#virtual-reality

1 messages · Page 1 of 1 (latest)

zinc violet
#

what is the proper way of previewing VR rendering with UE nowadays without using actual headset?

#

looking to render single pass to some mock VR thing so I can see that the rendering works without having to put actual headset on and off

#

I tried r.EnableStereoEmulation cvar and SimpleHMD, cvar did nothing and simple hmd just rendered this

#

in Unity you get custom VR device named MockHMD that you can use for this, looking for some UE alternative to that

zinc violet
rocky nexus
#

afaik there isnt one, why would you want one? shader dev is only thing that comes to mind, but actual device would still be better probably

zinc violet
#

for testing rendering related things

#

I've used that MockHMD thing heavily on Unity for this purpose

#

it's just PITA to put the headset on to verify individual fixes or fix attempts if you could just hit a button and visualize instantly on your screen

#

also used it in past for doing some benchmarking to see cost of individual effects in VR in general (but the Mock device has to be robust for this to make any sense and you essentially can make a setup with regular VR device where you just don't track head movement etc to get same consistent results)

#

it's also been convenient to be able to send VR rendering related bug reports when you can just visualize the issue instantly without pulling up the device

ashen dome
#

If anyone is interested In a VR inventory system, I just release this. https://youtu.be/t8r4YrQiLV0

https://www.artstation.com/a/18359413

If you are looking for a Inventory system to add to your VR game, then this is the product for you!
This Pack is a combination of all the best VR inventory systems I have experienced, including the two best VR games there are! Saints and sinners & Half Life Alyx.
It also has traditional 2D Inventory system...

▶ Play video
glad canopy
idle osprey
#

For those of you working on standalone Quest apps and you get the dreaded three dots on startup, what are some of the things you look for? I've no idea why I'm running in to this now. My level is just a basic Empty level in 4.27. All I've done is added some blueprint nodes that I'm porting over from a 4.25 project. It ran fine in Link mode and it used to run fine in the 4.25 project. I'm trying to learn what sort of thing I should be looking for when this sort of problem happens.

rocky nexus
idle osprey
rocky nexus
#

regardless of the cause, guessing is usually poor choice

daring pasture
idle osprey
#

Hmm, I was already set for a development build. A full rebuild fixed it. Now, I am left not knowing. Where do the UE logs get written to on the Quest? I'm not finding them.

idle osprey
#

found them. adb shell "more /sdcard/UE4Game/<ProjectName>/<ProjectName>/Saved/Logs/*.log"

wintry escarp
#

does anyone know the timeline for ue5 working with VR?

wheat holly
#

Ue5 still supports VR just fine. If you mean Lumen and/or Nanite however then unsure.

sturdy coral
#

there is also an hmd emulator built into the WMR runtime you can use to emulate everything including controllers I think

sterile lake
#

Any good resources for learning AR?

zinc violet
sturdy coral
zinc violet
#

I don't think the WMR app let me go futher without WMR device.. unless I'm mixing the apps here

#

but it's not a big deal, just wondering if UE actually had something like this built-in

#

kinda silly that they have emulation on standalone but not in editor

sturdy coral
#

-emulatestereo isn't great for testing most VR stuff; The main use of emulatestereo is for testing shaders and stuff that need to work in both eyes, I also use it for automated benchmarks to try and get close to VR (it doesn't use the visible/hidden area mask and the compositor doesn't run are the main differences in perf; also the default projection matrices are probably too low of an FOV to get the same results as VR). For gameplay it is better to create a mode of your pawn for 2d where can fly the motion controllers around in and stuff (the WMR one may be an ok enough substitute to making your own, but I haven't tried it)

zinc violet
#

yeah I have zero interest on testing any gameplay with that

#

just to see certain things render right

ripe crypt
#

Anyone used frame-sequential stereo with nDisplay on UE4.26/4.27

#

We are seeing ghosting, specifically on the left eye

shut ermine
#

Is UE4.27 or UE5.0 preferred for VR development these days?

Long story short: I tried VR in UE5 early access awhile ago and it was very broken (shadow artifacts only in right eye) so started developing a project in 4.26, now 4.27. Today I found out I could migrate to 5.0 but only with significant difficulty (was not as easy as using UE5 to convert it; required significant work), so would like to just pick 'the right version' and stick with it as I continue development.

Is there anything 5.0 gets me that I don't get with 4.27, other than a nicer editor? Lumen and Nanite not supported in VR so... what else? Is the performance of built projects about the same?

knotty folio
#

First Post

Hello there, I am having trouble setting up my Android SDK to be recognized by my UE5 project. Followed the ue5(4) docs online regarding this issue and I have had no trouble up to the point where I try to play the VR-Template file.

When I go to press play, the "VR Preview" is the only option grayed out. My Quest-2 is connected and visible by the project as it shows up on the list of devices (note, there is a m=small caution triangle next to the listing of the Quest-2 instance).

When I continue on and choose to play the level with the Quest-2 hardware, the level immediately fails and I get a message "SDK Verification failed. Would you like to attempt the Launch On anyway?" If I choose yes, nothing happens.

Again, I have followed the docs on how to set up your project for Android SDK/NDK and I believe I have followed them correctly. Please help Thanks!

knotty folio
knotty folio
zinc violet
#

last ue4 update was from last december and it could be last ever ue4 version there will be

#

there hasn't been a single commit in ue github for ue4 this year

shut ermine
zinc violet
#

it's mainly a concern if you have some bigger project that may need future SDK updates

mystic horizon
#

Has Anyone who has expertise with VRExpansionPlugin

shut ermine
mystic horizon
#

Error C2027 use of undefined type 'IXRTrackingSystem' I am facing some error like this in my project

mystic horizon
mystic horizon
#

Error C2027 use of undefined type 'IXRTrackingSystem' ShooterGame
Error C2039 'IsHeadTrackingAllowedForWorld': is not a member of 'TSharedPtr<IXRTrackingSystem,ESPMode::ThreadSafe>' ShooterGame
Error C2027 use of undefined type 'IXRTrackingSystem' ShooterGame

#

Error C2039 'GetCurrentPose': is not a member of 'TSharedPtr<IXRTrackingSystem,ESPMode::ThreadSafe>' ShooterGame
Error C2027 use of undefined type 'IXRTrackingSystem' ShooterGame

#

Error C2065 'HMDDeviceId': undeclared identifier ShooterGame
Error C2027 use of undefined type 'UCapsuleComponent' ShooterGame

#

Error C2440 '<function-style-cast>': cannot convert from 'initializer list' to 'FVector' ShooterGame

tired tree
#

@mystic horizon really looks like you mismatched plugin version and engine version

#

should ask in the discord for it though or PM to me, better to debug out of here

jade kettle
#

Has anyone have had SkeletalMesh actors seemingly not spawn while in VR?

#

Seems like some kind of cullign going on

jade kettle
#

I have some spawning around a corner but I can't see them come around

#

Ah, I think i got the issue. Their movement through the world is based on root motion

#

But since they're around the corner, their skeletal mesh is not rendered, they're not being animated and thus they're not movign\

sturdy coral
maiden willow
shut ermine
sturdy coral
# maiden willow Can you elaborate?

There is one git commit on the ue5-main branch that can be applied to 5.0.3 and fixes nanite with vr. I linked it in the past, can't find because discord search on mobile is breaking

radiant garden
#

Would I be correct in assuming this won't work on mobile VR anytime soon?

gusty cobalt
#

Can anybody please help

#

How can setup vr template

#

Pleade

#

Please

whole furnace
gusty cobalt
#

I dont have headset

whole furnace
#

Oh simple. You can't run it then

gusty cobalt
#

i just to play in the editor

#

like in ue4

whole furnace
#

It's simply impossible

gusty cobalt
#

ohkk

#

sorry

whole furnace
#

If you want though

#

I'm happy to debug for you

gusty cobalt
#

yes please

whole furnace
#

Whenever you have updates or things you wanna test just send the project to me

gusty cobalt
#

ohkk

whole furnace
fading drift
#

Best way to set the rotation the VR player is looking when the pawn is converted to a character?

knotty folio
clever iron
#

When I use "Launch this level on Quest" I get a rock solid fps. When I package and install the game on the Oculus Quest, my fps goes into the gutter on the same level.

What gives?

#

For instance, PlayerController tick has 4 input events, it takes .4ms for "Launch this level on Quest" maps, and .8ms in packaged / installed versions of the same map

knotty folio
# knotty folio Still having a lot of trouble with getting my UE5 to recognize the Android SDK. ...

This (https://www.youtube.com/watch?v=i_eYPEylnTM) video shows you how to use the Oculus Link to show your project in vr, but still only a 2D version of the preview is accessible for me. The " VR Preview" is now available but do not get to experience the level in VR.

knotty folio
elfin stirrup
#

Does it support simultaneous tracking of front and rear cameras in AR?

neon oriole
#

if i just have a general question about VR may I ask it here?

neon monolith
#

Hey guys!

Is it possible to make unreal engine bypass the 4k texture limitation on android/quest 2? For example, I need to put some 360 videos that are filmed at 5570xsomething something.. ahaha

But unreal only shows it at a cap of 4k on the quest... and that is noticeable enough to be annoying.

willow fiber
#

Does anybody familar with Android AR know why in Unreal the AR session appears to crash the first time it is restarted? It enters a FATAL_ERROR state that only recovers if you change the screen orientation or restart the app. Following that, all restarts work fine.

I've been trying to call the renderer functions that call when the orientation changes but with little luck, a lot of those functions have pretty deep protection levels in the engine.

idle osprey
idle osprey
idle osprey
#

@knotty folioBe careful with preview if you plan to make a stand-alone Quest app. It's not the same thing. You're using your GPU, not the Quest. Also, lots of people seem to get their game nearly done and then can't package. I recommend you regularly test on your Quest by packaging and deploying so avoid getting bit.

#

Preview is seductive and evil. 🦹‍♀️

clever iron
sturdy coral
idle osprey
#

You may find that useful. 🙂

clever iron
blissful rain
#

Quest 2 height is busted for me. Based on a class that's based on Character class. My camera is set to "Lock to HMD". No matter whether I set my camera Z to 0, to 90, to CapsuleHalfHeight*-1, it's not right.

#

Either "Floor Level" makes you as high as 2 full people, or "Eye Level" makes you short as a 6 year old.

#

I don't know what to do. I've set my guardian in a standing position and a sitting position twice, still no success

#

I've tried this but it does nothing... I assume the "Lock to HMD" will disable any further modifications

#

If anyone could at least reply saying that they have no idea or that I missed something completely basic, it would mean the world.

tired tree
#

@blissful rain you don't set the camera to a height, as tracking overrides that

#

set the PARENT of the camera to -HalfCapsuleHeight

blissful rain
tired tree
#

@blissful rain might want to add an additional -2.15 UU of offset, the capsule for the character hovers that much on average above the ground

#

its technically an allowed range but it almost always sits at 2.15

blissful rain
clever iron
#

Still drop about 25 fps from the launch map button vs packaged install

pulsar inlet
#

to make an easy gradient sky on Quest I just have to put a giant sphere and assign a gradient emissive material to it ?

olive ferry
#

Am I the only one getting Quest 2 app crash from simple project ?

idle osprey
sterile lake
sterile lake
vast thunder
#

Can you use pawn sensing on a VR Pawn character?

