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Version 1.35 of our integration for Unreal Engine 4.21 has been released! You can grab the latest version of the Oculus Source Distribution of UE4.21 here: https://github.com/Oculus-VR/UnrealEngine/tree/4.21Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link above.More information about this release can be found here.1.35 Update NotesNew FeaturesAdded the Oculus System Metrics to the UE4 Profiler Tool. See the Go and Rift debugging pages for more information about using the Oculus System Metrics to optimize or debug your app.Enabled .mp3 playback on Android apps in the Media Player.Added MSAA support for Vulkan on PC (experimental).Integration ChangesUpdated the Oculus Unreal Integration to 1.35.Bug FixesGeneral performance improvements/fixes.Fixed a crash in OculusAvatar when enabled without the Oculus Runtime installed.Fixed an issue where the camera may not reflect the latest pose after recent
I am running my game through the VRC Validator and it's failing that test. I have implemented a simple pause system that hides motion controllers and also calls the SetGamePaused blueprint node when the game loses input focus. However, when I run this test it says that there are still 2 texture swap chains being committed. I haven't been able to find any documentation on this. The closest I found were the docs on implementing Dash support which really just says to hide motion controllers. Can anyone help me figure this out? I am trying to prep my game to upload an alpha build. Is there anything specifically I need to do to make sure no frames are sent once the game loses focus?
I'm experiencing a frequent crash shortly after I exit PIE: Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 345] SwapChain->ResizeBuffers(1,SizeX,SizeY,RenderTargetFormat,DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH) failed at D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:235 with error DXGI_ERROR_INVALID_CALL, Size=724x124 Format=DXGI_FORMAT_R10G10B10A2_UNORM(0x00000018) The crash appears to occur most frequently if I'm exiting a non-VR PIE session, but have a Rift attached. Does not appear to occur if I unplug the Rift. Any thoughts on what's going on here & what to do? Here's the full callstack:Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 345] SwapChain->ResizeBuffers(1,SizeX,SizeY,RenderTargetFormat,DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH) failed at D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D
We are making a multiplayer game title. One player will host and the other player join as clients. When the host takes off the headset, the other players seem to experience lags badly. I am thinking that this is due to the game being paused at the host pc end, is there a way to prevent the game from being paused by default when the headset is not worn?Thanks.
What's the consensus about UE 4.22 performance on Go / Quest ?When I tried one of the later previews, performance was horrible with ES2 and ES3.1. Since there is no 4.22 release with current Oculus integrations on Oculus github, I assume the reason for it is not that Oculus is busy prepping for Rift S / Quest launch, but because 4.22 performs worse than 4.21.x.Please enlighten me :)
Hi! I've configured the oculus go controller following a tutorial on you tube (epic and others) but when I pack to the Oculus Go the controller is not visible.I'm using unreal, can someone help me?Here is my setup, I'm using unreal engine 4.22
It is my understanding that UE4 doesn't support mic input for Android natively (at least not in 4.21). I don't see any Blueprints related to mic input for Android.Is that still the case?
Hi @NinjaGaijin is there an ETA for the release of the UE 4.22 Oculus branch ?Thanks
Hello everyone, hello Oculus team,I am having a serious re-calibration issue with Oculus latest build from Github:https://developer.oculus.com/downloads/package/unreal-engine-4-integration/UE4 4.20.3 Oculus VR Git.Steps to reproduce are simple: use "reset orientation and position" node on an input.Use it: Camera position goes into the floorSame project, duplicated for testing:On 4.20.1 4.20.3 Standard UE4 build (from Git): normal behaviorOn 4.20.1 4.20.3 OVR UE4 build (from Git): Camera goes to the FloorI do use set tracking origin etc... it all worked so far, I demoed the same project on "4.20.1 OVR git" at OC5 it was working as intended.The bug happened after the recent "oculus Software" update (I mean the oculus "app/store consumer launcher")It is not working as intended anymore.Can you confirm this please?Until then I am back to non OVR version.Thank you.
