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When I open \UnrealEngine-oculus-4.22.3-1.40.0\Samples\Oculus\AvatarSamples porject ,and Launch in Quest.The App stop, and I got log .D/UE4 : LogInit: - BufferSize = 65536D/UE4 : LogOnline: Oculus: Oculus Startup!D/UE4 : LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithAndroidPlatform()D/UE4 : LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.D/UE4 : LogOnline: Display: OSS: OnlineSubsystemGooglePlayModule::StartupModule()D/UE4 : LogOnline: Warning: OSS: FOnlineSubsystemGooglePlayModule was disabledD/UE4 : LogOnline: OSS: Unable to create OnlineSubsystem module GooglePlayD/UE4 : LogAndroid: Case APP_CMD_LOST_FOCUSD/UE4 : LogAndroidEvents::EnqueueAppEvent : 10, 0, tid = 2631, APP_EVENT_STATE_WINDOW_LOST_FOCUSD/UE4 : onPause: stop memory reporter runnableD/UE4 : Unregistering sensor listenersD/UE4 : Case APP_CMD_PAUSED/UE4
Hello!I'm having trouble pausing the game using either 'Has Input Focus' or 'Get VR Focus State' blueprint node (and passing certification).I'm also using 'Has System Overlay Present' to check and pause the game if the Oculus overlay is displayed (which works fine). I've checked this on Unreal binary distribution 4.18 and 4.19.Current behaviour is that after about 10 seconds from removing the headset the game pauses but it does not pass certification so I assume there has to be abetter way or something is wrong?I was also looking at 'UnrealSample' from Oculus SDK but couldn't find anything related to pausing the game in that situation.Behaviour is implemented inside Game Mode blueprint, the actors that supposed to pause have the 'Tick Even if Paused' disabled.If anyone has some ideas or samples (blueprint or c++) that could show the working way to do this I will be very thankful.My implementation (also tried 'Get VR Focus State' in place of 'Has Input Focus'):
Can someone help me read out the per eye projection frustum values?I need them to be able to calculate projection matrices for my cameras. I dont need to read them myself, if you can just post all the values one is able to get from the Oculus SDK, that would be perfect.Thanks in advance!
I'm having an issue launching the editor with the Oculus Audio SDK enabled.I've enabled the Unreal Audio Mixer and am launching with the -audiomixer command line flag.I don't have any other 3rd party Audio SDKs.The project selector works fine in the editor. When I attempt to open my project that has the Oculus Audio Plugin enabled, the engine crashes when attempting to load the dll. I've attached the crash log if that helps. Any help is appreciated.
Version 1.40 of our integration for Unreal Engine 4.22 has been released!For more information, see our Unreal Engine Developer Guide.Note: 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 Source here: 4.22: https://github.com/Oculus-VR/UnrealEngine/tree/4.22More information about this release can be found here.Integration ChangesUpdated the Oculus Unreal Integration to 1.40.Bug FixesMiscellaneous bug fixes and performance improvements.Known IssuesA significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance.Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly i
Testing Vulkan on some projects. In one project I have;- a stationary Directional light + cascaded shadows enabled -> needed due to moving machines.- a static SkylightFor perfomance, some level of FFR is needed.It all works fine on the Quest when Vulkan is not enabled. Enable Vulkan and many glitches appear in the cascaded shadows.Anyone noticed the same? Just reported @ Epic. Waiting to see if they can confirm as a bug. Tested on the latest 4.23.0 OC branch.
My office is working on porting a VR project from our Vive/Rift setups to the Quest. It appears that the post process volume does not function when running on the Quest. Is there any solution/workaround for this?
The oculus leaderboard has three properties: API Name, Sort Order and Total Entries. My initial assumption was that the API Name referred to a single leaderboard that could have multiple key-value entries, but the documentation doesn't say how to add entries. The Write Leaderboard Integer node only has a Stat Name, which seems to correlate to the API Name and not some property in the leaderboard. So, how do I add entries to a leaderboard?
