Unreal Development
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Has anyone tried fixing DFAO for desktop and mobile forward renderers? @imperativity Since Epic aren't focused on improving forward renderer for VR (nor deferred for that matter), I wonder if Oculus has any plans for DFAO (and maybe some other graphics goodies) in their branch of UE4.Thanks
Hi,one of the VRC test says that you should bind in-game menus to the Oculus Left Touch menu button.Now most of my menus are actual in-game objects built into the world of the game so don't need this. But there is one thing I could actually use the Touch menu button for.But the problem is I can't see a binding for this in Unreal Blueprints! Not as a Touch input and not as a Motioncontroller input.Does anyone know where to find it?CheersFredrik
Hello everybody,we are getting more and more reports of users having issues with Daedalus. Specifically, certain elements in the game are being rendered pitch black.Here are two screenshots:I've personally been able to confirm this happening on a Note 8 with Exynos. Game works fine on Android Nougat, updating to Android Oreo causes the issue. Other users have claimed the same. I'm not sure if this is an Exynos-only problem or not. I only have access to Exynos devices here in Spain.The amount of complaints rise steadily as the Oreo update is being pushed to users.There are also liquid platforms in the game, featured for the first time in the third level of stage 3 that are also experiencing this problem.I'm not entirely sure if it's a problem with the shader, as you can see, the white elements in the wand still work (first picture). I believe it must be the cubemap that is being passed to the shader as black, which is then multiplying with the diffuse color, resulting in a black su
@imperativity Just saw Oculus GDC 2018 keynote (via RoadToVR live blog) and I am pretty excited about fixed foveated rendering feature.I am wondering if UE 4.19 already has support for that or if it's coming in UE 4.20.Thanks beforehand
Hello,we are not getting the result returned that we would have expected from a GetFriendStatus command that the programmer has made for Unreal.This has been made into an unreal node that gets triggered manually for now for testing.I have tested with both players running different online accounts on two computers simultaneously.Both have got through the checks and are otherwise listed correctly from the same function, for example I get the correct friend names.The ones I was expecting True from but are getting a False are:(I didn't try Presence.bIsPlaying)OculusFriend.bIsPlayingSameGame = Presence.bIsPlayingThisGame;OculusFriend.bIsJoinable = Presence.bIsJoinable;Here's a larger snippet from the code:// Now that we are sure that everything worked, try to actually get the FriendList TArray<TSharedRef<FOnlineFriend>> FriendList; FriendInterface->GetFriendsList(LocalUserNum, ListName, FriendList); // Iterate over the FriendList and fill in all Data into
Hello,I'm working on GearVR demo in Unreal 4.18.3 and 4.19.1Both versions have a bug with supersampling when I do: Screen Percentage in 4.18.3 to 120% or do vr.PixelDensity in 4.19.1 to 1.2, the view gets broken. Is there any way to workaround this issue? Seeing broken-image with 120% I can tell the image quality, in general, get denser and look much more beautiful, but artifacts such as over-distortion and pixel-stretching on the edges don't let me use this option.
Hi! I'm getting infinite Oculus HMD loading screen when running VR Preview with Dedicated Server checkbox enabled.When I run VR Preview without Dedicated Server option, everything works just fineBut as soon as I check Dedicated Server and run VR Preview, I get infinite loading screen. At the same time avatar is spawned (right window) and can be controlled via keyboard, thus server logic works properly.I am using Unreal Engine 4.18.Can you please help me to figure out what am I doing wrong?Thanks!
When running the VRC Validator on my app built in Unreal engine, it states the following:Starting TestSdkVersionSDK version detected 1.17 for processId 0x22d8SDK version detected 1.17 for processId 0x22d8Engine Identification for processId 0x22d8 EngineName: Unity EnginePluginName: OVRPlugin EnginePluginVersion: 1.19.0 EngineVersion: ++UE4+Release-4.18-ERROR: The application is built against an older Unity versionPlease refer to VRC Guidelines: https://developer.oculus.com/distribute/latest/concepts/publish-reqs-rift-compatibility/#unityCleaning up...Test FAILEDAll the other tests pass without any issues, so I was wondering if anyone has any clues on how to solve this?
