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Our application is developing with UE4.21. but we have trouble as any errors and crash application when launch with Rift S.
Has anybody found a way to utilize AA on the Quest in UE4. I have some labels with text on some of my models that are constantly grainy/jittery but perfectly fine on the Rift S
Hello, just uploaded my VR experience to oculus and received the following error: The app doesn't pause in the back ground when the Universal Menu is open.I've made a pause menu In my game but can't seem to figure out how unreal knows when the Universal Oculus Menu is opened.My experience is created using blueprint systems.Anybody know a fix for this?
When I tested the VR template project of UE4, my handle controller could not be positioned properly. If any key is pressed on the left handle, the left handle will be repositioned, and the right handle will lose its positioning.If right handle presses any key, right handle can position left handle to lose position. Somebody help me
I need to package a build for the oculus quest and I can't seem to find any documentation on either the Oculus site or the UE4 documentation site. Does anyone know of any good reference docs for packaging a build for Oculus Quest, or have a good packaging workflow & list of settings?
There has ALWAYS been the RIDICULOUS PEDANTIC 'TELEPORT' template ??? !!! WHY NEVER A FREE LOCOMOTION ONE?The one that is out there from Marco G. NEGLECTS TO TEACH ONE HOW TO TURN, SO YOU CAN GO FORWARD BUT YOU TURN IN A BIG SWOOPING ARC THAT MAKES ONE SICK... SO IT IS A COMPLETELY USELESS WASTE OF TIME.. (and he DOES NOT SPEAK in the 'tutorial' (or as I call it: fast flashing silent unexplained useless images,..) I'm tired of being polite and watching the industry STAGNATE,... I know enough about Blueprints and the little bit of Free Locomotion I have explored, ASSURES ME:It would take someone in the know, (Marco...) less than 5 minutes to create a Free Locomotion Template for VR.THE DEATH OF VR:If VR does go the way of 3D Movies,... it will be because of silly oversights and things like this.,.. There is a Teleport VR Template for UE4 but not a FREE LOCOMOTION, THAT IS INSANE.I have so many things rea
@NinjaGaijin By chance, when do we get to have Blueprints support for Cloud Storage 2.0 and proper documentation about using it in Unreal Engine 4 ?Thanks
I've made a list of current bugs/errors encountered in Unreal when developing for Rift / Quest / Go.Some can be somewhat fixed / avoided, some are still very present. I encourage people to add to the list or bring their solution.Would be great also to have input from @NinjaGaijin and @Ross_Beef on their possible ETA or resolution. ;) This is up-to-date with latest Unreal (4.22.2) Oculus integration found on github, dating back from June 7.There it is:1. Retrieve Oculus ID and Verify Entitlement fail on Go/Questa. STATUS: can be fixed by changing a line in OculusIdentityCallbackProxy.cpp. See at the end of list for complete solution.b. Reference: https://developer.oculus.com/bugs/bug/2343978258981741/2. Entitlement fail on Quest if no access to Quest APIa.STATUS: can be fixed by commenting out a line in OculusMobile_APL.xml. See at the end of list for complete solution.3. PlayDynamicForceFeedback has errors w
I'm setting up a media player in UE4.19.2, largely following the method described here: https://docs.unrealengine.com/en-us/Engine/MediaFramework/HowTo/FileMediaSourceFile plays fine in preview on PC, but fails to load in the Oculus Go with this error:LogPlayLevel: 06-05 15:47:19.591 12891 12909 D UE4 : LogMediaUtils: Error: Cannot play file://../../../MyProject/Content/Movies/mymovie.mov, because none of the enabled media player plug-ins support it:I imagine this indicates that the file is encoded in an unsupported codec - what's the recommended file format for a movie to be played by UE4 Media Framework on the Go?Thanks!_Kevin
I put it in another post but to be clearer: Use the following manifest changes:Also since Oculus integration 1.39: 75Hz is not available with Oculus Quest, only 60 and 72Hz; this bug has been introduced in Oculus plugin 1.39 and is not yet fixed