#

How do you get pawn sensing to update its rotation based on the vr pawn camera?

round cliff
#

Hi guys. Does anyone know where the function is that restores the view of the camera when pressing the oculus quest button for a few seconds?

idle osprey
sterile lake
#

I open the ready AR project, it opens without any errors. But I am creating an empty project myself, I just want the camera to work. My camera stays black, there is no image. Where am I doing wrong?

knotty folio
bronze sable
#

Hey, I have made a guitar with different box collision on the neck representing different chords and plays different sound in vr, I want my left motion controller to snap to the neck area of the guitar and holds that part and only be movable up and down the neck. currently the motion controller have free movement and can be moved any direction and plays the sound when it collides with the box collisions. I'm wondering what is the best way to limit the movement only when holding the guitar?
i tried changing the relative location once the player holds it, but that just resulted in floating hand stuck in air

atomic basin
#

Has anyone on here made an iOS AR project that uses surface tracking with 5.0 and had it work properly?

molten crow
#

Hello everyone, after reading @wind yacht and @modest cliff 's conversation from a year ago about about the AR material passthrough and I am still having a bit of trouble figuring it out.

I am working in android, and my goal is to be able to control the camera passthrough by multiplying it with a parameter in order to fade to black, without affecting any game objects.

I saw for android I need to use a dynamic material, with external camera set to true. I'm struggling to understand which material to use out of the options inside the AR utilities plugin folder, and if it matters where I create it, so far I've attempted to create it on the AR Pawn .

Creating the dynamic mat on my pawn
Then testing it with a sine function to ensure its fading back and forth

#

This is a test i have set up to see if the effect works

#

So my main questions are, which material do i use for the dynamic material creation in this case, and does it matter where i create it. Do I have to assign to something? or does the passthrough material component handle that?

molten crow
fading drift
#

Don't know exactly where to place this, but I have decals in a VR UE5 game that ends up flickering pixels, any solutions?

sterile lake
marsh crystal
#

for some reason i cant use the vr editor in ue5 but i can do vr preview. any idea why

outer flicker
#

PSA: Enhanced input and Lyra can be used with the Touch Controller Sticks ... you just need to swizzle the input axis values in the InputMappingContext. (This took me ages to figure out)

real needle
#

Hello everyone! I am developing VR app for Oculus Quest 2 in UE5 and I receive weird errors while cooking the content for Android platform. I checked my SDK setting. Those seems to be ok.
Does anyone has any idea why i receive those errors?
Thanks in advance!

tame forum
#

UE5 VR Template GPU Fatal Error - I haven't been able to fully bake, compile and play a single VR project using ue5's vr template. I always get the same fatal crash message on both computers. One has a 3090Ti, the other has the 3080 laptop gpu card. I'm using Lushuang GPU renderer to bake all lighting. No raytrace, no lumen and also no forward rendering, just standard bake. Largest size mesh at 1024 but almost everything set to 256 or smaller. I did however get things working when I baked using preview but as soon as I set production quality and compile, experience always crashes. Side note - I have noticed considerable crash issues when dealing with navmesh volumes being slightly too large. Any suggestions?

tame forum
idle osprey
#

change RHI to use dx11

tame forum
idle osprey
#

You'll find UE5 to be generally more stable now.

#

I'm always reminded anytime I go to build lighting.

#

"build lighting only" -> 🔥

tame forum
#

Fire is right. Again, thank you. Can't tell you how nice it was to get such a succinct answer.

real needle
#

can anybody share full vr motion controls?

marsh crystal
#

Ever since I updated to 5.0.3 my game thinks I’m holding down the A button on my oculus controller. Running the game in non vr mode is fine however. This is a new issue for me and I’m just trying to figure out what’s going on. Is there some kinda update to the way oculus touch buttons work now?

royal anchor
#

i'm trying to upgrade to the enhanced input system however any input that uses the "Swizzle InputAxis" modifier literally doesn't fire off at all. Has anyone had this issue?

#

every other input in the context fires off except for inputs that swizzle

radiant garden
#

PSA: Meta / Facebook is raising the price of the Quest 2 by $100 on Monday. If you've been on the fence to get more hardware, you might want to pull the trigger this weekend.

marsh crystal
final anchor
#

Does anyone know how to drive a control rig control with LiveLinkXR data from a vive tracker? Like attaching a vive tracker to a pelvis control on a character. Thanks in advance!

delicate isle
sturdy coral
tired hamlet
#

Hello everybody, I am a still enthusiast 58-years-old VR-addicted developer which worked with Virtuality stuff back in 1990 and with UE since latest versions of UE3 and Oculus DK1, so all this VR stuff sounds sci-fi to me. THANKS to everybody here for your work. It is AMAZING. Then: I am trying to get a hang on the XR Template in UE5 but there are several things I cant get. I am on UE5.0.3, latest MacOS. First of all, I searched for info and a tutorial-howto etc specific to UE5 and XR Template (also here in Discord) but I have found nothing relevant, am I missing something? On YT you can find stuff but is relative to 4.27 usage. So: I see that if I rebuild the lights in the XR Template, as is when just created, it does not work. I get very dark lights. I suppose I must revert to “old” UE4 static light baking, Nanite/Lumen is not supported on Oculus but it seems enabled by default in the XR Template (settings/rendering/global illumination). Changing that, settings lights to static and rebuilding seems not to work anyway, so: how do one reverts to “old” UE4 lights baking behaviour? Do one have to do that when deploying on Oculus or is there any other better usage pattern? Or, what am I missing? Or, is this a MacOS bug? Or, should I give up and get a beer and stop asking stupid questions? I am tagging @hallow knoll as the author of the template and the YT tutorial(s). Thanks again.

tired hamlet
#

Do everybody here still need to add "/OculusVR/Materials" to "Project Settings > Packaging > Additional Asset Directories to Cook" to correctly deploy the vanilla XR Template to Oculus2, or it is a misconfiguration of my system? I can see that, if I REMOVE the oculus packaging and get an executable running in a window inside Oculus, it shows a modal with a "PokeAHole material not found" error. I had this since 4.27, i.e, the new XR Template. This causes the dreaded "three dots forever" when you deploy and run an oculus-packaged executable without the fix.

tawny halo
#

is there a way to change betweend vr/flat screen in game?

idle osprey
# tawny halo is there a way to change betweend vr/flat screen in game?

Should be. I haven't tried. You'd have to posses a different pawn, most likely. Alex with VR Playground has a good video on how to handle it on startup by detecting whether or not the VR headset is connected. I think you could just disable the HMD, switch pawns, and you'd be ok. That's how I'd try it.

jovial violet
#

Hey everyone 🙂 Still quite new to programming but wondering how I would go about making an object in VR that I can hold onto and pull/ drag but keep the object constrained in space so it will only rotate on axis instead?

I kind of have half the logic down by having my VR hands grab the object and attach to it, and having the object constrained in space with physic enabled. But the problem is I cannot drag the object as I lose all control of the VR hand itself, then when I let go I have it so the VR hand snaps back to my controller location

#

am I going about this the wrong way?

marsh crystal
#

Doesn’t occur on 5.0.2 only 5.0.3

ebon sorrel
#

I can't use my Quest 2 controllers in Unreal 5.0.3 VR editing mode
I see this error when i launch the project.
I can see in VR with the VRMode, but I can't use controllers at all

#

I found this help article, but I'm not sure if it's applicable

marsh crystal
idle osprey
marsh crystal
#

I been trying everything to get it to work

idle osprey
#

Have you tried it in 4.27? I know it works there.

#

Looks like our own wonderful vr_marco answered this question last year: https://forums.unrealengine.com/t/vr-mode-oculus-quest-controller-not-working/467790

#

tho that was for UE4, not 5

#

Further down, someone says it's working in 5. 🤷‍♀️

marsh crystal
#

Yeah it works in 4.7 fine I’ve used it. But my project is UE5 😅

rocky nexus
#

i think at this point ue5 dev + vr is a bad time

marsh crystal
#

Idk why we get no love over here 😦

idle osprey
#

I know I'm sticking with 4.27 for now

rocky nexus
#

vr probably isnt very high on priority list when new fancy stuff is very heavy on consoles

marsh crystal
ebon sorrel
ebon sorrel
zinc violet
#

ue doesn't officially support backporting, you might be able to do it manually but things could still break

#

one trick that worked on ue4 when moving backwards for actual levels was to copy + paste whole level contents from newer editor to older editor since the copy/paste was serialized the same way even if the physical map files weren't backwards compatible.. there's a lot more changes between ue5 and 4.27 though so stuff like that might not work anymore

#

you'd still need to have identical asset refs on 4.27 first for this to work

#

you could also try exporting the assets out of unreal 5 and importing them back to ue 4 with some DCC roundtripping tool

#

it's going to be pain either way

bronze sable
#

Hey, I'm trying to restrict the movement of my LeftMotionController while grabbing an object using Physical constraint but nothing is happening or changing. My guess it's being overwritten ? not sure, any idea ?

dreamy ivy
next sonnet
#

soo i have a question... why wont it let me use the ar system in the ue5 it just says cannot find plugin

#

despite i have what i assume is the plugin

marsh crystal
undone ember
#

Hello friends,I encountered some problems in openxr.I want to replace the handle model in VR, but when I replace it, the initial position of the replaced model is abnormal

#

No matter how I adjust the position of the new model in the viewport of vrpawn, the position of the new model does not change in the preview

#

can anyone give me some help

dreamy ivy
olive ferry
#

Did anyone ever played m3u8 video on Quest 2 ?

Live stream video works just fine but I get no sound out of that

real needle
#

Hello everyone, I'm trying to make a VR game in Oculus Quest 2 with Unreal Engine 5. I have a full body character but the motion controller do not seem to track finger movements. I wanted to know if anyone know how we can add animations to the full body character's hands. Because the character is imported as one mesh I cannot individually select hands to animate it. Is there another way I can do it? Thank you

maiden willow
#

Blend by bones in your animation graph is what you're after

real needle
#

I will look into that, thank you!

brisk sun
#

Hey guys, any idea why my controllers are rendering black after I build a game (exe), they are completely normal looking when I test in editor but it seems they do not have a material applied in game (might just be the world grid material as the game is unlit).

This is the controller setup code

NavController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("NavController"));
NavController->SetupAttachment(TrackingOrigin);
NavController->SetTrackingSource(EControllerHand::Left);
NavController->SetShowDeviceModel(true);

#

This is editor vs built game

storm idol
#

is the material lit?

thin hearth
#

How can i use advanced session and steam subsystem for VR (quest 2)

actually i used both of them and it worked for the same internet connections correctly. But when we have different internet connections it gives error

hallow knoll
#

@ebon sorrel @marsh crystal VR Editor Mode works in UE5 but only with the respective native plugins (OculusVR plugin for Oculus device, SteamVR plugin for SteamVR device, and OpenXR plugin disabled). We're currently working on OpenXR support for VR Editor and Virtual Scouting.

hallow knoll
# tired hamlet Hello everybody, I am a still enthusiast 58-years-old VR-addicted developer whic...

The VR Template's lighting in UE5 was baked using GPU Lightmass. While any GPU can render lightmap data generated by GPU Lightmass, only cards with Ray Tracing support can generate it. CPU lightmass works just fine with the settings in the default VR Template map (not dark), but I've never tried that on a Mac. I should note that while there are folks using Mac for VR development it's not something we actively support.

supple lotus
#

Hi!

