Unreal Development
Recently active
In our UE4 game (running on a custom 4.24 Oculus version of the engine), upgrading to v35 of the system software causes one of the eyes to not render. Nothing changed before going to v35. Has anyone else seen this?
Hi there!I'm trying to implement Voice SDK into my project but when I install it (with the batch file adressed in documentation), I'm not able to compile project or even start the editor. Anyone using Voice SDK with 5.5 succesfully?The last version of Voice SDK is Release 67.0.0. Is maybe 72.0.0 coming any soon? Thanks
Hi, I'm trying to install meta xr for unreal on my macbook pro with Sequoia osx.I've try all the options and it's impossible...1 - The fork version doesn´t works.. when I try to install the compile is full of errors2 - I f i try to install the plugin manually, it appears in the editor, but when i acivate it, it not appear in the project settings.Any idea please??
I try to build the UE project with MetaXR plugin and MetaXRPlatform plugin, however, although the apk can be built, in the Quest (both Meta Quest 2 and Meta Quest Pro have the same situation) the apk cannot launch, and is not responding.Below are the warning messages shown from the log during the cooking process:LogLinker: Warning: [AssetLog] ...\MetaXR\Content\Materials\PokeAHoleMaterial.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.3\Engine\Plugins\Marketplace\MetaXR\Content\Meshes\LeftTouchForQuest2.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.3\Engine\Plugins\Marketplace\MetaXR\Content\Materials\TouchForQuest2Material.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.LogLinker: Warning
trying to generate project files in Oculus Platform SDK/Samples/Unreal Sample. I keeping getting the error "Some Platforms were skipped due to invalid SDK setup: Mac, IOS, Linux, LinuxArm64, TVOS.See the log file for detailed information". my aim is to understand well how I can utilize it well for my VR Multiplayer.
I need to train several non-tech adults, who barely use smart phones, on the basic ops of Quest 3 usage and interactions. I will be in the same physical room with them but otherwise my options are few: no PC, slow WiFi (already tried casting screens but cannot get better than 5-10 secs latency), etc. My ideal solution would be a shared VR space in which I can also see the other users' system UI (menus etc.) but so far I've only been told that does not exist.Ideas, thoughts, appreciated.Thank you
HiSoooo let me explain in details what I'm about to do.I'm developing an app for meta quest AR. the main game play is like this: spawn some static meshes in the scene and save the transform data of each spawned meshes on a server and then load them back in at the exact location there were spawned.here is the issue. When I load the static meshes, there is a big offset, and nothing is in place anymore. only the scanned environment (scene anchors) are correctly placed in the scene no matter where the initial boundary is, they always are in the right place because of Meta's sorcery, and I have no idea what logic is behind that. Anyways, as the next step I decided to use one of the anchors as a guide and get relative transform of the static meshes based on those persistent anchors. that's why I came up with "inverse transform" node in unreal. here is the blueprint:(static mesh transform *(floor anchor inverse transform)) ==>> I saved this transform to a slotand on load I did this
Good afternoon!Why is the Hand Tracking Microgestures OpenXR extension, introduced on March 14, 2025, not available for use in Unreal Engine? Are there any limitations or is additional integration required to implement this technology in UE?When will the functionality be available for Unreal Engine?