Hello, I see there is SAMPLE CODE for all kinds of BIZARRE and USELESS VR Locomotion 'techniques' BUT, I never seem to be able to find anything 'simple' or 'useful'.. I ONLY want to make my apps with FREE VR Locomotion, (and maybe Teleportation as a backup and to cover distance,..)IS THERE ANY SAMPLE CODE FOR THIS SIMPLE OBVIOUS THING? I ask this over and over, I get VAGUE USELESS HINTS and TIPS, Links to TUTORIALS THAT DON'T WORK! I have been at this, trying to accomplish free VR locomotion for 14 months and no one has been willing or able to help. I have to release everything in UNITY because I can use Free Locomotion there. I really just want to turn the VR Template into a Free Locomotion OR BETTER FIND A SAMPLE OF SUCH, THANK YOU FOR ANY HELP (HELP BEING A SAMPLE CODE NOT A TUTORIAL I CAN'T DO THAT ANYMORE I WILL SUICIDE AND I AM 100% NOT KIDDING I ALREADY TRIED TWICE WHILE TRYING TO FIGURE OUT
@NinjaGaijin I submitted bug report about UE 4.22.2 + 1.37 and UE 4.22.3 + 1.39 crashing on Go after yesterday's OS / software update.Thanks
My Quest got updated today to OS 333700.2680.0After launching a project I'm working on, I noticed my left eye image was cropped, the joysticks didn't function and my hands were replaced by a GO controller.I guess something they added for the GO emulation mode.Luckily, someone on the UE forum posted a fix that works.https://forums.unrealengine.com/development-discussion/vr-ar-development/1646304-oculus-quest-update-controllers-broken
Hi! everyone, I'm trying to correct the Oculus Rift S SLAM Drifting in warehouse scaling. I assume that this drift is due to the XYZ 0.0.0 Reference set at the beginning of the experience and to the impossibility to create or add some Anchors in the real world. So... I would like to use OpenCV ArUco markers hooked in some space of my warehouse and to make the Virtual world moving slowly to this reference to fit and match with the real world. By the way I should be able to use the real objects occlusions, rather than avoid them... Is there a way to access to the Rift S SDK to use the buffer of the tracking SLAM Camera? I would like to implement all my stuff in a UE4 project does anyone else have some idea to share, or some previous experience with this objective? Thanks.
I was wondering if Oculus is currently working on better blueprint support for Oculus platform SDK features or what their plans are for the future.Especially implementing Oculus Avatars via Blueprints only, VoIP, and Friends Invites would be really great to have.@NinjaGaijin, maybe you could give us some insight on what Oculus' plans are for this?
Version 1.38 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 FeaturesAdded Mixed Reality Capture support for Oculus Quest.Integration GuideSetup and User GuideIntegration ChangesUpdated the Oculus Unreal Integration to 1.38.API ChangesRenamed the TiledMultiRes setting to FixedFoveatedRendering.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&nb
Im using the Unreal Engine 4.20 with the Oculus Plugin.Players got two options (play as pursuer or collector). This is my collector setup: The Player searches for a matchmaking - if there is one, he is joining the game. - if there is none, the player creates a new session.But that doesn't work.I already looked for a solution. The only thing I found was this (its abandoned)They used C++ to get the NetId void UMyClass::SetPlayerNetId(APlayerController* PlayerController, FString NetId) { FUniqueNetId* UniqueNetId = new FUniqueNetIdString(NetId); PlayerController->PlayerState->SetUniqueId(MakeShareable(UniqueNetId));}In the SDK Unreal Sample they set up this:But they also used C++:Is it possible to create a Multiplayer Game with Blueprint
The guide to the Unreal Layer Sample states thie following: Actor_Blueprint illustrates rendering a UMG widget into a stereo layer. The widget is first rendered into a Material, then the SlateUI texture is pulled from the Material into the stereo layer. This is the UMG widget that is rendered to the quad and cylindrical layers in the sample.But there is not blueprint code inside the Actor_Blueprint of the sample project. The Event Graph is completely empty.The two stereo layers in the level only show a texture which was manually set and not the sample UMG widget called MenuBlueprint.This is from the gitHub Oculus Samples.@NinjaGaijin maybe you know what is happening here?
