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We're trying to update our projects to Unreal 4.18.2, in order to support Oculus Dash within our app.The same app worked with UE 4.16.3 but crashes with this new version of the engine. It crashes on server side as soon as a client tries to join the server's session-The app crashes with this error message:Assertion failed: NumberOfFreeBits >= 0[File:D:\UnrealEngine-4.18.2-release\Engine\Source\Runtime\Engine\Private\NetConnection.cpp] [Line: 1431]The engine is the one of Epic, version 4.18.2, downloaded from github and built on our side. As it happened in the past, it works correctly with the Null Online Subsystem, but crashes when using the Oculus's one. The same happened with the version 4.18.1 (don't know if also with 4.18.0).May you investigate on what is the cause of the error?
Please help me to compile 4.18 Ocusul version of the UE4, I did it many times, never had any proble, but this is what I see for the first time. If Ocuslus engine is not ready yet or full of bugs, can someone please upload me GearVR samples from Sample folder, I want to start building a project for GearVR with some kinds of template for 4.18, only thing I have found it is inside Oculus samples folder.
floating pawn doesn't return to floor level, it stays in the air, when you step down of something, it doesn't fall to the floor. I don't use teleport, iadded a walking movement to the pawn. how can I fix this?
Hello! This might sound like a stupid question to some. I've tried to find any kind of info on it, but haven't sadly come up with anything, in terms of GearVR.Is it possible to start the game in FPS and then have it switch to GearVR during runtime with the press of a button for example?Cheers, Shad.
Hello,based on advice here from Oculus staff I am using a Custom/browse pool when starting and joining the session and now I want one of the two players in my versus game to connect with the other player who just opened a map in listen server mode.The advice I got was that the second player should be able to connect to the listen server player using a command like,open oculusIdOfListenServerPlayer.oculusBut I am not able to see that working at all so far.Does anyone know if this should work in Blueprints and in that case, how?Or is it for some reason just c++ ?CheersFredrik
Hi AllWe have a VR Experience that currently runs on PC only but we would like to render out a 360 Stereo Stereoscopic video to play it back on Mobile devices. We have used the Kite and Lighting Solution for a previous project, but it took over a week to render out 3 minutes of footage, and the results displayed a number of issues we were not 100% happy with.I recently found the post about the Oculus 360 Capture SDK and was wondering if we could use this instead of the Unreal built in panoramic export tool.Any advice would be most helpful.CheersMark
Hi, I want to be able to derive from UOculusBoundaryComponent but the class is declared with the MinimalAPI tag, and without the OCULUSHMD_API macro, which results in linker errors even though I am able to choose the class through the standard UE4 'Create new C++ class' dialogue. I can easily dip into the plugin source to change this but I wondered if there was a specific reason why I should not be doing this, or whether there were plans to change the plugin in the future.thanks.
Hello!Our game cannot pass the Oculus build test system for 6th time because it says the game crashes at launch on Win7 (we develop the game on Win7 lol) but working good on Win8 and Win10. I've tried to include all prerequestes and upload build via cmd/web with different params on different engine versions (UE 4.15, UE 4.16). I've contacted Oculus support but they don't want to give me the log files so I can't investigate it :(Can someone advice something?
On this page it says regarding texture filtering:Texture Filtering: Trilinear filtering is often a good idea for VR. It does have a performance cost, but it is worth it. Anisotropic filtering may be used as well, but keep it to a single anisotropic texture lookup per fragment.Also according to this blog post anisotropic texture filtering is not supported on the S6.My question is, how do I make sure that the game uses anisotropic filtering and how can I pick which textures use bilineal, which ones use trilinear and which ones use anisotropic (on compatible devices)?Thanks!
Is there a way to configure how much time a listen server should wait when opening a map?I'm referring to the function CreateSession to which I pass the level name and the argument "listen"I see that, after some seconds, clients can not find the server anymore, so I think it stops waiting after a defined period of time. Is there some property we can configure to define how much time the server should wait?
This occurs on both the 4.18.1 binary and the latest 4.18 Oculus branch! https://answers.unrealengine.com/questions/732689/uoculusfunctionlibraryisdevicetracked-always-retur.html The controller works however since you don't know if the user actually has the controller active it is not possible to offer both gaze and controller support. Is there a quick workaround for this? As it's very difficult to rollback to 4.18.0 where it was working and the game is currently live in a sale...
