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I am having an issue whenever I try to launch to headset this happens, and when I package and install the apk it keeps on going. Not sure what the issue is really but any help would be much appreciated
Hi All, Title explains what I'm trying to do - I understand that FFR is a vital part of the optimization process for standalone games however the amount of pixelation that occurs around the users view is too much and causes issues for some users. Is there any way to disable FFR or reduce its intensity. I've tried adjusting the FR Level to None in the MetaXR plugin in UE, unfortunately this has not worked and the pixelation caused by the FFR is still present.
Hi everyone,I've encountered a strange issue while creating a game environment in Unreal Engine with a sea/water simulation. When I view the environment using a VR headset, the reflections appear to be bugged. Specifically:The reflection from both eyes seems to be shown in one eye, creating a very jarring and distorted view.There's a weird, ghostly/glassy reflection effect visible in the water. This reflection also appears slightly above the water's surface, almost like an invisible render of the environment.Interestingly, this glitch completely disappears when I remove the water/sea simulation from the environment.Has anyone else experienced this issue or found a workaround? I’d appreciate any insights or suggestions.Thanks in advance!
Hello!I use NeoVim and i do compile through command-line environment in Windows... in Epic original Unreal Engine version i can compile fine... but when trying to compile using Oculus's Fork, i get the message:Any tip that can do to fix it ?.. i know i can compile using the Editor's button at the bottom right, but ... just i'm customed with Neovim is faster for me to check errors...
Hello,First off, I’d like to say that the plugin is really impressive - especially the Ray Traced Acoustics feature! I’ve been using it and have a few questions and suggestions regarding the Meta XR Audio Unreal 5.5 integration.Gravity Vector in MetaXRAcousticMap.cpp:In MetaXRAcousticMap.cpp, there are the following lines:Parameters.gravityVector[0] = (float)AcousticMapComponent->GravityVector.X; Parameters.gravityVector[1] = (float)AcousticMapComponent->GravityVector.Y; Parameters.gravityVector[2] = (float)AcousticMapComponent->GravityVector.Z;Is OVRAudio using the correct coordinate system here? In Unreal, the Z-axis is top-bottom, but later these parameters are passed to the library, and I’m not sure they’re handled properly.Currently, when generating the acoustic probe map, the probes end up on the wall, which suggests that the system is treating the Y-axis as the up-axis. Swapping GravityVector.Y and GravityVector.Z seems to fix this and keeps the floor correctly oriented
I'm someone who doesn't have a ton of depth in UE5, so forgive me if this is an easy question to solve!for an app I'm working on, I have someone in PCVR while another user can control and monitor things via a UI on the PC the VR is running on. This was easily done using the Slate.DrawToVRRenderTarget 0 which makes screen space widgets only visible on the PC screen and invisible to the player. HOWEVER, when used with the meta XR plugin enabled, the UI suddenly goes out of wack for the spectator and stretches beyond the viewport and gets very wonky while resizing. I assume it has to do with this optimization which after many hours I stumbled upon in the Unity documentation but is nowhere in the Unreal documentationhttps://developers.meta.com/horizon/documentation/unity/unity-asymmetric-fov-faqThat said, assuming this is the case, I don't see any way to turn it off in Unreal. And when calling the viewport, it definitely seems to be giving me one of the VR screens' displays and n
I am running into an annoying issue where half the time I go into VR Preview, the VR hands don't initialize and connect to the motion controller. I look down and can see the hand meshes down at 0,0,0 but they don't snap to my hands and none of the controller inputs work.I have to exit and go back into VR Preview 2-3 times until the hands finally pop in. It’s super annoying.I'm just using the default VR hands that come in the UE VR template. There are no collisions on the hands. I've even moved the Player Start away from every other object, so I know the hands aren't inadvertently colliding with something.If I connect the VIVE Focus 3, VR Hands appear every time in VR Preview. 100% rock solid. It’s only with the Quest 3 that they sporadically don’t appear.I've looked all over and I am not finding anything. Any help would be appreciated.
