Unreal Development
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On a blank screen, I've created several buttons using Unreal. I'd like each button to launch an app/game for ease of use. How can I code this or make it happen?
I've tried several times and always end up with these errors:Error C2039 'virtual_camera_info_array': is not a member of 'MLGraphicsFrameInfo' UE4 c:\unreal\4.24\engine\plugins\lumin\magicleap\source\magicleap\private\MagicLeapCustomPresent.h 74Error C2530 'VCamInfo': references must be initialized UE4 C:\Unreal\4.24\Engine\Plugins\Lumin\MagicLeap\Source\MagicLeap\Private\MagicLeapCustomPresent.cpp 182 Warning C5038 data member 'OculusHMD::FSettings::ColorOffset' will be initialized after data member 'OculusHMD::FSettings::bLateLatching' UE4 C:\Unreal\4.24\Engine\Plugins\Runtime\Oculus\OculusVR\Source\OculusHMD\Private\OculusHMD_Settings.cpp 25 Error MSB3075 The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. UE4 C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\V
In our UE4 product (a multiplayer VR application) we are running into an issue when utilizing the Oculus Rift S. With the Oculus touch controllers there is a difference in the transforms of the motion controllers between the client and the server. The client notices no discrepancy but the server (and other clients) observes a significant delay in the transforms. This is noticeable as any item that the client holds in their hand does not suffer from the delay which results in the item being offset from the hand. This issue is not experienced when using the Samsung Odyssey + HMD. Although the Samsung Odyssey does suffer if even one client is using the Oculus Rift S. The Unreal Engine version is 4.22 and the Oculus plugin version is 1.32.0
I can't find any documentation on how to use it. The readme tells you how to get it running - but what do you actually do with it? How can you use it to test a multiplayer connection?
Hello!ovrp_WaitToBeginFrame massively drops the FPS. This is famous trouble. The calls of this function impacts the performance with 13.5ms on my machine.I removed call of FOculusHMD::StartGameFrame_GameThread (the function with ovrp_WaitToBeginFrame inside) in FOculusInput and this gave good result (normal flight, 80 FPS on Oculus Rift S). This function also calls in FOculusHMD::OnStartGameFrame with comment: "this should have already happened in FOculusInput, so this is usually a no-op" (lol?).Ok. I ran the game also with Oculus Quest (via Oculus Link) on another machine, but again I got frame drop for now at FOculusHMD::OnStartGameFrame. So, this call of FOculusHMD::StartGameFrame_GameThread I can't remove due to it turns game to black screen.So what can we do with it to get good performance? How soon it will be fixed? We wait.Thanks, Artem.
The only way for me to get 60 fps on mobile VR using UE4 is to use ES2 since ES3.1 and Vulcan is very slow on UE4. and removing ES2 from UE4 4.25 is a big disadvantage for me, what a shame, I wonder if you guys use ES2, Vulcan or ES3.1 for your current project and if this decision will affect your future release?Source : https://www.unrealengine.com/en-US/tech-blog/updates-to-mobile-rendering-support-in-unreal-engine-4-24-and-4-25?fbclid=IwAR2iWnh0T6Fzu5EIHUYxv3_GP9n2uFjDfSf-bPz3tP3cvqS9Yyy8_o6QsaA
Hi,I am stuck at this and not able to pass the review test. I have used VR foucs state node so that application is paused when HMD is removed or Dash is up.Application is passing the test in Oculus Debug Tool but failing in review tests.I am developing the application in Unreal Engine 4.18.please help
Our game does not quit cleanly when I call QuitGame. I get a crash dump. The stack trace says that it crashes in OculusAvatarModule::ShutdownModule(), called by UnloadModule.Anyone know what would cause that or how I can prevent it? I'm on Unreal 4.23.1 and using ovr_platform_sdk 12.0.0 I believe.Thanks!
