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Hello everyone, I recently ran into a problem with Oculus and Unreal 4.18.1. When I package my game and try to start the application, the display of my Oculus stays black and doesn´t show anything except the guardian grid. I found out, that this has to do something with the Oculus SplashScreen, which shows up, as soon as I load a sublevel via the "Load Stream Level"-Node, but won´t be set hidden again. I already tried to use the "Hide Loading Splash Screen"-Node with clear set to true, but this doesn´t seem to have any effect. If I play the VR Preview in the UE Editor with Oculus or open the packaged game with a HTC Vive connected to my computer everything just works fine.I attached the logfile Unreal creates, when the application is being launched, where you can see, that the SplashScreen is showing up (LogHMD: FSplash::OnShow), but is not set to hidden again.Is there anything I can do to fix this issue?Thanks for your help
I am about to start a project that will require a specific fly over of Google earth. I am looking for any links that shows how I could build flight paths into Google earth. Has anyone done this? Is there community that does this ? Thanks in advance.
I'm working with a client who's interested in using the Go as a previsualization device to facilitate communication with their clients. The proposed workflow is:We build and package an Oculus Go application in UE4Deliver it to the client via FTP or similar method, along with a batch script that they can run to load it onto a Go connected to their PC.My questions are:Do the company's client's Go devices need to be in developer mode to accept the file transfer from the PC? (I believe the answer here is yes, and that we would manage this by adding them to the company's Oculus organization. Am I right about this?)Are there any application signing or security issues we should be aware of in doing this? (I know the Go doesn't require an .osig file - anything else that would prevent it from working?)Is there anything else I should be aware of in planning this pipeline for them?Thank you!
IHiI am using UE 4.19 source build from Oculus. Trying to run some tests with the Mobile Temple demo assets on my Oculus GO. Basic demos from UE4 and my own test code works fine on the GO. But I had some issues with the Mobile Temple assets. As per docs I set the framerate to 72 and also turned Foveated rendering on. The Android environment is properly configured and I am building with ASTC and OpenGL ES2. However there was very bad image tearing around the periphery of the view. I tried turning on both Multiview and Multiview Direct but that results in a blank display. I tried with both the deferred as well as forward render.Also the antialising is really bad even with MSAA turned on.Am I doing something wrong ?Sanjit
I'm working on getting a test project launched to the Oculus Go from Unreal, and hitting a snag. Here's what I've done so far:Grabbed the ADB driver for the Oculus Go from here: https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-device-setup-go/Installed the ADB driver and put the Go into developer mode.Installed Android Codeworks from UE_4.19\Engine\Extras\AndroidWorks\Win64 and restartedVerified that the Go appears as expected when calling adb devices from the command line.Generated a signature file by following the directions here (https://dashboard.oculus.com/tools/osig-generator/) and placed it in UE_4.19\Engine\Build\Android\Java\assetsSet up a test project following the directions here: https://docs.unrealengine.com/en-US/Platforms/GearVR/QuickStartThe Go appears in Unreal Editor's Device Manager, but isn't present in my Launch menu. What additional thing do I need to do or change?Thanks!
@imperativity By chance, are there any immediate plans for adding microphone input support for Go in Oculus UE4 integration and exposing it to Blueprints ?Thanks
@imperativity I can't seem to find any docs / tutorials / examples about doing IAP in UE4 using Blueprints. Are there any?If not, can someone from the team chime in and offer examples of how to set up IAP in UE4 using BP for durables and consumables ?Thanks beforehand
I am failing to display anything in StereoLayer component, not even a simple texture is being rendered. Ultimately I'd like to have UMG widget there so that I could put various messages in front of player when needed.Is it even possible? Can someone please show me how ?ThanksP.S. I hope it's not more "expensive" than having conventional 3D widget in front of the camera
(UE4.19.2)Game performance is fine in editor, but packaged shipping build runs very slowly on Oculus CV1. Same executable runs fine on HTC Vive.Any thoughts on what I might have set incorrectly or should examine?Thanks!VRC TestSDKVersion:SDK version detected 1.19 EngineName: UnrealEngine EnginePluginName: OVRPlugin EnginePluginVersion: 1.21.0 EngineVersion: 4.19.2-4033788+++UE
Hi folksI use four video streams to be displayed at four screens in my sceen. Those videos are about 2:45 minutes long and three of them have a datarate of 2MBits/s and a resolution of 700x500 and one has a rate of 3MBit and a resolution of 1300x500.They all start at the same time but at around 1:50 playtime some of the streams freeze whiile the others continue to play.Now I have launched the project to an other oculus go (both the 32gb versions) and there everything works without any freezes.Can anybody explain me where those freezes come from? Are my videos too long? Is the Bitrate or resolution too high?Greetings_EvilFischi
When I press Launch button in Unreal Engine 4.18 to debug a project I can see through the Go screen only a full screen rendering that don't follow the head tracking and don't render in stereoscopic way. What could be the problem? I use Unreal Engine 4.18 downloaded from EpicLauncher.Thanks for all
After playing with the sample scene provided in the Oculus utilities it seems clear that 'up' is being calculated based on the direction of the finger movement. Further, changing direction mid-swipe, from up to right for example, is recorded as a right swipe.It would be very nice to be able to access the movement speed/trajectory of a finger as it crosses a touchpad. Is there a way to access this?Many thanks imperativity! ;)
I'm testing an Archviz project on the GO. Its an outside, inside experience. Problem is: the PostProcessVolumes / exposure settings don't work. In the official documents by Unreal, you can read the Exposure Bias should work. https://docs.unrealengine.com/en-us/Platforms/GearVR/BestPracticesNo response on their forums though. Any suggestions how to get the exposure working (or a way to control the light when going inside a house?).
