Unreal Development
Recently active
For some reason the command ovrversion returns nothing for me in 4.20I've double checked, my oculus plugin is up-to-date, I've got the proper drivers installed, my app runs fine in VR Preview.When I run as a packaged game, VR preview with dedicated server, Standalone game, or PIE, the app breaks. OVRVERSION returns nothing.
@imperativity Do you happen to know ETA for UE 4.21 preview 2 integration to show up on Oculus github ? Thanks
Hello everyone,The first thing is to enable Oculus plugin "Online Subsystem Oculus"And then use a "Get user profile" , break it and print those.But... nope.It returns "true" but the values are still default (Unknow, 0, 0.1 etc...)What am I missing?Thanks
Hello Again!We have ( i believe ) all other issues solved, we only now get low fps. Are there any tips to make game faster? And i don't mean by material,object merge,draw counts,polycount or movable lights etc.Are there any options from Project Settings or engine.ini that we should adjust for better performance?We have enabled the rendering feature for Go on HIGH, frequency 60hz and Multi-View Direct.Do you believe that packaging on 4.21 with OpenGL ES 3.1 will improve performance that much, as hardware occlusion seems to be fixed for multiview.Also, can we change the Resolution? by altering pixeldensity or maybe contentscalefactor from device profiles ?Thank you!
Hi,Is there a plan to support new Oculus SDK for older versions of Unreal? Thanks you,Eugene
Hi,I've been developing an oculus go game for some time now and even longer considering it originally started as a rift game . It's finally come to a point where things are getting serious and the general design is looking to be promising (hopefully). Using UE4 I've setup a large open world that streams in level slices. I've built some test pieces for the world slices that vary in polycount / texture size, number of lods, and even a multi-tiered level for each slice kind of lod in a lod thing. I'm wanting to start profiling performance so that I can come down on which setup is giving the best results but I have no experience debugging a package title. I'm used to using the console commands for debugging and I have some experience declaring scoped stats in my code blocks. The part that I'm confused about is debugging on the oculus go. Currently my process has been to test as best as I can using PIE, and mobile preview in ue4. I do some trac
Hello,On Go, when playing my game, I am seeing the controller sporadically drawing at what looks like origin for a frame or so. This has started with the oculus version of 4.19 (i.e it is ok in the binary distribution of 4.19.2). Has anyone experienced this? I can literally just stand there, and rotate the controller, and sometimes it'll just draw at the wrong position.I can't work out what could be causing it, as the project has been fine on all previous UE versions. I don't think I'm doing anything taxing (don't appear to be dropping frames or anything).It works fine in Rift, appears to just be Android / Go (not tried GearVr, but presumably the same). If anyone has any clues it would be greatly appreciated!
UNREAL ENGINE 4.20.1PACKAGED FOR ALL ANDROID VERSIONSPLEASE HELP ME FIX THE BELOW ERRORS , I WILL SEND YOU THE BEST POSTCARD EVER !
I'm trying to use UE4.19 from the Oculus repo, and even the most basic project won't build.Repro steps:1. Load up UE4.19 (Oculus branch) editor2. New Project -> VR Template3. Set these packaging settings:- Build Configuration: Shipping- Full Rebuild: True- For Distribution: True4. Build for Win64Build fails with this error:UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: E:\UE4_Oculus_419\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.libPackagingResults: Error: UBT ERROR: Failed to produce item: E:\UE4_Oculus_419\Engine\Plugins\Media\WmfMedia\Binaries\Win64\UE4-WmfMedia-Win64-Shipping.libAs a side note, is there a help file somewhere about how to build from UE4 for actually uploading builds to the Oculus Developer backend? What exactly is the binary that we're supposed to upload? What do we specify for Launch File, Launch Parameters, Redistributables, etc.? I can't find anything about this from the help files.
VRC.Mobile.Input.1If the app cannot be used without an external input device (e.g. gamepad or 3DOF controller), and no input device is detected when the app starts up, the app must warn the user to connect the necessary device.- if your app requires a VR Controller or gamepad but it isn't connected at app launch, present a notification that no gamepad is detected and that it’s required to use the app.This is the response from Oculus Team, is anyone aware of how can we Detect those in BPs?Thank you!
