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I have been looking into this for the past couple of days (I promise i have not lazely come straight to a forum with the first problem i came across).The Doll in this image has an animation which begins to cycle when you press play. (It spins, animated in blender).My current ambition is to point at it and get it to play animation with a button press, In an ideal world i would be able to pause and resume the animation too.I Have looked into animation montages (even made one), I have viewed and read up on various "Play on button press tutorials"But i cant seem to get it. I would GREATLY appreciate some advice on this.If you have done something like this or could help in any way please enlighten me. Im having a very hard time with this.Is there a fairly standard BP layout ?Thank you for taking the time to read this!
I am struggling to try to get a basic package to deploy with my new Quest. I am new to mobile VR development and was trying to start deploying just using the TouchSample project provided in the Oculus UE4 Source Branch. Below is my error I am running into.LogPlayLevel: ====6/12/2019 10:49:02 PM====PERFORMING FINAL APK PACKAGE OPERATION================================================LogPlayLevel: Fixing minSdkVersion; NDK level above 19 requires minSdkVersion of 21 (arch=armv7)LogPlayLevel: Fix gradlew permissionsLogPlayLevel: Making .apk with Gradle...LogPlayLevel: FAILURE: Build failed with an exception.LogPlayLevel: * What went wrong:LogPlayLevel: Could not determine java version from '11.0.1'.LogPlayLevel: * Try:LogPlayLevel: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.LogPlayLevel: * Get more help at https://help.gradle.orgLogPlayLevel: Error: ERROR: /bin/sh failed with args -c '"/Users/username/Desktop/UnrealEngine-
I'm using the Oculus build of UE4 and for some reason, even if I have the Oculus VR plugin enabled, I do not have a settings tab under the plugins. Has anyone seen this before?
I'm developing for Quest using Unreal with Vulkan. Project setttings are using mobile settings. No HDR, no post-processing, forward rendering, etc.I have a material which adds some fake lighting by calculating the distance from a flashlight object which uses a blueprint to pass the position into the material.This material works correctly on Rift, PSVR and PC-based VR platforms. It does not work correctly on Quest.What is happening is the light position appears in two different positions depending on the eye. In the left eye it appears that an object is lit but in the right eye it appears that the material is lit as if the object is moved a small distance to the right. This creates a mis-match between the two eyes.The material uses an Absolute World Position node plus it does a bunch of other calculations for light direction, etc.I suspect that the Oculus HMD code in Unreal is offsetting the meshes for the right eye differently for Quest than it does for th
Hello i´m trying to host an join a session via Oculus Subsystem but it is not working. Do i need to upload my game to RC Channel or is it also workin in any Channel?Or is there something other what i need to do?Cheers
Hey guys, I have been having a hard time getting GPU profiling data on the Quest using Unreal engine, The profilegpu cmd causes a crash, the Unreal Insight profiling tool from them has atm no GPU implementation and I am not getting the data I want from Snapdragon.I asked in the Unreal support and their engineer said that the 4.25 UE in 11173995 starts supporting GPU profiling only if their FRealtimeGPUProfilerEvent is supported by their RHI layer. The RHI layer only supports that functionality if the underlying graphic API supports the Being/EndRenderQuery(). That is an unreal interface function, which I think is linked to the the OpenGL Es 3.2's glBeginQuery/ Vulkan's Query Operations. Or is it something that Oculus implements? I am not sure. At any case it doesn't hurt, to ask, I would like to know if that is supported on the Quest environment.
Hello, i can build UE4 project for my phone, create APK but i cannot see my Oculus Quest in the console (cmd "adb devices").. I saw it one week ago and on developer mode, installed Oculus ADB GO drivers. But for now i cannot see my Quest device, mb anyone knows how to fix it?
Who knows how to get a Dynamic Shadow working when deploying to the Quest [no Link Cable use]?a simple plane [floor] + cube [rotating].One Direct Light --> Dynamic Shadows are set to TrueIt works when using Oculus Quest and the Link Cable [using the GPU and deploying to my PC]It does NOT work when deploying to the Quest [Standalone / no Link cable used]Question:How can you get the dynamic shadow to work using just the Quest?
Colors on Oculus Quest do not match the colors on my Desktop. The colors on the Quest seem desaturated and brighter. I imagine this is a known issue? Is there a known solution?
So far the recommendation is to turn off Mobile HDR but I keep reading this articles online referencing that Vulkan would allow for Mobile HDR on the Quest, for example, quoting from https://venturebeat.com/2019/08/10/unreal-engine-now-supports-vulkan-for-oculus-quest-and-go/ :"Facebook claims that on Epic’s Sun Temple engine sample Vulkan reduces frame times from 16ms to 13ms, a roughly 20% improvement. The company also explained that Vulkan allows for HDR rendering."I tested it and my project crashes at launch on the Quest when built with Mobile HDR ON and only Vlukan enabled (works fine with HDR OFF and only Vulkan enabled). Is this something actually possible right now? Using OpenGL and HDR ON also causes a crash, which seems to be expected, but I was wondering if based on Facebook's statements this is different with Vulkan. All my tests have been done using the latest 4.23 integration.Thanks!
I using UE4 ver4.24.2Already Enable Plugin:Oculus VR (including Oculus Input plugin) but I can't find Oculus touch's BluePrint node ( example:"MotionController(R)Thumbstick")no exist,why???I trying 2 days of all.but,I can't.Please somebody help me..
