Unreal Development
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I've succeeded to play multiplay games of listen server type on ALPHA.On LIVE channel(the app is released on oculus store), Host side doesn't have problems.But Guest side has occured crash even though the app is exactly same build between ALPHA and LIVE.The app also released on steam store and it works.What should I check?
Looking in to setting up a dedicated UE4 server for our game with Oculus OSS support but it seems Linux is not a supported platform. Am I taking crazy pills? We have Android support but not Linux? What am I supposed to do here? A Windows server? Who does that? What the hell is going on?
Hi,What needs to be done to reset the vertical orientation?(VRC.PC.Input.3)I used:- OVRPlugin: 1.40.0;- UE4 4.24.3.Help me to understand!What has been done and sent for verification to the Oculus!Thanks)
Hello,I'm on Ubuntu 18.04, Unreal Editor 4.24.3, Oculus plugin 1.41.0I followed the procedure described on the Unreal Quick Start Guide Oculus Quest and Go1. I installed UE42. Installed CodeWOrks3. Created a project with the settings described in the Quick Start GuideEverything works without errors but when I want to Launch the map onto the Go, I can't see it as an option in the Launch menu.If I look at the device manager, the Go isn't listed there either, the only thing listed is my Linux machine.The OculusGo has developer mode enabled, is connected with USB cable and it appears when I list my devices using adb devices from terminal.I hope someone could help me shed a light on this, cause I'm completely blocked not being able to look at my VR project in the VR headset!Thank you very much
Hi all, Working on an oculus go game, i'm stuck for about 2 days with the "verify entitlement" node. I tried to find answers in forum, but none seemed to work for me / I started a brand new project in Unreal with C++ activated. Here is the log message from Unreal when i try to package it to astc formatI created an organisation and an app in my oculus dashboard. (but didn't load the compiled app to the dashboard)My Unreal config : Modify of DefaultEngine.ini : (My AppID is the one given by oculus.) Modify of AndroidEngine : I tried to put NativePlatformService:Oculus on AndroidEngineBase without any success. I changed my build.cs file to : And added Lvl blueprints to my map : I tried a lot of different configurations, but all of them failed the entitlement test.I'm not sure how to write correctly the Android Package Name : on the oculus dashboard i created an organisation : "galomstudios" and an app : "Oculus_Try" is the android package name : "com.oculus.galomstudios.Oculus_Try" correc
Hello VR Mates,It seems a simple question but I cannot find an answer anywhere : Is there a way I can download and update the Oculus VR plugin from 1.41 to 1.47 from within the Unreal editor most recent version (4.24.3)?If so where can I download V 1.47 and how do I then install it?
I can launch the game from UE4 to the Go without issue but when the game opens on the Go it doesn't work. The splash screen is split to where it looks like its showing two images to each eye and not combining into one image (I hope that makes sense). Then once it loads the level the camera doesn't move with the headset and once again it looks like the game has loaded it as 2 instances for each eye. I have "Start in VR" checked and have followed the guides on development with UE4. I have also factory reset my device and tried again. I also tried just using the blank UE4 file and it still does not work. The game previews on the PC look and work great, its when it installs to the Go that the issue starts. I have no errors in the build log either. I have created a VR experience that worked great on the Rift but once I put it on the Go is doesn't work anymore. Thanks.
Hello!It's my 2nd try for submission and i get the same Results for Oculus GO + Gear VR, am using UE4 4.20.2 Binary. I ve put a ticket before days, but couldnt get in touch.VRC.Mobile.Functional.1Progression Blocker: Shorty after boot, the user is taken to the main menu. After approximately 2-3 seconds, the app automatically exits.VRC.Mobile.Security.2Your app is asking for excessive user permissions or using user permissions inappropriately. -Access to Storage (Modify or delete the contents of your shared storage, read the contents of your shared storage) -Other (Full network access, view network connections, prevent devices from sleeping, view WiFi connections) Please remove all unnecessary permissions. If your app requires any of the permissions listed above please explain in detail why your app needs the permission in order to function.For #1 : my guess is AppID entitlement check, because i run Entitlement Check on 2-3 secs, which on FAIL will force app quit, ( as oculus suggests)h
Hi I've been working on some functionality that requires capturing the screen to an RGB array for later processing/streaming. I've been using a pretty well documented method of calling GetPixels() on the a child class of UGameViewportClient which works great on every platform I've tried it on (windows, windows with vr/multiview enabled, android phone) but it crashes on Oculus quest android in both opengl ES3 and Vulkan. I suspect the mobile-multiview + android combination is causing issues. A thread describing the method is here (edit, I can't post links on these forums because my account is too young). Ultimately I'd just like to know if there's a way I can copy the backbuffer/framebuffer to an TArray on the Oculus quest without crashing. Ideally with acceptable enough performance to allow the data to be used for streaming.I've tried this with the oculus branches 4.22 and 4.24 with opengles3 on both and vulkan on 4.24. Thank you for your time.