I'm in the early stages of multiplayer prototyping and looking for a simple way to connect with a couple people over the internet for preliminary testing. From my understanding, the current SharedSpaces example uses the full store-integration setup (app ID, photon subsystem, etc). I don't want to go through the hoops of submitting my app for verification and store release yet, I just want something simple that allows me to test gameplay and make sure my replication is working properly. I know there are other examples that use Steam's subsystem, but this does not seem to work on a standalone build, unless I'm misunderstanding. Does anyone have any examples/resources that cover this? I am a designer, not a developer, so any solutions that stay inside blueprinting would be preferable, but I'm open to learning C++ if it's the only way to get this to work.In summary, looking for a solution that:Allows connection over the internet, not just LANWorks on a standalone buildCan be sideloaded, no
lets make a game like no other respond if vr game developer to her elaberation
I made an apk in Unreal Engine 5.4.4. Without any changes to quest 2 or quest 3 they both are laggy. But if I change Quest 2 in Sidequest to use cpu/gpu level 4 and set the refresh rate to 60 Hz the Quest 2 won't display the lag. Quest 2 runs great. I can't do the same on Quest 3. 60 Hz will not display correctly (graphical errors). Turning it up to 120 Hz looks the best but still shows a lot of ghosting. Anything other than 120Hz displays as lag.This is a multiplayer game but even running as a single player it still shows lag. Just moving the VR hands around is laggy. I have tried changing my code (at first I thought my code did this but now I'm not sure about that) and changing just about all settings in Unreal Engine Edit Project settings/rendering and nothing fixed it. I changed pixel density to 1 and the Quest 2 liked that. Without PD 1 it's laggy. I tried rebooting the Quest 3. I tried factory reset on Quest 3. Still nothi
Hello Meta Developer Community,I'm seeking clarification regarding Meta's grandfathering policy for applications submitted as Alpha using the OculusVR plugin before its deprecation.My situation:- I submitted my app in Alpha state using Unreal Engine 4.27 with the OculusVR plugin, ES3.1, and multiview before the plugin deprecation- The app currently achieves 70fps with complex scenes (models of 250k polys with over twenty 8K textures)- When testing with the recommended OpenXR/Vulkan approach in UE5.4, performance drops dramatically to approximately 20fps with the same contentI understand that Meta is "all in on OpenXR" moving forward, but I need to clarify if my Alpha submission qualifies under the grandfathering policy that allows existing OculusVR applications to continue to be published and updated.The performance difference is substantial enough that it would significantly impact the user experience if I were forced to switch APIs. I've been unable to find documentation that specifi
Hi,I'm in a pickle. I have a submission error from Meta, saying the right menu button doesn't reset the forward view. Except, when I try it, it consistently works. I've sent a video showing it working. Meta responded with "that's not from the build you sent". It was.As far as I can tell, it's in-built behaviour as part of the meta branch of UE 5.5.1 I've built from source. I'm not processing the right menu button in any of my code. VRPawn is based on the VR Template.Has anyone else come across this issue? I can't even debug it, as it works fine here.Heylp!
TL;DR: I’d like to create a control scheme that’s a mix of the standard layout for a drone and a FPS like Minecraft in creator mode. But I’m a newb.Hello everyone, I’ve finally gotten Unreal Engine 5.5.4 to build the APK for quest which is the most important first step.My interest in the engine is to make ArchViz open worlds (buildings) Import a design through DataSmith, optimize it for Quest, and just look, walk, travel, fly around and such, no need to actually interact with the building or environment.I fly drones and find the control layout to be quite intuitive for a dual stick setup. the left stick controls the drone in a horizontal plane Forward-Backward, Left-Right, the right stick controls rotation and elevation, Up-Down, Left Turn-Right Turn. I’d love to replicate this control scheme in UE adding teleport to a trigger (also changing the parabola to a straight line), jumping, activating/deactivating gravity. Come to think of it, kind of like creator mode in Minecraft.I rather h
Curious to know general ETA on plugin support for unreal engines 5.2?Have been using 5.2 binary release for a bit, but i haven't seen any info in git or forums about MetaXR official support. Have been using the 5.1 compatible plugin (v53) in the meantime with some minor tweaks so it compiles for UE5.2, but it's not a long-term solution. Any info would be helpful. Thanks!
Audio to Expression has been released for Unity since December. When can we expect it for Unreal Engine?Just downloaded v76 and I still can't find it.Any Update would be much appreciated
Hello everyone. I can't seem to get past this .Net problem when running setup.bat from theMeta/Oculus fork (github)(most recent 5.3):Failed to load the dll from [E:\MetaQuestDEV\UnrealEngine\Engine\Binaries\DotNET\GitDependencies\win-x64\hostfxr.dll], HRESULT: 0x80070005 The library hostfxr.dll was found, but loading it from E:\MetaQuestDEV\UnrealEngine\Engine\Binaries\DotNET\GitDependencies\win-x64\hostfxr.dll failed - Installing .NET prerequisites might help resolve this problem. https://go.microsoft.com/fwlink/?linkid=798306I've reinstalled all the .Net 8 dependencies, have 4.8 framework. The hostfxr.dll file IS in the directory it fails to load it from. Just have no clue at this point. Just beginning meta programming so any feedback would be greatly appreciated. Thanks in advance.
