Unreal Development
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I've just started working on creating a prototype for a game that heavily relies on the use of Post Process Volumes in Unreal Engine 5.5 for the Meta Quest 3s. Tried everything from forcing the game to compute all of the lighting and effects before the packaging process to enabling mobile HDR but it still refuses to show up at all in the final package. Was wondering if anyone knew of a work around for this problem or some way to force the system to render them?Cheers in advance!
I use UE-5.3.2, the MetaXR Plugin, Meta Quest Pro and MetaHumans for a VR project. My PC setup includes 32gb RAM and a Nvidia 3080ti. Typically, when I use the VR Preview, I consistently get 72fps which is the Hz the Quest Pro uses. However, when I work on the project, e.g. move actors around the scene or change some scripts, for a few minutes (5-15min), I only get 35fps/36fps and it seems to be locked on this fps value. After restarting Unreal, I have 72fps again.What could be the problem?
Hello, I tried to get the Virtual Keyboard Overlay to Work in VR for Unreal Engine 5. I followed this tutorial https://developers.meta.com/horizon/documentation/unreal/unreal-keyboard-overlays/ but the keyboard does not appear. Did anybody manage to display the VR Keyboard and could provide me some help? Thank you in advance.
I have tried to figure out why my Quest 3 build crashes randomly in between 5 - 60 secondsI ran a lot of log files through chatGPT and it seems to me that the GPU/vulkan is crashingNo issues on WindowsHere is a summary of the issue:"Vulkan GPU Memory Issue → Your crash log shows "vk_devicememory" was already freed, meaning Vulkan is trying to write to freed GPU memory"GPU Page Fault (Invalid Access) → The Quest Adreno GPU crashes when Unreal tries to access invalid memory, possibly from textures, shaders, or vertex buffers being released too early.Random Timing Suggests Asynchronous Issue → Since crashes happen randomly (5s, 20s, 2min), it could be multithreading-related, where one thread frees GPU memory while another is still using it.This shows up a lot03-22 23:43:51.717 0 0 E kgsl-3d0: ---- premature free ----03-22 23:43:51.717 0 0 E kgsl-3d0: [4002730000-4002819000] (vk_devicememory) was already freed by pid 23459And this03-22 23:15:36.890 0 0 F kgsl-3d0: GPU PAGE FAULT: addr = 40
I use UE-5.3.2, the MetaXR Plugin and a Meta Quest Pro for a VR project. I use the MetaXR Plugin mostly for eye tracking and hand tracking.Eye tracking works fine, but hand tracking does not work (my hands are not visible) and I get the following error in the Output Log in a very high frequency:LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_HANDLE_INVALID]: xrGetHandMeshFB(handTracker, &xrMesh), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:8800 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:311)I cannot find any information regarding this error and have hand tracking enabled in the MetaXR project settings, in the Meta Quest Link App and on my Quest pro. The error also happens in a freshly cloned instance of this meta unreal sample: https://github.com/oculus-samples/Unreal-HandSample/tree/UE-5.3
Hello everyone!I’m reaching out as I’m at my wits end.The short version is that my app has a hard FPS limit of 72, and so far I’ve been unable to change this.Here’s the long version.I’ve updated to 5.3.2, have the newest v62 Meta XR and Meta platform Plugins.I’ve set it all up with the help of this guide:https://dev.epicgames.com/community/learning/tutorials/3Vx6/unreal-engine-5-3-2-for-meta-quest-vrBut packaging was only successful after applying this fix:communityforums.atmeta.com – 15 Jul 23 Now the app packages and runs on quest, but this is where my issue comes into play.The main reason for migrating my project to 5.3.2 was to access the get and set Display Frequency functions.These however, do not seem to work.I’ve been at it for a long time, but my app, once packaged, has the limit of 72 FPS.It would doubtlessly run higher, but it is capped. Before I resubmit it was requested to increase it to 80, but my every attempt has failed.Any ideas would be greatly appreciated!
Hey, just wondering if anyone else has run into this extremely weird Unreal installer issue on Quest: we're using Unreal 5.3, Quest 3 headsets, and running the stock "Install_[ProjectName]-Android-Shipping-arm64.bat" script for a locally packaged shipping build no longer installs successfully on the Quest 3 headset unless the headset is on, and has controllers active. Development and Test installations finish fine, active or inactive, it's just the Shipping build configuration with this issue. Shipping builds used to install fine when the headset was inactive, so it seems like this was introduced at some point with a recent OS update (or possibly something to do with AFS, since the old installers just used adb push, not an AFS server to push the OBB). Here's the output when trying to install to the Quest 3 when it's not active: Trying to start file server [packagename] Did not find a bind listener ERROR: Unable to connect to [device id] There was an error installing the
After the forced update of the Oculus device, the function that used to scan the space and create actors such as tables as if they were tables in the real space does not work properly. I used a plugin before it was integrated with MRUK, and the plugin that used to work properly does not work after the device update. The newly applied MRUK also does not work properly after the space scan. As a result of debugging, it is failing to get RoomData. The space capture was done well.
