Unreal Development
Recently active
Hi guys I am working on a POC for a VR retail store and AI assistant. It is my first time programming for Rift with UE4 and I am having difficulties working out how to run the actor that speaks through SAPI at the begging of the program in a separate thread. Basically what is happening is when the actor loads, SAPI says a few words but it basically freezes the thread, so there is a white screen whilst the speaking happens, and then it loads the rest of the program once the speaking stops. Code can be found below and also a video of it happening.Would be really cool if someone can point me to docs / examples on how to resolve this or can offer any advice, thanks in advance guys.https://www.youtube.com/watch?v=tiImtJB7Py4https://github.com/iotJumpway/Oculus-Examples/blob/master/Rift/vrAIretail/Source/vrAIretail/TOA.hhttps://github.com/iotJumpway/Oculus-Examples/blob/master/Rift/vrAIretail/Source/vrAIretail/TOA.cpp
Just a question.Is it OK that SteamVR plugin required (it is enabled by default) to build a project? Previously only Oculus VR plugin was required. With it's disabled there are Gradle errors during project build. Error
Unreal Engine 4.20. Launcher version.Fresh project, mobile, scalable, no starter content.Trying to build empty project and getting error with com.google.vr.sdk.samples.permission.PermissionHelperOutput logAlso from running a './gradlew assembleDebug --info' commandConsole
Where can I find documentation about how to use "VR Objects" in UE4 to track physical objects?The only documentation I found so far is about mixed reality capture (https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-mrc/), is it possible to use additional controller for generic objects?
I am designing a VR project in Unreal Engine 4. When I run the game in editor my Oculus displays strange tearing and optical glitching that does not appear in the editor view. I'm not sure what is causing this. I believe my frame rate is high enough and my hardware is an Alienware 17 r4 which meets VR spec.Bellow is a link to an OBS capture of the issue. The top left screen is from the editor preview, while the lower right screen is from the oculus monitor program. https://www.youtube.com/watch?v=RzeV4BczJGMI am unsure what is causing the issue or how to go about fixing it, as I am just learning how to program in UE4 and design a VR experience.Any insight would be appreciated.
Hi guys,Is there a way to have transparency with a video inside the Oculus go with an app i'm building with Unreal Engine ? The approach that nearly worked is with an alpha map an the RGB video. Problem is that there is a little lag that messed up everything.I tried with all the Quicktime codecs and it does not work...Do you have any idea how this can be done ? Thank you,
Hello, my name is Jacob. I have recently been busy trying to figure out how to acquire the current user's Oculus username but have been having a rather difficult time. When I tried to get the username using blueprints, neither method I utilized worked: following brain_jew's results simply gave me the desktop name. Using "GetUserProfile" I get a blank name result in the UE4 editor and running off the Oculus Home I get "Oculus User". Is there a method I am missing to retrieve the Oculus username? https://forums.oculus.com/developer/discussion/40973/can-i-get-the-userid-of-oculus-platform-using-blueprintIn the latest push of the SDK "Unreal Engine 4 Integration 1.8.0 Released" there is mention of a way to retrieve the ID and username, but I believe I am only getting the ID. Also, is the blueprint referenced in the 1.8.0 release the "Get User Profile" blueprint, or is there something I am missing? Thanks for any assistance. https://forums.oculus.com/developer/discussion/42735/unr
Hi,I have had a good search and it appears in UE4 to create a reasonable water / glass material it seems like the limitations of GearVR means you can't have transparency with reflections using say SphereReflectionCapture actors (which appear to be the only type of reflections incorporated into GearVR).GearVR appears to only use unlit and default lit so there is no way of accessing the Roughness pin with transparency on.Is this a UE4 or a GearVR limitation and if not I would be glad if someone can point me to a tutorial or example?I am wanting to use the Oculus Go for architectural pre-visualisation so it's pretty fundamental having reflective glass. Am I missing something/Cheers
So i'm about to submit my first game for review and I'm using unreal engine to build it. what exactly is a non-headlocked layer?I can't seem to find what exactly this mean.from the vrc validator page I see this: Your app must launch into VR within 4 seconds and display a non-headlocked layer.
I am getting a weird glitch when I am using Unreal Engine 4.20.1 and the Oculus Rift. Please see the attached image. This happens even when I set up a blank project and set it as mobile target hardware, 2D 3D scale, and no starter content just like the documents say to try.This issue doesn't seem to effect 4.19 or 4.18 and doesn't happen when I am testing the level with the Vive.I am running an AMD RX580 8gb GPU with the latest firmware (I even tried to roll back a few revisions just in case)AMD FX-6120 Processor (I know it is only 6 core but it usually does O.K. for VR)16gb RAMWindows 10 64-bitI posted this in the Unreal AnswerHub but so far have had no responses. I thought I would check here.
Trying both 4.18 & 4.19 versions of 1.24.0 the Back button override no longer works.Usually calling the console command: gearvr.HandleBackButton 1You are able to use the "Android Back" button event in UE4 to display for example a menu however it is no longer working in these builds :(Epic's binary 4.18 using the older Oculus SDK it is working as expected.Example project on the 4.19 branch attached. Back button and console command called in the Pawn_Blueprint
In my Unreal project (4.18.3) the audio is working fine while playing in the editor, but doesn't work (it's completely silent) in a Shipping build.If I use the Vive instead of the Rift with the exact same Shipping build the audio works fine, so it's definitely an issue with Oculus.I have tried running the shipping build from my hard drive, but have also uploaded it to the Alpha Release Channel for my project and downloaded it and played it through the Oculus store with the same result.The build is successful, but it does include these lines in the Output Log, which seem like they might be relevant: [OVRPlugin][ERROR] ovr_GetAudioDeviceInGuidStr failed: [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceOutGuidStr failed:Has anyone else experienced this, and knows how to fix it?
