Can someone give me some advice on the performance issue? What helped you or what can cause the problem the most in your experiences? Thanks in advance.My current game setup50 mannequins with basic animation / UE4 starter-kit meshThey're Characters (not pawn)big one navigation volumeUsing AIMoveTo (not on every tick)one direction light (removing the light didn't change much)Big plain space with some cube objectsCan shoot an arrow as a projectile and hit on enemy mesh's socketsNot using ragdoll nor simulated physics
I created a Rift application on the Oculus Dashboard for debugging. The first time I launch a PIE instance the entitlement will succeed and I can perform a request, such as getting all of the friends; however, once I stop the first PIE instance and launch a new one I get a warning and I cannot perform a Platform SDK request.LogOnlineEntitlement: Warning: Oculus: Oculus platform service not available. Skipping entitlement check.If I restart the editor and launch a new PIE instance, it will succeed.UE 4.24.3
Hey, guys trying to integrate the in app purchases for unreal. I have been trying to understand , there document, but there is not that much of details, there example on Inapp, where the verify that id, does not work, Would like to if anyone has success with it, and what should be starting, need some guidance on the this. Thank you very much.
I downloaded the source files from this link. And then, I follow the step It downloads about 60GBytes binaries. How can I reduce the file size?
My project has been working great with Oculus since development a couple years ago. Now with the most recent Oculus update, when I launch VR in UE4, inside the Oculus its stuck in the white grid area with a window that shows the UE4 logo and it just says "Loading..." and never loads.Doesn't seem anyone else is having this problem. I literally only updated the Oculus drivers when prompted. It worked fine before that. Anyone have an idea?
We are unable to launch our game while we have the editor running - the Oculus app thinks they are the same thing. Is there any way around that? It is a pain because the editor takes so long to load up.
I'm trying to implement sound via FMOD studio, however the Oculus Spatialiser works in editor but not when I build out the project. So far these are the only warning messages I am getting:LogAudio: Warning: Using mismatched OVR Audio SDK Version! 1.41 vs. 1.50andLogFMOD: Warning: e:\jk\workspace\2.0_UE4.24_Win64\studio_api\src\fmod_effect.cpp(205) - Missing DSP plugin 'Oculus Ambisonics'LogFMOD: Warning: e:\jk\workspace\2.0_UE4.24_Win64\studio_api\src\fmod_runtime_manager.cpp(1184) - Creating stub DSP plugin model and continuing.LogFMOD: Warning: e:\jk\workspace\2.0_UE4.24_Win64\studio_api\src\fmod_effect.cpp(205) - Missing DSP plugin 'Oculus Spatializer'LogFMOD: Warning: e:\jk\workspace\2.0_UE4.24_Win64\studio_api\src\fmod_runtime_manager.cpp(1184) - Creating stub DSP plugin model and continuing.I downloaded the lastest version of the spatialiser and Im not sure how to change the SDK version of the OVR audio version! I've also made sure that the spatialiser plugin is in the
Hi, I've built a VR archviz experience using ray tracing for reflections. It was a bit of work to learn how much RTX stuff I could fit in the project while keeping a good FPS rate. I amb very happy with the result and I have had stable versions during the last two months. During development it never crashed (except once that I solved by installing new gpu drivers) or gave any problem further than low FPS, when RTX settings (or other expensive stuff) were too demanding.The problem is that last Friday, I was introducing last minute minor changes before showing it to the client on Monday, and realized that it was not working anymore. Not only the new version, but previous versions that date a month and had been working until now. There's no way I can execute the project, both the editor and build crash. And it is not only on my computer, it crashes on every computer I've tried, all of them with 2080, 2080 Super, and 2080 Ti. The only computer were it still works it's a laptop with a
I'm trying to do some camera fades for an Oculus Go project in Unreal 4.20 and am unable to find a good way to do so without enabling Mobile HDR. I imagine that would destroy my framerate. What are the options to replace a camera fade in this case? I would do a UI or transparent animated plane but that seems like it would wreck performance as well. Would love to hear some suggestions. Thanks!
