Unreal Development
Recently active
I thought I would post this bug in this forum as well in case it's Oculus side or Oculus can let Epic know what the problem is:https://answers.unrealengine.com/questions/673395/gearvr-controller-component-missing-from-417p1.htmlIn the 4.17 Preview 1 binary the gearvr controller component is not available at all. It worked fine in the 4.16 binary! Perhaps Epic merged something wrong when switching to the new unified plugin (assuming they did that)?
The issue I've experienced recently. Whenever my view is completely covered by a static mesh with DefaultLit material on it (I'm standing really close to the wall and looking directly onto it, for example) Frame render time jumps up, even though Draw thread isn't affected. If I look along the wall, so it is in the frame to be sure it's rendered, everything is ok. And it appears gradually the more percent of a screen is covered from about 60% to 100% at the peak. It looks like some kind of Fill rate issue. The only stat I've found to show this is SlateDrawWindowsCommand which is pretty abstract. As you can see below it's an empty scene with simple skydome (Unlit material) and a wall with default tiled material (any DefaultLit material will do the job) So the wall covers only part of a screen and render time is fine.And this is example of 100% covered screen. Render thread has dropped significantly (rounded to 22 ms by 'stat raw')Any ideas? Is there a fill rate cost of some sort?
Using UE 4.16.2Works just fine for EAchievementType::Simple achievements, however when incrementing an EAchievementType::Count type, due to the float Progress pin, Oculus spits out the following error message: Could not float convert to uint64VariantData's type is float as expected, so the following Oculus code fails.FOnlineAchievementsOculus::WriteAchievements... case EAchievementType::Count: uint64 Count; GetWriteAchievementCountValue(VariantData, Count); RequestId = ovr_Achievements_AddCount(TCHAR_TO_ANSI(*AchievementId), Count); break;I can modify the Oculus code and rebuild the engine to fix the issue, but hopefully you already have a CL I can integrate - or a better / correct way to increment Count based achievements.Please advise. TY
I've had the SDK1 for several years to test new stuff. It has worked fine for me until I updated unreal engine to the 2.15.1 version. Now the program launches a message that reads "failed to initialize libOVR. CAPI Error: -3001"This seams to be an issue with the unreal engine people but no one has been able to help me there. I have to assumptions:1-The sdk1 is so old the new unreal engine simply doesn't supported.2-I have to install the oculus SDK that contains a foulder called "libOVR" somewhere manually, but I don't know where that is?Another thing that happened is a downloaded the 1.5 gb oculus set up, it took about 2 hours with my connection speed, and after the installation process it could recognize my connected device, although it was on and working with the legacy "oculus runtime sdk 0.8.0.0" ?Thanks for any help a really need to solve this asap for a job matter!!
Using the HMD/Camera position doesn't quite cut it because it's affected by the head's rotation. I would like to get a height that's not affected by it. Or as little as possible, so that I get the same result whether the player is looking up or down.I thought the neck position from the Get Pose function in the Oculus library would work but it obviously doesn't return what I thought it would.Thanks for your time.
Two questions in one :)#1. Are there any example projects from Oculus for Gear VR controller (BP-only) with controller/hand mesh and fully functionality included, for UE 4.15.2 ? (I assume 4.15.1 won't have support for Gear VR controller)#2. Would it be possible to map controller buttons however we please, while keeping HMD's touchpad and buttons function as intended by default ? (for example, I want to use volume buttons on the controller for something else other than volume; same goes for home/back buttons on the controller)Thanks
Hello there!So I'm reading documentation about Leaderboards at the moment, however I don't really know how to properly setup basic function for writing/reading them. C# code for me is not really helpfull :neutral: Can someone provide for me any basic c++ code for it / any other guidelines than documentation?What checks should i do before even trying to get them? Would appreciate you answers :smile:
Hiya,Our project relies on game logic that is server side however it's currently not possible to test in editor with the 'Run Dedicated Server' box checked using an Oculus headset. Nothing is rendered to the headset. We think the cause is the dedicated server child process creating an ovr session and stealing headset focus. The sdk never receives a render frame because dedicated servers have no render thread.On closer inspection it seems that the problem is that the oculus engine plugin uses the IsRunningDedicatedServer() function in several places to check if there is a render thread. The problem is that IsRunningDedicatedServer() returns false when running from an editor context. A consistent way to tell if you are running from a dedicated server is to get a reference to the world context then check the netmode, though I don't know whether it's even possible to get reference to the world from the plugin code. The bug has made testing dedicated server logic very slow as we h
I have animated hands and I have input actions for buttons already. Now I want to have hands to be animated.What would be the best way to play animation for hands when touching various buttons on Touch?Thanks
I am curious to know if anyone has any best practices for creating large crowds of people in VR? I'm talking full Assassin's Creed animated crowds with behaviors. Most of the work I've seen and worked on in VR has been minimal and low-poly of course. I wonder if this could even be pulled off considering the limitations of rendering to the headset. I'm open to any and all ideas to pull the effect off. Even it means- rendering out crowd sequences to stereoscopic 360 film and then using that some how as the background in the game engine.
