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I was learning / working with particles for my project and it turned out that GPU particles are horribly slow (and probably bugged/broken) in Gear VR.Here is the video with CPU particles (performance drops are due to video recording):https://www.youtube.com/watch?v=6ZjtqHaKSlgOnce the drone crashes and particle system attached to it is deactivated, fps is still good.When I made smoke trail on the drone flying over in the arc to be GPU particles (exact same look and rate), fps dropped to the floor and even after particle system got deactivated and visibility was turned off, fps still stayed super low.My guess is it's a question to Epic, but I am sharing my finding here too.
@imperativity Any chance we can have bloom in Go projects powered by UE4 (4.20 perhaps, Oculus branch), without having to turn on mobile HDR ? It works on desktop / Rift, but not on mobile.Thanks beforehand
Hello fellow Devs! as the title say regarding Gear VR submission on Oculus store. do we need to make our game compatible with S6 to be eligible to the store? if not anyone can tell how much performance different is there between S6 and S7 edge so? i only got S7 edge and i don't know how much free room should i leave for the game to run 60fps on S6.Thanks
Hi, I've started a new Project for my Oculus Go with Controller support. Everything works fine except i cannot finde the Go Controller mesh. In the engine content is only the standard OculusControllerMesh (Oculus Rift). Where do i find the go controller mesh? I'm Looking for hours but i cannot find it.Thx forward
Hi fellow Unreal Engine Rift Developers--I was wondering if anyone else was using the VR Expansion Plugin?I've got the controls working correctly for Vive and WMR but haven't tried it for Oculus yet--I was wondering if anyone ran into any snags along the way with it?
Hey all,Just getting started with trying a few things out with VR/UE.... Using Rift.In the default VR Blueprint, when opening the Motion Controller level, everything loads fine and looks good through the HMD; while I can see and move the position of the hands, teleport doesn't work. Also - the fingers don't move, though I'm unsure if they're supposed to.What am I missing?thanks
The latest and hottest hotfix 4.21.2 is out. Now going to wait for Oculus to provide 4.21.2 with latest and greatest integrations on their Github :)
Version 1.34 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.1.34 Update NotesNew FeaturesThe Unreal Integration now adds SysTrace markers automatically with no additional configuration required. More about using SysTrace can be found in the SysTrace guide.Added UI for device selection to the target Oculus devices (Android development only).Integration ChangesUpdated the Oculus Unreal Integration to 1.34.Updated the Platform SDK to 1.32.Updated the Audio Spatializer to 1.34.Bug FixesGeneral performance improvements/fixes.Fixed an issue on Android apps where the microphone may not be released when the app backgrounds or exits.Fixed an issue where an Avatar’s hands
I read in the forum that there were some updates/fixes regarding Oculus Sub Systems so I tried to create and join a session today (create session with a "Browse Pool" and joining via "Join Session", all via blueprints) and after finding the session I (still) can not join the session with the client (no connection is being established and no map is being opened).I was using the Unreal Studio multiplayer project preset and simply changed the relevant session nodes to the Oculus BP nodes.I also changed the DefaultEngine.ini, added the entitlement check and activated the Oculus Sub System Plugin.Unreal version 4.21.1 (Epic Launcher version)I packaged the project for testing so it should not be using the wrong net driver.Attached you can find the logs and my Engine.ini file.Here are the project files if anybody wants to have a look at them: http://gofile.me/3trey/KMSNNsOFbDoes anybody know, what I need to change to get it to work?