I tried to use "vr.pixeldensity 1.2" and set FFR to High Top, and the pixel desity turn off FFR. I tried everything and only works if I use pixeldesity below 1. With vr.pixeldensity 0.5 it works.Any solution?
The file OnlineSubsystemOculus.h contains FOnline***OculusPtr objects, but they're private and the accessor methods return the parent IOnline***Ptr object. Is the functionality defined in those classes not supposed to be used (except internally) or does it not matter? The typedef of those types is public and I tried casting, but that fails or I'm doing it wrong, or maybe it only works for blueprint actors, etc. FOnlineSubsystemOculus* OSS = static_cast<FOnlineSubsystemOculus*>(IOnlineSubsystem::Get());FOnlineVoiceOculusPtr voice = static_cast<FOnlineVoiceOculusPtr>(OSS->GetVoiceInterface());FOnlineVoiceOculusPtr voice = Cast<FOnlineVoiceOculusPtr>(OSS->GetVoiceInterface());I was trying to gain access to FOnlineVoiceOculus::RemoteTalkers so I could hopefully capture the incoming and outgoing voip data, but that variable is private, too and I don't see any accessor methods to obtain it.
I've created Achievements and queried WriteAchievementProgress, but it always returns Failure.Even though I released the same app on Steam store and it works well.What shoud I check?
I am trying to gain low level access to Voip data so I can potentially either record the incoming and outgoing voip data separately or potentially combine it and I have been able to successfully integrate voip into my project using the sample StartVoip method defined in the OSSSessionWidget.cpp provided with the Oculus Platform SDK.To retrieve the Voip data I have been trying to use the ovr_Voip_GetPCM and ovr_Voip_GetPCMFloat methods, but I get the following error:Error: Fetching Voip PCM DataI don't have access to the source file so I can't determine why this error is occurring, but I'm pretty sure I'm doing something wrong. Below is my attempt: IOnlineSessionPtr SessionInterface = Online::GetSessionInterface(); IOnlineVoicePtr VoiceInterface = Online::GetVoiceInterface(); IOnlineIdentityPtr IdentityInterface = Online::GetIdentityInterface(); FNamedOnlineSession *Session = SessionInterface->GetNamedSession(NAME_GameSession); TSharedPtr<const FUniqueNetId> UserId = IdentityIn
Hello there, I am new to the forum, and working on a project currently for my Final Year Project in college.I am trying to build a virtual assistant which maps the output from a dialog system to the mouth movements of a model I have designed.Currently, I have the model performing lipsync via my microphone input to UE4.My question is whether or not it is possible to get input to the Lipsync Via a different means.For example, I am wondering if I can stream a .wav file into Unreal Engine and use this as the voice input to the lipsync in real time.Or, is it possible to read an audio file as it is written to the disk, and use this as the input to the lipsync.I am trying to figure out some way of passing in the Audio Data from potentially a network source, but definitely a different source than UE4.Is what I am trying to do possible? Please let me know what you think, as this is the final piece of the puzzle that is this project.Thank You in advance!
Hi there, I'm working with a DK2 in unreal engine, and I really need to figure out how to change which eye is rendered to the single eye spectator screen so that I can record some footage. There are a few modes which show both eyes, but all the single eye modes default to the left eye and for my application I absolutely need it to be the right eye. I saw this post on the unreal forums about editing .cpp and recompiling for the Vive, but I have no idea what files I would have to go about editing for the DK2, or how to recompile anything. Not allowed to post links so the name of the thread is "Problem about monitor resolution display in vive vr mode" if anyone is curious. Essentially it just says to edit the line of code relating to the `DrawRectangle` function and changing the values so it selects a different area to crop. I would really appreciate it if someone could help me. many thanks, H
Does anyone in the world understand how this function works? I am currently working on a Virtual Assistant which is (eventually) going to Synchronise the Audio Output from Google's DialogFlow to the Mouth Movements of a Hyper-Realistic Model. I have successfully sent a ByteBuffer containing the packaged mono 16-bit signed integer PCM Values from a Python Script to UE4 via a TCP Socket, and now I am trying to use the FeedAudio function built in to the plugin to feed this Audio Response from DialogFlow through to my model. There is 0 documentation regarding this function, and I am completely unable to get it working myself. Am I supposed to Start the OVRLipSync Beforehand? When I do this, the lipsync still just seems to work Via my Microphone, rather than from the ByteBuffer I am feeding to it.Can anyone give me any advice or direction regarding this issue? I have been trying to contact the Oculus Support, but I have been met with no help, and even struggle to get a response from th
In the Version Compatibility Reference, it says version 1.4.0 of the OVR LipSync Plugin will work with 4.24.1 Release, but I can't get it to compile. Same with version 1.4.3.Is there going to be an update soon?