We're happily migrating to UE 4.19. In this version has been solved an important bug in the Oculus subsystem (present in UE 4.17 and 4.18) which prevented us from establishing a connection between a server and one or more clients; UE 4.19 has some interesting features which we would like to use: among these, the native voice spatialization.Before UE 4.19 we had to do some modifications to the engine's source code, in order to expose some references to the AudioComponents and correctly associate the AudioComponent to the right player.With just a little work we succeeded in using the newest UVoipTalker; as usually we tried it with the Null subsystem; then, when we made it work, we tried it with the Oculus' one, and so a bitter surprise: native voice spatialization does not work at all with the Oculus subsystem. Then we tried to understand why, and so we looked to the subsystem's source code, and actually we found that, apart from the Null subsystem, none of the other online subsyste
Hello,I successfully build Unreal Engine in VS but when I try to add to the Template_Default.umap a Nav Mesh Bounds Volume, I have a crash.It happens with a blank Blueprint and also a C++ basic code.Update Visual Studio to latest version
Hi all!I’ve just noticed, that in the 4.18 tagged Oculus Unreal branch, (UE version 4.18.3, Oculus API 1.23.0), the input for the GearVR touchpad is not working properly. When I perform a swipe downwards (a ‘medium sized’ one, let’s say, of 80 logic units or more downwards), and then I release my finger from the touchpad, the corresponding ‘release event’ is not being called. In fact, the internal state of the ‘PlayerInput->Touches.Z’ of the corresponding fingerID (used to actively obtain the press value from method ‘GetInputTouchState’), is not being updated properly, so that my logic stays blocked in the ‘pressed’ state. This potential ‘bug’, is not happening when the swipe is being done upwards or when the ‘delta movement’ of the swipe is short.The input state of the touch event goes back to correct ‘pressed state’ when I press-unpress again in the touchpad without swiping.For clarification, here is the way I'm binding the touchpad events: inputComponent->BindTouch( EInpu
Our game allows the player to create a host, like Diablo 2, where the host can play games in it. Other players can see the host in the list and then join and play together. I'd like to know which I can use, Moderated rooms or Matchmaking? And how to set up in FOnlineSessionSettings?
I am new with programming and am using a unreal 4.18 blueprints project. The project has passed all test in submissions except the entitlement check portion.I went through the setup I also added these lines to defaultengine.ini[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId=<1600614190030475>i always fail test no matter whatusing ue4 4.18.3here is current setup in blueprint
Hi,I would like to know how to include the plugin into the source distributions hosted on Oculus’s private GitHub repository (UnrealEngine-oculus-4.18.2-1.21.0.zip).I tried what was mentioned in the Install_README of the SubstanceUE4_Plugin_4.18.0.27.zipbut it crash UE4 when the plugin is ON.Thank you
Hi,Our title is currently set up as a rift and santa cruz title. This means there are 2 sets of matchmaking pools. Is this a requirement to have the title split? Is there no way for a rift to find a santa cruz through the Oculus OSS ? I can connect the two on LAN for testing purposes but it would be very beneficial for my rift to be able to find the SC through the Oculus OSS .
Hi,I have set up a Matchmaking pool and I am able to host and join a multiplayer session using blueprint with the rift. My problem is the session search result returns an empty string for the server name. I am always just joining the first session in my results array. What do I need to do to get either a host name or ID so I can select from multiple hosts?
