Unreal Development
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I have a Oculus Rift project that works great while running in the Unreal editor, but once I've packaged it into a win 32 project the touch buttons (A, B, X and Y) do not work, but the triggers do?I'm using Unreal 4.21 and I've set up the button mappings in C++ with PlayerInputComponent->BindAction etc. For testing I have keys also mapped to the same actions and these work fine while running the exe, it's just the touch controllers buttons that do not work.I did notice once I run the exe it opens steam VR so I'm not sure if this is causing problems as the Vive doesn't have these buttons? How do I tell Unreal this is a Oculus build and not a steam VR build?Does anyone have any thoughts on why my buttons do not work?
I am confused about where and how I am supposed to use the voip methods to register a player as a remote talker in a session. I am assuming that When a player logs in, I should get that players ID and register them as a remote talker on the server. Is that correct? When try something like that, the player that hosts the session is able to register, but the player that joins is not. I also tried calling a RPC on the owning client to register their talker there but that didn't work either. I'm just super confused about where I am supposed to register a player once they have joined a session. Can someone point me in the right direction? I have been working on this for over a week and I can't really find any good documentation on the subject or any good examples. How do I register a player that connects to a session as a remote talker?
Hello all,I'm using the 4x MSAA setting for an Oculus Go project in Unreal 4.19. It works well for geometry however it doesn't affect images or text the way something like FSAA would. Are there any solutions around? My app is productivity based so includes plenty of images with text. It's a pretty narrow case but produces extremely shimmery results. My understanding is that you must use a post-process volume to activate FSAA but it doesn't work for me on the Go.Surely someone else has wrestled with this?Thanks
I'm following this quick start guide:https://www.elarasystems.com/deploy-ue4-oculusgo/Which worked fine and I was able to see the demo scene in the Go. I did a few basic changes to the scene a few days later and tried running it in the headset with no such luck. I'm 99% sure there were no project setting changes or anything besides changes within the editor scene. The concerning line I'm getting when it finishes packaging is:LogPlayLevel: Warning: Activity not started because the current activity is being kept for the user.I'm not sure what this warning means or why it won't show my UE4 scene now. Any help is appreciated!UE4: 4.20.3Logs: Attached
Hello, I was very hyped by the technology presented for the new audio SDK and wanted to use it in Unreal. I installed the engine from the Oculus branch on github. (so it's 4.21 + 1.34)But it seems like its not working ... At least the propagation part. The functions are actually there, I can tag the meshes and add a OculusAudioGeometry and OculusAudioMaterial, but then it doesnt do anything to the sound.So I wanted to know, am I doing something horribly wrong or is it just not implemented yet?Also is it easy to integrate / use in Unity ? I could consider switching then. For me the most important are reflections (especially, early reflections).thanks, cheers
Up until somewhere in January, I was able to upload the by Unreal generated apk's without issues. Since then, there seem to have been added a few new requirements:android:debuggable (checked the Intermediate/APK/AndroidManifest.xml, it is set to 'true')android:excludeFromRecents (not found in the xml nor in the project settings)main activity intent filter set to android.intent.category.LAUNCHER, but must be android.intent.category.INFO (checked the Intermediate/APK/AndroidManifest.xml, it seems to be ok there)Still these show stoppers appear when uploading the apk. How/where do I set these?
Does anybody know which Oculus integration version will be shipped with the epic launcher version of Unreal 4.22? I am desperately waiting for 1.32 or higher as it includes the fix to the Oculus Sub System Matchmaking bug.