UE 4.24, with its native SDKSo, I've been trying to create a MP session using Oculus Subsystem. I think I did everything correct, from setting my ID and Matchmaking Pool in my Dashboard to changing the proper stuff in my DefaultEngine.ini and turning Oculus plugin ON. I followed the steps from the official doc (developer.oculus.com/documentation/unreal/ps-oss-sessions/)Somehow, when I try to Create Session, my code goes through both On Failure and On Success results (on this order). I get even to Open Level successfully(it opens the lvl), but I don't think it's an 'online' level since in the other PC my Find Sessions fails to search.Relevant log from Create Session:[2020.01.27-18.31.45:457][383]LogOnlineSession: Warning: Oculus: Cannot create session 'GameSession': session already exists.[2020.01.27-18.31.45:756][410]LogOnlineSession: Warning: Oculus: Can't start an online session (GameSession) in state InProgress[2020.01.27-18.31.45:756][410]LogBlueprintUserMessages: [Menu_C_0] Not wo
Am I right in thinking that this:The app must not contain extraneous files such as marketing assets, copies of the Oculus SDK, or libraries for other VR APIs and distribution platforms.Means that we need to remove any trace of SteamVR from our projects for it to be allowed on the Oculus Store?I've tried removing the SteamVR plugin by unticking it, but I'm getting error messages when the new project starts up:Failed to load /Script/SteamVR.SteamVRChaperoneComponent Referenced by SCS_Node_11Failed to load /Script/SteamVR.SteamVRChaperoneComponent Referenced by K2Node_VariableGet_160Failed to load /Script/SteamVR.SteamVRChaperoneComponent Referenced by K2Node_CallFunction_1038And compiler errors when checking out the VR Preview.So have I got things wrong and there's no need for me to remove all traces of SteamVR from my project? And if I'm right and I DO need to get rid of this stuff, how do I go about doing it?Many thanks in advance for any help! :D
Hey there :) before ue4 4.24 we could use oculus touch inputs with the motion controller nodes, but those are no longer available in 4.24 because they are deprecated :/ on the oculus SDK Page there is still the old way to implement them, does anyone know how we have to do it in the new version of the engine?best regardsronny
Hi,Can anybody explain to me why mobile multi-view doesn't work with MobileHDR ?When I turn it on i only get the image of the left eye.Any idea if this is just a bug or if it requires substantial work on the engine side ? Would I be wasting my time if I try to fix it in the engine myself ?Is there any plan from Epic or Oculus to support this in the near future ?Thanks
A question popped up on UE4 forums about rendering cubemaps in UE4 in the same quality as they are in Oculus 360 photo app.As far as I know, it's not possible to do such thing using standard to UE4 sky sphere method, because not only sky spheres are not timewarped, but also they act as standard world texture when it comes to mipmaps. So in order for sky sphere to look good, it can not have any mipmaps.Then I read this doc https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-rendering/#mobile-perf-guides-resolution and I remembered that Stereo Layers support cubemap and are timewarped. So I figured that perhaps using StereoLayers we can render cubemap and Oculus Mobile SDK do the same thing to it as it does to cubemaps in Oculus 360 photos app.Am I thinking in the right direction ?Now, the questions is how to render stereo cubemap using StereoLayers in UE4, if it's even possible at all ?The end goal is to be able to make either a 360 photo gallery a la Oculu
In Unity for as long as I can remember there has always required a "Character Camera Constraint" component attached to the "OVRPlayerController" game object in order to keep the OVRPlayerController game object following the player camera utilizing the 6dof of the Oculus Quest . Ever since Oculus Intigration 12.0 was released It seems like they have changed how the Character Camera Constraint component works as it now required several other components to function without throwing any errors. Even with all of these components (Capsule Collider, Rigidbody, Simple Capsule with Stick Movement) the OVRPlayerController only rotates with the player camera, the position never changes. Does anyone know how to fix this problem/ how to get this to work, or does Oculus have to patch it?
