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The Get Boundary Visibility function is running on tick on servers, causing a crash. 0000000000000000() Unknown> [Inline Frame] x.exe!OculusXRScene::FOculusXRScene::GetBoundaryVisibility(EOculusXRBoundaryVisibility &) Line 253 C++x.exe!UOculusXRSceneSubsystem::GetBoundaryVisibility() Line 61 C++x.exe!UOculusXRSceneSubsystem::UpdateBoundary() Line 83 C++x.exe!FTickableGameObject::TickObjects(UWorld * World, int InTickType, bool bIsPaused, float DeltaSeconds) Line 153 C++x.exe!UGameEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1853 C++x.exe!FEngineLoop::Tick() Line 5921 C++[Inline Frame] NitroGridServer.exe!EngineTick() Line 61 C++x.exe!GuardedMain(const wchar_t * CmdLine) Line 180 C++x.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++x.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 299 C++[External Co
quest 2/3, unreal engine 5.4, blueprints, listen serverI have my game setup with a listen server. All players can join game. In mixed reality the players headset and controllers should be on top of the actual person in real life but they are not. In fact the headsets are rotated backwards (I had to fix this- and it doesn't do this in VR). The players do not see the same things in the game. I've asked support and they just send a drop down, copy/paste reply which makes no sense. It's like they don't understand what I'm asking for or their too lazy to give a response so they use the drop-down then close the support and move on to whatever they do in wherever they are.MIXED REALITY... you are in the same room with people and playing a game. You can't play a game because you see the room differently and the players are not in the right positions. And nobody replies with any answers and the support is not support and the examples don't work and won't even open in unre
Last year my app was working, i use passthrough, but now underlay dont work, i see that came 72 update, this might be the reason. I use meta fork 5.4. Underlay dont work, passthrough is over my assets.
Hello, no matter what I try, the auto loading splash screen is black for me. The system splash screen works but the in game loading screen splash is all black.I'm packaging my build to the Meta Quest 2/3 and I'm using Unreal Engine 5.4.
Hello !I use Unreal engine 4.26 with my meta quest pro and I want to read the datas from the eye tracking. I can get evry data from the ghmd but from the eye tracker, I get nothing.I have already validate all the eye tracking parameter inside the headset and also th emeta quest link pc app
Hi!..I'm working on a dual game application, some maps are Mixed and other Virtual Reality.. i need to switch the "Enable Passthrough" flag to true or false depending the map that will be loaded.. this will help me to avoid compiling 2 apks for each type between MR and VR... Is there a way to runtime C++ or BP switching the parameter ? i could not find any related on console commands... Thanks in advance.
I want to add some voice commands in my Q3 app. ("Open menu", "close menu", e.t.c.)Is it possible with Voice SDK? UE version 5.4.4
I ported my project from the 5.4 to the 5.5 branch. I'm uncertain if this is an epic issue or a meta issue.The problem is essentially the title, there's nothing special. I can see animations in their preview windows, but under no circumstances will animations of any kind play when the game is run. Dragging an animation into a scene should provide a working and running animation, but no dice.Animation blueprints run their graphs fine, but there's no visible results in the game world either.I've looked around the epic discord and forums and I haven't seen anyone else with this issue, so I'm wondering if maybe this is meta 5.5 only?Video preview of the issue:https://youtu.be/mUAK7MNzWmgLink to Github Issue:https://github.com/Oculus-VR/UnrealEngine/issues/547
I want to buy second Q3, and try to work with colocation OR multiplayer apps for inner use in our company.The questions are:1. Is it possible to provide colocation of two Q3 on one developer account?2. Is it possible to provide Internet multiplayer (two players) of two Q3 on one developer account?(As i told before both devices will be at my own )3. Is it possible to test colocation or multiplayer workflow with MetaXR simulator?