Version 1.37 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 FeaturesThe 1.37 Oculus Integration for Unreal adds development support for the Rift S headset.Added support for Android External Surfaces to support high-definition video playback to Unreal compositor layers.Added support Equirect compositor layers.Updates to the Oculus Platform Tool to support additional launch settings and expansion files.Vulkan updates -Fixed miscellaneous MSAA bugs.Added support for sRGB render target.Added engine-side support for FFR. This feature will require a future Oculus Quest runtime update for end-to-end support.Added e
Hi, I am trying to port the native PC SDK demo app (TinyRoom) to Unreal (C++). I did find UOculusFunctionLibrary (https://docs.unrealengine.com/en-US/API/Plugins/OculusHMD/UOculusFunctionLibrary/index.html) but it doesn't provide a means to recenter the HMD, nor get the pose velocity/acceleration available in the over_GetDevicePoses. Anybody know if there is another Unreal C++ class I should be looking for? Thank you for your consideration.
start my app on questvoiceCapture->Start();voiceCapture-> IsCapturing() return true;(Capture ok) Once in the Project press the Oculus button to bring up the quit menu and Quit out of the project Attempt to launch the project again. voiceCapture-> IsCapturing() return false;(Capture not ok)reload map use openlevel() crash at AudioMixerSourceManager.cpp] [Line: 303]or voiceCapture->Start(); --------- beginning of crash D/UE4 : Assertion failed: OffsetFromBase >= 0 [File:F:\UnrealEngine-4.22\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL\MallocBinned.cpp] [Line: 1080] D/UE4 : D/UE4 : Assertion failed: OffsetFromBase >= 0 [File:F:\UnrealEngine-4.22\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL\MallocBinned.cpp] [Line: 1080] The UnrealEngine/Samples/Oculus/AvatarSamples/ have same problem,When relunch app, Mouth synchronization is not work
I'm developing a small project to recreate a slicing bullet game scene with katana. Enemies will fire bullets and bullet speed will slow down when very close to the player. I'm creating bullet waves around the bullet (like in matrix). Bullets will be bigger than real dimension in order to let the player slice them vertically, horizontally, any angle with katana or any other sword.When bullet are close to the player time will slow down for all the scene except the player that will be able to move faster and slice all the bullets around him.Player will be able also to slice enemies (skeleton slice) and scene objects around (static meshes).To develop this apk I'm using Unreal Engine 4.22, packaging apk for oculus quest.
I'm really enjoying using the OVR lip sync system. Its amazing. But I'm confused as it seems to be made for social presence, yet I can not get it to work correctly in multiplayer. I have scoured the internet trying to find a template or tutorial on how to get it working with multiplayer but I can't find anything. This leads me to believe it must work in multiplayer out of the box, but it isn't for me. My specific problem: Online game with a server and 1 client that use VOIP and OVR lip sync component. I'm using the default head that comes with the download, as well as their setup BPs copy and pasted in my VR pawn. VOIP works fine. But when one talks the other character's lips move as well. And the facial morphs don't seem to be replicated. So the client won't see the server when they talk and viceversa.I'm using UE4.22. I've tried a whole bunch of things, with no results. The above example is what happens when I plug in their model and BPs with no changes. Any one get it to work w
Hello guys, below I wrote my journey on how did I port my PC Rift/Vive version of "StardustVR" to mobile, it wasn't an easy job but hopefully below tips will be useful for your guys too. UE4 never meant for mobile, its really heavy since most of the feature enabled by default so you will have to disable them, I run an empty level on my Galaxy S7 and I was getting 30 fps, this made me think on what kind of sorcery devs used to make their UE4 game run 60 fps on Gearvr/Go/Quest.I didn't know it will be this long ::smile: , maybe that's why I'm getting stuck on my games, I thought it will be 5 lines of tips. so grab a coffee before start reading. it might be helpful for you guys so you don't fall into the same mistake I did. since most of the fixes i found after trial and error for hours or even days.Porting your game into mobile is a sword with 2 edges. It's really cool to see your game runs on your pocket mobile that needed Core i7 CPU with GTX 1080Ti before. but at the
I have been facing a lot of errors when building for the Oculus Quest from Unreal Engine. Unreal Engine calls android.bat when building the Oculus Quest project, and fails every single time. I already tried Data Build: "on the fly" and "by the book". Prior to this error, Unreal Engine was trying to build with android-28 and I didn't have it. So I downloaded Android Studio, and within it, I downloaded the latest. I opened the Android project and set the SDK to 28. Yet, here is where I get stuck: It is still showing target=android-19. I'm not sure if this is the problem, it shouldn't but here is the last trace of information I get from the Unreal Engine build text log.Log.WriteException: ERROR: D:/NVPACK/android-sdk-windows/tools/android.bat failed with args --silent update lib-project --path JavaLibs/downloader_library --target android-28Log.WriteException: (see C:\Users\Cesar Montero\AppData\Roaming\Unreal Engine\Automa
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