Hello, Not sure where to post it, but UE4 is crashing with Rift (VR preview) even with very simple projects. I've posted about it on UE AnswerHub including a very basic project that crashes 100% on both of our PCs running 1.16 runtime, but runs flawlessly on 1.15, and because of that i would suspect it's more like Oculus Runtime and also posting it here.Original bugreport: https://answers.unrealengine.com/questions/667905/vr-simple-project-crash.htmlOculus runtime: 1.16.0.403043Unreal Engine: 4.16.0 / 4.16.1 (Launcher builds)-ENiKS
Hello !Short question: Is there a way to be notified when the player resets his motion controller rotation (by pressing the home button on Gear VR). I don't mean to get the input but a possible event.Long question:For the needs of my game, I have an input that rotate the camera of my player by 90° to the left or to the right. For that I use ResetOrientationAndPosition, but for some reasons it doesn't affect the controller correctly. It keeps the angle that my controller had from the origin but doesn't apply the rotation my HMD had from the "origin Yaw".Example:- If I only turn my controller to the right, and then press my input to rotate my camera with the ResetOrientationAndPosition method, I still have my controller turned on the right (no problem, this is what I wanted).- If I only turn my head to the left (then my controller is on my right), and then I press my input to rotate my camera with the ResetOrientationAndPosition method, I will have my controller turned to the front (but
The question is for Gear VR and Rift.I am wondering how to properly setup your project so that it's easily expandable via DLCs, how to build and package DLCs for it and how to properly distribute DLCs (via Oculus Home) so that user has smooth experience installing them for both Gear VR and Rift?Thanks beforehand
Hi,A programmer I am in talks with is trying to do some tests with me using the OOS and Unreal 1.16.1.He is getting an error message when trying to package the game and we have tried different things such as me sending him a UE project that I have working but that fails to over on his side.He doesn't currently own a Rift or a Gear VR and I was wondering if the Oculus user check that UE seems to do relies on the user having the hardware? Or could it be something else?This is the error he keeps getting:LogOnline:Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.(we have done the entitlement thing and he is logged into and running Oculus windows client)CheersFred
For one of our projects we need to execute some client operations on server (for replication) in a reliable way. We are trying to run the game on a not so powerful network (5 Mbit downlink/ 1 Mbit uplink); just some seconds after the client has joined the session, this always causes, on the client side, a connection closing with the following message:LogNetSerialization:Error: FBitWriter overflowed! (WriteLen: -1, Remaining: 4014, Max: 4014)LogNet:Warning: Closing connection. Can't send function 'ServerOperation' on PlayerController_0': Reliable buffer overflow. FieldCache->FieldNetIndex: 32 Max 103. Ch MaxPacket: 512.I understand which is the problem. The buffer of reliable events is full, so it cannot guarantee some reliable operations to be executed reliably, so its fallback is closing connection.I tried to reduce the actors' replication frequency, reduce the number of reliable replicated events, increase the replicated buffer's size. The problem is still there, after some second
Hello, i have a quick question. When uploading a release build, do i need to include any of the redistributables(aka. tick checkboxes) for a UE4 project or is this handled by UE4 automatically ? Info on this, would be really helpful. Thanks!
I am on UE 4.16.1 (stock) and this is my initial setup (on tick EV_GearVRController is called):Controller shows up in the game (since I run dev build from apk, I have to press any button on the controller for it to initialize), but it doesn't rotate with camera (doesn't stay on the right side) as I turn 360 deg. in the swivel chair. Also, pressing trigger button does nothing (action is mapped to Motion Controller R trigger in the project's Input settings).I checked sample from github, but it's not even remotely related to Gear VR controller (I didn't see the component or any BP nodes related to it used).I am not sure if Enable Arm Model node works at all - the tool tip on it is from CPU/GPU node and there no docs on what it does (I assume it should automatically place controller into its default position and have it swinging as user tilts/turns/rotates it, similarly as it's in the Dead and Buried for Gear VR).Could you please explain how to get it going ?Thanks beforehandP.S. On top of
Hi, I read on the content policy (https://developer.oculus.com/distribute/latest/concepts/publish-content-guidelines/) that real-money gambling games are not allowed, however, I would like to know if we are allowed to use the sdk for this kind of games and then distribute them Off-Platform (Sideloading).
