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I use VoiceCapture to Capture pcm data, it work fine in pc, but when package to Questandroid.permission.RECORD_AUDIO is okauto captureState = voiceCapture->GetCaptureState(captureBytes);captureState is EVoiceCaptureState::Type::Ok;but captureBytes=0;There is no data to AppendHow Can I Fix it?
I tried many different ways to destroy a multiplayer session. Creating and joining works fine but when a player/client wants to leave the session and calls "destroy session" it returns with "failure". The client leaves to the main menu but is still connected with the server and can't create or join another session. I'm calling it inside the GameInstance. Replicating also did not work so I left it at "not replicated".Epic won't fix it: https://issues.unrealengine.com/issue/UE-38897Is there a workaround for that?@NinjaGaijin Please help me! :)
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
I am using the "Soul City" asset pack provided by Epic to put together a scene that is meant to run on the Oculus Quest. However, nothing renders, it all just displays as the meshes having the default texture on them. This seems weird, since Epic supposedly optimised this pack to run on mobile, and even included a mobile friendly version in the project. How could a mobile Friendly Pack not run on an Android device? and if so, why might this happen and what are the limitations of the Quest?
When trying to upload to Oculus I keep getting the following error:"The package contains DLL libraries that are known to cause issues when running on the Oculus platform. These files must be removed prior to uploading: .../Plugins/openvr_api.dll"I've disabled all the plugins and removed the file but I'm still getting the error. Any help would be much appreciated! Thanks!R
Hi..I am developing multiplayer application using Oculus platform SDK. Can I use this SDK for Cross platform(Non-Oculus exe)?Please let me know the feasibility.Thanks in advance..
I'm using the Oculus Online Subsystem in Unreal 4.22.1. I'm then creating a session and a listen server fine. If then on a client I call FindMatchMakingSessions, it only sees the active session about 1 in 20 calls. I'm testing both ends on different machines and Oculus logins from an alpha channel. Anyone else see this or have any fixes?The whole thing works fine with the Steam OSS.
So i'm working on a project and i need to make a house that is immersive like the oculus home and the world around it.so can somebody help me on how to make the house cosy and a somewhat good surrounding for the housei'm using UE4.21.2help would be very appreciatedthis is what i already createdthe inside and outsidethx
Hi,I've been experimenting with audio solutions for the Oculus Quest and it seems Oculus Audio is the only one that will supposedly work, however I have not been able to get it to deploy properly.I have a basic scene with a single source and in Standalone preview (PIE exits with a crash) I get correct audio with reverb and propogation. However when I deploy to the quest, even with the correct AndroidEngine.ini settings, these features do not work. In fact the audio gets somewhat corrupted too as it plays at a higher pitch than it should.Is there something I'm missing or is the full SDK unavailable for the Quest?
When I deploy to the quest from Unreal Engine, I get the following error: "LogModuleManager: Warning: ModuleManager: Module 'OnlineSubsystemOculus' not found - its StaticallyLinkedModuleInitializers function is null."From what it looks like the module for the oculus subsystem is not being included with the package for android and I'm not sure why this would be happening.My build.cs is setup as follows: PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "UMG", "LibOVRPlatform", "OnlineSubsystem", "OnlineSubsystemUtils" }); PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemOculus" }); PublicDefinitions.Add("HMD_MODULE_INCLUDED=1"); }My .uproj
Hi guys,I am running UE4 4.22.2 (oculus partner edition) - built from source. I've been successfully building my project and launching it on the Quest for a few weeks but today after making some changes (minor lighting adjustments) I tried to build again and all I got was a Fatal error and it won't launch to the Quest anymore. I have had this same issue (also built from source) on another machine where I could never get it to launch either. Any pointers on what could have happened?
@NinjaGaijin UE4 has tools for mixed reality capture for Rift ( https://docs.unrealengine.com/en-us/Platforms/MR ). How are things with Quest and mixed reality capture in UE4 ?
hi, I realize that you cannot assign a home button input since it is reserved for the dash, but how about the menu? I don't see an input for it on unreal, and this page doesn't show it too: https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-controller-input-mapping-reference/(I'm on the rift actually, but I assume it's the same)I read somewhere that it was gamepad special right, but that doesn't seem to work anymore.is it disabled for dev too? I don't see any external usage like the home button
hi, I was reading the oculus documentation and noticed this about a capacitive sensor for the thumb:"Oculus Touch (L) Thumb Up CapTouch - The left controller thumbstick capacitive touch event. The Axis Value returns a floating point value, from 0.0 to 1.0, that expresses how far the user's thumb is from the thumbstick, where 0.0 is as close as possible, and 1.0 is as far away as can be measured by the thumbstick. This event fires once per frame, when input is enabled for the containing actor. Note: There is also a corresponding gamepad value blueprint (with the same name) that can be explicitly retrieved at any time."it specifically states a floating point from 0.0 to 1.0, meaning it can be a decimal value such as 0.1, 0.5, etc. and not a value of 1 or 0 like it states for other capacitive sensors, such as the X button for example, that states "The Axis Value returns 1 if the user is touching the X button, and 0 otherwise"however while testing my rift controllers, all captouch events,
I've been having a hard time figuring this out. I feel like it shouldn't be nearly as hard as it is. Can anyone tell me how to properly disconnect a player from the session they are connected to? Every solution I've come up with either ends up taking the player back to the main menu but keeping them connected to the session, so you can still hear them and the player count remains the same. Or it just does absolutely nothing at all. This is the last bit of net code I've been struggling with and it's been really frustrating because I honestly expected it to be easy to do, especially compared to all the other networking functionality I've implemented. How do I properly disconnect a player from a session and game they are connected to and return them to the main menu?