I am running into lighting issues with UE5 - Oculus Quest 2 as well. I have set up a scene, baked lighting with GPU Lightmass, and when I deploy the project to oculus, the lightmaps are missing and pure black

tired hamlet
tired hamlet
celest patio
#

Whats the best way to throw objects? It seems they throw fine if you don't weld them together, but if you weld them to the hand like in the VR Template, when you unweld them upon release, they dont have momentum and just fall down. Is there a way to copy the momentum to them after unwelding them?

alpine robin
#

Does anyone else have problems with the InputAction event for Vive controller grab buttons? It seems like it fires twice on Pressed, and on Release it first fires Release and then Pressed again

#

Fixed it with this simple setup, but still weird

white rune
#

Has anyone tried multiplayer VR using VR Preview? I'm trying to teleport in one of the clients but the teleport trace doesn't even show up. It works when there's only one client tho.

golden current
#

I've only seen tutorials use the VR template, is there a resource that teaches VR from scratch?

supple lotus
tired hamlet
supple lotus
#

Yup all lowest possible

real needle
#

inside ue, how do i let q2 let render the game?

sonic lake
real needle
#

rendering it, not just playing in vr

#

ohhhh. q2 is android? but building the game every time is.. ridiculous

sonic lake
#

During development you typically use the Oculus Link to play from the PC but, yes, to launch inside the device it needs to build first.

real needle
#

that makes making standalone games so unattractive

rocky nexus
#

eh you dont need to run on device all the time, link is just fine for dev as Marco said

scenic junco
#

Anyone at all had issues with ue5 not receiving index knuckles axis input but getting every other button in "debugshow INPUT"

real needle
rocky nexus
#

for that you need to build, like with testing on any other platform. still that usually is small part of dev time

tribal lintel
idle osprey
#

...general rule of thumb... package and deploy to the hardware you're going to release on. Don't expect PIE to cover your butt.

delicate isle
delicate isle
# tired hamlet hi, you too are on MacOS? <@531923466799284244> was saying exactly that to me......

I am also experiencing the same issue. At the moment I think that static lightmaps on MacOS are broken. I have been testing this using an empty project and a variety of static lights and the scene always ends up black. However, the lightmap textures underneath World Settings seem to have the lights visible in the baked textures - they're just not getting applied to the scene during the render stage.

#

So this is a less a problem with the VR template and Mac, and more with static lightmaps not being rendered properly. The lightmaps will also not show up on the headset so it seems to be an issue stemming from after the baking process

#

Here's a quick example of a test scene (pre-bake) with a portion of the resulting packed lightmap texture. The scene goes black immediately after baking (all lights are static) and I'm just using default cube static meshes from the engine, so all of their lightmap UVs are set to index 1.

#

When packaging for the Quest 2, these lightmaps are still not being picked up by the Vulkan renderer on the headset. I am unsure if they are even getting cooked and packaged along with the level when pushing to Android.

tired hamlet
# delicate isle So this is a less a problem with the VR template and Mac, and more with static l...

Same conclusions here. I hope they fix it. I am asking myself if this has something to do with the new defaults for the templates, using Lumen, and if reverting to SSGI and mangling around in the settings could fix it, or if this is totally broken in UE5 on MacOS. I will do some tests if I get the time. Sure it would be bad to be confined to UE4, but knowing I am not alone to experiment on Oculus with MacOS is something at least 🙂 . In fact we do small custom stuff for which it is not mandatory to embrace a officially-supported environment (read: I can't stand Windows, having used it for decades...)

delicate isle
tired hamlet
cold sluice
#

Starting a VR project with the VR template in UE4.27. When I try migrating assets from other projects to it, they don't just show up in the VR project. Some migrated materials don't work too.

thin hearth
#

Which online subsystems are supports VR with different internet connections

abstract blade
ember meadow
#

I tried to use media player in vr, but it did not work

#

In other project without vr it works

delicate isle
trail basalt
chilly pasture
#

I am having a weird problem with only some users, but not all of them, and i have noticed if we fix the guardian of the quest device, it gets fixed. so sometimes, Camera start with a relative offset from the Pawn WorldLocation, which creates problem, like actor looks out of the seat or something like that.

Does anyone what should be the best approach to fix this problem
Thanks

hoary socket
#

Exponential height fog error in vr template project while building new level

#

causing a black bg

hallow knoll
hallow knoll
hallow knoll
marsh crystal
#

I dont really know what to do cause using this button is very important to what I'm working on.

dreamy ivy
copper zenith
#

Looking at the 1st picture, am I correct that this frame in unreal insight shows a bottleneck in the render thread and not the CPU and GPU?
I'm working on a VR game and I have terrible performance in a small room, with static lighting, stationary lights, and a 440k mesh.
The 2nd picture shows my framerate/frametime throughout the VR session in the editor.
I'm running a AMD Vega 56 OC and a AMD Ryzen 3900x

thin hearth
mighty carbon
#

Has anyone tested Chaos in most recent ue5-main branch ?

#

I wonder if it's usable yet (there were a ton of issues with Chaos physics in VR)

abstract blade
copper zenith
#

Does anyone know why would the framerate cap at 11ms (90fps) or 22ms (45fps) in VR? I'm running UE5 in editor with Oculus Quest 2 using Oculus Link.

#

Could it be my USB not being 3.0?

thin hearth
#

Hello, I used the web browser plugin of the unreal engine and I can use it on a PC successfully. But I tried it on VR I can only see a white blank screen

thin hearth
hallow knoll
thin hearth
delicate isle
sand raft
#

does anyone know how I can change the audio device unreal outputs too so it uses the headphone in the VR headset instead of the windows default speakers?

marsh crystal
# dreamy ivy Can you show the blueprints. I doubt this is a bug tbh.

Ok so I fixed the issue but it is something that wasn't an issue before 5.0.3 and now it is. What the issue was is this. I had made a custom axis input named something other than "Jump" with the jump button assigned. This way when I held the jump button down for a specific time It would open a gate to allow the axis value of that to flow through. But instead I just removed that whole axis thing and now I'm just having the jump button go into a looping timeline that only opens when the jump button is held a certain amount of time. Which I probably should have set it up like that before tbh. But yeah , my fault but definitely not an issue before the update as well. And the problem only occurred on oculus touch not any other controller.

tribal shore
#

So i'm super new and following some tutorials. Im getting hung up on should the player have an actor?

#

Im just building off the demo, but I can't figure out how to damage the player.

round cliff
#

Hi! Has anyone used Shared Spaces?

somber pulsar
#

whats thaty

cold sluice
#

Unreal Engine 5 doesn't ship with the Oculus OpenXR plugin? I can't see the option there although it's available for 4.27.

ashen dome
sand raft
radiant garden
radiant garden
#

I don't recall if the "in-game" options have the audio settings.

sand raft
radiant garden
sand raft
thin hearth
#

I've built a package from ue5 for VR (quest 2). When I exit from quest 2 's safe area and if the application is opened. The build is broking. I mean, I can't open the game. Just a black screen appears

sinful grotto
#

Can anyone tell me why unless Steam VR is running I cannot test with VR? Is there a setting somewhere or did steam VR take control of the OpenXR Runtime?

glossy jackal
#

I'm trying to add Index support to my existing product made in UE4.17 and considering installing "SteamVR Input for Unreal" plugin. However, I've read some complaints about inputs working in editor but not after packaging. Does anyone have experience with this plugin in 4.17? Was this issue fixed?

covert ferry
#

Hey guys,
Can I please get some advice on settings for nav mesh so that I can walk around the van in vr more freely ? as you can see there is only a lottle spot in the nav mesh, I have been playing with cell size which seems to have helped

real needle
#

Make the van "does not affect nav mesh" and place invisible walls that block the navmesh where you want it. an alternative would be to use a custom collision mesh with no roof and doors for example. @covert ferry

gloomy crescent
#

Is there a way to control a vive tracker that doesn't involve live link?

#

Also, is there a way to keep my live link binds everytime i restart the project?

#

Is livelink even supposed to be used in a shipped application?

sinful grotto
gloomy crescent
#

I've cheked that briefly

#

But i need a solution that has tracker roles that aren't in SteamVR

sinful grotto
gloomy crescent
#

Right now my problem is

#

I need to track a set of objects and track them in UE4

#

But i need a way to assign these trackers in a shipped build

#

and livelink doesn't exactly seem friendly for shipped stuff

sinful grotto
#

can you add them as additional motion controllers?

gloomy crescent
#

I'm gonna try that next

#

As soon as I get home

#

But I was wondering if there was a way to add custom tracker roles to steamvr

sinful grotto
#

It looks like there are basically the same entries in the Steam VR SDK. GetTrackedDeviceClass, GetTrackedDeviceProperty, the Steam VR tracking HDK might help as well

somber pulsar
#

Not sure if this is a vr issue but when i run my game it opens and the map flickers for a second then changes to this I have tried changing the map to the right one in console and it goes back to this any ideas what could be causing this

worthy quest
#

Hey, has anyone worked with the Focus 3 yet? My application (PCVR) works well with the vive controllers and I was wondering if it would work with the Focus 3 controllers but I don't have a way to test it yet and can't find the controls in the project settings/input section for it? Any suggestions? Thanks 🙂

hallow knoll
hoary socket
#

build in unreal engine 5.03 with oculus quest 2

mortal spire
#

trying to launch on oculus quest 2 but getting this error:

Using OS detected language (en-US).
Using OS detected locale (en-US).
No localization for 'en-US' exists, so 'en' will be used for the language.
No localization for 'en-US' exists, so 'en' will be used for the locale.
LocRes '../../../Engine/Content/Localization/Engine/en/Engine.locres' could not be opened for reading!
=== Critical error: ===

Assertion failed: DecimalFormatterForCulture.IsValid() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Internationalization/ICUCulture.cpp] [Line: 921]
Creating a decimal format object failed using locale en. Perhaps this locale has no data.

The error saying perhaps my locale has no data? Where can I set this data or set what locale I will use?

#

I'm also worried about it saying it couldn't open
../../../Engine/Content/Localization/Engine/en/Engine.locres

#

but I can't find any solutions

idle osprey
#

Have you checked to see if it's on your system?

$ find . -name "Engine.locres"
./UE_4.27/Engine/Content/Localization/Engine/en/Engine.locres
./UE_4.27/Engine/Content/Localization/Engine/es/Engine.locres
./UE_4.27/Engine/Content/Localization/Engine/ja/Engine.locres
./UE_4.27/Engine/Content/Localization/Engine/ko/Engine.locres
./UE_4.27/Engine/Content/Localization/Engine/pt-BR/Engine.locres
./UE_4.27/Engine/Content/Localization/Engine/zh-Hans/Engine.locres
./UE_5.0/Engine/Content/Localization/Engine/en/Engine.locres
./UE_5.0/Engine/Content/Localization/Engine/es/Engine.locres
./UE_5.0/Engine/Content/Localization/Engine/ja/Engine.locres
./UE_5.0/Engine/Content/Localization/Engine/ko/Engine.locres
./UE_5.0/Engine/Content/Localization/Engine/pt-BR/Engine.locres
./UE_5.0/Engine/Content/Localization/Engine/zh-Hans/Engine.locres
mortal spire
#

However in my project settings, it says it doesn't exist

idle osprey
#

Mine shows the same thing, but doesn't cause me trouble.

#

I'm assuming you're running in to this on a Package of an EXE?

mortal spire
#

well... I went on a limb and restarted my UE4 but this time with admin privillages and the error went away... 🤔

idle osprey
#

hah, ok. I was going to guess it might be a permissions thing.

#

This is what I see when I build:

[2022.08.15-20.37.59:328][  0]LogInit: Using OS detected language (en-US).
[2022.08.15-20.37.59:328][  0]LogInit: Using OS detected locale (en-US).
[2022.08.15-20.37.59:330][  0]LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used.
[2022.08.15-20.37.59:493][  0]LogInit: Setting process to per monitor DPI aware
[2022.08.15-20.37.59:505][  0]LogWindowsTextInputMethodSystem: Display: IME system deactivated.
[2022.08.15-20.37.59:530][  0]LogSlate: New Slate User Created.  User Index 0, Is Virtual User: 0
[2022.08.15-20.37.59:530][  0]LogSlate: Slate User Registered.  User Index 0, Is Virtual User: 0```
#

So I'm guessing either a different user installed UE on that system? Or you ran out of file descriptors? For one reason or another, you didn't have read access to the file.

mortal spire
#

Idk 🤷‍♂️ but I'm just gonna keep UE on admin from now on

#

aint like it hurts anything.

idle osprey
#

Not really, no. And you can mark it to be run that way by default.

mortal spire
#

Anyone know why my lighting looks like this?