Hello!SculptrVR multiplayer currently runs on dedicated servers in the cloud. I want to use Oculus voice in this setup.Right now when I try to open a voice connection with another player it connects, but then never receives any data and times out. I believe this is because I'm not using an Oculus Net Connection since we're connected to the dedicated server directly. If I try to establish a session and connect, I think players will be connecting directly to eachother instead of to the dedicated server. The server cannot create a session since it's on Linux and has no Oculus SDK or Oculus account.Is there a way to get Oculus voice working with dedicated servers? Second question: can users connect in voice chat where one is on PC and one is Go/GearVR/Quest? These titles have different app IDs, but multiplayer works between them through dedicated servers.Thanks!-Nathan
Hello guys, anyone used the new audio engine on android? I just tested it and somehow the sound doesn't feel right, it plays with high pitch, it's like *1.3 pitch. Edit: Ok after few days I found the issue, looks like below two code was the reason for this high pitch sound, even though I returned them back on project setting to 44100 and default for audio type but seems its a bug and you will still face the issue till you delete these 2 lines from your DefaultEngine.ini if you have them.AndroidAudio=xxxxxAudioSampleRate=xxxxx
Back in my Gear VR days, I would always use bluetooth keyboard to pull console down and do "stat startfile" to better understand the bottlenecks (or where new version of UE4 has issues). Tried doing the same last night with my UE4 project on Go and I couldn't :(UE 4.22 p3 performance is a way worse than 4.21.2 on Go and I fail to figure out why (and Epic doesn't care to look at my project - they always want free QA done by devs)I paired my bluetooth keyboard to Go and it seems to be working fine (at least Esc key works). However, pressing a key that is bound to console does nothing. Therefore I can't do "stat startfile" (or any stat cmds for that matter) :(Has another had such issue (console not working) ?Thanks beforehand
Hello,I want to start playing a music once user is looking to GearVR and his face is tracking, once it's stopped tracking music stops.How to do it? I remember I saw this nodes, but don't remember it's names. Thanks
Hello, I made an application for GearVR, I have jsut switched to S9 from S8, hoping to get a little better performance, evertything works great but I have one critical issue with vr.PixelDensity, whatever I put any number, it's distorting the image and stretching it. Can you please have a look why it is happening, it's the same issue on both phones S8, S9, Android Orio 8.0
I tried to implement a spectator for my app by using TextureRenderTarget2D and discovered a weird bug.Everything works fine in the editor, BUT as soon as I package my project the frame rate drops really low (<15fps, sometimes less than 5 fps).This is a bug related to Oculus somehow, because when I try running the packaged project with my HTC Vive everything works as expected.Steps to reproduce:Start a new project with starter content.Check "Start in VR" in project settings.Add a TextureRenderTarget2D to the project, set the size to 1920x1080.Open level blueprint and add the following to "Begin Play":- "Set spectator screen mode" and set it to "Texture"- "Set spectator screen texture" and set it to our TextureRenderTarget.Add a "SceneCapture2D" and set its target texture to our TextureRenderTarget and its capture source to "Final color"Package the projectThe frame rate for the packaged project will be very low. I becomes very visible when turning the head from side to side.I have rep
'm coming up with that question. I'm looking for some tutorial or information on how to do this navigation of this link posted here:https://www.youtube.com/watch?v=7KLoqhXLYo0I only managed to teleport on the same level, change level and delay entry. Do not figure out how the action does not work if the user gives up as in the example. I'm sorry for English.I'm using Unreal Engine 4.21.2 and Oculus GO.Thank you!
I downloaded and built Oculus' fork of Unreal Engine 4.21 and when I attempted to start a new instance I received the following error:Start New Instance | MSVSMON.EXE ErrorOne person said that they uninstalled their firewall software to resolve the issue. I was able to resolve this issue by going into the settings of my firewall and deleting anything related to Unreal Engine and Visual Studio.
Im trying to build a 360 app for Oculus go with Unreal Engine 4The problem is that the video i mapped on a 360 sphere is a lot brighter after its deployed on the Oculus GO. The scene consists of a sphere with a material which has a video texture set to emissive.No light is present in the scene or any other light source. I followed this tutorial on how to deploy for Oculus GO https://www.elarasystems.com/deploy-ue4-oculusgo/No Post effectsno eye adaptation
Hi,i've made the fps visibel (with stat fps and OVRMetricsTool) and realized that is incredibly low (30fps). To check out the reason i've made all Objects hidden except the base room (4 walls) the result is nearly 30fps..The i've made a new Level with only a floor, my pawn, sky and sun…. the result is nearly 30 fps.I have a smal test Project and loaded it to the go, it has 60fps and everything is green.I've compared all config files with the working Project and made it nearly the same (except Level Name), delete the intermediate and the build directories.The result is nearly 30 fps.Now i Need a little help to find out what's the reason for this.Any ideas? Thx Forward!