With 1.20 Unreal integration and Dash update, controller events still get send even when app doesn't have Input focus. While as a developer i can check on all input events if the app does have input focus and decide to ignore them. I think better solution to stop sending input events from Oculus plugin is much more effective, and I can't think of a use-case where you want input events even when in Dash. For my fellow developers, if you're looking for a mode to do it, the solution is quite simple:Modify /Engine/Plugins/Runtime/Oculus/OculusVR/Source/OculusInput/Private/OculusInput.cppadd somewhere at top#include "OculusFunctionLibrary.h"The change line 175 to look like this:if(IOculusHMDModule::IsAvailable() && ovrp_GetInitialized() && FApp::HasVRFocus() && UOculusFunctionLibrary::HasInputFocus())Note: This doesn't stop other Input devices such as gamepad, keyboard, gloves etc., so it's not 100% bulletproof. But for Touch-only titles it is.
I have a matchmaking pool and it worked well with UE 4.16. A side creates a session and another finds and joins it.I'm still able to create and join a session, but, since the update to UE 4.17, the server side crashes after some seconds the client has joined the session. It crashes only when using the Oculus subsystem and a matchmaking session (works well when using the Null subsystem and a normal session).It crashes with this error[2017.09.08-10.24.01:995][ 94]LogWindows: Error: === Critical error: ===[2017.09.08-10.24.01:995][ 94]LogWindows: Error: [2017.09.08-10.24.01:996][ 94]LogWindows: Error: Assertion failed: HasReceivedClientPacket() [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\NetConnection.cpp] [Line: 684]So the problem is the method HasReceivedClientPacket() in the NetConnection class.This method has been introduced in UE 4.17 (it does not exist in 4.16) and this is what it does:FORCEINLINE bool HasReceivedClientPacket(){ return !!In
Is Vulkan and/or ES 3.1 in UE4 usable with Gear VR or/and Oculus Go yet ? It's been a loooong while and long overdue.Thanks
Hi,Oculus Home always seem to orient its room correctly according to the forward direction defined during setup.But in Unreal 'forward' always gets set to the direction the HMD is facing as the app/game starts.How can I get the setup forward direction instead?Ie I don't want to just reset ori+pos, I want to set to the same forward Oculus Home is using.CheersFred
As doc saysSystemVoIP will be unsuppressed if the app that has it suppressed quits.In our UE4 app we suppress Party when users open a specific level, by callingovr_Voip_SetSystemVoipSuppressed(true);The problem is that the SystemVoIP does not get unsuppressed when we close the app. We also tried to manually terminate all UE4 proccesses, but still we can't hear voices from the party. Also by creating a new party we can't hear the other players. In order to have the party working again we have to restart the Oculus app.Is it normal with UE4 apps? We are using version 4.16.3 of the engine and the Oculus subsystem's platform VoIP (I suspect the SystemVoip is not being reactivated because the process which manages the audio is not the UE4's one).
I enabled OOS and used entitlement check BP node:When I run my app in Gear VR, the app quits, naturally (since my app isn't in the Store). My questions are:1. How do I check if entitlement works for "On Success" ?2. When I submit for review for my alpha release channel, I am sure it will quit the same way it does on me right now when Oculus tests it, which will automatically flag my app for rejection. What do I need to do for this not to happen ?Thanks
I'm trying to create and join an Oculus session. I already succeeded in creating a session by using the Null and the Steam subsystems, but the Oculus' one seems to be more complex.Rather than using the Unreal's CreateSession and FindSessions blueprint functions I used the Oculus' CreateSession and FindMatchmakingSessions. These one are my Blueprint blocks for creating and searching/joining sessions.The session is created and found correctly (the Oculus matchmaking pool named "ciao" is the one configured on my Oculus dashboard). My problem is the JoinSession function, which actually is the one provided by Unreal, because the Oculus sdk does not provide an equivalent method, so when I call it I receive a warning message "Cannot map local player to unique net ID".How can I join a session by using blueprints? I'm also trying to create a Blueprint function library and writing the JoinSession with C++, but I don't know how to call the OnlineInterface::JoinSession method correctly. Does