Hello, i tried to add default loading screen when app only opened, but i cannot see the splash screen i tried a lot but on start not works.. With the blueprints yes all work and ok, but not from OculusVR plugin on startup apk in the Oculus Quest.I download Oculus version 4.24 of Unreal engine 4 from repo:https://github.com/Oculus-VR/UnrealEngine/tree/4.24Image with my plugin setup:Do some on knows for to fix it ?
I am trying to develop an app in Unreal again and this time take it further than previous prototypes. Unlike last time I am developing on a Mac and while I can get Unreal installed no problem and performance is great in the editor, I cannot launch to my Quest without major errors. I have looked high and low across the Oculus Development site and outside of general install "tips" there is no step by step guide. WHY NOT OCULUS? Do you not want newbies to start developing??? I have spent a week now trying to get it working, which is pathetic. Maybe I made an install error, but without a guide, how would I really know? I would appreciate if someone at Oculus could PM me.
I'm developing a speech recognition funcionality for my project but i've noticed that unreal engine is not detecting any microphone in the oculus go thus not being able to capture microphone data.I've tried with both the new and the old audio engines, by using blueprints nodes or writing a capture module in c++, permissions are fine. Everything works in the editor but not on the headset.This is the blueprint flow i'm using for recording:Is there any shenanigan needed to enable microphone functionality for my app ? something I overlooked that isn't allowing the microphone to be detected?API level is 21.
Can someone please let a newbie know how to gain access to the private EpicGames/UnrealEngine repository. I am logged into GitHub and see no subscribe button as the link takes me to a 404 page. I see the Unreal repository is under the Oculus-VR repository, but still no subscribe.Much appreciated,IM
Hello,I am developping an oculus go application by using Unreal Engine 4.20.3. I've recently added the Verify entitlement blueprint node just after my beginPlay event in order to fulfill oculus requirements. I included the Oculus online subsystem 1.24. I created the application on oculus dashboard, I have granted developper access to my oculus account, and i configured the defaultEngine.ini accordingly.Symptom: By downloading the app on my oculus go test headset with the developper account, entitlement check constantly fail. I have tried to replace "OculusAppId" with GearVRAppId but it didn't solve the issue. I also added AndroidEngine.ini as recommended in an oculus documentation but it doesn't help. I really need to solve this as it is a blocker for our official release and I cannot find further hints while digging documentation...Here is my DefaultEngine.ini:[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId=MY_APP_ID_HEREGearVRAppId=
Guys I've been facing this error since version 4.23 of Unreal:When I enable Supports Depth on Stereo Layer create a default solid plane on Oculus Quest!This is what happens:This picture was taken using Oculus Quest version 12!So it doesn't matter if I am using the Mitch's Stereo Layers for UI method (Look for this on YouTube: Mitch's VR Lab Ep11 - UE4 - Stereo Layers for UI) or just loading a texture in the Texture field of the Stereo Layer component.. This always happens!Does anyone have any idea how I can solve this? I need my controls to render over StereoLayer for my user to be able to interact with the menus.
Hello, i tried to do a smooth camera fade like Camera fade node, i did it with static mesh with material (Alpha and color parameter) but i got issues on fast to rotate (widget i think the same) in 4.24 i can see angles not faded sometimes. Also, i tried to use the stereo layer, but it's only textures and i cannot smoothly make teleport and unfade.. The "set color scale and offset" node is usable only Color scale in Quest but it's not do all screen fade (like opacity effect).. If someone knows a good solution for Quest to make stable camera fade (without mobile HDR, need optimization) please write and it's will be helpful for a lot of developers.
Hello, Just for anyone wondering why their audio is now coming from your speakers and NOT your headsetRecently we updated to 4.25 and our game was working great until a windows update happened.Now after this WINDOWS update our game defaults to PC speakers instead of the rift headset.We have posted a Tutorial how to switch back to rift headset but the oculus SOFTWARE used to switch this for us automatic. now it does not.P.S. I HATE MICROSOFT AND THEIR BAD UPDATES! LOL
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