@imperativity Just wondering if Oculus will release UE 4.20.1 rather soon'ish or if Oculus is waiting for more stable release from Epic (4.20.2 presumably) to update it with all the latest goodies and release it on Oculus github ?Thanks!P.S. Just remembered there are some major issues with ES 3.1 and multiview, so also wondering if that will be resolved in 4.20.x in Oculus fork.
Running into a recurring problem where the Oculus Home app tries to insert itself and then kill Unreal apps. Even when trying to launch from inside UE, Oculus jumps in and crashes the playback. Same thing when I package out a build. Really struggling to understand the need to force everything through the Oculus store/home and not just let the apps load as they would on their own.
Hi I can't seem to get the Oculus Go Back button to work in the 1.27 SDK version of the Oculus 4.20 branch ,ie exactly the latest release:https://github.com/Oculus-VR/UnrealEngine/releases/tag/oculus-4.20.0-preview-5-1.27.0Combinations that are working:* Oculus Go back button is working correctly in the 4.19 Oculus source branch with SDK 1.27 so seems to be 4.20 related. * GearVR Back button is working on both 4.20 and 4.19 branches!I tried all forms of the Back Button: Android Back, Oculus Remote Back, Oculus Touchpad BackI could also reproduce it using the GearVRController sample project: Oculus Source Engine Directory\Samples\Oculus\GearVRControllerSampleby adding the back button commands there.
So I just updated to 4.20.1 and the key mapping for gamepad special left is not being called and no longer functions.... even if you make it into ainput mapping or calling it direct in a blueprint. when clicking the button on my oculus touch it no longer works.....in 4.20.0 It was fine and worked. This has got to be the most annoying bug i have ever found......it still works in 4.19 but my project is already updated to 4.20.1....
Greetings everyone ! In this demonstrative video of the hand control of the live, we see a man moving in the walking environment, just as happens simultaneously in the UE4, can tell me if this shift in the virtual world is happening because the sensors of the live are detecting the displacement of the control in physical space or is the man turning the controller like a joestick to go forward?https://www.youtube.com/watch?v=8l9qRDMVNRY
I am updating my project to 4.19 and I am having difficulties with mapping touchpad correctly.Currently I am using MotionController (R) Trigger for controller's trigger and MotionController (R) FaceButton 6 for touchpad press (used to use MotionController R Thumbstick). However, those two work identically. So whether I pull the trigger or press down the touchpad (press it as a button, dead in the center), it calls the same function in my BP code. By design though, trigger pull should call one function, and touchpad should call entirely different function.I followed Epic's official docs, but that don't seem to work as described. Using launcher version of UE 4.19p3. I am using prototype motion controller, not the retail one (although I doubt it's a hardware flaw).Can someone please help me ?
@imperativity I just tested my app on Go and was instantly disappointed with the controller. It's not the same as Gear VR and I am gonna have to adjust a lot of things for it :/That being said, now I have to know what HMD user uses and based on that select control scheme.How can I determine whether it's Gear VR or Oculus Go in use, using Blueprints in UE 4.19.2 (or in upcoming 4.20) from Oculus github repo ?Thanks beforehand
Hello, anyone have experience in that integration ? I cant find a way to disable the position tracking of the rift . any advice?thanks, amir
Did someone has implemented the Oculus AvatarSamples coming with the SDK 1.27Succesfully?I mean with the customized avatar from your Userid. I did not find a solution to do that.
When launching to Oculus Go through UE4, I noticed that a bunch of my materials where being replaced with the default material. All my materials are simple colors (just a base color). Below I have the in-editor view vs the Oculus GO view. Did anyone else experience this problem?Is there a fix?Thanks!
Hello, just downloaded UE4.19.2 with 1.27 from Oculus Github, where I can read about new features? Thank you,
Hello, this is my first post on the forums. I added the registry key, added the text to my defaultengine.iniadded the entitlement node to my level bp. I am logged in my oculus however I'm getting this error:LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithWindowsPlatform()LogOnline: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.LogOnline: Error: Oculus: Failed the entitlement check: OVR6139226: Missing entitlement for <CENCORED> (CENSORED)Here are some screens of my setup:reg key added:subsystem added to DefaultEngine.iniAnd the bp node in my level bp:But still It errors out. It wont let me compile the game without this error. How can i upload the app if im getting this error?Please help me so i can release my first game for free in early access on the app store?i have everything ready but this error is annoying me and i can't seem to fix it.
https://developer.oculus.com/blog/tech-note-mask-based-foveated-rendering-with-unreal-engine-4-/Mask-based foveated rendering (MBFR) is a rendering technique that decreases the shading rate of the peripheral region of the eye buffers by dropping some of the pixels, based on a checkboard pattern. It allows you to effectively reduce pixel shading cost from world rendering, provides good visual quality when dropping 50% of the pixels, and is compatible with all D3D11 level hardware - independent to IHV extensions.In this post, we will walk through a masked scene that demonstrates MBFR and discuss when MBFR is most useful.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.