#

when on preview AND via launching on windows, I get this

#

My emissive color is max, so it wouldn't even need lighting.

#

but even still, I have a direction light in my world. (although pointing almost behind me in the screenshot)

vivid spade
gloomy crescent
#

Anyone has any experience with vive trackers?

#

I can't seem to get them working under special_1 through steamVR

#

and livelink is way too unreliable for runtime

covert ferry
#

@vivid spade yes and only because I am not aware of the alternative

tranquil nexus
#

hey guys, does anyone know how to turn on SSR when using VR template in UE5?

#

I tried editing DefaultEngine.ini, but I am not sure if I have the right variables

#
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=3
r.BloomQuality=1
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=0
r.SSR.Quality=1
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.MaxAnisotropy=8
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.55
r.rhicmdbypass=0
sg.EffectsQuality=2
sg.PostProcessQuality=0
r.FinishCurrentFrame=0
r.CustomDepth=0
r.LightShaftDownSampleFactor=4
r.OcclusionQueryLocation=1
r.MaxAnisotropy=8```
hidden crest
tranquil nexus
#

got it! thank you

#

without MSAA it looks pretty bad, can live without ssr 😄

strange agate
# gloomy crescent Anyone has any experience with vive trackers?

Late, but, I noticed with my vive setup at home, (I assume I've forgotten to set some setting somewhere) I have to put tape over the interior light sensor on my headset/put it on for any of my controllers to properly work, that's kind of my first step troubleshooting if something is acting weird around peripherals. I've disabled sleep mode and a couple of other settings but haven't fixed that yet.

#

that may not be related at all but I figured I'd shoot a maybe out there

gloomy crescent
#

Thanks for giving it a try, I'm currently struggling with tracker roles

strange agate
#

Good luck yeah, next month I think I'm gonna be right there with ya

gloomy crescent
#

Trying to get special_1 or other custom tracking roles running on SteamVR

#

If anyone at all knows how to deal with that, that'd be a lifesaver

hard relic
#

hmm, i'm not able to display ComposureElement into the Quest... I'm using a BP_CgCaptureCompElement, a compositing element and a Camera.
Everything works on the PC Pie (with both native and ES3.1 Preview) ... but display Black in the Quest.
I'm missing a point.
Are they compatible with forward rendering, and HDR disaabled? Any idea?

hard relic
ember forum
#

has anyone gotten splash screens to work with OpenXR, following the documentations from Epic I can get them to appear but never disappear from screen... wondering if theres is just 1 openxr solution that works for PCVR + QuestNative

hidden crest
# tranquil nexus got it! thank you

I tend to agree but with UE5 you can turn on temporal upsample and "r.Tonemapper.Sharpen 1" and you get reasonably close to MSAA clarity suing TAA.

inner gust
#

Hey everyone ^^
Can anyone help me with a problem i have with my project. Basically I'm trying to restrict the player motion once it grabs a specific object ingame. I want the motion controller to snap to a certain position and only be movable in one direction which is up and down of that object. I have tried adding a physical constraint to the motion controller and the object but that did not work. Any other ideas or method to achieve this ? 🙂

vivid spade
#

Whats up guys I wanted to talk about recoil in FPS VR games. Has anyone found a solid system for implementing recoil? Looking to get ideas improve upon what I've got.

strange agate
strange agate
# vivid spade Whats up guys I wanted to talk about recoil in FPS VR games. Has anyone found a ...

I think most VR examples I've seen are the common ones in FPS games; I guess your design question to start with is if you want players to be able to learn a recoil pattern and adjust, or if you want a continuous stream of fire to always get more and more inaccurate as you go, or some other behavior. Also take into account that moving your mouse to compensate isn't the same thing as aiming controllers, as the real-space physicality means the gun needs to reset to "accurate" while mice can just be neutral input wherever they ended up, and controller sticks reset to center.
Some games choose to have a widening cone of fire, so continuous fire with guns that aren't configured to have a limited effect on this, or don't have bipod support or something, will get less accurate the longer you fire.
I think Onward just makes the bigger guns rotate physically upward as you fire, hilariously shooting yourself if you ignore it for long enough, but effectively meaning you really need to let go after a few shots to remain effective.

Passed that, visually if you have single shot weapons you can add a lot of seen recoil in but limited gameplay impact (A shotgun can return to "accurate" by moving a ton after the shot but returning to neutral before its firerate cooldown is done).

elder nimbus
#

is it possible for me to play one of my normal levels in vr mode?

#

its greyed out for me

vivid spade
strange agate
# vivid spade I want a randomized recoil pattern, but even before I implement that my real que...

Depending on how your interactions are set up, if your gun fires a projectile from its actual muzzle, you can wiggle the gun itself/projectile emission point around, but that will be VERY inaccurate very quickly.

I remember hearing a long time ago a dev describe their recoil pattern on a game (and am filling in a few blanks as I've forgotten who or what game)... they had a plane that projected out from the camera (the gun in VR would be better) at a set distance based on their level design, and the logic would cycle through an array of xy coordinates on the plane itself, projecting bullets from the gun to that plane point, after which point gravity began affecting them. Which means at close range there was very little loss of accuracy, the "plane distance" and points on it were known quantities which could be balanced with reliable data, and at further distance past the "plane distance" it got very inaccurate. By adjusting the xy coordinates of each aim point and distance to the plane point, you could have guns that recoiled in unique ways very quickly iterated on. That could easily be hard coded or mathematical formula.

That's one real specific way to do it, I think a big question is what range and what kind of weaponry do you think you'll be dealing with, (realistic and you're trying to make the gun's performance match a real life reference, or not concerned there) and how do you want the player to be able to interact with your recoil mechanic (Do you want them to be able to compensate for the recoil, or feel like at distance they need to burst fire, but close range they can sweep the muzzle without worrying about it, etc)

Sorry for the essay you really got my brain going thinking about it

somber pulsar
#

does anyone know how I can stop steam vr from taking 60 - 80% gpu and 20 - 45% gpu on idle is this a bug or a setting making testing the game impossible

strange agate
#

if it's not running home tho, dunno

somber pulsar
hushed laurel
#

I'm using Quest 2 Virtual Desktop to use the VR Preview. It works, but I can't teleport, or put my hand in a fist. Is this possible to fix?

shy steeple
#

Hello, I have an issue that everything is red and green in VR preview in one of my project. I checked that it looks fine in my other project. Does anyone have idea which settings I might have changed to create this issue? 🙂 (Both projects are created with 4.26)

misty halo
#

Anyone ever have an issue with Oculus Developer Hub saying it detects multiple accounts when you only have 1 account signed in and even on the device? Was oculus just being their typical self and letting Jr programmers push to production again? Probably.

#

Like odh will do everything else but flippen record or cast

real needle
#

Hey guys, I would like to make my vr character's head invisible to the camera but I want other players to see it, how can I do it?

shy steeple
real needle
maiden willow
real needle
mystic token
#

Hi, does anyone knows how to get a reference/pointer to the instance of IXrTrackingSystem?

#

I want to call that function but its not static

#
IXRTrackingSystem::GetPlayAreaBounds(EHMDTrackingOrigin::Stage);
tired tree
#

@mystic token IXRTrackingSystem* TrackingSys = GEngine->XRSystem.Get(); if (TrackingSys) {

shut flicker
#

hey all, whats the best way to calculate the body direction in VR?

hard relic
#

Hi there, i'm not able to see may Cg_element in my Quest. It display Black. Any idea? Maybe it's not compatible in forward Rendering and without HDR?

#

(it's like a CCTV)

hard relic
ember forum
#

does quest2 just not support ue4 landscapes? my maps with landscapes all crash but maps without them run fine

#

did you find a fix for this, having same issue

sullen kite
alpine robin
#

Does anyone know if it's possible to set the roomscale root to some other component than the root component? I'm trying to parent the root to a capsule for physics based movement.
Edit Nvm, apparently it's not even based on the root component

native wigeon
#

Does anyone have any good resources for setting up a vr pawn with a body? I've been trying and it isn't going well.

ember forum
#

RoundRobinOcclusion has anybody used it, know of documentation about it?

real needle
#

is there no way to to level design in vr?
i cant put on and off the quest 2 every 20 seconds.

has anyone written "gorilla tag movement" aka walking with hands and can share the code? marketplace has it, cost 80 euro.

latent granite
#

How is UE5 for VR dev or is it better to stick with UE4 for now?

vivid spade
#

Yo I'm using UE5 and love it

#

Currently have full body tracking + hand tracking, Ladder climbing with physics, and picking up + firing a gun with recoil implemented and its all been straightforward

#

Currently I'm making a shooter so movement, jumping, climbing, shooting, and going prone/crouching are the bread and butter mechanics that I felt would be the hardest to implement but I've got them all knocked out in 3 weeks (everythings a little rough obv but mechanically there) so I'm confident at this point that UE5 is a good choice for VR dev

vivid spade
#

@native wigeon I've got one set up and its working nicely, what are you struggling with?

native wigeon
vivid spade
#

Whats your component setup in your pawn?

#

@native wigeon

#

Anyway assuming this is in UE, yeah the camera does what it wants regardless of the pawn, I've got a VR Character instead and it has similar initial issues. You've got the get the cameras position + rotation and likely do some rotating + moving of your pawns components to get it to match the camera.

native wigeon
vivid spade
#

Yeah for sure, Actors are individual "objects" within the environment, and are made up of components. For example, your VR pawn is an actor that contains two controller components, and a VR Head component. Heres my VR actors component setup

#

Where components are placed in the heirarchy can determine their position in-game. So for example I've got two hand components underneath each controller component, and now those "hands" will follow the position of the controllers they are children of.

alpine robin
#

Does anyone know where on the HMD the tracking data is located when you get its location and rotation? I'm trying to match it so the head of my character rotates like the head of the person wearing the HMD. I think I will need to offset the head from the HMD for it to work.

alpine robin
# outer flicker Something like this?

No, I meant like the physical location on your HMD. When you get the location and rotation of the HMD, you get a single location and rotation pivot. Where on the physical HMD is that located (at the front, top, center, players eyes, etc)?

outer flicker
alpine robin
covert ferry
#

Hey guys,
When I create a user interface BP in UE5 It does not have a canvas panel by default.
but all the tutorials I am watching have it in there the moment it is created.
I am asking this because I do not know what size I should be making the canvas panel

real needle
#

guys where do you do version control?

#

aws is too expensive with 30 euro monthly

strange agate
#

Has anyone been experiencing issues with OpenXR in unreal 5 and it not tracking Vive Wands correctly?

#

It randomly physically tracks them when I press buttons but the model doesn't show up and no buttons on fire off an input event

strange agate
#

Hmmmmmm steamvr beta might be the solution

#

I'll have to go test in the lab tomorrow but at home on emulation seems like its working

hard relic
#

hi there, still stuck with scene capture 2D that render Black on my Quest. Anybody know if it's possible to use that inforward rendering, when HDR is off?

narrow thunder
#

Does anyone know how to setup a Unreal Game using the Guardian System? I want to make a full room scale game for the Quest 2 and I need a way find a way to make sure the player starts at the center of the playspace.

hard relic
strange agate
#

Sure but you'd have to think pretty hard about how you want that to work.

Think of Wind Waker's song system, up down left right neutral. That would be pretty easy to implement.
For your linked gif, it depends, that looks like downupdownup backhold-forwardhold. Adding the 3D dimension to it could work, but will be trickier. Then you have to think about the feedback for the player to know what to do and when they're doing it right, especially if the controllers leave their vision. And what does this system result in?