We are having some issues, please provide assistance :-)1.VRC.Mobile.Functional.1Progression Blocker: *This issue only occurs on the GEAR Steps to reproduce: 1. The user boots the app. 2. Progresses to the main menu 3. Selects any available option within the main menu 4. The game automatically shuts down and displays the following text: "Escape Legacy has closed unexpectedly".-As i've read of ue4 oculus forum this is related from gearvr input crash. As it plays well on GO. Is there any quick Fix on this Issue?-If there's no quick fix at this time, can we Just Uncheck GEAR VR and have only GO enabled, until it's resolved so we can check GearVR again?2. VRC.Mobile.Input.3Nothing occurs when the user presses the back button. The app should either go back one level within the UI or display a menu with an option to quit the app.-We attach some images, so you can understand our setup. It's simple and working on PC (mapped on keyboard for testing) . But on GO it won't Fire, maybe the console
The Arc on the motion controller is not working, it will only go to about how you see it in the image, and at the tip is this quickly rotating broken mesh that spins at the end, with bright cylinders slowly moving towards the end.This is using the VR Template in Unreal Engine, and nothing much is changed. I've tried looking this up, changing some things like SDK version, local to world in the arc function, checking collisions, checking nav mesh, and seeing if anyone has any videos of using the Go. Nothing! So I'm here, and I'm hoping someone has a fix.
When MBFR is enabled with TemporalAA the stereo right eye doesn't seem to be sampling correctly from the masked input texture. The right eye is blocky as if its sampling from the low resolution mask. Is this a known issue?
Hello everybody!I have an Unreal Engine 4.20.2 project that until recently worked fine until it started to crash on any input (especially noteworthy: ).The crash happens on Samsung Galaxy S8 edge, Oculus GO reportidly works fine.Most suspiciously, I can get the intended behaviour (buttons not causing the app to crash) by following these steps:Install App and launch (crashes)Start GearVR developer modeUninstall GearVR version of Oculus Home from the App Launcher (not the App list in settings)Since the GearVR service is still running, I can still launch the App, which then works fineAlternatively installing Oculus Home without logging in supposidly also works.This makes me think it could be related to entitlement checks, but adb logcat output gives me no hints.The crash happens in some Android Event Thread, here are some stack traces Android Studio gave me while debugging, no idea if they are useful to anyone:Any idea or even guess would be super appreciated.Looking forwar
The goal is to have one player to run UE4 app on Gear VR and host a session, inviting friends from the friend list (up to 4 people total, including player). Person who gets invited would run the same app and join the host.Is it something that can be done out of the box, using Blueprints ? Any tutorials or example projects available ?Thanks
Hi all.I'm trying to make spatial sound for Oculus Go app. I made event in FMOD studio and add it to UE 4.19.2. No any sound after deployment. But when I hit play from desktop with Oculus DK2 sound plays and it spatialized. Any ideas? Thanks.
VRC.Mobile.Functional.6The app must reset the user’s orientation if the user removes the headset and puts it back on.Oculus Go specific: While on menus prior to gameplay, removing the headset and putting it back on reorients the user's point-of-view 90 degrees left of the main menu. This also appears to be the default Main Menu view on boot.VRC.Mobile.Functional.7The app must reset the user’s orientation if the user selects **Reorient** in the Universal Menu.Oculus Go specific: While on menus prior to gameplay, selecting Reset View reorients the user's position 90 degrees left of the main menu. This also appears to be the default Main Menu view on boot.We actually dont know how to handle these situations, is there an Event to Fire, to handle WornOff,On States and Re-Orient from Univeral Menu ?Can someone share his BP logic on this? Thank you!