Hello everyone, I need help with the drop event in the Meta Interaction SDK. I've been using the "Interaction SDK Samples for Unreal Engine" to learn about grabbing mechanics. I found that the grab event uses the Grab Transformer Event, but I couldn't find a corresponding drop event. I tried using the Cancel Grab Event, but it didn’t work as expected. If anyone has experience with this or knows a solution, I would greatly appreciate your help. Thank you!
Hello, i have been working on this mixed reality project for 6 months now, and while I was learning and advancing with other things, suddenly depth and occlusions started to crash my application. I thought its project specific, but I additionally tested on another PC, another quest 3 headset and also occlusion sample and phanto, all crashes if I start depth (soon) and occlusions (instantly). Anybody having issues with run anything with occlusions? I mostly use link to develop, but also have built apk of my project, I have even tried from scratch on mixed reality template, but all fails with depth / occlusion.So I don't know how to discard guess about link version or os version (v72 stable channel)?Also I get crash in editor sometimes if switching to vulkan as suggested by meta xr project manager. I am using oculus source built for couple of months because of soft occlusions.It seems I either hit a combination of project settings to crash the application or I'm going crazy 🙂
Hello!I'm noticing a seemingly incorrect behaviour in my application, where a VRNotificationsComponent::HMDRecenteredDelegate is not being called when in PCVR and making a pinch hand gesture that performs recenter. I'm running UE5.5.4 (previously 5.5.2) version and UnrealMetaXRPlugin v72. The reason it's never getting called is that in FOculusXRHMD::OnStartGameFrame the GetAppShouldRecenter2 call never successfully reads the value. It always returns Success result while the output parameter (telling if recenter event is incoming) is always false, therefore the FCoreDelegates::VRHeadsetRecenter delegate is never broadcast.The implication of this is that the aplication cannot get to know whether recenter has been called. It's also not possible to call RecenterTrackingOrigin2(ovrpRecenterFlag_IgnoreAll) to clear the ShouldRecenter flag, leave all axes unchanged and perform custom recenter logic.With the combination of not being able to disable the recenter system gesture it's a
The screen is not black, the brightness is just very low and the post process changes do nothing- Im using the 5.5 oculus fork- Android preview looks normal- Changing color settings like saturation, gamma, LUT or gain doesn't do anything after packaging- It goes darker even if I don't change any post process settings- Auto exposure is off- When using r.Mobile.TonemapSubpass 0 everything looks the same as the android preview- Mobile HDR is OFF- Mobile multi-view is ON- Forward shading is ON
My meta link offers update 72->74. I installed it.Link is working, BUT when i press VR-Preview in UE (Wifi/Cable not important), my UE scene appears in glasses after ~15 seconds delay. For example on Meta quest link 72 it takes 2-3 sec.I download MQL-installer, and click "repair" installation. After that MQL installs automatically v72 of MQL. And everything is ok (Delay 2-3 sec)(Firmware of Quest 3 is v72, maybe this is the problem? Version mismatch.)
Hi, I would like to ask how to solve the problem, because I am troubled by this.I want to use android permission to obtain room data, but the output log returns this, making it inoperable.LogMR: Error: ovrp_InitializeMixedReality() failedNothing like this before......
Hi! I've developed a VR application for Meta Quest in Unreal Engine 5.1.1. It was working fine. Then, after the Meta Quest update v74, the application started opening in windowed mode. The Project Settings are configured to "Start in VR" and "Package for Meta Quest devices". Any ideas on what can I do to make it work again?
After the automatic update to version 74, my game no longer launches in VR mode as expected. Instead, it runs in windowed mode and closes after a few seconds, despite all configurations being set up correctly.Everything was working perfectly before the update.I am using Unreal Engine 5.2 on macOS Sonoma, with Developer Hub updated.Has anyone found a solution to this issue? Please advise.