So, I am trying to get Oculus voice chat going and it's been a pain. I've been following https://forums.oculus.com/developer/discussion/52541/cannot-join-an-oculus-session-cannot-map-local-player-to-unique-net-id#latest to integrate voice chat, and have almost got it working, except like gino, I am getting LogVoice:Warning: RANDOM_NUMBER timed outjust like gino did.I am also calling RegisterRemoteTalker. I was trying to use the playerid passed from APlayerState, but apparently it was still throwing the warning.Then I found "GetOculusIdentity", and was trying to use that. But apparently "GetOculusIdentity" just didn't do anything. It neither triggered the OnSuccess nor OnFailure delegates.My question is, how do I get the OculusId of a client that just finished calling join session? If I were to get GetOculusIdentity, what would be the localusernum I am supposed to pass in? Why is GetOculusIdentity not working in the first place?Thanks
Hi, I've been trying to setup OculusSubSystem for our game. Our game was previously setup with SteamSubSystem and everything works fine. Now with Oculus, the clients are making a call to "FindMatchMakingSessions", for server rooms created using "CreateSession".The clients successfully finds the rooms created. However, it seems that when I attempt to JoinSession on the client, the client just hangs there. Here is the log for the client, it doesn't contain anything in regards to joining a lobby, sending a challenge response that joining a Steam lobby would have: [2017.10.18-19.23.36:478][ 2]LogBlueprintUserMessages: [BP_RoomMenu_2] find sessions SUCCESS !!!!!!!!!! [2017.10.18-19.23.39:477][453]LogOnline: Join session: traveling to 12345.oculus [2017.10.18-19.23.39:477][453]LogGameMode: Display: Match State Changed from InProgress to LeavingMap [2017.10.18-19.23.39:477][453]LogGameState: Match State Changed from InProgress to LeavingMap [2017.10.18-19.23.39:477][453]LogNet: Browse:
We have a matchmaking session, created by a server (a listen server) and joined by one or more clients.Once joined, all the clients (and server) are correctly spawned on the map (the one chosen by the server).At some point, the server wants everyone travels with them on a new map, so it calls the command "servertravel" by indicating the name of the new map.If we perform it with the Null subsystem it works properly, and every player is spawned on the new map. The same is not true for the Oculus subsystem.What we have is the following log:[2017.10.19-10.10.16:027][880]LogNet: Browse: 1483781508382744.oculus//Game/Maps/Museo?game=/Game/Proteus_Multi/MultiGM.MultiGM_C[2017.10.19-10.10.16:027][880]LogNet: World NetDriver shutdown OculusNetDriver_1 [GameNetDriver][2017.10.19-10.10.16:027][880]LogNet: DestroyNamedNetDriver OculusNetDriver_1 [GameNetDriver][2017.10.19-10.10.16:027][880]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 1483781508382744.oculus, Name: OculusNetConnectio
This is my blueprint for my vr pawn and a blueprint i want to use to pickup objects in vr and call function with.I have collision spheres on my pawn and on the blueprint, but i want the function call to only be when both "Head collision (Proximity)" and and the"Asset Collision (Proximity of food/objects)" collide. We are working on full immersion in UE4 so this part is very important, it would be a big help if i could find out how to do this. Any help is appreciated.
Has anyone had any luck changing the pitch and roll independent of the head tracking? It seems to be impossible. Always using the pitch / roll of the head tracker might work well for FPS's but not for everything. For instance, in an airplane game, if the plane does a barrel roll. With the current implementation, it's impossible to make the player do a barrel roll.
Just wanted to post this information in case anyone else is struggling with the same issue.I had a problem where my game crashed when I launch it in mixed-reality mode (UE4.17.2). It turns out the problem was because I had a global post process in the level with a post process material attached to add some effects. These effects were being implemented in the mixed-reality window and the result was a memory exception and crash. You can easily reproduce this by adding a post process material to Oculus' mixed-reality sample in GitHub. You have to run the packaged version to experience the crash and it will take a minute or two to crash.To work around the problem, I removed the post process material from the global post process in the level and instead applied it directly to the camera used by the HMD. Now the effect shows in the HMD, but not in the mixed-reality window, which is actually better in my case.
There appears to be a oculus gearvr related issue in 4.17 involving 3D widget performance / rendering. It would be great if someone from oculus could take a look because this issue does not occur on daydream and renders 4.17 useless: https://answers.unrealengine.com/questions/664617/gearvr-3d-widget-performance-degregation-in-417-pr.html
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