I'm trying to enable the Meta XR plugin in order to build projects for my Meta Quest 3s. I followed the instructions for enabeling the Meta XR plugin in my UE 5.4.4 project. It will however not show up in my project settings.
I've followed the Shared Spaces example and I have an app that has multiplayer using the portals for the private and public rooms, but I'm not sure how to expand this to allow users to host and join public matches. Is there any documentation that shows how to achieve this functionality? Update: I guess the documentation is actually just the SharedSpaces example itself. To achieve simple create/join public session functionality, I think I will have to rewrite the EOSSubsystem C++ class and the GameInstance blueprint class. I will have to study SharedSpaces some more. There are so many pieces to this pie.
I'm trying to use SQLite in an Unreal project targeting Meta Quest 3. It would require creating a .db file in the headsets internal storage, something that I'm not getting to work properly at all.As a test I'm scaling back just trying to create a simple .txt file just to get the file creation to work. (See code below) This seems to work in Development builds but not Shipping builds. I need to get it working in shipping builds.I've tried both with and without the "UseExternalFilesDir" flag in UE, I've tried setting WRITE_EXTERNAL_STORAGE and READ_EXTERNAL_STORAGE but nothing seems to work. I'm not finding any info of the difference in file storage in Dev/Ship builds. I've tried various directories such as "ProjectSavedDir()" as well as hardcoding paths like "/sdcard/testing".I'm running out of ideas, does anyone have any insight into these issues?UE 5.3//CREATE OUTFILEFString TempString = FString(TEXT("Hello World"));FFileHelper::SaveStringToFile(TempString, *(FPaths::ProjectSavedDir()
Here are innovative project suggestions for Meta Developer Project across various categories:*AI and Machine Learning*1. *Virtual Health Assistant*: AI-powered chatbot for health advice and telemedicine.2. *Personalized Education Platform*: AI-driven learning platform adapting to individual needs.3. *Image Recognition App*: AI-based image recognition for visually impaired individuals.4. *Mental Health Chatbot*: AI-powered mental health support and resources.*Augmented Reality (AR) and Virtual Reality (VR)*1. *Interactive Art Gallery*: VR/AR experience showcasing artists' work.2. *Virtual Event Platform*: Immersive VR events for conferences and meetups.3. *AR Shopping Experience*: Virtual try-on and product demos.4. *Educational VR Field Trips*: Interactive historical or scientific experiences.*Messaging and Communication*1. *Mental Health Support Bot*: AI-powered support for mental wellness.2. *Language Learning Chatbot*: Interactive language learning companion.3. *Customer Service Aut
Trying to handle the Left controller menu button for PCVR. I am using EnhancedInput. I can use Oculus Touch (L) Menu works when using Quest Link. But Steam link seems to require using Valve Index inputs. (They are automatically mapped) But there is no left menu system on Valve Index to choose? Thanks for any help
Background:I have a rift and quest app in the Meta Store (they are grouped together). I created Achievements and Leaderboards in the Meta Horizons Dashboard. Also requested and gotten permission in Data Use Checkup for User ID, User Profile and Deep Linking (all which appeared to be required). Using UE 5.4.4 from Epic launcher and installed MetaXR and MetaXR Platform plugins in the project's plugin folder. Both are enabled.The MetaXR Platform appears to get initialized (in the game instance, the event OvrPlatformSubsystemStarted gets called w/ a boolean set to true). Immediately after Start Message Pump then Entitlement Get Is Viewer Entitled and Get User Access Token are called, the latter two return on success.Problem:The problem is the documentation for updating Achievements and Leaderboards. It appears the documentation instructs one to use the generic Online nodes: Get Cached Achievement Description, Get Cached Achievement Progress, Write Achievement Progress, Read Leaderboard Int
How do we use the face and body tracking in multiplayer?
Hello,As a newbie in MR development, I would like to inquire about the correct way to generate random positions using MR Utility Kit and materials obtained from Launch Scene Capture. Additionally, I have an ongoing issue where the GetCurrentRoom function always returns False. I've confirmed that my startup scene capture function works as expected.