Basically when I launch my UE4 game on Go, it first asks to ok permissions to use this and that.. I would like not to have that screen because my game doesn't need access to anything. How do I make it where my UE4 project just launches without asking anything ? Thanks beforehand
Hello, I am very new to this, I am trying to create a simple panorama viewer. I followed the steps on Oculus pages (https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-quick-start-guide-go/) for development in Unreal. But when I get the app deployed into the Oculus Go the apps just blink and doesn't run.I found this other tutorial and they provide the file when I deploy that file everything works fine, if I copy the project and change the name of the company on the project settings then the app doesn't work.Am I missing to create an account or get some Android development file to deploy??I am not trying to sell anything just for internal presentation purposes.ThanksFrancisco P.
Some months ago you released Oculus Avatar SDK for Unreal.With it you also released a sample project which shows how to spawn local and remote avatars (classes ALocalAvatar and ARemoteAvatar). The same project does a sort of package recording for replicating local movements to the remote avatars. What we noticed is that all the stuff is kept local; the structure which keeps recorded packets is opaque and, actually, this is unusable for a real multiplayer application: all the local avatar's movements are stored on a local structure and all "remote" avatars read from it and replicate movements on themselves.Since we would like to use Oculus avatars, what we think to do is to track hands and head transformations and replicate them from a player to another; a sort of custom packet recording without opaque structures. Before doing it, is there a "right way" of using your ALocalAvatar and ARemoteAvatar for replicating movements in a real multiplayer application? If not, did you schedule some
I moved from UE 4.21.1 + 1.32 to UE 4.21.2 + 1.34. Everything works fine when using UE 4.21.1.First there were issues with Audio SDK which prevented UE4 from even packaging the project. Oculus fixed that in timely fashion, which I am grateful for.Now it's this:02-14 18:14:00.750 3546 3563 D UE4 : Fatal error: [File:E:\UE4Source\UE-oculus-4212-release-1340\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformProcess.cpp] [Line: 45] 02-14 18:14:00.750 3546 3563 D UE4 : FPlatformProcess::GetDllExport not implemented on this platform02-14 18:14:00.750 3546 3563 D UE4 : Assertion failed: [File:E:\UE4Source\UE-oculus-4212-release-1340\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformProcess.cpp] [Line: 45] 02-14 18:14:00.750 3546 3563 D UE4 : FPlatformProcess::GetDllExport not implemented on this platform02-14 18:14:00.750&n
Not sure the cause of this problem and it may not be related to the Oculus Build of Unreal but I have Visual Studios 2017 and 2015 installed with the proper Unreal workloads installed and yet when I try to package a project for windows Unreal sends a message that Visual Studios doesn't appear to be installed.Does anyone know what the cause of this problem may be? Checking Unreal Forums as well at the moment too.UPDATE: Ignore, dumb me had the Visual Studios plugins disabled
Hello,I'm trying to get a unique ID offline on the Oculus Go that can be persistant between resets or at least between oculus updates. I was using at first the Persistent Unique Device ID from the Mobile Utils Plugin Project(https://forums.unrealengine.com/community/community-content-tools-and-tutorials/86113-free-mobile-utils-mobile-community-project) but the ID of some of my oculus changed after oculus updates, it also changed between resets.I tried different others functions but none of them seems to work :FAndroidMisc::GetLoginId() and FPlatformMisc::GetLoginID() does not return a persistent IDFAndroidMisc::GetDeviceId() and FPlatformMisc::GetDeviceID() does not return a persistent IDFAndroidMisc::GetMacAdressString() and FPlatformMisc::GetMacAdressString() returns nothingFAndroidMisc::GetUniqueDeviceId() and FPlatformMisc::GetUniqueDeviceID() always returns the same stringI also tried to use the Get Oculus Identity function from the Online Subsystem Oculus plugin but it is stuck o
https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-quick-start-guide-go/In the step 13 it mentions about <open the “Package for Oculus Mobile Devices” fold>, which is no longer to be seen in the latest version of unreal engine.Is there anything I have to do in order to complete this process?Thank you very much!Unreal Editor Version: Version: 4.20.3-4369336+++UE4+Release-4.20
Does anybody know why? I can package arm64+es2 but not es3.1. I have tried options combinations in the project settings, nothing works. Any help would be really appreciated.
