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Hello, i try to add splash screen to the opening project in my Oculus quest. I can add from blueprints "Add loading splash screen", but it's not like expected coz i see for a moment my level then splash screen.. But from plugin, it does not work i spent some hours with that, on UE4 4.23 version and i attach the images of settings in Oculus plugin.
Hey, I was wondering if there is a way to change the FOV. Regular camera settings seem to be ineffective, which is reasonable as I guess Oculus doesn't want those to be altered for the 99% of the projects. But I saw that their new game, Phantom: covert ops uses a similar approach for scoped sniper rifles, so there is hope. In my case, I would like to mimic regular binaculars.
Posting this here as well for anyone that might have missed it via the Unreal News feed:https://www.unrealengine.com/en-US/tech-blog/exploring-sculptrvr-s-efficient-lighting-solution-for-the-oculus-questReally nice high performant solution to 'fake' lighting for clay and metal like materials using Unreal Unlit material shaders. Thanks to SculptrVR for sharing their material setup!The only thing I needed to change to get it working in my project from the pastebin link was ticking the checkbox in the Reflection Vector node to normalize (as well as creating all the material collection parameters of course).
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HiIm using the OVR Lipsync plugin and it works fine in the editor but when using it in a packaged game it crashs on startup with Export 1446 /Game/Blueprints/Player/BP_AvatarBase.Default__BP_AvatarBase_C:LipSync [2019.12.06-08.53.49:571][ 0]LogStreaming: Error: Linker is ../../../Helios/Content/Blueprints/Player/BP_AvatarBase.uasset [2019.12.06-08.53.49:571][ 0]LogStreaming: Error: Dep S_BEFORE_S Export 2 /Game/Blueprints/Player/BP_AvatarBase.Default__BP_AvatarBase_C (class BP_AvatarBase_C) [2019.12.06-08.53.49:571][ 0]LogStreaming: Error: Dep C_BEFORE_S Import 8 /Script/Helios.Default__AvatarCharacter [2019.12.06-08.53.49:571][ 0]LogStreaming: Error: Dep S_BEFORE_C Import 113&n
I really don't know why Oculus dropping the support for GearVR in such early-stage since Oculus Go is the same as GearVR so they are not going to have wast too much time to support GearVR with new SDKs. And GearVR is the best place to develop your game first even if you are targetting Quest or Go, you don't need to put the HMD 100 times a day on your head to debug small little thing you made, you can do that in flat screen on GearVR, unlike Go and Quest. even if GearVR is dead which it isn't, its the best and easiest platform to develop your game for mobile VR, I used my GearVR tp publish my game for both Daydream and Oculus Go. What's your thought about this? do you guys use GearVR too make your life easier for developing for Quest/Go?
is posible to make occlusion culling in the quest ?i cannot see dinamic shadows in quest, i only see that when activate mobile hdr but when send the game to the quest there is not light
Hi I am a student, pursuing interior designing and I have build an APK file in unreal for my project. The file/app has been installed in my quest but unfortunately it stopped working all of sudden and now from past one month its not opening in my quest and have tried everything possible to make it work but i am unable do the same. Please provide me with a solution as i am stuck badly and its affecting my course.
Any news about this tech? According to UE4 trello board it should be ready for 4.24 release for Quest
As pre the release notes so far:https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1683413-unreal-engine-4-24-preview/Mobile Updates:Auto-instancing on Mobile (Experimental). We are planning to support the auto-instancing feature of the HLR on mobile devices for improved performance due to reduced draw calls. This functions the same as desktop auto-instancing, but it uses a texture instead of a buffer due to limitations on Mali devices, which can only support a buffer of 64 kb..Will this work with mobileVR and multiview? Anyone been able to test it yet? (currently P1 is instantly crashing for any VR related project on my side)
question: is it possible to have Parallax Occlusion Mapping on Oculus GO? For a few 'hero objects', it would be nice to use POM. On Rift it works. On GO the objects shows the default checker material. So my question is: is it possible to have POM on the GO and if so how...?
Hi,I have a dedicated server and the online sub system is null, i'm connecting by inputting the server IP in the open level node.I'm using a Oculus Quest to join which works absolutely fine on first connect, but if for whatever reason it would quit or get disconnected it will not connect to the server again. It will just act as if the server isn't there and just join the entry map, and seemingly not run the level blueprints as a video in the level will not play additionally nothing shows in the server logs.It works fine on PC and its really weird that it works first time on android, has anyone had this issue before please let me know if you have a fix.Edit: The only way i can get it to work again is to reinstall
I updated our Engine source to 4.23, and now we get this error when starting the Editor. If I open the project with Visual Studio and compile everything, then I don't get the error. But for users without Visual Studio, this is not a solution. Anyone know what causes this? It looks to me like the plugin is being rebuilt when we rebuild the engine and/or game. The module engine association is the same as the engine's. I don't get why this error is happening.
