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Hi there. I have been running the VRC validator on a build of my UE4 game (latest 4.19 Epic launcher release) and it has been failing at the audio test.I have the Oculus Audio plugin enabled and I'm not using any external audio tools. From what I gather it seems that it should just work with UE4 without changing any settings, is that right? If not, does anyone have any idea what I'm doing wrong?Thanks!
I apologize upfront if this is something simple. I compiled the Oculus source from GitHub, and ran the HandSample. Then I migrated the VRCharacter blueprint with al the associated assets to my own project. The hands are visible in my level. The tracking is really good, however, the hand animations aren't working.Any ideas or suggestions would be greatly appreciated.Thank you.
Developing for Gear VR, it was easy to see the stat commands in Unreal by just putting the phone in developer mode and four-finger tapping the screen to enter commands. What is the best way to do this with the GO?
After upgrading to UE4 4.20 the console command "vr.oculus.PixelDensity.adaptive" is no longer recognized. All I could find out was that I should look in the UE4-Oculus.txt file located in the root folder of my UE4 installation. However, there is no such file in the UE4 folder.So how do I enable the adaptive pixel density feature?
Hi, I am trying to allow the Touch menu button to open/close the options scene in my project but I'm unable to receive an input from it? Currently using UE Version 4.13.2 - Oculus Input is enabled in plugins and is listed as Version 1.0. The Menu button works in Oculus home.I am using gamepad special right as the event but I have also set up an any key event input hooked up to a print string and menu is the only button not executing the string?*n/m I transitioned the project to a newer engine version which fixed the issue*
According to the docs: https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-multi-view/Oculus Go and all supported Samsung phones support Multi-View with OpenGL ES 2.Oculus Go, S8, and S9 phones also support Multi-View with OpenGL ES 3.1.My project settings, I've disabled "Support OpenGL ES2" and enabled "Support OpenGL ES3.1". And I've turned on mobile multi-view and mobile multi-view direct. However, as soon as I launch the application on the GO, it crashes with the following stack trace:LogPlayLevel: 12-03 14:40:58.693 22926 23032 D UE4 : Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:/ue4/ovr-1.31.0/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 611]LogPlayLevel: 12-03 14:40:58.693 22926 23032 D UE4 : Array index out of bounds: 1 from an array of size 1LogPlayLevel: 12-03 14:40:58.695 22926 23032 D UE4 : [2018.12.03-20.40.58:694][ 0]Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:
Hello.Developing GearVR + Oculus GO game on UE 4.19. How can we detect which hand is selected in controller options (left or right)? I've tryed MotionController->GetHand but it is deprecated in 4.19. MotionController->MotionSource always returnes "Right".
We are using your HandSample's hands for a custom avatar. In order to provide a better experience we want to add the pinch animation based on the status of the Trigger button of the Rift controller. Your sample project provides that pose for the left hand (l_hand_pinch_anim) but doesn't provide the one for the right hand.May you provide it also? Or can you give me a fast suggestion on how to create it by myself?
Hello! This is our first try to upload our app for oculus go and gear vr. Can someone help us?Thank you!
As I recall the requirement for app to load and show something on Gear VR / Go is about 4 sec. Back in UE 4.16.x days, UE4 had a built-in simple, world aligned spinner that would show up in about 4 sec after starting UE4-powered Gear VR app (as it would take about 10 sec. just to load engine and start showing first level on Galaxy S6 - which was a simple black room level with 4 walls, ceiling and floor)I don't recall seeing that spinner in UE 4.19 - 4.21 (basically when I launch my app on Gear VR / Go, all I see is black screen until level loads up). And I don't think it takes 4 sec or less to load UE4 on Go (I haven't tried 4.21 on Go yet).@imperativity Do you happen to know if it was it removed from UE4 or is there a secret way to enable it for VR ?Thanks beforehand
Hello, I have been designing a game for awhile now and its looking pretty cool but currently I've had to stop working on it due to Character Pawn issues. I am trying to get the pawn to rotate from where I am standing in room scale but no matter what I try it seems to always rotate from the VROrigin instead of the pawn location.I started a whole new project just to mess around with the pawn in the hope of getting it to work correctly.Below are some images of how I am moving the Pawn. I have collision set up nicely and the collision follows me when I walk about in room scale using an offset but for the life of me my pawn wont rotate from my roomscale location (If that makes sense) Any help would be amazing.I have also included the project files for the pawn If anybody would be willing to take a look. Download
I entered this as a bug in the bug tracker [here] but I'm also copying it here for visibility and feedback.Something is wrong with the chromatic aberration correction in Unreal Engine 4.21.0 on Android for Oculus Mobile devices such as the Go which causes a dark outline to appear on red/blue contrasting colors.I've set up a similar scene in Unity and the effect is less noticeable. It would seem Unreal is doing something wrong in how they set up the layer descriptions via OVRPlugin, but I have not been able to convince them of this. I was told to try the Oculus Forums.Could this be a result of firmware changes in 3.49?Comparison screenshot:
I'm using MotionController (R) Trigger in Pawn Blueprint and it's working fine but when i will shift this to an other Blueprint (Not Pawn, like VehicleBlueprint) than the Input does not working anymore. I've tested it with EnableInput and without. Any ideas why i can't use it in my Blueprint?
Configuring a splash screen via the OculusVR plugin settings under project settings no longer displays a splash on GearVR for both the 4.18 and 4.19 branches of the 1.24.0 Unreal Integration.Let me know if any other info is required however it has been also reported by other users over at the Unreal Forum.4.18 Unreal binary version displays the splash screen as expected.