Hi there, i noticed that the new correction isn´t turned on be default, the oculus menu looks great, but as soon as i open up my project i have the old aberration effects :/Is there a way to enable the correction through blueprints or some other means?best regards,Ronny
I have been using the Physics Simulation mode of Unreals VR Editor to pose, just by pushing and pulling on the mannequin. It all works great until I try to get the fingers in on the action! I cannot see what I am forgetting?! 1) I give them physics constraint capsules, 2) I turn off gravity 3) I turn the linear and angular damping up to 5000. It works great with everything except the fingers, Am I missing collision boxes on the standard Mannequin fingers? I thought Constraints would be enough,.Any help or even unrelated suggestions about Unreal and posing Fingers in general would be most welcome! Thank you. .here are images of the settings etc and a short video to show what is happening, (the mannequin with enabled fingers moves by itself PULLED by the fingers! https://www.youtube.com/watch?v=DWZGGLjzsAgMy good arm settings, my similar but Insane and Haunted Finger setting below ?? (I
I am currently encountering an issue with the stereo layer implementation for the Oculus Rift, when using Unreal Engine 4.In our game, we are using stereo layers to display the HUD elements, that are parented to the player pawn.When a player snap turns 45 degrees, the pawn rotates, but the stereo layer appears to be drawn in their old position and orientation for a frame, before updating to their new location. This issue is not present when I have tested stereo layers on the Vive and the Quest.I have created a small test project to demonstrate the issue.The test project contains a basic pawn. This basic pawn has a sphere mesh projected 120cm infront of the player.At the same location as the sphere, there is a stereo layer. Every 1 second, the pawn will update the rotation by 10 degree's.Video of the StereoLayerTest project:https://drive.google.com/open?id=18_bvCoEyKTWiSosyTC2FqT2rsRQxIXoPNOTE: To better highlight the effect of the delay, I set the frame-rate locked
https://www.youtube.com/watch?v=WbyJzk0xaFkWhen I activate particle system on the rising drone (using Activate node), performance drops momentarily. Do you happen to know why is this happening and how to work around it ?Thanks
I'm having a hard time troubleshooting a MSAA issue. Basically I want to toggle MSAA on and off to observe the visual impact. I'm not even sure at this point whether MSAA is active on my project.Using the Oculus branch of 4.21 and deploying to an Oculus Go with ES2 and forward rendering. I've tried the following sets of variables in the Android_Adreno5xx profile:r.MobileContentScaleFactor 0r.DefaultFeature.AntiAliasing 3r.MSAACount 4r.MSAA.CompositingSampleCount 4r.MSAACount 4This is my profile for MSAA on, and I changed "r.DefaultFeature.AntiAliasing" to 0 to disable it. Nothing seemed to change in my visual output.This is showing up in the logcat:LogRHI: Support for 4x MSAA detectedHere are some scalability settings the device reports while running:sg.AntiAliasingQuality = "3" LastSetBy: Scalabilitysg.AntiAliasingQuality.NumLevels = "5" LastSetBy: Constructorr.PostProcessAAQuality = "4" LastSetBy: Scalabilityr.MobileContentS
Hello,In 4.20 (SDK v1.25) if you call "Reset Orientation and Position" (Through BP or through Oculus pause menu) you would remain at the same height (assuming you Set Tracking Origin to Floor Level)in 4.21 (SDK v1.28) calling this results with camera being placed back to the origin.With a Vive, calling reset position has always moved camera to origin.Is this a regression or are apps now expected to all use "Eye Level" origins?Thanks,Alex
Hello people, I'm working on a tech demo for a simple mobile VR window manager and I need to use the trigger for the oculus go controller. However, it seems the Oculus Go trigger is not working.I'm a bit of a noob at Unreal (I came from Unity) but every unreal dev I've talked to says that I'm doing it right.I'm using Unreal v4.21.1 and the Oculus SDK from the plugins manager. The blueprint below is attached to a pawn in my main map (I am using the grip controls for VRidge debugging but even without it the events do not fire). I don't know which logs to post, so please let me know.
Finally managed to get my project running using stock launcher UE 4.21.1 (using Launch on Device Editor's functionality).Noticed that my fake decal material that works fine in the ES2 preview, doesn't work on Go with ES3.1:In the Editor:On the device:With ES2 on the device:Has anyone had issues with using DepthFade in materials for projects on Gear VR / Go (ES3.1) ? Do I need to enable an option for it to work or is it not supported at all ?Thanks
Hey all, has anyone found a solution to bring the build-in Alpha2Coverage for 4x MSAA in UE4 to mobile? Unity has plenty tutorials and shaders. It looks fantastic there, but im unable to get rid of all the jagged edges for us. Its not possible to design around masked materials for us.Alpha To Coverage working with Unity. Also recommended here by John Carmack..Would love some guidance! Best
Hello, I unfortunatelly made an application using UE4 for GearVR and S8,I have tested many thing but neight of my tries have worked to make a Pixel Density higher than default, please tell me exact steps how can I make density to be higher? How to make a resolution better? I going to kill my self soon.