For GearVR dvelopment, you tap the screen with 4 fingers to bring up the console... but that requires I remove the phone from the HMD. How do I bring up the console for development on the oculus GO?
I have the UE4 4.19.1 Installed as well as the latest Android Studio but I'm not sure what to do next. I've tried following the instructions for GearVR development on the Epic website but it seems it was not written with Android Studio in mind.
I though I would post the UE4 thread here just in case someone can shine some light into this issue.When creating an empty level and adding just a 360 video to be played on a sphere, the image appears to not render all the passes. I will only display the color color after either a DebugLine is printed to screen or another object show up on screen (any standard object will do).On the image bellow I've added a Sphere to the right (off screen) of the player on start. Notice that the screen starts with the bug, but when I pan the camera to the right, the MediaTexture gets fixed when viewport renders the sphere.This is the link to the thread on UE4 forum.https://answers.unrealengine.com/questions/672477/media-framework-poor-quality-rendering-on-gear-vr.html
I'm using this version of the Unreal engine - https://github.com/Oculus-VR/UnrealEngine/releases/tag/oculus-4.17.1-release-1.18.0I go into VR Preview the first time I launch the editor, and everything works great. I leave the preview. Then go back in, and all I see is the stereo layers. Everything else is black. What happened?My project was built on OVR release 1.17, but was recently upgraded to 1.18. There was no such issue in 1.17.
I'm using unreal to create a match. The lobby pawns are different than the in game pawns, and we have a lobby room set up for the host and players to wait before the game starts. I set the pawns to spawn and posses the player controller in the PlayerController BP that I have set up, and everything spawns fine in the initial lobby. The EventBeginPlay only fires in the PlayerController when the map is loaded, and not during server travel. After the new map is loaded through server travel, the new pawns don't spawn, and the players are left controlling the SpectatorPawns. I was going to try firing the string I need in the PlayerController from the Level Blueprints, but I'm asking on here because I'm using a Github build and it takes forever to package the game for testing. I was going to fire the string with a custom event set to Multi-Replicate.
Hey Oculus Dev's,I have followed the platform 1.24.0 SDK guide to get voip up and running, I have got it working between server and client (server can hear client and all clients can hear server) however clients can't actually hear each other.Below is the function based on the sdk, I'm also not completely sure when and who should call this function, can a dev elaborate on this? (should it be called everytime somebody joins? should everyone have to call it when somebody joins? Server needs to call or just locally? Or both?)I did some tests and found that it has to be called every time a client joins the server. I'm just looking for the simplest setup of a player joins the session, activate the voip so everyone can hear the new client and the new client can hear everyone else.This is my function that is called to start VOIP, as you can see it's based exactly on the sdk version:void UISS_GameInstance::StartVoip(){ auto OculusSessionInterface = Online::GetSessionInterface(); auto OculusVoi
Hi all!Does anybody know if it is posible in Unreal to obtain the 'front direction' of de guardian system? I mean, the direction, in the virtual world, the player had set up as front direction when set up the sensor system in the real world. I can't see how to obtain/compute it when the player has a 360 setup (more than 2 sensors)Thanks in advance,Iñaki.
Hi There,I am trying to use the Avatar SDK in UE4.16 downloaded and compiled from source from Oculus-VR on github and port my working code with this from 4.15.3 to 4.16. As a basic task I want to do this with the provided sample to isolate the Avatar SDK from any other problems I might have doing this. The download is from https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/ with the latest 1.14 version published on 5-2. After adding recommended updates to the C# files, the roadblock I am hitting seems to be with OvrAvatar.build.cs in the plugins\OvrAvatar\Source folder. In there it says PrivateIncludePathModuleNames.AddRange( new string[] { "OculusRift", // For IOculusRiftPlugin.h "OculusInput", // For IOculusInputPlu
Just wondering if Oculus already working toward Vulkan API implementation in Mobile SDK (that's what UE4 Vulkan dev told me) for UE4. I know it's kinda early since Android N isn't out yet, but nevertheless it's good to know we'll have (or have not) power of Vulkan with us in Gear VR soon (or not) :)Thanks
Hi there.I'm trying to port a GearVR Game to OculusGo. It's not a big deal, because it's nearly the same.But there is one restriction - Google Mobile Services have to be disabled .Compatibilty Test:"The package uses Google Mobile Services, which is not supported on this device."Google Play Support is set to false and all Google PlugIns are disabled., but that doesn't help.Does anybody know how to fix it?Thanks in advance,Andi, DEFICIT Games
Hello, I'm making a project in UE4 4.18.3 which was fine, then I had two months break and while it was going I have updated my phone to Android 8. Samsung S8 originally was 7 then updated to 8 (Orio), but it may be not the issue, so right now on the application that I'm working on I have some strange overlay vignetting effect. I was going to take a screenshot and attach it here, but suddenly on the actual .png file there is no problem, but I see it clearly on the screen and I can tell it is something from the application, I mean on top of one eye there is some strange vignetting. Have anyone faced it? Samsung S8 + Android 8.
Hi Oculus !! I contact you today for ask if you will release a plugin for Unreal Engine 4 with Avatar Hands acces and other inputs missing ? I would like to know too if First Contact demo will be release on UE4 for Learning VR/Touch Integration ? I'm very blocked by the facts that creat new system and mesh hand will be totaly useless before the possibilty to integrat the Avatar.Thanks for read.I wish you a nice day.Cordially, PAB.
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