So, If I'm not mistaken, OpenGL 3.1 doesn't works with forward shading in UE4 as version 4.21 right?I'm using 4.21 and runnin on an OculusGOalso, a quick aside.The Monoscopic Far Field thing isn't working, right? or is just me?cheersJuan
Hey All,I'm getting to the final stages of getting the build of my game towards the Oculus Store. I'm running the VRC Validator and everything's looking promising, however, I'm encountering issues when it comes to the CheckForExtraneousFiles test. I'm recieving errors on the files Binaries\Win64\VRangeV1-Win64-Shipping.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\ApexFramework_x64.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\APEX_Clothing_x64.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\APEX_Destructible_x64.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\APEX_Legacy_x64.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\NvCloth_x64.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\PhysX3Common_x64.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\PhysX3Cooking_x64.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\PhysX3_x64.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\PxFoundation_x64.pdbEngine\Binaries\ThirdParty\PhysX3\Win64\VS2015\PxPvdSDK_x64.pd
Hello, I got a simple project request to make a 360 video player for GearVR headset, I simply started to work on with 4.21 release and I realize it doesn't work, the video stays black, after multiple attempts I realize the release doesn't work and won't work, so I had to go to 4.20, same story, then 4.19, then 4.18, then 4.17 and only there stuff started to work, but then I realize 4.16 has no "Get HDM Worn State" and therefore even video file is working there I cannot make use it. How would you deal with this situation?
Hello everyone, I'm trying to test a blank project on an Oculus Go headset, but once UE4 finishes the build, it doesn't launch on the Go, and all I get is the warning about updating the Oculus app. The Android SDK is installed and updated to the latest versions, and the headset is connected to my working laptop and recognized by ADB. How can I resolve this issue?
Description: When resetting the controllers orientation by holding the oculus button the camera will reset to its original orientation along with the controller.This appears to be a regression: This did not happen in 4.20.3 and started in 4.21.Steps to Reproduce: 1. Make sure that your oculus GO is setup 2. Upgrade the project to 4.21+ (Right click .uproject > Switch Unreal Engine Version > Engine version 4.21 or newer) 3. Open the project 4. Launch on to Oculus Go 5. Turn head and move controller 6. Hold the Oculus button to recenter the controllerResult: The headset and the controller are reset to their default positionsExpected: Only the controller would be adjusted and the camera's orientation would be unchanged
Description: When resetting the controllers orientation by holding the oculus button the camera will reset to its original orientation along with the controller.This appears to be a regression: This did not happen in 4.20.3 and started in 4.21.Steps to Reproduce: 1. Make sure that your oculus GO is setup 2. Download the attached project 3. Upgrade the project to 4.21+ (Right click .uproject > Switch Unreal Engine Version > Engine version 4.21 or newer) 4. Open the project 5. Launch on to Oculus Go 6. Turn head and move controller 7. Hold the Oculus button to recenter the controllerResult: The headset and the controller are reset to their default positionsExpected: Only the controller would be adjusted and the camera's orientation would be unchanged
Description:
Edit: I guess the app just wasn't meant to run in VR? Kind of confusing. I assumed a sample app would show the platform sdk working in an actual VR context.I was excited when I found it because I have been struggling to get voip implemented in my game. I built and ran the project but it just doesn't work when it's run in editor or packaged. In both instances it runs fine but the player pawn isn't instantiated properly and the screen is stuck to my face and it's flat. I didn't dig too deep into it but I noticed that the game mode is using the default pawn and maybe that has something to do with it? Was anyone able to get the sample UE4 app in the platform SDK to work properly? I am on version 4.21
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