You could create a pattern tracing mechanic, where you select the spell and then it walks you through putting your wand in the right patterns, that's just saving coordinates and visualizing them.

#

maybe have a timed component on each "section" of the pattern, and a bonus to damage or whatever if they go through it quicker

hoary socket
#

VR multiplayer tutorial please ?

#

Recommendations

whole zenith
#

Hello, I'm developing VR with Unreal for the first time, what docs are must-to-read?

sonic lake
#

@whole zenithIf I can offer a suggestion, create a project with the VR template, play with it, then start analysing how it works, modify it, break it, fix it

#

This process is worth reading many documents in my opinion

whole zenith
#

I already started with that template, i'm reading articles while it builds the first time

sonic lake
trail shale
#

how do you make the game load switch to steam VR while it loads so the game doesn't hitch and make them motion sick

manic tapir
#

My ODH isn't recording my device screen
It stops recording a few seconds after I start it

placid stag
#

Help greatly appreciated. does anyone know of a relavent VR IK body tutorial or something?

idle osprey
placid stag
#

ok thanks

whole zenith
#

What is the best way to move the ui back to center view when it goes out of camera field of view?

real needle
#

Hey all, I want to make objects so they don't pass through other objects. Is there a way to make it other than collisions or physicsconstraints?

wind yacht
#

Is it smart to start using UE5 for Quest development or should I still stick with UE4.27?

#

I have a big project I have coming up for the Meta Quest 2 and I have my most recent Quest 2 project in 4.27 and was thinking if UE5 is ok I'd transfer it up and use some blueprints I made in the old project

trail shale
#

SHOULD I still be using this to start my game, - mainly the dynamic resolution and pixel density stuff?

idle osprey
wild depot
#

Anyone have any good resources for level streaming on quest? I’m using streaming to create a procedural dungeon (spawning random rooms) and everything works on my computer but fails when packaged to quest natively.

mighty carbon
#

@mild hamlet by chance, do you happen to know why?

#

it's like as if Epic decided to make it even more annoying to dev for mobile VR using UE5

hard relic
#

any idea why displaying ES3.1 is darker?

mighty carbon
jovial hamlet
hard relic
#

■ If I'm previewing Android ES3.1
· The weird is the first one. (with unsupported HeightFog)
· The second is the right one.

#

■ If i'm previewing in SM5, Then it's reversed.
· The weird is the first one. This time Brighter, (with unsupported HeightFog)
· The second is the right one, with better contrast.

#

■ My project:
· I do not have PostProcess Volume.
· Exposure EV100 do nothing.
· It's HDR Disable.
· It's Forward Rendering
· It's Unlit

#

** Do not look at groud's Color. It's procedural. So each launched game is different.

#

I think it's exposure too. But Where?

covert ferry
#

Hey guys,
I am using Air link to dev with UE5 but it seems I lose connection to air link each time I take the quest 2 off my head.
is there a way to stop that ?

jaunty garden
real needle
#

Hey guys I have a one mesh character except the hands. I want to attach it to the character arm mesh so the work cocurrently. Atm the hands are seperate from the arm. But I want to attach it to the arm. How can I do that?

thorny rover
#

is there somehow a way to use lumen and nanite in vr?

#

somehow only one image to stream on the glasses and not 2 or so whatever

hard relic
thorny rover
#

yes i know.😅 but is there no workaround?

hard relic
#

Sorry, i do not know any workaround, and i suppose that there is not for this kind of major features.
The only way i can imagine, is running the game on a PC and viewing with a workaround VR display.

thorny rover
#

thank you for your answer

mighty carbon
#

did we suddenly lose all community managers from Epic ? :/

idle osprey
covert ferry
#

@idle osprey thank you, this may sound silly but what is ODH ?

idle osprey
#

Oculus Developer Hub

trail shale
#

are these VR commands still necessary for my begin play?

reef cave
#

Hey guys anyone else getting weird offsets with controllers?

#

I've got an FABRIK body whose hand transforms are linked to my motion controller transforms, but they're weirdly offset

#

Any clue why this might be happening? The Grab Locations are just scene components attached to the motion controllers

wild depot
#

i had to do some shifting to make everything line up using FABRIK. i think it is just due to the different objects having different relative rotations. These are the settings I used:

#

i used this super helpful video to help me figure everything out, so i can't really take credit. https://www.youtube.com/watch?v=EKR8ogonD68

This is the easiest way I found to get yourself a VR body with arm Inverse Kinematic (requires Motion Controllers) and full thumbstick locomotion. This step-by-step tutorial shows exactly how to do it. Note that room-scale movement is not supported and you will end up out of your VR body. Standing/walking in place works after the initial re-cent...

▶ Play video
reef cave
#

thanks!

vivid spade
#

Still need help with this? Just cracked it myself, seriously tricky IMO

scarlet mantle
#

Hello guys, my team have released a VR plugin for the UE4 which simplifies the development. I want to leave a link here in case if someone is interested. Plugin provides features such as physics base Player Pawn, physically based hands and a lot of interactive objects etc.
Also you can try a free demo. We'll be really grateful for any kind of feedback. 🙏

https://www.artstation.com/marketplace/p/XKamB/hmvr-plugin-for-ue4?utm_source=artstation&utm_medium=referral&utm_campaign=homepage&utm_term=marketplace

wild depot
#

i'm having trouble getting level streaming to work on my headset (quest 1). it all works perfectly in editor on my computer, but not when packaged on device.

anyone have any experience with that or know if there are nodes that don't work the same on headset?

clever iron
#

I use level streaming on Quest 1, the thing that killed my performance originally was that you have to build the persistent level instead of individual ones

#

lighting becomes dynamic if you dont

#

but once you have the map built for lighting it's all good

#

then it's just about non-blocking level streams and being smart about when you can unload

chilly pasture
#

Text is aliasing alot inside quest, and we dont use stereo, Is there any work around then using stereo.
In our test with stereo, it was taking too much FPS using stereo, am i doing something wrong with stereo.

can someone give me an approach to fix it ?

flat quarry
#

As of ver5.0.3, TAA/TSR does not work in VR view, except VR template. Anyone know the reason for this?

flat quarry
#

yep, I understand. r.TemporalAA.Upsampling 0 solves the problem. Of course I'm trying this deferred.

sonic lake
#

@scarlet mantlelooking really good! Did you test it also on UE5?

wild depot
# clever iron but once you have the map built for lighting it's all good

Well I finally fixed my level streaming issue (there was something broken with my blueprint interfaces / sub-level blueprints, so I just tore them all out and made my own system to handle everything) but now my lighting all looks terrible haha.

Going to have to spend some time learning how to do it the right way so it looks half decent (or go for a pseudo flat/unlit/Untitled Goose Game look if I can't figure it out).

clever iron
#

Yeah there's a "workaround" for building lighting by sub-level instead of as one big level, but it's not recommended lmao. I went with a good enough light build for mine since all of the sub levels stream with the same origin. I'm pretty sure we're supposed to be using it to load levels that aren't on top of eachother, which means lighting isn't competing

scarlet mantle
maiden trench
#

Is it possible to switch between VR and Normal Desktop mode in game without restarting?

manic tapir
#

my ue4 game doesn't allow me to change volume with the volume buttons on the headset.

sonic lake
#

@scarlet mantlethe Chaos Physics solver is based on a different approach than the PhysX solver, so your whole physics may need reworking. Also some "tricks" that worked well with PhysX are no longer supported by Chaos. What are your major issues?

dusky badger
#

I've heard the physics vr problems persist in v5.1 too.

scarlet mantle
sonic lake
#

@scarlet mantlea current issue is that constraints are not able to wake up rigid bodies

#

so the constraint seems to be broken, but actually it is the rigid body which is sleeping and cannot move

#

you can try disabling sleep globally in the solver and see if that makes any difference

#

p.chaos.solver.SleepEnabled 0

#

of course this will affect performances until fixed

scarlet mantle
#

@sonic lake
Yeah, I tried this one
It worked but it doesn't fix all the issues
If I get it right, this is actually an issue which Epic devs going to fix?

dusky badger
#

I dont know if more efficient/equivalent, but I put an event on sleeping to wake again. I am new to UE after a long time off, but could even get a pendulum to work in UE5 with a constraint.

sonic lake
dusky badger
tired tree
#

Depenetration forces are also very badly set at defaults

kind vortex
#

Can someone help me? I've been trying to set up my oculus quest in unreal 5.0.3 but it cant find my device in the platforms tab. It can be found in other software that uses it though.

sonic lake
hushed laurel
#

I'm trying to package my quest 2 game, but I keep getting this error? How can I fix it? UATHelper: Packaging (Android (ASTC)): ERROR: cmd.exe failed with args /c "D:\FingerPongVR\Intermediate\Android\arm64\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "D:\FingerPongVR\Intermediate\Android\arm64\gradle\rungradle.bat" :app:assembleDebug

kind vortex
sonic lake
#

Android Debug Bridge, is what is used to talk to the device once it is connected to your PC

kind vortex
#

i have android stuido

sonic lake
#

if you open a command prompt and type adb devices you should see the Oculus listed

#

ok then you should have it. Do they test above.

kind vortex
#

k

#

here:

#

C:\Windows\system32>adb devices

  • daemon not running; starting now at tcp:5037
  • daemon started successfully
    List of devices attached

C:\Windows\system32>

#

im going to assume that is bad

#

that it isnt listed?

sonic lake
#

check inside the device

#

is there any message?

kind vortex
#

nope

#

its just blank

sonic lake
#

you should see a message in the device saying to authorize USB debugging

#

adb will first show the device ID and say unauthorized

kind vortex
#

ok

sonic lake
#

then after allowing in the device it will tell authorized

#

check again the Oculus app on your phone

#

make sure the device is in dev mode

kind vortex
#

it still says unauthorized

sonic lake
#

but it shows the ID?

kind vortex
#

yeah

sonic lake
#

ok good

#

now wear the device, there should be a message in it asking to confirm USB Debug

#

if not, then the device is not in dev mode

kind vortex
#

yeha i clicked allow

sonic lake
#

ok cool

#

you are good to go

#

now open Unreal and the Quest will appear there

kind vortex
#

its still not there

sonic lake
#

restart the editor

#

close completely and restart it

kind vortex
#

ok

#

its still not there

sonic lake
#

do you have the VR/XR plugins enabled?

kind vortex
#

ill check

#

yes

#

its there

#

it say platforms are writable

sonic lake
#

so you see it now?

#

good

kind vortex
#

no

#

i dont see it

sonic lake
#

still no?

kind vortex
#

yeah

sonic lake
#

adb devices is still showing the device and saying authorized?

kind vortex
#

all it says is device

#

C:\Windows\system32>adb devices
List of devices attached
1WMHHB67HQ1517 device

sonic lake
#

ok

#

but in Unreal you should see this

kind vortex
#

i see this:

sonic lake
#

did you authorize the Android plugin?

#

is it all green?

kind vortex
#

yes

#

thats the one in the backround

sonic lake
#

honestly I am running out of ideas

#

maybe reboot the Quest

kind vortex
#

me 2 i have two other devices i followed the same tutorial for and it works on there except the other pcs aren't strong enough to use unreal without getting like 1 frame per second butit still shows the quest

#

ill restart

#

i still dont see it

#

after restarting

sonic lake
#

which plugins are turned on?

#

should be the default ones in the VR project

kind vortex
#

im sorry im very new to unreal where can i find that?

sonic lake
#

if you opened the standard VR template it should be fit for use

#

they are under Settings -> Plugins

kind vortex
#

i used the template

#

and i see the android plugins enabled

sonic lake
#

these two

kind vortex
#

yes

#

they are enabled

sonic lake
#

which Quest do you have?

kind vortex
#

2

sonic lake
#

I am testing with a Quest 1 but it should work in the exact same way

kind vortex
#

yeah

#

uh i still have my quest one

#

should i try?

