Skip to main content
Up and Coming
July 17, 2019

Unreal bugs/errors with Rift/Go/Quest and their status

I've made a list of current bugs/errors encountered in Unreal when developing for Rift / Quest / Go.
Some can be somewhat fixed / avoided, some are still very present. I encourage people to add to the list or bring their solution.

Would be great also to have input from @NinjaGaijin and @Ross_Beef on their possible ETA or resolution.  ;)

This is up-to-date with latest Unreal (4.22.2) Oculus integration found on github, dating back from June 7.

There it is:

1. Retrieve Oculus ID and Verify Entitlement fail on Go/Quest
a. STATUS: can be fixed by changing a line in OculusIdentityCallbackProxy.cpp. See at the end of list for complete        solution.

2. Entitlement fail on Quest if no access to Quest API
a.STATUS: can be fixed by commenting out a line in OculusMobile_APL.xml. See at the end of list for complete            solution.

3. PlayDynamicForceFeedback has errors when nativizing assets
a. STATUS: can be fixed by changing \Engine\Source\Runtime\Engine\Classes\GameFramework\PlayerController.h
line 1053 private to public, because 'PlayDynamicForceFeedback' is a private member of 'APlayerController', for            reasons unknown

4. Oculus Go/Quest : No VOIP / or no LipSync with Oculus Avatars
a. STATUS: NOT FIXED
c. Background infos: Android only allows access to the microphone from a single process. This wasn't an issue when networking avatars previously, as the mic input wasn't being used. But with the expressive update, we specifically need to run the mic through the OVRLipsync plugin to generate blend-shapes and drive the mouth shapes. Trying to hook up the mic to both VoIP and Lipsync therefore causes an inevitable race condition. The loser gets a bunch of zeros. So either there's no networked audio, or no blend-shapes.

5. Multiplayer Oculus Avatar is broken with official Oculus Avatar Plugin
a. STATUS: NOT FIXED
b. Use our in-house patched plugin/template, or use Photon Engine

6. Oculus Rift / S: Enabling Splash in Project Settings / Oculus Settings crash when loading next level
a. STATUS: NOT FIXED
b. Use blueprints to Set and Show Splash Screen

7. Stereo Layers are transluscent in ES3.1 (Oculus Go/Quest) / Vulkan (Oculus Quest)
a. STATUS: NOT FIXED

8. Performance issues when a Render target is added to Spectator screen (VR) in a packaged game
a. STATUS: FIXED IN 4.23
c. IN 4.22, don't use Spectator Screens, or use them only in editor:

9. Cannot access Oculus Quest platform features
a. STATUS: You have to be greenlighted by Oculus before doing so or Oculus Business users will have access to Business Suite Q3-4 2019

10. When a stereo layer is present rendering a widget it cannot be destroyed.
a. STATUS: NOT FIXED
c. Avoid using stereo layers if you need to destroy them

11. Quest: Oculus Avatars and Oculus Audio use 32-bits Android libraries (armeabi-v7a); no arm64 librairies available
a. STATUS: NOT FIXED
b. Use 32-bits librairies on Quest if using Oculus Audio and/or Avatars
This topic has been closed for replies.

11 replies

Inspiring
July 31, 2019



motorsep said:

Well, I reported this bugs, which you might want to add to the list:

https://developer.oculus.com/bugs/bug/352218849045408/


Issue C sounds like a UE4 bug rather than a oculus specific bug? did you also test it on a pure android build (no vr)? If the same problem might be better to report that one to Epic?

Offtopic from this thread but how have you found much difference in performance using Vulkan so far? (as I've not tested it myself)



Well, if you have Quest, you can build and run test case on Quest and see if it works. If it does, then it's a driver issue. If it crashes, it could be either driver or UE4. 

People reported massive CPU gains and minor GPU gains when running Vulkan on Quest.