Has anyone tried building for Gear VR with nativization on in 4.15.2 ?I tried building with exclusive nativization (I figured First Person Character has the most of the BP code and the most ticks in my case at this time, so I figured nativizing it should help performance) and build failed.I filed bug report with Epic in case anyone wants to chime in: https://answers.unrealengine.com/questions/598529/building-with-exclusive-nativization-fails.html
Is there a good chance for 4.16 to get support for new Gear VR with motion controller ?https://www.oculus.com/blog/introducing-samsungs-new-gear-vr-with-controllerpowered-by-oculus/
Hi. I am trying to achive an effect used in "INSURGENT: Shatter Reality" effect of embeded stereoscopic movies inside ue4.I found a tutorial on ue4 forums but i could not make it to workhttps://forums.unrealengine.com/showthr ... ie+texturehas sombody tried to do it before?i would like to achive the same effect of fake 3d people inside true 3d environment by use of sbs movie textures
Anyone been getting the following error with their kits developing in Unreal?[2017.05.24-22.48.19:859][732]LogWindows:Error: === Critical error: ===[2017.05.24-22.48.19:859][732]LogWindows:Error: [2017.05.24-22.48.19:859][732]LogWindows:Error: Fatal error![2017.05.24-22.48.19:859][732]LogWindows:Error: [2017.05.24-22.48.19:859][732]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff[2017.05.24-22.48.19:859][732]LogWindows:Error: [2017.05.24-22.48.19:859][732]LogWindows:Error: UE4Editor-HeadMountedDisplay.dll!0x0000000034CB6A15[2017.05.24-22.48.19:859][732]LogWindows:Error: UE4Editor-HeadMountedDisplay.dll!0x0000000034CB6B94[2017.05.24-22.48.19:859][732]LogWindows:Error: UE4Editor-HeadMountedDisplay.dll!0x0000000034CB6B94[2017.05.24-22.48.19:859][732]LogWindows:Error: UE4Editor-HeadMountedDisplay.dll!0x0000000034CB6213[2017.05.24-22.48.19:859][732]LogWindows:Error: UE4Editor-Renderer.dll!0x0000000013BB81DD[2017.05.24-22.48.19:859][
I'm trying to spatialize players' voice by attaching their voice to their character.I succeeded in doing this with the Null subsystem with the following code:TArray<UAudioComponent*> USessionVoiceManager::GetAudioComponents() { TArray<UAudioComponent*> audioComponents = TArray<UAudioComponent*>(); TArray<FActiveSound*> activeSounds = MyGameInstance->GetEngine()->GetMainAudioDevice()->GetActiveSounds(); for (int i = 0; i < activeSounds.Num(); i++) { FActiveSound* activeSound = activeSounds; UAudioComponent *audioComponent = UAudioComponent::GetAudioComponentFromID(activeSound->GetAudioComponentID()); if (audioComponent != nullptr) { activeSound->bAlwaysPlay = true; activeSound->bIsUISound = false; activeSound->bAllowSpatialization = true; audioComponents.Add(audioComponent); } } return audioComponents;}i.e. I take all the active sounds, I search for those associated with an AudioComponent and, only on these, I set some boolean
I am currently working on haptics for the Touch controllers in Unreal Engine. While the Blueprint functions are easy to use it would be beneficial to have a standard library of haptics to draw from rather than everybody reinventing similar assets.I think this would be a good topic for the Oculus Developer blog, but I would welcome comments from other developers too.Example haptic events:Tension on string (bow or pulling string)WritingPulling a leverPulling a drawer openTouching a force fieldButton pressI suppose the list is endless, but it would be great to see some sample frequencies, wave files or curves that demonstrate ideal haptic-enabled interactions.Maybe Oculus make some assets available like they did with the audio files.
I haven't built for distribution since 4.13 (and back then it worked just fine)Finally today I wanted to build my first alpha build for Oculus Home and ... it failed. Some Oculus lib is missing apparently (I've never seen this issue before). Here is output log:https://drive.google.com/open?id=0BwE6dxM0O2PsVklkSEcwMF83dE0I also filed a bug report with Epic: https://answers.unrealengine.com/questions/598530/gear-vr-release-for-distribution-build-fails.html
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.