So I spent a lot of time trying to find out why my project is crashing, probably a lot of customers get the crash too without you knowing about it or reproduce the issue.If you enable OculusAudio plugin on your UE4 project, your project will crash at the start if your PC is set to 4ch or 5.1 CH. with below log, Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Plugins/Runtime/Oculus/OculusAudio/Source/OculusAudio/Private/OculusAmbisonicSpatializer.cpp] [Line: 128] Invalid number of channels. Input channels were 4 but should be 4, output channels were 4 but should be 2This issue happens on almost all UE4 I've tested, starting from 4.21 till 4.24 Epic launcher version.Btw: you don't need to have a surround system to reproduce the crash, just change the speaker from your speaker software like Realtek from stereo to 4ch, 5.1 or anything other than 2ch. and open your project in UE4 or run your packaged game, and you will get the crash at launch. How to reproduce the crash?1- Mak
I've been setting up multiplayer matchmaking, and it works between two Rifts as long as they are both logged into my account. But it fails with another user and me. The other person gets the error " Error: Oculus: Must call get_signature first (1971051)".We both have access to the app in the dashboard. Any idea what could cause this error? Why would my account be the only one that works?EDIT: turns out it also works with another person here. But not three other people I've tried so far... I don't know of any differences in our setups. So weird! Anyone know what the issue could be?
Hello there, I have successfully used cubemap stereo layers in the Oculus Quest and it works perfectly. But when I tried to use cubemap stereo layers for the Rift, It shows a small rectangle with portion of the cubemap and everything on the sides is black. Oculus says that VR Composition Layers do work on the Rift but I havent been able to make it work.Does anyone know what might be wrong with my project? I am using 4.22 but I have tried in 4.24 with no success.Thank you!
My side loaded apps just will not appear in demo mode/library. What am I missing ?
Has anyone created one simple scene that was created with Unreal 4.24.2 and successfully deployed to the Quest?A Scene or Template we could use as a starting point also for testing?a project file with project settings specifically for the Quest?something simple like a plane and a cube with performance stats and no artifacts, no AA issues, and no "jittery", "lagging" or "jumping" geometry?I am really curious if that project file exists somewhere for download to check all the project settings.Thank you so much for any little hint or info,I really do appreciate that!
Having a hard time getting the game to to recognize when the hmd has focus or not. Would appreciate an example blueprint of how others achieved this in unreal 4.Am using version 4.18.3.oculus sdk 1.21
Are there any limitations regarding character setups from Unreal Engine? Characters that I've used for other projects don't show up in Quest. Are there any guidelines out there? I have not found anything specific for character setups in UE4 for Oculus Quest. My characters simply don't show up once the project launches on Quest. It is really weird
The first time a shipping version of the app is launched, everything runs fine and we're hitting 72fps on the Oculus Quest. However, immediately after a restart of the app, there's always a consistent drop in framerate (~10fps lost)This seems to happen only when we create a release version for distribution, and not when we build a regular shipping build. Has anyone else noticed this happening ? FYI we're running the Oculus branch of Unreal Engine 4.22.1Quest build settings for Arm64+ES3.1
First off, we are using UE 4.23 and we did bang our heads trying to set it up to at least work on the quest. Now a few questions and problems here : 1. Why we can't have dynamic low res CSM shadows? - Turning mobile HDR on was tried and it looked horrible, frame rate dropped to 40fps on a simple basic scene. Glitches and artifacts appeared. What are we doing wrong? 2. Using Vulkan for the performance boost. - The game packages normally, but will not start on the Quest, just goes to black and ejects from the game. Found out by looking at the crash log that it was Vulkan splash texture. cpp - or something to do with Vulkan, disabled it and the game runs. Vulkan SDK installed as well - not sure if this has anything to do with it but hey, we tried that too...3. Auto instancing works amazing if you know what console command to call upon. - We managed to have it working with r.MeshDrawCommands.DynamicInstancing 1 4. The slow process of packaging and testing an
I'm not able to get shaders and emissive in my game, after exporting them to quest. which are working fine on other headsets. any help??
Hi everyone,The question is in the title, there was a video about porting Rift games to Quest, the discussion was about a way of using LUT textures in the material for color grading, does anyone know the way it can be done using UE4 material editor? Thanks
Hi all,I'm new to Oculus and fairly new to VR creation (i've used HTC Vive previously).I'll be getting my Quest shortly with the aim to build basic Arch Viz experiences via UE4.I'm hoping there'll be some guidance 'in the box' but a quick search via Google hasn't found a definitive answer to 'how to setup the Oculus Quest to work with UE4'. Even UE4 learning pages arent too unclear on the subject?Just wondering if any experts here have experience of UE4 development to the Quest and know of any tutorials to show setup? Any help much appreciated!
The Oculus Platform SDK Sampel Project for Unreal Engine (which you can download here https://developer.oculus.com/downloads/package/oculus-platform-sdk/) is not working.Direct Connection: I can connect via OculusID.oculus with a listen server, but pawn movement of the client is not displayed on the server. Probably some authority problem. No clue where authorities are managed here.Connection via Oculus: Creating a Session works and the client friend can click on the server-friend's created session to join. When clicking Start Session nothing happens. Sometimes one or both players are getting kicked out, the status messages show different things for both connected players, it is not possible to invite a friend to the session and destroying sessions does not work. VoIP does work sometimes.And please work with Unreal to create the missing SDK Blueprints: A lot of SDK features are currently only for C++, please add these as blueprints.Also, Avatar SDK in combination with multiplayer.
Hello all!I'm having some issues with setting the tracking space of the Oculus Quest. How do I achieve that? I've read in the documentation that I have to use vrapi_SetTrackingSpace( ovr, VRAPI_TRACKING_SPACE_STAGE ); but I haven't got a single clue where to use this..Could you please help me implement this functionality?Best regards,Marcel
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