Unreal 4.19Pause game (Set Game Paused node) still allows the headset to move around, pause works and all gameplay stops but you can still walk around and the screen updatesI think this is causing me to fail the test"TestSubmitFrameWhenNotVisible" with the OculusVRCValidator (vrc-pc-input-1)"Commited a testure swap chain (called OVR_CommitTextureSwapChain) when application not visible"I had no bother passing the other tests but this one has me stumped.Am I doing something daft here? Is there a node to suspend rendering?Thanks.
Hi,i have a strage graphical issue. Is seems like i have no Antailiasing. I've tested out different Settings (MSAA & Foveated Rendering) but all with the same result. I've made a small Video and you can see that the signs on the shelf are not readable and one texture is very pixalated and the Pixels are chaning while moving the head.I'm a newbie in Unreal so it would be nice if anyone can tell me what i've doing wrong. Thx Forward.https://www.youtube.com/watch?v=UuMxLM7HazM
I have just one question really, If I have a character with perfect facial rigging (over 70 face bones) and I animate the face (in 3ds Max) so that:Frame 0 = Base PoseFrame 1= Viseme AAFrame 2= Viseme EEetc etc Frame 25=SmileFrame 26=Blinketc.How do I turn that into anything in Unreal? Is there any way to 'capture' the relative positions of the face bones at frame 1 or 2 etc, and call that a 'preset' and put it on a slider? In 3ds max I invented a technique where I animate faces in real-time with my Wacom Pen using the Motion Capture utility with 'pose-o-matic' (which does allow me to 'capture' the 'relative positions' of a collection of bones on a slider and (it looks just like Morpher Etc). I'm able to turn my keyframed visemes/expression into usable tools, sliders, *then animate the sliders in real-time against an audio playback, using motion capture and my pen, in order to build up layers of complex facial animation (and head and eye movement ),&nbs
Hello,I'm having some problems rotating my player pawn in online multiplayer. When I use the add actor rotation node, it rotates everything but the players perspective. One way around this I found was to set the players headset orientation when turning. This works but it doesn't seem like the proper way to do this, so I was just wondering if there is a way to rotate the players view with the actor.
Hello Community.We have 2DOF full 360 flight simulator and we are developing an application with VR using Unreal Engine. We have to place PC, Oculus Rift and it's sensor inside this simulator. We did an example project using this setup but we are encountering some serious problems.When simulator go upside down on pitch and/or roll axes Oculus confuses positional and rotational tracking which might be related about gimball lock issue. Is there any option to say the Oculus to do not track position and track only relative rotation(do not use World rotation of the HMD) within a limited pitch and roll axes.We tried to use builting function inside Unreal Engine called Reset Orientation and Position. It solved positional problems but not Orientational problems. Oculus keeps tracking of the HMD's world orientation but it must just track the orientation relative to sensor only. If there is an option like that it will solve our problems I think. Thanks in advance.
Hello guys, I noticed horrible performance using GPU particle even with simple 200 sprite emitter. so I tried to narrow down the problem with making a new fresh empty project with the same emitter and I found out this bad performance only happens when you add GearVR support into your project by enabling the checkbox "configure the android manifest for deployment to GearVR on Android section of project setting. when I disabled GearVR support the performance went back and I was able to spawn 9K GPU sprite running in real time with 60 fps. so yeah looks like Oculus team need to check this issue on UE4 otherwise right now we all having CPU bottleneck on our projects since we all using our particles on CPU and that's very wrong.CPU 200 sprite VR enabled ---> 60 fpsGPU 200 sprite VR enabled ---> 37 fpsGPU 9K sprite VR disabled ---> 60 fpsI made the test with UE4 epic launcher version 4.20 and 4.21. another test with Oculus GitHub version 4.21 and got the same result.@
Beginning to work on a project that uses hand-presences and wanted to take advantage of the Touch controllers as much as possible. Just to confirm the flat captive sensor on both controllers has no mapping implementation in Unreal. Was hoping to get something like Oculus Medium. See https://youtu.be/3HYDg625nkY
Has anyone tried implementing OBB expansions and DLCs in your Oculus Go UE4 projects using Blueprints (exposing API to Blueprints since there is no native BP support for OBB/DLC at this time)?I am sure DLC purchases are tied to IAP, which is not exposed to Blueprints to this day, sadly. However, at this time I am wondering about having ability to update content using OBB files instead of updating/resubmitting entire game (which is anyway limited to 1Gb APK file size).How do I go about it ? Thanks beforehand
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