#

is there anything i need to setup or can i just plugin

sonic lake
#

try it

#

just to check

kind vortex
#

it still dosent work

sonic lake
#

you have to put it in dev mode from the app

#

switch it on

kind vortex
#

it is

sonic lake
#

confirm inside

kind vortex
#

ok

sonic lake
#

USB Debug

kind vortex
#

its enabled

sonic lake
#

the new Quest 1 appears in ADB devices?

#

it says authorized??

kind vortex
#

it says device like the last one did

sonic lake
#

device ID shows?

kind vortex
#

yes

sonic lake
#

a number and authorized

#

ok

kind vortex
#

C:\Windows\system32>adb devices
List of devices attached
1PASH9ANTE0231 device

sonic lake
#

now close Unreal completely

#

restart it and create a new VR project

kind vortex
#

ok

#

should starter content be enabled?

sonic lake
#

you don't need that

kind vortex
#

ok

#

done

sonic lake
#

now authorize the Android SDK so it is green

kind vortex
#

ok

sonic lake
#

but the device should already show

#

as Quest (long ID)

kind vortex
#

nothing.

sonic lake
#

ok, then the only thing is to try with another computer

kind vortex
#

ok

sonic lake
#

I don't know what is wrong with yours

#

ADB seems to work properly so the device is visible

kind vortex
#

would it be possible to use a different version

sonic lake
#

I don't know why Unreal doesn't see it

#

I assumed you are on UE5

kind vortex
#

yes

sonic lake
#

It should work just fine

kind vortex
#

ok

sonic lake
#

I have the same setup as you

jovial hamlet
# kind vortex ok

you could also try setting the android sdk folders in the project settings manually

kind vortex
#

ok im uninstalling and reinstalling unreal and seeing if that helps first

kind vortex
#

i followed a youtube video that did these wxact steps execpt i used android studio 3.5.3

#

ill trey using 40.

mortal spire
#

whats the difference between the two options for launching on my physical oculus quest?

kind vortex
#

you only have on quest device so i think they will do that same thing.

kind vortex
#

holy shit it worked. uninstalling and reinstalling fixed the issue thank you Marco for helping

reef cave
#

Yo, I read a few people have managed to get full body movement working

#

Current working on that myself, how did you guys figure out how to lock the HMD to the pawn?

#

So for instance, when the character gets moved by ingame forces, how do you make the HMD move with them?

idle osprey
# kind vortex holy shit it worked. uninstalling and reinstalling fixed the issue thank you Mar...

One problem can also be ADB getting ahold of the port and not letting go. For example, if you have SideQuest, Oculus Developer Hub, Unity, etc...all of those have a copy of ADB. Android Studio also does. If they're not all using the same executable, and you've got any of them running, Unreal will be locked out. At least, that's been my experience. You can point ODH to use the same ADB that Android Studio has, so you can avoid that. As for SideQuest or Unity, just don't run them at the same time.

idle osprey
valid flint
#

Does anyone have any experience with exporting 360 videos for VR playback? Found a tutorial that uses the Panoramic Capture content extension but have been unable to get that to export anywhere

#

4.27 btw^

vivid spade
reef cave
tawdry bough
#

can someone help me?

#

the grab component event doesn't have the break-hit result thing

sonic lake
#

@tawdry boughwhat are you trying to do? Is that GrabComponent your own creation?

vivid spade
tame stream
#

i am trying to detect the hmd worn state using a valve index. it seems to return very inconsistent results. is that a known issue?

#

i never had any problems with it using any oculus device

left cedar
#

hello there anyone elsw run into this issue when trying to run vr using the vive? I saw a forum post i followed but it didnt work
Assertion failed IsInGameThread() (File:MyPc\UnrealEngine-ue5-main\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVR\Private\SteamVRHMD.cpp] [Line: 1581]

pine wadi
#

having some serious issues with launching a game to my oculus quest 2 in UE4 . I have tried three different proven oculus projects from unreal marketplace. Each time i try to launch them in the editor to the oculus i get this error . LogPlayLevel: Error: ERROR: System.ArgumentException: An item with the same key has already been added

abstract blade
#

Anyone know if Software Occlusion is deprecated in UE5? The option is usually here and it does not matter if I use the ini file to enable it.

weary swallow
#

man I just need to vent here, but having installed ue4.27, android studio, xcode, all the stuff at least 3 times I got a file to package successfully 3 months ago. Trying again today for the game jam, I am getting errors and it aint working.

idle osprey
#

Since you mentioned XCode and Android Studio, I'm guessing you're trying to build for a Quest?

wooden chasm
#

does someone know why when light are unbuilt, path for vr teleport dont work neither? why this two things are connected?

neon geyser
#

Happy b-day to the legend @sonic lake, thank you for the huge value you are bringing to the VR industry. You helped me countless times!

sonic lake
#

@neon geyserthank you so much!!! 🙏 I am really happy my work is useful to others out there. You made my day! 😊

tame stream
#

I am trying to detect the HMD worn state using a valve index. It seems to return very inconsistent results. Is that a known issue? I never had any problems with it using any oculus device.

south jacinth
#

Anyone else out there have trouble with ue5 and rift cv1 defaulting to a still screen on testing?

dreamy ivy
#

I created a time lapse video showing how i created a sword in blender for my VR project while keeping the style of the original project and re-using the exiting gun material maps and normal as a way to reduce loading and draw calls while testing on the Quest 2.

https://youtu.be/isWyNnP9A88

#UnrealEngine #VR #VirtualReality
► Join the Discord: https://discord.gg/xw65fg7

► Description
Time lapse video of how I created a sword place holder for my GDXR VR Template in the same style of the original template. I use existing textures and normal maps to add details to my own project to improve draw calls and match the original style prov...

▶ Play video
trail sable
#

I have a vr character I am rigging to the default skeleton. Everything works fine except the finers are off and shoulders are far back. I am having a hard time finding out how to fix this. Any help is greatly appreciated 🙂

obsidian blade
#

in unreal engine 5 is anyone getting good performance as i am getting awful performance on such a simple level with basic assets my ms is getting to around 4ms on low nd 16ms on epic which is weard as i have a 2060

outer eagle
#

If you have a Quest 2 and want to have some fun. Just came out early access today! This is a crazy MR experience.. https://lnkd.in/eMtwFVtD

***This title is in early access. You may experience bugs and incomplete features. We welcome your feedback to help us improve this mixedreality experience! Oculus Quest 2 required.***Protect your reallife home against zombies in Zombies Noir, an intense mixedreality action game! Mixed RealityLook through your VR headset and see the real world a...

obsidian blade
#

hey i need some help when trying to make a vr game in ureal 5 i am getting a few things one really bad performance on a mid to high end rig with a vive and the nscene i am using only has some basic crates i had made with baked lighting no skybox and also for some realson the game randomly feels like it is running at 40 fps with a weard thing when i move my heads the scene sort of sways with it any clue?

#

it mainly happens after i teleport

reef willow
#

Anyone else experiencing problems when trying to use OculusVR OpenXR support? It does seem to struggle with SteamVR installed,, but the current problem I'm having is that it picks up motion controllers, but head tracking and stereo isn't working. This is on a project based of the CollabViewer template, and it used to be more reliable in UE4.
EDIT: just checked a fresh CollabViewer project from UE5 and it seems to be working okay.

trim hemlock
#

guys

chilly pasture
#

Is it okay to change pixeldensity to 1.5 or its not okay.
I am trying to make app look sharper, mostly UI. using stereo costing too much FPS.
Using mipMaps for 3dWidgetComponent, seems blurry, this seems the only option right now.
costing us some fps, but not that much , anyone have thoughts about it ?

jovial hamlet
late willow
#

Where to learn AR ??

reef willow
reef willow
ruby bronze
#

does anyone know a good solution to stop being able to poke your head through walls? im using a capsule which scales with player height (to account for irl crouching) and that collides with the world. it works ok, but doesent "update" consistently

#

also going underneath a shallow ceiling, then standing up so i wouldnt fit into it means i cant move, but it doesent force me to stay in the confines of a small area

formal ridge
late willow
#

@reef willow android

ruby bronze
#

one thing id rather do, is to stop the hands from phasing through walls. ive managed to attach hands to the controllers, and gave them gesture animations

formal ridge
# ruby bronze ok i have no clue how to do any of that lol. ive only been using ue5 for a few d...

Hey guys, in today's video, I'm going to be showing you how to prevent the third person camera from clipping through walls, floors, roofs, objects and anything that it goes through.


Unreal Engine 4 Tutorials Playlist: https://www.youtube.com/playlist?list=PLQN3U_-lMANOnn...

▶ Play video

#UnrealEngine #VR #HalfLifeAlyx

► Description
In this video, I show how to create a smooth locomotion system for your VR project similar to Half-Life Alyx including the ability to crouch, Jump, Snap turn, sprint and use room-scale VR while being affected by gravity and including the ability to walk upstairs

This video was made possible by our...

▶ Play video
ruby bronze
#

i used it to add smooth turn, snap on the right controller and smooth loco on the left with a ui toggle

#

does spring arm work for vr cam then?

formal ridge
#

I don't generally use spring arms for my vr chars/pawns - the second video at 28 minutes in covers the concept of collision which will help you with walls and objects

ruby bronze
#

Oh thats a different one

#

i just realised, i saw one from the same channel but it slightly newer i think

#

ill check it

ruby bronze
#

hmm the biggest issue im having right now (and i dont think was covered in the video) is how to make hands not phase through walls? to have them sort of 'splay' against them if you push your irl hand too far through where a wall would be

#

im not sure how to implement that. like i need to take the hand meshes out of the parent of the motion controllers, instead updating their position towards where the controllers are?

neon geyser
#

Safer to work with 4.27, it's more stable. Pavlov had to stop support for Quest1 when switching to UE5 because of performance issues

obsidian blade
neon geyser
#

I would, yes, less risky. You can still convert to UE5 later when it's more stable

obsidian blade
#

ok it is only becuase i was using unity for vr development but i hate coding and really perfered the blueprint style of unreal engine so i wanted to give it a try and see what i could make

rocky nexus
#

bps are still code, just harder to make syntax error

obsidian blade
#

yea i know but having it in a visual way made it a lot easier for me to develop a flat screen game in unreal as a tester

#

i am just stuck in a dylemer as i dont know what engine to use

idle osprey
obsidian blade
idle osprey
#

You won't find a lot of tutorials for it. I think I know of one. Bolt was pretty powerful because it could use reflection to build its nodes. So, it's probably fine. But you'd be on your own if you run in to problems. In Unreal, most tutorials are done in blueprint and if you want to convert them to C++, you can relatively easily.

#

Another wonderful thing about Unreal is, they don't change the freakin' API every release!