I know about https://github.com/oculus-samples/Unreal-HandPoseShowcase/tree/main I think main point of it is OculusHandTools.It can:- record custom pose- recognize custom pose- recognize sequence of poses (gesture)But it works only in UE 5.4.3 - Meta XR Plugin v69Also Meta offers Meta XR Interaction SDKhttps://developers.meta.com/horizon/downloads/package/meta-xr-interaction-sdk-unreal I can't find custom pose and custom gestures building blocks. Any solution for custom pose / gesture recognition in 5.4.4?
Hey all, I've spent the last few days trying to get passthrough over link to work either via VR preview or a normal build to windows, and neither will function properly or at all. I can build the same project to native quest and it works fine, but any type of using passthrough over link is not working*. I've also reached out to multiple people I've found that have mentioned trying passthrough over link on twitter/reddit/multiple discords (unreal slackers included) and not a single person has come back saying they got it to work normally. I have gone through every bit of documentation I can find, checked these forums as well as epics, and no one has an answer. So I'm reaching out hoping SOMEONE can shed some light on these questions:1. Does passthrough over link function at all currently? If this does not currently work, is there any sort of eta on when it will?2. Which version/s of unreal should this be functional on?3. Does it matter if we use airlink vs. wired
In my project, I'd like to write some of the functionality in C++ vs. blueprints.However, I'm unable to get past linker errors when calling functions from the Meta XR plugin. Specifically, I'm trying to create the custom Pawn, with the Oculus Controller Component.I've added the following to the .Build.cs file:PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "XRBase", "OculusXRInput", "OculusXRHMD" });But adding this code (along with the relevant #include): UOculusXRControllerComponent* MyController = CreateDefaultSubobject<UOculusXRControllerComponent>(TEXT("MotionControllerRight")); Results in this compile error: XRPawn.cpp.obj : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UOculusXRControllerComponent::GetPrivateStaticClass(void)" (?GetPrivateStaticClass@UOculusXRControllerComponent@@CAPEAVUClass@@XZ) referenced in function "public: __cdecl AXRPawn::AXRPawn(voi
Excuse me, could you please tell me about the security of the metaxr plugin?When you put the metaxr plugin into the VRProject you are developing, Will information be communicated to the meta network, cloud, etc. during development or during play after packaging?
Hi!..Image is self-explanatory.. Is there a way to match VRPawn spawn within Limit Blue Circle Center ?Thanks.
I'm using v71 of the Meta XR Interaction SDK, and I'm creating an object which has several interactable parts (i.e. the base object, and a twistable grip at the top which is a separate mesh). Is there a way to have several interactables within the same actor? At the moment, I have one IsdkGrabbableComponent and one IsdkGrabbable per object. The base object has the twistable grip set as a child actor component which makes things a bit complex to work with, so I'd prefer if it could be contained within a single actor if possible.I've tried simply adding a second IsdkGrabbableComponent and IsdkGrabbable and setting them up with each mesh as normal by setting the colliders, grab transformers and transform targets, but with two sets of components on the same actor the interactions will not work. Is there a way to get around this?
Passthrough has stopped working for me in Unreal 5 with the Meta XR Plugin. The passthrough image is completely garbled. It was working fine last week. I think the v71 might have broken things. I tested this on a fresh VR Template project, by adding the passthrough layer to the VRPawn Camera, and it's also broken there. Hope to get some help with this matter as it is inhibiting development of a mixed reality project.I've tried Air Link, Link Cable, same result.
