Unreal Development
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We've been trying to get SceneCapture2D to work on the Quest/Go for months now and it seemed to us like a bug in UE4 that Epic still haven't got around to fixing. Anyone here doing any kind of render target on the Quest/Go and managed to get it to work?
So I've searched the whole net about Oculus and shadow problem and I couldn't find any result, it has been 3 days me trying to find the issue why my dynamic cascade shadow flicker when decal appears and I couldn't find it till a few mins ago, looks like connected a scaler parameter ( with 0 as value not sure yet with other value) to emissive channel on the decal material with deferred render breaks dynamic shadow and sometimes it causes flicker. Since I'm using UE4 4.21 I can't comment on the version or check if this bug fixed or not. but at least I thought I should comment about it here in case anyone faces the same issue to save his time. this issue doesn't occur with SteamVR.
Hi,I tried to export a Oculus Lipsync animation from UE4.24. With the sequence recorder it seems that blendshapes are not supported. I want to use the animation later in Houdini, so any data format would be fine. How can I export lipsync data from UE4? Any help would be much appreciated!
Resently I start to learn and use UE4 and Oculus Rift.I am using UE 4.25 and Oculus VR 1.44.0. My project is attached.I have a trouble in axis mapping. Here's my settings:When I press W or S everything is OK. However, none of the Oculus Touch buttons work.Wearing the Oculus Rift HMD, I can see my hands moving, and the Touch buttons work in other games.So I think the problem must be caused by UE.I googled but got nothing. I would be very grateful if somebody could please help me.
Hello,when trying to build the 4.25 Oculus branch I ran into multiple errors.And some more when trying to look into it.Did anybody have the same problem? Would like to use this version, but I don't know how to fix these errors.Cheers
Hey all,we have a working "join friend via session id" in ue4.22Simply upgrading our project to the latest 4.23 branch breaks multiplayer. We get the following errors:[2019.11.17-15.05.14:528][912]LogPackageName: SearchForPackageOnDisk took 0.025s, but failed to resolve 14123********.umap.[2019.11.17-15.05.14:528][912]LogNet: Warning: There is no connection to: 0[2019.11.17-15.05.14:528][912]LogNet: Warning: Server failed post-challenge connection from: 14123********[2019.11.17-15.05.14:528][912]LogNet: Warning: There is no connection to: 14123********[2019.11.17-15.05.15:493][972]LogHandshake: SendConnectChallenge. Timestamp: 289.552185, Cookie: 14123********several times in a row** i hid the id here.And this:[2019.11.17-15.06.29:265][391]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriverlike hundret times per tick.Hope you can help
Now instead of learning from it, (and making use of it) I have a week or more of just trying to get it working (a week is an eternity to a solo developer who works 18 hour day :o) I'll just post an image. Help most welcome. I was trying to do the right thing and R.T.F.M but the F.M is not updated!Thank you for any help!
hi there, I am trying to build UE4 oculus version from source via VS 2017/2019. on 3 different Windows 10 Computer I get different non working version of Unreal Engine 4.23/4.24 and now even 4.25. Sometuimes the Oculus VR Settings are not shown up in Project Settings or the Lightmass executable to build the lighting is completely missing. Very unstable in general too. I am devloping on Oculus Quest and I followed several tutorials ccording to build up UE4 4.24 and now 4.25 from source but in the end, i get errors after buiding or if i dont get errors paarts of the engine are missing (oculusvr plugin or lightmass.exe).Is there an official how-to list with all the necessary packages needed in VS17 or VS 19? Im getting desperate. Any people woth the same issues?Thanks and stay healthy.Ron
In 4.24 you could assign Action Mappings to the motion controller menu buttons (the flat buttons below the thumbsticks) using 'Gamepad Special Left' and 'Gamepad Special Right'. That does not work for me in 4.25. Is there a new mapping? Did they decide not to let us use those buttons in games? I hope not!
On the Oculus Dashboard, when creating a new App the Oculus Quest option is not available unless you have been approved. So, what steps are required to be able to test Platform Services, such as matchmaking when sideloading a debug build onto the Quest?I was not able to create a matchmaking session because I was not entitled to the app. This was an issue I had with the Go and I had to upload a build and add my email to the build; but I am not able to create an Oculus Quest app and upload a build.
Hi,I am using OVRLipSync (UE4 plugin) in my UE4 game project. However, the plugin includes only libraries in Win/Mac/Android. Does that mean OVRLipSync only supports these platforms? I would like to use it in Switch build if possible.Thanks in advance!
Hello!I`m sorry if this question was already asked.Is there an official 3d model for oculus touch controllers? It will be great if these are different models for CV1 and S.
Hey,I've been wanting to visualize the players' guardian for some time, during a setup phase, we're releasing the game outside of the Oculus ecosystem, so we cannot simply enable Guardian drawing. We would like to construct a dynamic mesh at runtime from the points in the guardian, that we can display with our own materials to customize how it looks.Is there any accessible data for the guardians' shape that I can use in UE? C++ or BP doesn't matter. I managed to find a node named "Get Guardian Points", which is essentially exactly what I'm looking for, however, it doesn't seem to update after recentering VR. What I mean by that is, obviously my guardian points in the real world don't change because I recenter, however, the in-game world points for the guardian changes to the wrong locations after I've recentered.I appreciate any answers, thanks in advance!
I'm trying to get the events for the 4.23 and pre input events MotionController (L) Thumbstick Left/Right/Up/DownThe documentation has not been updated, but you can see which inputs I mean:https://developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/?device=GOI've search the Oculus forum here, the UE4 forum and answerhub, UDN, Google,... no luck.bGoKeysMappedToTouch=1 in the engine.ini doesn't help, either (https://docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/MotionControllerKeyDeprecation/index.html).GO inputs seem beyond broken. Does anyone have any idea how to get the trackpad/thumbstick events?