I am using Unreal Engine 4.23 with the integrated audiomixer and the Oculus Audio plugin. Reverb and spatialization work properly when the game is previewed in the editor, but in packaged projects (Windows) all sounds are played without reverb and spatialization. What am I missing?
Unreal has an AudioCapture component with a back-end using rtAudio, which supports Windows, Mac and Linux, but not android. I've looked around and couldn't seem to find a way other than using the native sdk to pull the microphone data from the Oculus Go.So I wrote a little component that does the following:#include "OculusNativeMicComponent.h"void UOculusNativeMicComponent::Start(){ micHandle = ovr_Microphone_Create(); ovr_Microphone_Start(micHandle); // We also need to determine the maximum size of the buffer pcmSize = 2400;}void UOculusNativeMicComponent::Stop(){ ovr_Microphone_Stop(micHandle);}float UOculusNativeMicComponent::GetAmplitude(){ QUICK_SCOPE_CYCLE_COUNTER(STAT_GetAmplitude); // Pull correct data into buffer size_t capturedSize = ovr_Microphone_GetPCM(micHandle, pcmBuffer, pcmSize); float max = 0.f; float amplitude = 0.f; for (size_t i = 0; i < pcmSize; i++) { // Since the format of the stream is in 16-bit fixed point, we want to place in range of 0 .. 1.0 (float) f
I integrated my project with the oculus plugin, to have access to the functions needed to be able to publish it, but after the integration I found a couple of serious problems.The splash screen between the loading of one level and another, instead of standing still as it should, towards the end of the loading, begins to flash, until you have an epileptic fit.The most serious problem, however, is the rendering of lights and shadows after packaging:When I play the game from the editor, the lights work properly, as I see them after the lightmap build.After I packed the game instead, the shadows of the lights are too black, as if the diffused sky light were missing, making it almost impossible to see anything in the areas in a bit of shade.The project is obviously in forward shading, but it has always been, and has never given problems.
ERRORI created an Oculus Go project with Oculus' 4.23 Unreal Engine fork and uploaded a build to the dashboard on the alpha channel. The app is listed under "Not Installed" in the Oculus Go "home" (or whatever you call it) on the actual device, but it says that it is not compatible / incompatible. Is there some way to figure out why it's not compatible? I am able to sideload the app and run it from Unknown Sources.SOLUTIONThe message that it is not compatible is a logical error. Despite that I am listed as an admin, I had to add myself to the channel's list of users in the Oculus Dashboard by going to MyAppTitle > Manage Builds and clicking the Add User button in the channel the build was uploaded and adding the email associated with my Oculus account.https://forums.oculusvr.com/developer/discussion/66884/oculus-go-not-supported-on-your-device
When developing for Rift/Rift S, is there a way to always force application focus to the VR experience, and prevent Oculus Home from starting? I have come across a case when app focus gets lost while loading a level and the HMD is briefly taken off right before or during the loading screen. This is when using the Open Level blueprint node. The reason for why I don't wish to have Oculus Home to appear is that I would like to make an application to be used at a public event.Currently using UE4.22 and OculusVR 1.32, with the Rift.
I am trying to develop a test app for the Quest. I'm using the Git 4.23.0 version available from the Oculus / Unreal depot:https://github.com/Oculus-VR/UnrealEngine/tree/4.22In using the QuickStart guide I noticed some concerning inconsistencies:Why is there no setting for selecting "Quest" like the documentation?I want to ensure that the build will play on the Quest. There is only "Cardboard" and 3 alternate selections for "Daydream" variations.The latest Android Studio and SDK are installed.Could someone please provide a detailed answer how to ensure I can see the "Quest" for the APK Packaging settings.Thank you so much!