I am using Unreal UE4 to create 3D-Experiences.I would like to copy the games I created to th Oculus Quest.I was not able to find any guide or any tutorials that documents this process.What Unreal Packaging Options do I have to use?How to copy the Packaged Game to the Quest?How to launch and run it?Thank you so much for any little help,appreciate it!
Hi, on 4.24 when I try and delete a or create a game save it will freeze for 30seconds, the save game is 2kb holding one variable in it.Is anyone else experiencing this?Thanks
I am using Unreal UE4 to create 3D-Experiences.I would like to copy the games I created with Unreal to the Oculus Quest.I was not able to find any guide or any tutorials that documents this process.What Unreal Packaging Options do I have to use?How to copy the Packaged Game to the Quest?How to launch and run it?Thank you so much for any little help,appreciate it!
HiHow the stereo layer work with oculus? The UE4 documentation is confusing.It seems that World/Tracker locked layers always intersect the scene and Face locked is always on top?There is also "composites depth" parameter in project settings makes all kinds of layers show on top.I want to show some Tracker locked layers on top of the scene and some not, but I don't see how. Is it possible?
I ran this Unreal project - it starts in the editor, but in the Oculus headset it does not seem formatted for the display. I only see a portion of the text and moving the headset or controllers does nothing. Also -- it says "Welcome Couldn't Get Identity". And in red: No Entitlement for Application. Please check that you have proper ownership of this AppID.So the Verify Entitlement node is failing immediately. But on screen, I do see "Player Logged In" in blue after a half second or so.I went to my dashboard and created a new AppID for this sample,and I put that ID in the DefaultEngine.ini config file. Is there something else I need to do?Does a build of the app actually have to be uploaded to the dashboard before you can test a networked app? I just want to test the Sample locally -- do I have to actually upload a build first? EDIT: I did upload a build, but it still doesn't work.
Is Mobile HDR still unsupported for Unreal Gear VR development? I noticed that it's enabled on the GearVRControllerSample. Why is that? Are any of the other render settings in that sample to be considered for Gear VR development?
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We are seeing big performance drops in UE4.22.3 Oculus/Rift VR project after the Oculus update on 12/10/19 (12.0 live update).According to Unreal Profiler, after the update, we are seeing the application is spending 30 millisecond in bool FOculusHMD::OnStartGameFrame(FWorldContext& InWorldContext). As a result, our frame rate drops from 70fps to 25 fps.Performance somewhat improves if we disable the Asynchronous Spacewarp.Is anyone else seeing this issue?
Version 1.41 of our integration for Unreal Engine 4.23 has been released!The Oculus Integration for Unreal provides support for VR applications that target the Oculus headsets. This integration enables your applications to support stereoscopic rendering, orientation tracking, and positional tracking.For more information, see our Unreal Engine Developer Guide.For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher: https://www.unrealengine.com/downloadOculus Source DistributionNote: To access the latest distribution of our Oculus Source, you must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below.You can grab the latest version of the Oculus UE4.23 Source here: https://github.com/Oculus-VR/UnrealEngine/tree/4.23More information about this release can be found here.New FeaturesEnabled late-latching on Quest + Vulkan. This feature can can reduce rendering latency by up to 1 f
As the title says, when my Go is plugged in I cannot get UE4 to 'see' my Go. The PC knows its there as CMD 'adb devices' lists the device. I've gone through the initial set up phase as per oculus quick start guide. I've installed and reinstalled Android Codeworks, installed and reinstalled javascript, even installed adb drivers listed on one of the oculus guides for PC development. I also went out and bought a new headset but still have the same issue. I'm using a 4.23 build, started off with 4.19 but switched. I have tried both versions and I've tried creating new projects in both builds (blank template projs) and still get the same result. Has anyone experienced something like this before? Can anyone point me in a good direction to fix this issue?
Hi,I need to teach a player how to control a project i am creating, and would benefit a lot if i could use the Oculus Avatar hands with the controller in them, because they react when you place your fingers on each button and move the thumb stick. They can be found in the Avatar Samples. Does anyone know how i can migrate these into my project or where i can find a tutorial do something similar?
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