Hi !..Until now i related VR Preview for PCVR gaming only...Launching my game to MQ3 takes a bit longer since Unreal needs to cook, compile and deploy for it,... Will VR Preview serve me to test native MQ3 Games?.. or it is just intented to be used or PCVR ? Thanks.
Hi, as you know we don't need guardian any more with mixed reality While looking for a solution for this I found this code under unity topic <uses-feature android:name="com.oculus.feature.CONTEXTUAL_BOUNDARYLESS_APP" android:required="true" />They just adding this to AndroidManifest.xml for unity Problem is Unreal documention say "You should never edit the AndroidManifest.xml file under any circumstances. Any edits that need to be made to the AndroidManifest.xml file should be done inside the UE Editor in the Advanced APK Packing section."I couldn't figure out how to add the code to that section. when i add as a extra setting (code line) i couldnt build it i can try as a tag but i dont know how does it workany idea would help
HelloI just curious about something related to movement.. what happens when you give a real movement ?.. will it move the whole APawn or just the camera?.. Thanks.
Can ANYONE build an Unreal Engine 5.4.x project successfully to the Quest 3? By successfully, I mean actually being able to play the completed project in stand-alone mode on the Quest 3.
Is there any support for spectator mode in Unreal with Meta Quest 3? I want to show a third person view of players on a second screen for an audience.
Hello,I’m currently working on integrating Meta/Oculus authentication with my backend using the user_nonce_validate endpoint from the Oculus Graph API. The goal is to validate user identity by sending the nonce generated by the User_GetUserProof() function in Unreal Engine, along with the user's ID and access token.However, despite ensuring the entitlement succeeds, all necessary permissions are enabled (e.g., user_proof), and using valid credentials, I’m consistently getting an invalid nonce error in response.Request DetailsAPI Endpoint:https://graph.oculus.com/user_nonce_validateQuery Parameters:nonce: Generated from UOvrRequestsBlueprintLibrary::User_GetUserProof().user_id: Extracted from FOvrUser::ID access_token: Generated using UOvrRequestsBlueprintLibrary::GetAccessToken().Error ResponseHere’s the response I’m receiving from the API:{ "error": { "message": "Invalid OAuth 2.0 Access Token", "type": "OCApiExce
Hi ! I have a small problem and i really don t know if it is my setup or the sdk. I am using Get Tracking Confidence in Blueprint. And whatever where i place my hand (invisible or not to the head set) I get always High Confidence ! The only thing that change is the Is hand tracking enable. When i hide my hand, it show false, when i show my hand it show true. Anyone can help ? Thanks
Hi.. Does anyone know how to record QuestPro Mic Audio through Unreal? I recorded it through 'Microphone Audio' in Unreal's 'Take Recorder'.While if I try to use a Built In Mic from my cheap WebCam, the results are much better.I've tried various ways, such as through Blueprint or changing the Audio settings or MetaXR Plugin in the Project Setting Menu, but it still doesn't work. I've tried recording my Quest Mic to OBS, everything is fine. Only recording to Unreal is the problem I face.. I need to record directly from the Headset, because I want to record Lipsync Audio for my animated character. Is there something I missed? Can anyone give me some advice? Thank you..
**Problems with the current MetaXR fork of Unreal Engine that make it a nightmare to work with:***(none of these problems appear when using a non-forked version of Unreal Engine)*- Logging for all platforms seems to be completely stripped out. Doesn't matter if we're making a development or shipping build, we get no logs and no crash reports which makes debugging a major challenge.- Dynamic lights don't appear at all on standalone Quest. Not just shadows or something like that, the lights completely disable and don't produce any light. They look fine on PCVR and fine on Quest if we don't use the Meta fork of Unreal.- Lighting channels are broken. Some lighting channels will flash light on and off and sometimes will disable all lights on that lighting channel.- If a scene needs lighting to be rebaked it causes a crash until the lighting is rebaked.- Also noting that using the latest Meta XR plugin (NOT the fork) a packaged project will show up standalone on Meta Quest Pro and
Hi!..I need to create an instance to the class : Meta DevelopersBut could not find the path to include.. just like Epic Documentation has, Include.Any help will be appreciated.Mike
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