Hey Unreal Oculus Community,Our matchmaking sessions started breaking recently, it seems to have happened from under us as we have many old builds that used to work that no longer. They all fail in the same way...Here is the gist of it:1. Create a session and set the host as a listen server. (Either open the level with the parameter listen or reload the level with listen)** We are using a browse pool, with no options. As simple as can be.2. On the Client join the session with the same pool name.3. Session is joined successfully (on success branch gets hit) but fails to complete as it times out, the session will end itself.4. The host never sees the player, never even gets a sniff that they tried to connect.We have tried this with multiple machines, one on the same LAN, one not.We have a sample project ready to send to you via DropBox as well.This is in 4.18.3 using the Oculus GitHub version of the source to create a Distribution build that we have been using for many months. This probl
Hello, I wanted to update Unreal project from 4.19 to 4.21 and I facing some wierd issues:UATHelper: Packaging (Android (ETC2)): C:\Users\hello\.gradle\caches\transforms-1\files-1.1\support-compat-27.1.0.aar\91d8725fb716b1145270400a7aae842d\res\values\values.xml:20:5-70: AAPT: error: resource android:attr/fontStyle not found.UATHelper: Packaging (Android (ETC2)): C:\Users\hello\.gradle\caches\transforms-1\files-1.1\support-compat-27.1.0.aar\91d8725fb716b1145270400a7aae842d\res\values\values.xml:20:5-70: AAPT: error: resource android:attr/font not found.UATHelper: Packaging (Android (ETC2)): C:\Users\hello\.gradle\caches\transforms-1\files-1.1\support-compat-27.1.0.aar\91d8725fb716b1145270400a7aae842d\res\values\values.xml:20:5-70: AAPT: error: resource android:attr/fontWeight not found.UATHelper: Packaging (Android (ETC2)): Z:\app\build\intermediates\incremental\mergeDebugResources\merged.dir\values\values.xml:94: error: resource android:attr/fontStyle not found.UATHelper: Packaging (A
Every single time I update my project to new release of UE4 I have issues building / running it on Go. I don't even remember when was last time I didn't have any issues.My project was deploying / running fine on 4.19.x. I have not changed anything related to rendering in it. Since 4.20 was deemed as "unstable" release by the community, I decided to skip it and wait for 4.21 (and since I was working on AI, I didn't really need to test on the device just yet).Now my 4.21 project crashes all the time on Go in the render thread. How on Earth can that happen if I didn't change anything render-wise ?! While I firmly believe that standalone VR is the future, I am about to throw in the towel with UE4 + mobile VR.. It just seems that I spend more time doing QA for Epic and Oculus with UE4 than working on my game./end of rant
Does HMDRecentered Delegate in VRNotifications component work in UE4 20.3 Blueprints? I have successfully played a sound and reset the view direction when VRControllerRecentered Delegate event triggers, but I want to do this when the player holds down the Oculus button to reset the view. It seems like the event to use is HMDRecentered but that one doesn't trigger. Help!
I am working on a VR project that requires turning off the Oculus and Steam VR plugins in UE4 in order for another plugin for 3rd party player positional tracking. Is it possible to still receive the Touch Controller inputs from the OS instead of the packaged build then bind the buttons to keyboard inputs that could be assigned in engine? Was thinking of using something like AutoHotKey. I'm using 4.20.3Thanks!
Hello we recently received some user comments about malfuction on GearVR controller. ( game version 1.35 )-Game does not work on my S9 Galaxy. I can't get pass the first train where it says which controller do you use. Once I pick my motion controller game just freezes-The controller won't work with this game just freezes on set up..Is someone available to help for testing?https://www.oculus.com/experiences/gear-vr/2217620391643401KEY : PM me to provide key!Thank you!
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