Hi, I recently upgraded from 4.24 to 4.25 and now the screenshots and videos come out black or with several frames black (some are ok). Has anyone run into this issue? Do you guys know how to fix it?Thanks
Hello, I'm just starting out in Unreal with the Oculus Quest, and I got the Launch to work by having it build the apk and install onto the Quest. I learned that the VR Preview is supposed to mirror the scene onto your Oculus Quest so you can test it without Launching it every time, but this just doesn't seem to work for me. I found this discussion https://forums.oculusvr.com/developer/discussion/comment/728078 but it has no answer, and everywhere else I look, no one has had this issue which is baffling.At this point I'm boiling it down to the type of wire I'm using, which is a USB-C to a USB (I'm reusing a the cable for my OnePlus phone since I have no Oculus Link, nor do I have a USB-C port on my computer). Is a Oculus Link *required*? Does anyone have any insight as to what may be causing this issue? It's really frustrating to have to wait 5 minutes every time I can preview it in the Quest when it appears there's a better way for everyone else
The documentation that I have found is unclear about how many players are supported. The matchmaking rooms documentation refers to specifying a number of players from 2-8. But I'm pretty sure the max number of players on the Quest is 4. But what about Rift? And if you have a game that works on both Rift and Quest, is the number of players locked to 4 even if all the players are using Rift?Thanks!
I found that the settings entry for OculusVR is missing under the Plugin settings section of the project settings [ https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-oculus-utilities-window/ ]. I found this related post in the UE4 Answerhub https://answers.unrealengine.com/questions/922678/view.html that states the solution is to install the Oculus Software for Rift. This is a bit problematic since it's not required for Quest development and the installer doesn't allow to select a different drive than the system drive (in my case a smaller SSD) and the install is large. Is this intended or a bug? It's not a major showstopper but it would be great to have access to the Mobile settings section and the project settings utilities.Thanks.
Unreal 4.20.3 - Oculus-branchEngine.ini:[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId=xxxRiftAppId=xxx[/Script/Engine.GameEngine]!NetDriverDefinitions=ClearArray+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemOculus.OculusNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")[/Script/OnlineSubsystemOculus.OculusNetDriver]NetConnectionClassName=OnlineSubsystemOculus.OculusNetConnectionI'm listed as a developer / alpha tester on the developer centerIf I replace the RiftAppID with another app I've done on the Rift, it works (in editor)I've tried app via sideload and alpha release -- not workingMy question: what's going on? Will be important to obtain OculusID because our app collect info following questionnaire AND I would like to develop the Avatar on the Go.Also: is there's a way to make it work in-editor like rift apps? Am I missing something?Thanks guys!
Hello, I have had the following error while launching from UE4.23.1 Oculus version on my Oculus Quest device:Does anyone know why is produced and how could I fix it??Thanks in advance (:
I waited a year for Oculus to FIX THEIR 4.24 SAMPLES, It never happened. Now I try the next version thinking SURELY they would have made it a god project and the same deprecations are there and there are 10 new errors!!! I got a FREE Oculus Rift from Facebook and I got a FREE Valve Index from Steam. I have a game (3 actually) about to go to the testing phase, but I am stuck at this step yet agaIn, I put it off at the beginning of my project 2 years ago, thinking SURELY FACEBOOK WILL FIX A TINY PROBLEM IN 2 YEARS, BUT NOPE!!! OPENVR AND STEAM INPUT SAMPLE ARE LOOKING REALY REALY TASTY RIGHT ABOUT NOW! WITH 3 GAMES IN THE WORKS ONE NEAR COMPLETEION, I AM ABOUT TO START PAYING OFF. QUITE SIMPLY, HELP ME, FOR 4 MINUTES TO FIX 3 DEPRECATIONS OR LOSE ME TO THE ENEMY!I am referring specifically to the Oculus samples from the Github, the simple HAND Sample. (that has no ANIMATED OURCE FBX Mesh for STARTERS) here are a
After last oculus go updates any project build with 4.23 is rendered washed out,i Have an 4.21 and a 4.23 games on the Store, the one with 4.23 is washed out, even from the SplashScreen section...Any soluttions?
So little documentation. I used to specify our AppID for the Quest using "QuestAppId=xxxxx" and "GearVRAppId=xxxxxx". That was a guess, because I cannot find it documented anywhere. But it worked. However, since 4.25 our entitlement is failing and it says 'AppID found in Library does NOT match the appID in the bundle.'AFAIK, for the Rift you use "OculusAppId" and/or "RiftAppId". But what about Quest? Is the problem just that Unreal has stopped signing the apps correctly overall? Anyone packaging games for quest and attempting to sign into the store? Anyone *from* Oculus ever read these forums anymore?
Before updating to Unreal 4.25 we could run multiplayer games between Quest and Rift. Now games hosted on one device are not seen by the other. Anyone know what changed or how to get it working?
want to realize is to lip-sync my character when someone speak to the mic.Here's my BP: What else I did:1.Add something to my DefaultEngine as follow 2.Rewrite my OVRLipsyncActorComponetBase file, replace the default to my own character's morph targets' name what I changed are the last five morph targets since my character has only morph targets of vowel (since it worked on PlayBackActor I think it shouldn't be a problem) as reference, here's the screenshot of my character's morph targets.Truthfully anyone with a warm heart can help me to figure this out ?
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