#

XR Rig -> XR Rig (Action Based) -> XR Origin -> XR Origin (VR) 🤯

arctic fern
#

Making a fast city scene optimized for VR, and working on one building in blender now. Is it better for performance to:
Use a single model with UV textures with 10 or so windows on it and a mask for roughness etc ..or should i just separate the model into different parts like walls and windows to apply materials to separately in UE

idle osprey
arctic fern
#

Ok thank you @idle osprey

idle osprey
arctic fern
#

@idle osprey thanks so much

crimson sapphire
#

Hey, I'm trying to debug my game on the quest 2, however when building through the project launcher and playing, the crash won't tell me the exact node/line where the issue is. ``` 09-01 03:33:42.662 29688 29863 D UE4 : Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:/Work/UE_SourceBuilds/UE_4.27/UnrealEngine-4.27/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 703]
09-01 03:33:42.662 29688 29863 D UE4 : Array index out of bounds: 1 from an array of size 1
09-01 03:33:42.663 29688 29863 D UE4 : [2022.09.01-00.33.42:663][409]Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:/Work/UE_SourceBuilds/UE_4.27/UnrealEngine-4.27/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 703]
09-01 03:33:42.663 29688 29863 D UE4 : Array index out of bounds: 1 from an array of size 1
09-01 03:33:42.663 29688 29863 D UE4 : [2022.09.01-00.33.42:663][409]LogAndroid: Error: === Critical error: ===
09-01 03:33:42.663 29688 29863 D UE4 : [2022.09.01-00.33.42:663][409]LogAndroid: Error:
09-01 03:33:42.663 29688 29863 D UE4 : [2022.09.01-00.33.42:663][409]LogAndroid: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:/Work/UE_SourceBuilds/UE_4.27/UnrealEngine-4.27/Engine/Source/Runtime/Core/Public\Containers/Array.h] [Line: 703]
09-01 03:33:42.663 29688 29863 D UE4 : [2022.09.01-00.33.42:663][409]LogAndroid: Error: Array index out of bounds: 1 from an array of size 1
09-01 03:33:42.663 29688 29863 D UE4 : [2022.09.01-00.33.42:663][409]LogAndroid: Error:
09-01 03:33:42.663 29688 29863 D UE4 : [2022.09.01-00.33.42:663][409]LogAndroid: Error:
09-01 03:33:42.672 29688 29863 D UE4 : [2022.09.01-00.33.42:672][410]LogExit: Executing StaticShutdownAfterError
09-01 03:33:42.673 29688 29863 D UE4 : [2022.09.01-00.33.42:673][410]LogAndroid: FAndroidMisc::RequestExit(1)

#

Is there any specific setting I have to change in project settings in order for the quest 2 to be able to tell me where the error occured exactly?

rocky nexus
crimson sapphire
#

I am using a source build already

#

Im not sure how to enable debug symbols for the quest 2

#

and I have no c++ code in the game

reef willow
# late willow <@237079584892387328> android

Haven't worked much with Tablet AR.
I would recommend looking through the CollabViewer Template and Handheld AR template.
CollabViewer might have its Handheld AR functionality disabled but there is still supporting blueprints.

#

You would have to make sure the template are installed, then you should be able to create a new project using them.

chilly pasture
late willow
reef willow
# late willow But any website or pdf or yt channel to learn AR , because i didnt find any tuto...

Explore how to create compelling XR experiences in Unreal Engine in this webinar.

We’ll cover:

  • Working with AR and VR templates
  • AR deployment on mobile devices
  • Extending the VR template with custom UI and interactions

Timecodes:
00:00 Intro
01:00 VR Template
02:28 VR scene setup
05:00 Play in VR
06:25 Grabbable Actor
08:37 Actor ...

▶ Play video
reef willow
chilly pasture
#

but i am having some issues at the moment with mipmaps, for 3dWidgetComponent, where size of the 3dWidget Changes afterwards, they get disappeared after a distance, I think i have to re do the mipmaps, each time i update the size of the mipmap.

timber pawn
#

Is anyone aware of a free VR friendly water material tutorial?

ripe crypt
#

Hello all i am trying to detect QR code on HololLens 2 (UE 4.26.2. The QR code gets detected and are being updated.

#

However when i close the app and restart, even if i do not look at a QR code, OnARTrackedGeometry is being called with older QR codes.

#

As per Microsoft documentation all QR codes remain active and are updated untill the Hololens is restarted

#

and they have suggested to use the TimeStamp to discard calls to older QR Codes

#

I need help understand what is the reference this timestamp is based on, it is a 8 digit number like : 17571616 (this is not from Unix Epoch which should be 10 digit).

jovial hamlet
ruby bronze
#

In this tutorial, we implement physics hands and physics objects with weight. Based on the object's weight you will or will not be able to grab it.

☕☕☕ If you enjoy our content and want to support us you can do so with buymeacoff.ee/just2devs

Head to our website where you can download the VR Content Example or tutorial projects:
https://www.j...

▶ Play video
#

im using UE5 instead of 4 which is what he is using on the video, and ive tried to follow his steps exactly up until 8:15 when he tests. my vr hand just sticks to the bottom of where my player capsule is instead of following the physics constraint

#

my VRPawn parents ^

#

he is using BP_MotionController which doesent exist in UE5 i think

#

he claims it still works in 5 but i have no clue how adapt it

tired tree
#

@ruby bronze well they are wrong in one sense, UE5 uses Chaos Physics and it is very buggy in current binary release of the engine

#

constraints don't wake up sleeping simulating objects with the binary release of ue5

#

you have to manually wake them up or turn off sleeping as a workaround for now

#

the constraints applied forces aren't considered towards keeping them active

ruby bronze
#

right.. how do i keep the hand "awake"

#

i think someone said the 'physics material'?

tired tree
#

there are many other chaos related issues in ue5 though, so much in that you would be better off developing in 4.27 and migrating to ue5 once it is more stable

ruby bronze
#

ok, well for now ill look into keeping the hand awake

tired tree
#

you can bind to their sleeping event and wake all bodies, but what you will be holding with them later will also have the same issue

#

can totally turn off sleeping in chaos but that has performance impact

#

p.Chaos.Solver.SleepEnabled 0

ruby bronze
#

is it a major fps loss?

tired tree
#

sleeping is to some extent the least of your worries with chaos though, most physical interactions across the board have issues with constraints and clipping

#

depends on how many objects are simulating in the scene no longer able to rest, its not a "you lose 10 fps on average" type of thing

ruby bronze
#

ok ill try the command. how do i run that in a play preview?

tired tree
#

`

#

and type it

ruby bronze
#

ah gotcha

#

well guess what even with sleeping disable my hand still doesn't move lmao

tired tree
#

if its still not moving then you didn't simulate physics on it

ruby bronze
#

nah thats ticked

tired tree
#

or the constraint isn't actually setup correctly

ruby bronze
#

i mean.. i followed that guys video exactly

#

i set the constraint up just as he did

#

is this alright?

#

if you have something childed under something else, does that mean it will always move exactly with its parent

#

(im just testing with the right hand btw)

tired tree
#

yes unless its simulated

#

constraint settings in chaos are also going to be way different if its using stiffness and damping with drives

ruby bronze
#

should i just use 4.2.7 instead?

tired tree
#

@ruby bronze I pretty much said you should yes, 5.1 should be more stable but its very early on and UE5 has some growing pains still

fathom temple
#

Everyone is always after the new "shiny". But what does UE5 give VR devs? Nothing but pain. I think this is a common pattern for new devs. They're chasing the latest bleeding edge, and only getting in to trouble. I really haven't seen much significant change in UE for VR since 4.23. Quest support is about it.

ember forum
#

anyone been able to use ASW with oculus 427 on quest2? I've followed all the steps on their docs but never get ASW frames to pass 0 (I have the ODH tool that shows asw frames + normal frames)

#

I can use the device output to check asw and it shows that its enabled even, but it never turns on

chilly pasture
#

Thanks

orchid elk
#

How do you set the icon and display name of a game packaged to the Oculus Quest 2?

reef willow
bronze sand
#

Hey folks. I've been given the order to change my project from a high end vive project to a portable quest 2 project.
I have never devved for oculus, I'll be going over beginner guides and documentation for quest 2 stuff, but are there any specific pitfalls one might think of for making that swap? All models and materials will be downgraded or flattened, I'm assuming I need to abandon translucency

dreamy ivy
rocky nexus
#

depending on the project design it will go from bad time to very bad time

bronze sand
rocky nexus
#

if you never touched mobile dev it would be a good idea to get a vr template working and see what graphics settings it uses

#

hopefully it is Q2 only, that makes it a bit easier

bronze sand
#

I think I can control that aspect, I'll be sure to dictate Q2 only if that's gonna help me

rocky nexus
#

Q1 is a lot slower and i suspect it will be deprecated by meta october when they reveal the new pro stuff

#

getting your project to run would be first step, then fix any graphical issues that probably will happen, after that its a lot of optimization most likely

dreamy ivy
#

recommend Q2 also, and make sure to start with a blank template when setting up your android studio sdk and ndk so you know any issues which might pop up are only related to your engine and android settings.

#

this saves alot of time.

#

i have a video on how to do all that if you need it. https://youtu.be/nixc8NF_97s also works for 4.27

#UnrealEngine #VR #VirtualReality
► Join the Discord: https://discord.gg/xw65fg7

► Description
In this video, I cover a lot. I leave in all the errors I experienced during my installation process and show you how to fix them. Please watch the video to the end before trying to build.

Simply open PowerShell and run:

New-Item ~.android\reposit...

▶ Play video
marsh crystal
#

What’s the best method for doing sequence based or even just level based camera blends when you have vr controllers attached to the player cam? My only 3 solutions have been to attach the camera to the cam in the scene or sequence with a trigger (reattaching and detaching can get tedious) , attach the vr controllers to the player controller right from the start (which works but I’m getting inconsistent results during blends.), or spawn a new set of hands on each camera and kill the old ones.

rotund badger
#

How would i make a turnable knob in vr, I cant find any tutorials or posts on the forums

sonic lake
#

My way to approach is to first sense the interaction with the hand, then have the knob rotation follow the hand rotation and finally sense the end of the interaction.

#

It is basically a link and track mechanism. There are other ways to implement the interaction but this is the one I recommend for simplicity.

rotund badger
frank wolf
#

Has anyone successfully implemented hand tracking in ue 27???
Problem utilizing the quest hand tracking features???

ruby bronze
#

ok.. so im using unreal 4.27 now. and trying to follow this video, ive got it working up until around 10 minutes in.

#

In this tutorial, we implement physics hands and physics objects with weight. Based on the object's weight you will or will not be able to grab it.

☕☕☕ If you enjoy our content and want to support us you can do so with buymeacoff.ee/just2devs

Head to our website where you can download the VR Content Example or tutorial projects:
https://www.j...

▶ Play video
#

because he starts editing BP_PickupCube, and i dont have that anywhere in my template im pretty sure

#

he starts editing this aswell. i dont have this in my default template, where do i get it?

trail shale
#

I suspect this is a problem with my VR settings - why is it slogging so much

#

figure it might be a steam vr issue but I've set the pixels to auto

#

err, 100%

rocky nexus
#

118ms for game looks sus

trail shale
#

do we want Open XR plugin enabled - I seem to remember it breaking steam vr

trail shale
#

Where is a good writeup for the hand/finger tracking on the Index?

radiant wind
#

Using the default openXR plugin, and a nav mesh, my teleport is going through the ceiling and teleporting me up to the 2nd level. Tried everything, can't fix it. Any ideas?

#

The visual teleport beam is literally being blocked by the collision, but it's still crossing above

marsh crystal
#

Anyone know how it can get the world position of the end of vr controller?

#

is it just the forward vector of the controller + whatever value you need in front of it?