Hello,Could someone please link me to the Official Oculus Unreal on MacOS Installation guide for the Quest OR tell me it is simply not a supported option by Oculus. I have tinkered with Unreal Engine on the DK2 and Rift in the past on a Windows machine and found the install and first launch/build to be a snap. This time around I am on MacOS and developing for the Quest and OMFG it has been a total train wreck so far. I found a recent YouTube video on Unreal for Quest development on MacOS, but when I go to Launch or Build my app, I get errors. I watched the video 3 times and triple checked that I did everything correctly. Other commenters I noticed had simailr issues so I thought I would come to the source and find the Oculus Official Installation guide for Unreal on MacOS for Quest. I cannot locate. Thanks for all your help to get me up and running.
Does anyone know how the tone mapping for Lies Beneath was done?https://www.oculus.com/experiences/quest/1706349256136062/?locale=en_USThis unreal dev post with Drifter Entertainment was interesting:https://www.unrealengine.com/en-US/developer-interviews/with-top-notch-visuals-and-design-lies-beneath-pushes-the-boundaries-of-the-oculus-questHowever it did not touch how they did the visual style in Unreal apart from one sentense near the end:Switching to Vulkan in order to bring down rendering overhead and enable visual effects like tone mapping (via subpasses) while still staying within budgetBut as far as I know tone mapping in Unreal on mobile still requires Mobile HDR on (see mobile tone mapping info here):https://docs.unrealengine.com/en-US/Platforms/Mobile/PostProcessEffects/#enablingtonemapperformobiledevicesVulkan with mobile HDR on has not worked in my tests, either black screen or crash, so it would be great info if anyone had some tips on how to do tone mapping on Quest?
Hello - I'm trying to get a basic splash screen working in Unreal with Oculus. The sample project is out of date -- it uses nodes that have been deprecated. Those are easily replaced with the suggested new nodes. However, as soon as I launch the VR Preview, the editor basically hangs for about 30 seconds. It's totally unresponsive. I don't see any splash screen. When I tried it in 4.22, I also saw a bunch of these errors, which continued after the VR preview returned from limbo and I was able to quit it. : LogHMD: Error: Splash ovrp_WaitToBeginFrame 677 failed (-1002) I updated to 4.23 in case it was a version problem. I no longer get the red text, but the splash screens still do not work. The editor sort of hangs for about 30 seconds. This happens on the sample project as well as my own... anybody know what the problem could be? Is anyone using splash screens who can verify that they work in 4.23 o
I was having several issues with my proyect in Oculus Quest, and now I found that the problem is the Guardian. When my controller touch it, and it shows, my frames drop from 70fps to 35 fps... I turned it off and now I have 70fps stables.Anyone knows why?
I enabled the Online Subsystem Oculus plugin and restarted Unreal, but the verify entitlement node does not exist. I have followed everything from the below linked guide, and yet the node still does not show up.
This is most likely very very noob question, but I have googled for weeks for this...Could anybody help me to figure out how to get the touchpad, trigger and back button on Go controller mapped to Unreal Engine 4.24.3 inputs?There's no "Motion Controller Trigger, Thumbstick Up, ect." available and I can't figure out how to get touchpad to work either clicking or swiping up, down, left, right.I would be very very grateful if somebody could please help me.
We have an application currently available through Steam Early Access that we'd like to make available through Oculus Home as well - is there a recommended way to handle the entitlement check for the Oculus Store build that won't interfere with users who acquired the game through Steam, or will I have to produce separate executables for this?Thanks!
Is it me or is Unity more active in doing VR and/or getting more support for making VR with Oculus?- hand tracking code for Quest since december 2019. Eta for Unreal?- a VR course by Oculus & Unity - https://learn.unity.com/course/oculus-vr- iteration time improvements - very nice for devs - https://developer.oculus.com/blog/unity-iteration-time-improvements/I would love to see all these coming for Unreal as well.
I can use the GetOculusIdentity Node and it returns an 'Oculus ID' and an 'Oculus Name'. On a Rift, the id is a long number and the name is my username. On a Quest, the ID is a long number and the name is another long number - or rather "localhost-8373737383838837837", something like that. How do I get the username? There must be a way - the quest username I want shows up as the server name if the quest is hosting a match, for example. But how do you get to it?This is in Unreal 4.24 Oculus source version from Github.
I wanted to convert a project in to a vr project so I copiedthe content of the content folder and pasted it in the content folder of the vr project now ue4 keeps crashingand here is the log
Maybe it could be nice to start a new thread every time a new UE version is launched so its easy to catch up for everyone.My observations up to 4.24.0 p2;+ cascaded shadow maps work again when using MobileMultiView (Quest). In 4.23 the shadows were broken with MMV. + UE added automatic instancing for mobile. You enable it by adding 'r.Mobile.SupportGPUScene=1' to the 'DefaultEngine.ini' (Quest). When analyzing your app in Renderdoc it will report the instances but in the TextureViewer the instances will be pitch black (reported to UE). Also, I noticed that the algorithm still misses some objects sometimes (I haven't found any logic yet why some are missed - reported to UE).+ Vulkan is on par with OGL (in 4.23 I noticed a big fps drop) but the purple glitches are still present sometimes.+ Oculus SDK will be updated to 1.40.0- the splash screen is broken (Quest - reported and confirmed by UE).Edit:- strikethrough: fixed in new nightly build of RenderDoc
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