So I have followed the instructions on this guide: https://developer.oculus.com/documentation/quest/latest/concepts/unreal-quick-start-guide-quest/and I am still having issues getting a package built. I will add as feedback for that guide that there is a lot of stuff missing for people that have not done work with Android before. I would include how to setup the directories on step 14 and how to get those files from Android Studio setup.Even with Android studio, you have to pull down NDK v14 to get it to go. Also Java JDK needed to be installed as well.So my problem is packaging the Android ASTC package. I get an error at the end that says that it failed on rungradle.batI saw in another post that I may need a newer version of NDK, but I can't find what version is needed. I tried v18c and it failed. Any advice?
We are working to provide DLC for our customers. We want to enable the users to unlock an asset from within our app. In our case, skins for our DJ decks.Technically, the skin is included in the app and the user can unlock it by purchasing it from the Oculus store. However, we are not currently releasing any expansion files. Instead, we have uploaded a TSV to our In-App Purchases page on our Dashboard.How can we make this available to the user via a Store listing much like the Rock Band VR page.
Hello! I have a problem. I don't have the option "Package for Oculus Mobile Devices" on Project Settings/Android/Advanced ApkPackaging and i neded forupload app to oculus platform i think. I tryed with v.19 and v.22 version of UE but the option not apear.When i try yo upload my App, ir returns this error "APK main activity intent filter set to com.google.intent.categort.CARDBOARD, but must be android.intent,category.INFO. Your app must only appear in Oculus Home. It must not appear in the phone's launcher". I think the problem is the option named before. Do you think so?Ty for all!
Version 1.36 of our integration for Unreal Engine 4.22.0 and 4.21.2 have 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: 4.22.0: https://github.com/Oculus-VR/UnrealEngine/tree/4.224.21.2: https://github.com/Oculus-VR/UnrealEngine/tree/4.21More information about this release can be found here.New FeaturesAdded the OVRPlatform Tool to the Unreal Integration. The OVRPlatform Tool enables builds to be submitted directly from the Unreal Editor.Moved ovrp_WaitToBeginFrame to the start of the game thread to reduce the latency between the start of game frame and the frame being visible.Integration ChangesUpdated the Oculus Unreal Integration to 1.36.Updated the Audio integration to 1.36.Updated the Avatars integration to 1.36.Deprecated support of the Oculus audio plugi
When I create a VR game (Binary Ue4.21 from Epic Launcher) for the Oculus store which is using simple Cartoonish asset, the app will not run on 90hz. Even in empty levels. I optimized probably everything:What I did: Static lightsource Only Static lightning enabled Forward shading enabled Instanced Stereo changed from TemporalAA to MSAA enabled Adaptive Pixel Density disabled main Post Process features (Bloom, Lensflare) disabled Composite Depth (caused z-fighting on AMD) made no gameplay use of Event tickSmooth FPS is off and min. desired frame rates by 90Does anyone got an idea what I could do? Is it a bug?
Help! I have a 360 player environment that i updated to the oculus branch 4.22.1 a while ago. We just noticed that every Video is by default way brighter than watching it trough the gallery player.Anyone got ideas?here is a link from another person i found with this issue!https://imgur.com/a/H9zp0bu
When I initially launch a new project from UE4 (either 4.19 or 4.20) onto the Go, it runs successfully. After I close out of it and attempt to re-run it from the Unknown Sources tab, it will hang on a blank screen for 20 to 30 seconds and eventually a message will pop up saying that it has stopped responding. I can press the home button multiple times to exit out of the app and attempt to relaunch it. Sometimes it may relaunch successfully, but if I continue to close out of it and re-open it, then it will eventually freeze again. I think this is an issue with the Oculus Go because someone else also reported a similar issue using Unity, while I have been using Unreal.I found similar issues reported here:https://issues.unrealengine.com/issue/UE-62210https://forum.unity.com/threads/sideloaded-oculus-go-app-only-working-once.536663/https://answers.unrealengine.com/questions/810600/view.htmlSteps:- Make a new empty project- Save the default map- Configure project settings for Oculus G
Hello, I am very new to this device development. I created a simple panorama presentation viewer and per client request, they rather use the control on the headset and not the hand controller.I am working with Unreal and manage to create the functions using the volume buttons, but every time they are pressed the volume icon is displayed.I don't know if I can disable that icon within Unreal? or I have to do something else.Your help is very appreciated.Fco.
In my game I am creating text files on the Oculus Go but they do not show up when connect the Go and search for them using Windows Explorer. We need to be able to read these files outside the game.How/where I can access these files through Explorer or where can we write to in order to be able to access them? (we have tried using the '/mnt/sdcard/' and '/sdcard/' paths)UE 4.19
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