Hello Oculus team,I am having troubles implementing the OSP into my Wwise/Unreal project. I am using UE4.18.3 and Wwise 2017.9.6501.I made my level in UE, and integrated Wwise into the project. I then copied the "OculusSpatializerWwise.dll" & OculusSpatializerWwise.XML" into Unreals Engine install location UE_4.18>Engine>Binaries>Win64. I also copied those same files to the Wwise install location: Wwise 2017.1.9.6501>Authoring>x64>Release>bin>Plugins. I then opened the OculusSpatializer.h and copied everything from the comment //OCULUS_START all the way to //OCULUS END, and pasted it in the AkAudioDevice.cpp code right underneath these two lines: // OCULUS_START#include "Runtime/HeadMountedDisplay/Public/IHeadMountedDisplayModule.h"When I build, I get odd syntax errors...the code looks correct. It must be a compiler error? Below is what I got when cooking & then Baking.Errors when baking:ProcessResult.StdErr: Performing 3 actions (4
Does it exist? I have not seen the achievement unlocked in game other than the success events in code.Could some one confirm that a badge or banner gets displayed in game when an achievement gets unlocked? Maybe a screen shot so I even know where to look.I do get notifications in the oculus home app...Please advise/help! @imperativity you seem to be the one with the answers!!I am using Engine: 4.18 Oculus Github, with some modified OSS to bring some more features to completion but I did not touch the achievements interface.Thanks-B
Hi!I just got the Oculus Go and I'm trying to launch a simple 360 Video using Unreal engine 4.19. I already put the Oculus Go in the developer mode and install the Android SDK. When I try to launch the project to the Oculus GO (connected via USB) it keeps printing "Waiting for server to start..." I don't know what is wrong. Any ideas?
Already posted this problem on the UE forums but maybe someone over here has an answer;Sometimes, objects turn totally white on the GO - see pic / movie. It only happens on the GO, not on Rift or desktop.In several projects, I notice objects sometimes turn white when loading the streaming level a second time. Most of the time only the trees, sometimes everything on the streaming level.The trees are on the persistent level, streaming levels have a lighting scenario.Anyone a clue what could trigger this and how to fix it?Small movie here https://youtu.be/LZoSllxjQl8https://forums.unrealengine.com/development-discussion/vr-ar-development/1521918-go-objects-turn-white
Hello,I have a quick question regarding the proper install of the OSP for Unreal and Wwise on a Windows x64 machine. All the steps are straight forward except for the copy/paste of the .h header code. It says you only need to do that if you use the PC SDK. I do not have the PC SDK installed, do I need that for it all to run correctly? It connects to Wwise and Unreal and sounds good, but when I build the game and use the Wwise profiler on the build it says the Oculus Plugin is not registered. I hear sounds, and it sounds different than turning the OSP off in Wwise, so it must be working...I think.I am using Wwise 2017.1.9.6501 in UE4.18.3 on Windows x64 with the ovr_audio_spatializer_Wwise_1.27.0I get this when I start UE: LogHMD: Oculus plugin initialized. Version: 4.18.3-3832480+++UE4+Release-4.18, OVRPlugin: 1.19.0I get this upon build: UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] [CAPI] LibOVR module location lookup failed.[OVRPlugin][ERROR] ovr_
I'm Calling UpdateSession with changes to settings, same Keys, but different Values, Including OCULUSPOOL as a KEY(not changed).This also includes chaning "Settings->NumPublicConnections".This all works on SteamSubsystem, but not for OculusSubsytem.I'm guessing it goes to FOnlineSessionOculus::UpdateMatchmakingRoom -> FOnlineSessionOculus::UpdateRoomDataStoreand finally triggering -->TriggerOnUpdateSessionCompleteDelegates(SessionName, true);As it is reporting a success?But when other client do a findsessions, the KEY/VALUE settings has not changed?Seven
The voice recognition is available on Oculus Rift home page for search/ lunch apps, I wonder if the function is available in audio SDK for app developments.Thanks a lot!
Hi all!Sometimes I have read on the newsletters about UE integration, but I would want to ask you about what that it means. I'm an UE4 developer: Must I install something special for recognicing the devide or their functions and blueprints? Something to do with the "UE Integration"? They say that 4 new blueprints have been added and this breaks my mind: added to UE? I mean, if it's an Oculus Update, how can Oculus add new blueprints to Unreal? Shouldn't be an independent update from Epic to Unreal?(Oh, I'm waiting for my headsets, so I would want to be ready when they arrive).Thank you very much!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.