In UE5.5.1 from GitHub (v74.1) stereo layers can't be hidden and destroyed for non-Passthrought enabled projects which is obviously a bug.If look through the source code of:\Engine\Plugins\Runtime\OculusXR\OculusXR\Source\OculusXRHMD\Private\OculusXRHMD_Layer.h \Engine\Plugins\Runtime\OculusXR\OculusXR\Source\OculusXRHMD\Private\OculusXRHMD_Layer.cppwe'll see that there is the layer actor and it's component: Both of them are either passed in layer constructor via desk or created in the method HandlePokeAHoleComponent.But in the method DestroyLayer there is no code which would destroy this actor and it's componentThere is only support for actors that were created specifically for Passthrough and were stored in PassthroughPokeActorMap as I see.There was the link to the commit in another topic:https://github.com/Oculus-VR/UnrealEngine/pull/442but that pull request is still not approved. Please take a look into this problem, because without it Stereo Layers are not that much usable fo
Hi, I’m having an issue with reflection captures in Unreal. In the editor, everything looks as expected: when I move a dynamic object through the level, it uses the nearest reflection capture for the fake reflections.However, when I test the APK on the Quest 3, the reflections seem to stick to the character or object. For example, if the character starts in a red room and moves into a blue room, it still has red reflections.The strange thing is, sometimes it works correctly — the reflections update as expected.Any idea what could be causing this?
Hey guys, anyone succeeded in implementing Body tracking using Meta quest 3 and meta movement SDK on UE 5.3.2 ?I keep finding only implementations starting from UE 5.4+Thanks
I created an app that need to save data as JSON in a text file, with a custom extension. In blueprint I use the "Save Json to File" node, and with "Make File Path" I create a file path using "Get Platform User Dir" as a folder. It works on Windows, saving to Documents folder, and it worked on Quest 1, saving to the app data folder. Now I've ported my app to UE 5.5 and Quest 3, and I can't save anymore, I get an error. I searched a lot but can't find any information. What should I do to save a text file on the Quest 3 device in an app developed in UE 5.5?
It also refuses to compile with 2019 (which was hard to acquire anyways since its out of support by Microsoft, but still recommended by Epic Games's documentation. We have installed every dependency mentioned in the documentation, there are no error messages in visual studio while compiling.We are lost and have no idea, we are trying to onboard new members in the team and they can't work unless we all use the same unreal version, this is a huge issue. We would love to get any assistance if possible.What is happening exactly:- VS Studio compiles without issues but finishes faster than usual.- Upon close inspection we find a lot of files missing, including UE4.exe and other binaries, like the shadercompiler binaries etc.- No errors in VS Studio.- And Engine of course does not start when pressing F5 since well most parts of the engine are missing.Screenshot of the UE binaries missingThings we have tried:- Follow the documentation steps 1 by 1 exactly as outlined.- Recompile so it tries ag
Hi all,I'm new to VR development and I'm trying to package my first VR demo with UE5.Throughout testing with VR Preview inside the engine, everything seemed fine, but I had a few issues after packaging:When I try to package directly to the VR device (Meta Quest 3S) the game is stuck on loading the splash screen forever.When I try to package manually to Android ASTC and then adding the build manually from the Developer Hub, the game launches but I can see all the meshes in the level loading and when I face a certain direction in the level the screen starts to stutter as if it's about to crash.I've been looking for a few days now and I can't find a solution for this. Anyone might know what may cause these issues?
I have Unreal VR project.It builds successfully and works.Interesting thing is following:When i build it, apk size 380 Mb.After few builds it became 646 Mb (No new asset, just blueprint editing, organizing folders. No cleaning cache, no settings change).After few builds, it became 380, and so on. 650<->380 jumpingWhat is the reason of such size jumping?
Hey there I am struggling with these issue. There's like a strobing effect on my left eye. If I close my left eye its fine. I've tried disabling instanced stereo and mobile multi view with no luck. I'm just running the demo scene with no changes. Any suggestions? I tried 5.3 and 5.5.4. I am working on meta quest 3com oculus vrshell 20250403 002312 01
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.