My team is working with Meta's branch of the UE Source Engine.UE Version 5.2.0 Release 1.87.0Oculus SDK version 55.0 Over the holidays, roughly coincidental with the v60 firmware release, we've been experiencing a very strange bug where audio will continue, but the frame hangs and the GPU crashes - sometimes for minutes at a time, and then will occasionally render a single frame, or a second or two of frames before hanging again repeatedly. but the application itself never crashes, and pending audio files will play if/when the GPU springs back to life.We're testing and experiencing this bug on Quest 2/Pro/3's We've tried a number of things, but I thought I'd put feelers out and see if anyone else has had similar issues or good suggestions on how to isolate a root cause.16:24:33.759 OsSdk failed to extrapolate controller tracking state. 16:24:34.173 Tracking EXPCTRL: [Throttled count=44] Failed to find exposure settings in history.Setting the exposure commands
HiI'm developing a simple VR flight simulator for Meta Quest 3 in UE 5.5.There is an issue I've been struggling with for the last couple of week and I really need some help before I lose my marbles.Basically, I'm trying to get a half decent shadows (near and far) to show in Quest 3 standalone apk. For some reason though, no matter what I do, only the Cascaded Shadow Map shadows work.The issue with CSM is that it looses all the close up detail if the range is set to a larger distance.My sceene uses a single Stationary Directional Light (Sun) and only one dynamic actor (player pawn).Rest of the sceene is static with baked lighting.The goal is to have a cascaded shadows, set to a low distance (1000) so it draws detail crisp shadow inside the cockpit and on the landscape when sitting on the ground. So far so good, this works well.When airborne however, (past the 1000), I need to switch to either "Far shadows" or "Distance Field shadows".Although it all works correctly in the edittor, I can
Hello there,I came across the Unreal-HandPoseShowcase project, which allows users to define custom hand poses and use them as inputs. You can find it here: GitHub - Unreal-HandPoseShowcase.Initially, I tried copying the plugin into my project, but it resulted in numerous errors that I hadn't encountered before. After searching through forums, I discovered that Interaction SDK has replaced this project. However, upon further investigation, I found that the Unreal Engine version of the SDK does not support custom hand poses, unlike its Unity counterpart: Unity Hand Pose Recognizer.I really wish the Unreal Engine version had this feature as well!Edit: In this issue I've shared a solution that fixes compile issue on 5.5.3
When we start programming Virtual Reality, it is difficult to find a workflow that is agile. At first I did not found anywhere where it was explained and every time I made changes I had to compile and send the application to the glasses and that took too long. In this video I explain how to program the Meta Quest glasses efficiently so that as soon as I make a change in the application I can immediately view it on the glasses and best of all, I explain how to do it without having to be connected to the PC with the cable. NOTE: The original video is in Spanish but you have the audio and subtitles in English. I hope this helps and please comment or make any suggestion.Link to the tutorial: Tutorial in Unreal Engine Community
Hi, I have downloaded the MetaXR plugin from this link https://developer.oculus.com/downloads/package/unreal-engine-5-integration/46.0/ and added it to a fresh unreal engine 5.0.3 project. I have then created a very basic pawn with a camera in it, two motion controllers and two oculus xr hand components. I have set up everything exactly the same way that I would do with 4.26/4.27 when using the OculusVR plugin and the oculus hand component. When I test in the editor with the VR preview I cannot see my hands. The OculusVR plugin and the oculus hand component allowed to easily test in the editor and did not require to launch on the device. Is this not possible anymore with the MetaXR plugin? Am I missing something obvious or any required extra steps? Thanks in advance,Simone
Dear friends, I know that it is hard to find information in Unreal Engine about programming for metaquest VR. I have prepared a list of 7 videos using the last version of Meta XR, and Interation SDK to use your metaquest using hands. ALL THE VIDEOS ARE IN SPANISH AND IN ENGLISH (simply select in the youtube video-->Config-->Audio Track-->English) They are available in this youtube list: Hands VR Youtube Tutorial and the content of each video is: 1. How to create a Virtual Reality project and run it on the headset. (this is the only done for UE 5.3 the rest are for UE 5.5)2. Wireless workflow to be able to test progress immediately.3. How to activate hands in your project.4. How to be able to interact with hands with objects, picking them up, rotating them or moving them.5. How to add physics to objects to be able to throw them, for example.6. How to be able to manipulate objects with both hands to change their size, for example.7. How t
Hi, I’m currently working on a Meta Quest 3 app, and I have parameters driven by audio reactivity. I need a clean signal from the built-in mic, but the noise-canceling system cuts out all frequencies generated by the music source in the room. Is there any way to disable or bypass this noise-canceling system and get raw microphone input, or is this a hardware limitation? PS fixed, that was the problem on the side of unreal engine
Hello,I am having a problem building the plugin for my game. How can I make this work without a fail? I have built it a few times.
Hello, I'm having some strange problems. While I try out my test level with the Meta Quest at my workplace and in the Unreal Engine, everything works fine. Now I have created an APK file and installed it on the quest and have the following problem (see also the picture):Here you can see my problem1. in the editor "PlayerStart" is at the position and rotation as shown in the picture (see number 1 in the picture). This also works when I test it in the engine and with Meta Quest.2. However, if I start the level natively on the quest (at a different place in my room), then I start somewhere else in the level and not at the set "PlayerStart" (see number 2 in the picture). And my triggers etc. no longer work.If I reset the position ingame (via menu button), then the player jumps back to the spawnpoint set in the editor (see number 3 in the picture), but the triggers etc. do not work either.If I start the "game" on my workplace, then the spawn position is correct and everything else also work
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