Hi allSo, would anyone know how the events of the keys pressed for UDK are lifted?We would like to be able to use a new device other than the mouse, the keyboard...: In this case the Kinect.We have developed our API that allows the use of Kinect in C++.We have integrated it into UDK in UnrealScript, however we would like to be able to raise an event when we detect a gesture.So we would like to do the binding of our gestures with a UDK command and succeed in lifting our events that will execute the predefined commands.Like what:Bindings = (Name = "BrasEnAvant", Command = "StartFire | onrelease StopFire");How to raise the event "BrasEnAvant"?Thanks in advance
Hi there,I am experiencing a somewhat unique issue and couldn't find any other support topics regarding this. To upload a packaged build to the Oculus Store, the openvr_api.dll needs to be deleted from the Engine/Binaries/ThirdParty/ folder (they mention it conflicts with their systems). However, after deleting this file, my package crashes immediately on launch with the following error:[2018.02.28-18.48.33:069][ 0]LogEngine: Initializing Engine...[2018.02.28-18.48.33:320][ 0]LogWindows: Error: === Critical error: ===[2018.02.28-18.48.33:320][ 0]LogWindows: Error: [2018.02.28-18.48.33:320][ 0]LogWindows: Error: Fatal error![2018.02.28-18.48.33:320][ 0]LogWindows: Error: [2018.02.28-18.48.33:320][ 0]LogWindows: Error: Unhandled Exception: 0xc06d007e[2018.02.28-18.48.33:320][ 0]LogWindows: Error: [2018.02.28-18.48.33:320][ 0]LogWindows: Error: [Callstack] 0x000000006A984008 UnknownFunction [][2018.02.28-18.48.33:320][ 0]LogWindows: Error: [Callstack] 0x00000000EBAA9FC0
I can't seem to find any info about getting gestures in BP from motion controller. Is it possible with UE 4.19?For example, I'd like to get controllers tilts/rotations (to do something like revolver reloading as seen in Dead and Buried).Thanks beforehand
Hi there,I have already attempted to reach out to submission support for this issue but was directed here for further assistance. We are in the process of uploading a finished VR build to the store and are being denied due to a failure on the entitlement check. We are unable to get our entitlement check to succeed within the VRCValidator application, nor through the automated VRC system that is completed after upload. However, we have properly integrated the Oculus Subsystem plugin in Unreal, added the correct App ID in the settings, and confirmed that Unreal Engine thinks the check is succeeding, yet it still fails in the validator.Is there another step we may be missing, or something wrong with doing the test on a local build? Has anyone experienced similar issues doing the entitlement check in UE4? We are packaging the app in Unreal Engine 4.18 w/ Oculus Subsystem plugin version 1.16Thank you for your time!Ian
I have a blueprint project in Ue4 and I have put the achievements blueprints nodes in the project and I have edited them in my dashboard developer's page but it doesn't work. Does the Defaultengine.ini file have to be edited? Thank you.
I'm testing on 4.19 P4 binary and the 4.19 Oculus branch based on the same version, and the issue from 4.17 is back making 4.19 (like 4.17) un-usable for gearvr:https://forums.oculusvr.com/developer/discussion/56090/gearvr-3d-widget-performance-degregation-in-4-17Any chance of getting that fixed before 4.19 is finalized?Example test project attached with 3 widgets attached - noticed if you move your head left and right even at a medium speed the widgets stick make you feel sick even though you are getting 60FPS4.18 version of the same project by comparison has no such issue (also attached - notice smooth as silk in comparison!)Please note: 4.17 had the same issue so something must have been re-introduced?
I'm using 4.17 public build of Unreal for a GearVR project.I have GPU/CPU set to 1/1 right after Begin Play in the level blueprint. Whenever I run the built app on the phone (Galaxy S6) the OVR Metrics overlay reports 3/2 for GPU/CPU levels.Also, since @aussieburgerVR suggested I tried setting:[GearVR.Settings]CpuLevel=2GpuLevel=2in the defaultEngine.ini, but there was no effect.Now, if i connect the GPU/CPU node to the level blueprint tick function, it seems to work, as the OVR metrics reports whatever is set in there. However setting this on each tick looks wrong.This leads me to believe that something I do in the game is somehow overriding what the blueprint node does. Is this actually possible? Are there other mechanisms that could have effect on it?
Hello,following up from my now successful entitlement check and Get Oculus Identity it seems like the Unreal Get Oculus Identity node just prints out a list of numbers for the ou-pins 'Oculus ID' and 'Oculus Name'.I was expecting some readable text for at least one of those two.Furthermore they both print the same list of numbers. Is this correct behaviour? Could it be anything I'm doing wrong or what could this be?EDIT: UE 4.16.1 btwCheers, Fredrik
I am in the final stages of getting achievements setup for our VR game. I have gotten achievements to unlock properly, and can successfully query them using blueprint. However, when they unlock, it shows a generic star badge in the headset, but not the icon/title/description as set in the Oculus app configuration. They do however show up in my Oculus home as unlocked afterwords. Is this intended behavior? Do I have to have my app published first for this to work?Do I have to manually make an achievement overlay system in Unreal?When running through SteamVR using Steam Achievements, they unlock and appear with the badge and title. I am trying to get the same functionality from Oculus.
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