#

Oh I think I found it

marsh crystal
#

Is it possible to build a screenspace UI via "add to viewport" that works in both vr and non vr? Currently I have 3d widgets placed just in front of the player camera but I dont want that anymore cause environment meshes can clip and stuff.

daring pasture
#

@marsh crystal not that I'm aware of, but you can make your widget material transparent and disable depth on it to prevent any clipping

marsh crystal
daring pasture
#

Yeah screen space widgets wont render in both eyes i believe.
I've always just disabled depth on world widgets since stereo layers are lacking for most cases

reef willow
#

Does anyone know any good tools to auto generate images of motion controller input mappings?

marsh crystal
#

Is there a way to stop that?

trail shale
trail shale
#

or in this case, a negative z offset

coral dock
#

I made an environment in blender and exported it in fbx format but when I placed NAV mesh on it the green path is not showing up. Guys please help

#

Using oculus i can see around the room but it's very large and can't use teleportation funtion

trail shale
trail shale
#

also, can anyone help with finger tracking on the valve index

trail shale
topaz rock
#

Is it possible to preview in the editor the hmd input of vive headset?
I am able to get the motion controllers but not the headset.
I'm currently using 4.27

timber pawn
#

For some reason my lighting is non existing when compiled and played on my quest2 headset, but when I play via unreal editor it is fine. I tried to rebuild the lighting but this did not work

limber flame
#

Anyone here had any experience with AR Ios/Ipad; Currently have an issue with the project UI loading but the background (where the camera should be working) is black

round cliff
#

Hi, has anyone used Leaderboards on Oculus?

sturdy coral
#

Or weird camera manager interaction

dawn lark
#

does Passthrough of Quest2 have DepthBuffer ?

ripe crypt
jade kettle
#

Has anyone got one of the UE 5.1 Source builds to work with SteamVR?

reef willow
#

Anyone have any tips on routing players to appropriate Desk/VR/Hololens Remote streaming pawns,?
CollabViewer has logic inside the PlayerController but i don't feel it works best.

marsh crystal
#

Anyone know why whenever I attach my vr controllers to another camera it inherits my HMD rotation? It happens even if I set Attach Rotation Rules to Relative. It also still happens when I turn off Use Pawn Control Rotation as well. The only way Ive found around it is to make sure the root of the VR Controllers is on a spring arm and that arm has Use Pawn Control Rotation Enabled. (which is weird). But that still doesnt work well. You can see the hands jittering when I rotate my head.

jade kettle
#

Not sure if that's the right name but it's something in that genre

tulip breach
#

Hey Guys, On a quest 2 is it possible to have one app open up another, so kind of create a "Launcher" app

wooden chasm
#

someone here had a successful attempt to arpins with unreal engine? and AR devices?

hollow tiger
#

When testing the VR test map with my Vive cosmos theres a blue rectangle on the floor and i cant teleport.
Im only able to bring a menu up that says restart or real life?

hallow knoll
hollow tiger
#

Oh see steam VR doesn’t open and if I do the preview closes.

That was gonna be my next question

trail shale
#

How would you go to "slow" a VR controller down - I'm sure it involves a tick, I'm trying to tear off tags and I want it to slow down the controller so you don't see it moving much to simulate the resistance of pulling something - I'm not sure how to override the MC tracking

formal ridge
trail shale
formal ridge
# trail shale thanks - does it involve the motion controller? it's that which has me stumped -...

In this tutorial, we implement physics hands and physics objects with weight. Based on the object's weight you will or will not be able to grab it.

☕☕☕ If you enjoy our content and want to support us you can do so with buymeacoff.ee/just2devs

Head to our website where you can download the VR Content Example or tutorial projects:
https://www.j...

▶ Play video
trail shale
formal ridge
#

Yeppers 😄 No worries ^^

trail shale
formal ridge
#

hmm

#

you could apply weight at the range you wish to emulate the latching effect

#

and then release the weight if pulling continues after that point is reached + continued

#

it's all about illusions with vr and ar

#

however you can simulate the movement to trick the mind

trail shale
#

Yeah I'm going to see if I can take some of this - i don't need all the angular limits he has but just getting the weight hooked up and then ending it on end overlap, toss in a sound of paper tearing and it's good to go

hallow knoll
trail shale
formal ridge
hallow knoll
#

@trail shale if this is a one-off and you're not looking to provide a bunch of physics based objects I would just drive the location of your object by interpolating it towards the motioncontroller

trail shale
hallow knoll
# hollow tiger Viveport?

Isn't Viveport using SteamVR as the runtime? I've never used Cosmos but all of the Vive/Vive Pro's etc use SteamVR (with an addon)

hallow knoll
trail shale
hollow tiger
hollow tiger
hallow knoll
#

The OpenXR runtime will try to pick the best matching interaction profile if one doesn't exist for the device. We don't have FKeys for Cosmos, so no profile for that is set in the VR Template, but SteamVR should be able to rebind to Cosmos. If not, that's a runtime issue. However, your situation with SteamVR seems sus, but I don't have a Cosmos to test with.

trail shale
#

trying to think it out - if the MC moves 100 units, I want this item to move maybe 10 of them

#

just need to convert that to world units

trail shale
#

anyone? I'm still stuck on this and I'm certain it's a problem others can point me in the right direction on

hallow knoll
#

@trail shale Vector Lerp to the rescue

trail shale
#

tick is delta time and interp speed is the % I want, so .5 would be halved movement speed essentially?

idle osprey
tacit quest
#

hey, has anyone successfully overridden the virtual keyboard? i want to use my own custom keyboard on all platforms (hololens/vr/windows)

marsh crystal
#

Has anyone successfully got a VR HMD to follow a pre set sequencer camera? I have this sequence animation that works fine without vr but in vr it doesn’t use that view target.

rocky nexus
#

doing that sounds like a great way to make someone sick

marsh crystal
#

It’s very slow

rocky nexus
#

the entire point of hmd is to match users head, moving it directly will probably not work. attaching hmd to something and moving that sounds like something that could work

sturdy coral
marsh crystal
marsh crystal
sturdy coral
sturdy coral
#

looks like needs to be 4.23 and below

marsh crystal
#

Ohhh ok! Thanks!

formal ridge
#

but on 5.0.1

marsh crystal
bold spear
#

I am new to game development, let alone VR, but I'm diving in. I am trying to develop for my Quest 2 using Unreal on a Macbook Pro with M1 chip. Should I be following the UE5 documentation to develop for Android or UE4.25 documentation which is specific for Quest on Mac? Or Any other path you would recommend?

brittle bone
#

HALP PLOX

I've set up the Oculus Motion Controller (L) Thumbstick as an Axis Mapping, which works fine.
Now, when I try and use the Oculus Motion Controller (L) Thumbstick Up as an ACTION Mapping, it gives off no response whatsoever... Anyone any clue how I can resolve this? My menu requires simple action mappings to function

clever iron
#

There’s an option for allowing override that might help, if you click on the input events. I can’t remember which you need to do it on though

brittle bone
clever iron
#

Sorry I’m not able to provide screenshots at the moment. If you added keyboard event A to a blueprint and then clicked on that event, there are settings to override. If you have that event somewhere else, one always takes precedence over the other so unless you add an override or whatever the primary event consumes the input

dreamy ivy
#

I've been working on an updated version of the VR Template and made a short video of the features I've included / built.
https://youtu.be/IAwtae-NfPQ

#UnrealEngine #VR #VirtualReality
► Join the Discord: https://discord.gg/xw65fg7

► Description
Im working on a new VR Template designed with Quest 2 in mind. heres an early work in progress. You can download the APK to try out your self here or head to patreon to access the project files.

link:
https://mega.nz/file/eY5jGQqD
Decryption Key:
r...

▶ Play video
reef willow
#

I'm using Windows Mixed Reality Plugin for Holographic streaming to Hololens2.
Currently, my application will crash if i execute console command "open MapName" to ln 57 inside WindowsMixedRealityCustomPreset.h ( if (StereoDepthTexture != nullptr) )
How do i maintain holographic streaming on map change?
can i pass -vr -HoloLensRemoting=192.168.1.71 -RemotingBitRate=25000 somwhere in bluerpints?

reef willow
tropic kestrel
#

Yo how do you peeps typically handle color grading for VR

#

Seems so infuriating because you color grade it in editor, you put headset on and it looks shat

#

and every headset seems to have a different Gamut so it can look great on Vive, washed out on Quest

#

super annoying

shadow radish
#

hey snaps, you can customize the ue4 editor to view what it looks like when processed via vulcan

tropic kestrel
#

Ah but would this actually work for desktop level rendering to see disparity? I think this just emulates rendering with the vulcan shader options right? I doesn't actually match the color space (and I guess it can't because the Gamut of monitors is usually different)

jovial hamlet
lyric swift
#

Hi, would you people advice Unreal 5 for a new sim racer VR project? And if so, why?

wooden chasm
#

if nanite and lumen are working i will give it a try

#

but as far i know is not working

lyric swift
#

No, those features are not supported in VR

trail shale
#

My collision sphere is a child of the Animated mesh but it is not moving along with the mesh (so when the hand grips, the collision are still in the same position (though they move with the controller like normal) any ideas ?

solar bobcat
#

don't know about the other devices, but for this specific headset UE5 is a no-go in it's current state of the engine

rocky nexus
#

its a pita on ue4 as well, mobile devices have a lot of hoops to get stuff to run on them

tired tree
#

@trail shale attach it to a socket or bone in its properties

#

it will follow the animation then

trail shale
idle osprey
hushed laurel
#

How do I add SteamVR inputs to Ue4? The default Oculus Touch inputs do not work on my quest 2. Some of them work, but the thumbstick axis’s, and a few others just don’t work

#

btw, I tried a plugin, but it isn't for 4.26

silk lodge
spark root
#

getting an issue for UE5 trying to build for quest here's the log files

I'm a newbie with ue so bear with me

sturdy coral
#

remove the Ultraleap plugin

#

or disable for android

spark root
#

K thanks @sturdy coral Also do you have a suggestion as a replacement for ultraleap as a hand tracker?

sturdy coral
#

you just need to disable it for the quest build somehow, or up your min sdk if possible

spark root
#

idk im extremely new like first project new

sturdy coral
#

just turn it off then esp. if you don't own a leap motion/ultraleap device

#

click on plugins... and search ultraleap

spark root
#

yeah I already turned it off

#

just need a replacement but Ill look for the quest version thank you

sturdy coral
#

just try and get a build going first and then you can try handtracking if you need it, I don't know if they have their own plugin or if it goes through the openxr hand tracking plugin

#

(you can run ultraleap through openxr hand tracking too with some work and a driver from them)

spark root
#

ok sweet

sturdy coral
#

I doubt it works on quest though

spark root
#

then ill just find a way later thanks though still lol

sturdy coral
#

np, some one else can probably tell you how to get oculus's handtracking working

#

I've recently done some android stuff but not quest

#

and I've done ultraleap on PC through the openxr driver

wooden chasm
#

Hi i'm developing apps for standalone VR devices, is there some examples of photorealism or project settings to adquire the most realistic viewing? pico neo 3

wooden chasm
#

🙃 🙃 🙃 🙃 🙃 🙃

turbid wyvern
#

hey everyone ! is there something similar to UltimateXR for unreal engine ? To facilitate hand poses greatly ? https://www.ultimatexr.io/

The free open source XR Framework and Toolkit for Unity

rotund ruin
#

Anyone know how i add NavMeshBoundsVolume in AR? say i want an AI to randomly walk around but it needs a Navmesh to walk around right?

#

So if i track the plane and then put out my AI i would want an Navmeshboundvolume to be put at the place the AI is placed so the Blueprint will make it randomly walk around there

idle osprey
# lyric swift Can you explain a bit why?

Mostly because there's nothing special about UE5 for VR devs right now. The VR Template is basically the same. And UE5 is a 5.0 release, while UE4 is a 4.27 release. It's going to be more stable, more predictable. The new shiny thing is not always the best thing to work with -- especially if you're new to UE. If there's not currently and features in the engine you can take advantage of yet, why select the one that is potentially less stable? Will you know when it's your bug vs a bug in the engine? When I was first starting, some very wise people in this channel told me to never work with a x.0 release. Instead, wait for a .2 or a .3 before upgrading. UE5.0 is that far along, yes, but it still comes back to -- is there anything specific in UE5 I need for VR? No, not yet. So why upgrade? 5.1 may be a completely different story, so I'm waiting for that one.

austere fern
#

whats up, im trying to light a scene with a stationary light in vr, but my shadows are only working in the left eye, similar to what happens with translucencies. Anyone knows how to sort this out?

#

do dynamic shadows work in vr?

idle osprey