Since Oculus Go is about to be launched (assuming release time frame outlined in 2017 as "beginning of 2018" still stands) I am wondering if UE 4.19 (or 4.20) will get more optimizations / features enabled or get Vulkan (or ES 3.1) support for Gear VR and Oculus Go.Thanks
Trying to get the VOIP working by using some c++ from the SDK sample. I'm not too familiar with c++, so it is just a bit of a hack job. I use blueprint to create and join a session, then I've created a BlueprintCallable function that I call in the player controller. Here is the meat of the .cpp (straight from SDK sample):<CODE>void UOSSSessionBP::StartVoip(FName SessionName){ auto OculusSessionInterface = Online::GetSessionInterface(); auto OculusVoiceInterface = Online::GetVoiceInterface(); auto OculusIdentityInterface = Online::GetIdentityInterface(); auto Session = OculusSessionInterface->GetNamedSession(SessionName); auto UserId = OculusIdentityInterface->GetUniquePlayerId(0); if (Session) { OculusSessionInterface->StartSession(SessionName);// auto RegisteredPlayers = Session->RegisteredPlayers; //get list of players in the session for (auto RegisteredPlayer : RegisteredPlayers) { //don't register the local player, only the remote if (RegisteredPlayer.Get(
Since two days I'm not able anymore to join a session. We have a listen server which starts an Oculus session with a valid matchmaking pool and some other clients which search for it and join it.On the listen server side it correctly creates the session and opens the level with the "?listen" parameter;On the client side the session is found, when trying to join it succeeds (I see the call to the delegate OnJoinSessionComplete with Success) but then it does not open the level, neither the users can listen one each other.The only interesting things I see in the log are the following:[2018.11.08-14.54.52:191][783]VoiceSessionLog: OnJoinSessionComplete: Success[2018.11.08-14.54.52:191][783]VoiceSessionLog: Registering remote talker 1483781508382744[2018.11.08-14.54.52:191][783]VoiceSessionLog: Remote talker registered: 1483781508382744[2018.11.08-14.54.52:192][783]LogNet: Browse: 1483781508382744.oculus//Game/Maps/StartMap[2018.11.08-14.54.52:192][783]LogTemp: Display: ParseSettings for Ga
Hello,I'm having trouble with back button functionality. If user presses it shortly I execute command (through blueprints) 'vr.oculus.ShowQuitMenu', otherwise it is handled by oculus SDK to display global menu and it works fine in development, but when I prepare the app for distribution and send it to review process I get back that the app is crashing when back is pressed.Has anyone encountered such isssue? I've read that it was the case in earlier versions of the engine because JNI was detaching, but it was fixed, but maybe there's also a place where this is happening?I'm using binary distribution of UE4 4.19.2 and testing the development build on Samsung Galaxy S7.
Hi! Me and my team has just got back the results from the technical review today for our game. We passed 34/35 tests and the one we failed was the behavior of back button short press. So I have tried to fix this but encountered an issue with the console command OVRQUITMENU which i use to open the "Exit to Oculus Home" screen on back button short press from our main menu. It works fine when you first enter the main menu scene but if you then start the game and go back to the main menu scene the game will crash once you press the back button again. The game is one scene and the menu is another so it seems that this issue arises after a scene transition has taken place. I will attach the full log with this post as well as the blueprint code I use for running the OVRQUITMENU command. We are using Unreal engine 4.17.2.Does anyone have an idea what might be causing this crash? Or is there a better way to do this?
@imperativity 4.20 preview 1 is out and it has some interesting goodies: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1485599-unreal-engine-4-20-previewI am wondering if any of those goodies relevant to Go / Gear VR (GLES2 and Vulkan in the nearest future):Instanced Stereo Rendering: Translucency Support. We’ve taken the improvements to the Instance Stereo Rendering (ISR) path that we made for Robo Recall, and improved them to work across a more robust set of features in the engine. 4.20 adds support for performing the translucency rendering pass using ISR, which can significantly reduce CPU cost on translucency-heavy scenesMobile Updates:All of the mobile improvements and optimizations we’ve made for Fortnite on iOS and AndroidImproved Android DebuggingMobile Landscape ImprovementsRHO Thread on AndroidOcclusion Queries on MobileSoftware Occlusion CullingPlatform Material StatsImprove Mobile Specular Lighting Model
I have gone thru every youTube video (even ones completely in spanish, following along to every step in the video (I don't even speak spanish!), guide, tutorial and post I can find to simply launch a simple maps from UE4 (4.19.2) to the Oculus Go and it crashes every time. I have a brand new Oculus Go and a fresh install of Windows 7.I have developer mode on, I have installed codeworks, tried api 19 and 21, and have about reached the point where I will offer a bounty to help me get up and running on this thing :) The device shows up fine when I do cmd> abd devices, and it shows up in Unreal Editor. I also made sure than no other VR plugins are enabled besides the OculusVR.If I post my log file, would anyone be able to point me in the right direction to look?Any help would be amazing. Thank you.-Wes
Hi, I am running the VRC validator on a build of my UE4 game (latest 4.19 Epic launcher release) and it has been failing at the audio test.I have the Oculus VR and Oculus Audio plugin enabled. I looked over the documentation on the oculus site and see nothing about what I need to do in UE4 to make this work. My only searches have returned other people having the same issue with no concrete solutions.
Our build review shows we have extreme visual distortions on amd cards and performance issues on windows 7 (no issues on windows 10). Anybody know what might be causing this? We don't have an amd card to test with.
I have two queries regarding Avatar SDK support in Unreal:1. I noticed Unity already has Avatar support for gearvr: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity-gearvr/However I don't see a corresponding option for Unreal in the documentation :( Is it planned? If so if there a rough ETA?2.When will Blueprint support will be added for Rift Avatars?: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/"Note: Oculus Avatars for UE are for C++ projects. A blueprints version is not available at this time." :(
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