Anyone else noticing a huge drop in performance when testing their projects in Epics 4.22 binary branch (Oculus SDK runtime 1.32)? Is there a setting somewhere to fix this?Draw thread on one project was running at 16-17ms in 4.21 and below, now runs at 27ms in 4.22 !! (results in a good 10+FPS drop) ::neutral: I hope this will be fixed in the Oculus 4.22 branch before it's released?
Hello i have trouble to get the Oculus Platform Tool running , always if i hit the button inside my project settings, my engine keeps crashing. Is there any known fix ? I´m using the lates source build provided by oculus. Cheers
I've got a build of oculus 4.22.3 branch from github. I've enabled vulkan, multiview is giving me black & multiview direct is just rendering the left eye. It's giving me a perf boost from 12 to 22ms (hey! I'm optimizing a huge scene don't hate!) - so I'd like to use it. I saw that this was a glitch in unreal, but fixed with this patch. This patch is also in the oculus 4.22.3 build, but hasn't fixed it - at least in vulkan. https://github.com/EpicGames/UnrealEngine/commit/2036358f3a32c1a11c2923871fea6ede7a5991cd
Version 1.39 of our integration for Unreal Engine 4.22 has been released!For more information, see our Unreal Engine Developer Guide.Note: 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 Source here: 4.22: https://github.com/Oculus-VR/UnrealEngine/tree/4.22More information about this release can be found here.New FeaturesFull Support for Vulkan graphics API on Android devices, including:Mixed-Reality Capture (MRC)MSAAMultiviewFixed-Foveated Rendering (FFR)Integration ChangesUpdated the Oculus Unreal Integration to 1.39.Known IssuesA significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance.Exclusive Mode is
I followed the installation instructions, but I get to a point where I get an error message that I can't solve.I downloaded the files from Github.I installed visual studio 2017 with the packages to install.I ran the Setup.bat file.After all this, when I run the GenerateProjectFiles.bat file, I get the error message saying that I don't find the reference assemblies for the NETframework v4.6.2 connected.He says that to resolve the error, to install SDK and targeting pack.Done, or at least I think, but it doesn't work, the error repeats itself every time.Or it says to redirect the application to a version of the framework for which the SDK and targeting pack are installed.But I have no idea what it means, or how to do.
I like to try out 4.23.preview 0 but until now I have not succeeded in getting the right settings to get beyond the three dots in the Quest. Afterwards its all black. No errors.Tried copy-ing and converting a project from 4.22 to 4.23. Same settings - build is ok but just three blinking dots and black. Splash screen doesn't even launch.Tried creating a brand new project from scratch in 4.23.0 and same result.Can anyone confirm building for Quest is bugged/broken in 4.23.0?
I heared that things are broken in the launcher version of UE4 and one has to use the GitHub version for full SDK support, but I am here, just hoping, that maybe they have fixed the multiplayer blueprint node bugs. Any info on that?
Hi, i need help to get my game running with Multiplayer but always If i try to create session , i get the error that Oculus failed to initialize . Failure Code -5 . I checked my App id all is right, at least i hope. I'm using the latest Source build provided by oculus and Oculus Quest . Hope someone can help me . Cheers
Hi everyone,I'm currently finishing a Project I started on UE4 4.21 a few months back - is there any way for me to make use of ASW 2.0 with this Version or would I Need 4.22 for that to work? How would I go About enabling ASW 2.0 in either Version? I've read in the recent blog post that Unreal is able to provide the neccessary data for Oculus, but at least in 4.21 it doesn't seem to be enabled by Default.BestChristian
Trying to build the latest 4.22.3 from Oculus Github source. No matter what I've tried, I always run into this error; Severity Code Description Project File Line Suppression StateError MSB3075 The command "....\Build\BatchFiles\Build.bat -Target="ShaderCompileWorker Win64 Development" -Target="UE4Editor Win64 Development" -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\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 44..............................................................................................SOLVED:For some reason I think it was battling with Magic Leap plugins. I removed the Lumin folder in the Engine/Plugins folder and it built successfully.
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