Hi there,Can somebody please have a read of this and let me know where I am going wrong?I am using the launcher version of UE4.27 and am trying to implement leaderboards.1. I am using the latest Oculus Platform Tool from the Oculus Fork of 4.272. I have requested access to User name and IDs and this has been approved by Meta.3. I have added in the relevant app ID and subsystem info to engine.ini4. I have set up the game instance as suggested in Metas documentation and it would appear the Oculus platform is being successfully initialized.However, my entitlement checks fail and when trying to write a leader board antry I get nothing.I have included screens of my game Instance and Leaderboard code below. Though I am pretty sure I am missing key information such as User ID, App Secret etc but have no idea where to implement these.Thanks for any help on this as it's starting to become something of grind looking for answers.Please note that the data variable in the leaderboard is just a
Hi!I'm having problems to use Socket.io to connect to a server. I'm using Unreal 5.4.4 and SocketIOClient-Unreal v2.8.I have already enabled on Unreal Platform Android the following settings: android.permission.INTERNET, android.permission.ACCESS_NETWORK_STATE and android:usesCleartextTraffic="true".I have also tested locally with a socket.io Python http server and with an https server (with self signed certificate).Everything works fine when running on the Unreal Engine Editor but as soon as I build the package and put it on the Meta Quest 3 it doesn't work.Additionally, I have tested successfully sending and receiving UDP messages to the Meta Quest 3 and that works fine.If someone has a solution on how to use Socket.io on Meta Quest 3 please share it 🙂
Hi there,I am experimenting with Meta Quest 3 and passthrough. I can get it work if I push the project in to the headset however, if I use Quest Link I cannot get the passthrough layer working. Is this possible using quest link? it should be as if I use quest link and I go out of my boundaries I can see the passthrough showing off.
LogOVRPlugin: Display: CompositorOpenXR::PreInitialize(activity = 0000000000000000, apiType = 0, preinitializeFlags=0x10)LogOVRPlugin: Display: Support Non-Oculus runtime: NOLogOVRPlugin: Display: -- Set xrGetInstanceProcAddr to OpenXR LoaderLogOVRPlugin: Display: Warning: xrGetInstanceProcAddr has already been setLogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_RUNTIME_UNAVAILABLE]: xrEnumerateInstanceExtensionProperties(layerName, 0, &instanceExtensionCount, nullptr), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:507 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:340)LogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_vulkan_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_D3D11_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_D3D12_enableLogOVRPlugin: Display: Unavailable OpenXR extension: XR_EXT_performance_settingsLogOVRPlugin: Display: Unavailable OpenXR extension: XR_KHR_composition_layer_color_
I am working on a mixed reality game and using the MRUK to load scene data. "Load scene from device async" doesn't seem to work. Before using the MRUK, I used the OculusXrSceneActor, which worked wonderfully, but now im kind of lost. Now, using the "Spawn interior" function, it does work -- but only for my collegue. I'm not sure what is happening, could use any clue as to what is happening.For some extra info: we check for permissions and launch the capture flow (which another post said could help fix issues with "missing" scene data)
I know, that UnrealMetaXRPlugin already included in UE 5.5.0 fork.But i can't find any traces of "Oculus platform sdk" pluginhttps://developers.meta.com/horizon/downloads/package/oculus-platform-sdk/Is it already built-in, or i must manually add it to UE 5.5.0 fork?If "yes", how to add it?To \Engine\Plugins\Runtime\ or \Engine\Plugins\, or there is some another way?
Hey y'all,I'm having an issue where no matter what I do, the triggers on my oculus touch controllers will not fire a signal (except for animations for some reason.) I've tried switching IMC's, deleting and remaking the IA's, adding the enable input node using the showdebug enhancedinput command (which I don't think showed anything,) and more.. I did install the newly updated MetaXR plugin, but there's nothing else I can think of that would be responsible for this, and it being Meta's own plugin causing this seems unlikely. Has anyone had similar issues? I'm close to deleting what I have and just starting over. Has anyone had any similar problems?
Hey guys, just wanted to share a little update with everyone on some research I've been doing. I created a SceneViewExtension based tone mapper / post process pipeline without using the mobile HDR flag. This was a lot simpler than I thought it would be. This uses the render dependency graph and you could use it without the meta engine branch. I'll post more about it later. This is similar to the vulkan subpass version that Meta has in the engine fork, but this one is not a subpass. So, you could do effects that check neighboring pixels and additional shader stuff.https://youtu.be/N1OqCdJTvUg
For some reason the controller ray interactors are not working. I can see the controller ray and cursor when hovering over a ray interactable UI but when I click the trigger nothing happen. The pinch selection seem to be working fine with the hands. I tried the solution in this post but it did not work. The issue seem to be present with Unreal 5.4.4 and 5.5.1 (Meta SDK V71 & V72)
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