Field Engineer responsibilities typically include handling maintaining, monitoring, installing and providing support for network hardware, software and communication links
Hey there, I am trying to implement stereo layers into my project and even though the layer itself is displayed, it only shows the generic texture ue4 displays if none is selected :(I encountered this on Oculus Go and Oculus Quest, doesnt matter if the texture is simply a picture or a media texture :/I am Using UE4 4.23. I just created a test project with 4.22, there this problem doesn´t exist.
why only vr tamplate project build in oculus quest,when we take another vr project it gives me an msg ''project keeps stopping"
I followed all the installation instructions, but when I get to the final step, step 5 of the instructions, at the end of a long compilation process, I get an error message, which I report.I have Windows 10 just installed, on a new PC just assembled."Gravità Codice Descrizione Progetto File Riga Stato eliminazione Stato eliminazioneErrore C1083 Non � possibile aprire il file inclusione: 'typeinfo.h': No such file or directory UE4 C:\Users\Mc2\Documents\GitHub\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsAllocator.h 40 Errore C1083 Non � possibile aprire il file inclusione: 'metahost.h': No such file or directory UE4 C:\Users\Mc2\Docu
Hi,Looking for some assistance with audio issues in a packaged build. I just started packaging my project and I'm experiencing some differences from the UE4 editor 'Vr Preview" and the packaged build. I'm not surprised but as it is, the audio is only playing when I press and hold the oculus home button, then I get a quick flash of audio that should be playing in the game. If I turn my desktop audio on I can hear it coming from the computer speakers, so it appears game is not switching the audio device to Oculus? Is there a way I can manually handle this inside of UE4? I've always disliked the audio functionality that oculus does as it seems to confuse all users. I've seen this on twitch and I've experienced in my own demoing of games to friends. Sometimes the windows device seems to take the lead. Very frustrating and now it's occurring in my own game project. If you know a sure fire way to get the audio fixed for
Is Oculus Audio available for Android (Oculus Quest) in the Oculus UE custom source? I can't select it in the Android audio spatializer settings even though I have the plugin enabled.
It may sound strange but I can make work the Canned Playback example only by generating a new Sequence. If I close the project and open it again it doesn't work any longer and must generate a new Sequence again to make it work.Could be something on my side or is it a bug that any other noticed?
Good day! I work in UE4 and am going to be developing some working ueassets and wish to know which of the Oculus would be good for developing things in. I know the RiftS hooks up to the pc, which is fine. I know the Oculus Quest can operate by itself, however is there an option to plug it in also or do you all suggest to just get the RiftQuest?
HiyaIve been dabbling in Ocuuls VR for unity for a few years now, and starting to look into Unreal for other projects, ut also VR.One thing Im wondering. Unity seems to have OculusVR really supported well..with the player controllers, camera packages, touch packages etc.I can simply add the package , drop in the relevant controllers and it works .Does unreal have the same? Ive looked in the stores, dev pages, forum threads but dont see the equivalent.Is there anything available or worth looking into either free supported, or paid product on marketplace.What are devs here generally using.Also...prefer First Person/Third Person player controllers that are compatible. (can be a paid market product)Thanks!-Paul
Hello everybody,i've tried and follow the instructions for adding a splashscreen to my Oculus Go App as described in this page:https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-loading-screens/#initial-splash-screen--dont-use-blueprintsI'm sure the Oculus VR Plugin is enabled, but there's no options for it in Unreal Project SettingsUE 4.23.1Oculus VR Plugin 1.36.0any hint please?cheers
In UE 4.23 VR Template on Quest, it seems like collision has changed. When dropping an object onto another it's almost like there's a delay until it's physics are re- activated. See attached video.https://www.dropbox.com/s/g7skt6q0cjjxa4r/QuestCollision_4_23.mp4?dl=0
In the "Prerequisites" section of the Unreal Quick Start Guide for Go it says "All versions of the Oculus Unreal SDK require Windows 7 or later."I'm working on a Mac doing Oculus Go development. Is this a supported development environment? I followed the rest of this page and was able to build and run a project with no issues.https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-quick-start-guide-go/
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