#virtual-reality
1 messages · Page 5 of 1
Do I need to use Sidequest to install my apk to the Quest Pro? I didn't have to deal with this when I was installing things to the Quest 2.
does sidequest work? it uses adb as well
did you enable sideloading? pretty sure that is per device
Fixed it by downloading sidequest and I also forgot to switch to developer in the Oculus Mobile app
If you wanted to hide an object from a VR player but be able to get a screenshot of it, (think render target to a widget), how would you go about it
That or do you think I could get a way with toggling visibility frame before I activate the render target, save that image texture, then toggle visibility/deactive render target - would the VR player see the object flash for a single frame?
Are there any obvious things I should look out for when packaging project to questpro/2? I am able to package project on the VR Template without issue. It works on the head set. I made a simple one room experience and I can not get it to load in the quest headset. All I see is black with loading 3 dots.
EDIT: I just tried 3 of the sample levels from the oculus fork, and I'm able to create the apks, install them and use them on the headset without a problem. I think there's something off in my scene. I just don't know what to look for.
I'm able to install apk with package project and then double clicking on the install__.bat file
Yep everything is working now!
Whats a good direction to start optimizing a Quest2 app, Runs in the editor through the headset fine, but when deployed to the headset is jerky.
What's the common reason VR won't work in the VR Preview but works fine in StandAlone?
With the oculus it can happen is the headset wasnt running and linked with the oculus app running before the unreal engine was started.
that's not it I think, I restarted the editor and steam vr
but a good thing to check regardless
apparantely if the action manifest is off, it won't do it in VR preview
What's the best way to make a slider in Unreal Engine 5.1 for VR? Not as part of a widget, but physically in an environment? Can anyone point me to a good tutorial or blueprint example. For example, someone moving a handle along a rail to to increase the amount a door is open,etc. I've searched, but there don't seem to be any good examples outside of frameworks. Any suggestions appreciated. Thanks. john.
is there anyway i can change the render resolution of each eye individually? i've looked online everywhere and cant find anything about how or if i could(unless i missed a term for it and thats why i couldnt find anything).
just trying to increase performance while i playtest features etc and as im bassically blind in one eye i could theoretically increase performance if i was able to signifigantly decrease the rendered resolution of my bad eye without any noticable difference my end.
Hey! This is already checked by default.
⬆️
Does anyone know if it might be an issue with hand tracking in built projects for windows? - Having in mind, that the hand tracking itself does work pretty well, the only issue is that my camera strats on the fllor, and doesn´t leave the floor.. - Works perfectly on Preview too,.
Is your editor open while launching the package?
No. Actually tried it with both editor on and off, just because
Yeah, thought it might work like webcams where the video stream can't be used by two programs
damnit
Yh, It did go trough my head aswell..
what I've was thinking today, but I wasnt able to verify properly..
Is that My environment is inside a blueprint..
Including the floor
So my pawn techinally spawns in thin air and then a specific environment, all inside a blueprint spawns below me
I thought his could be the reason why this hapens, maybe the headset doesnt know what to do when there's no actual floor in game, so its stays in place..
(which still doesnt explain why it works in preview normally, and not in packaged build)
But I put a mesh as a floor
Verified it working in preview
and same issue happens in build
also, my teleport doesn't work and I do have a nav mesh
and teleporting not working is also problematic, since maybe it is the same issue why i start on the floor
I keep getting asked questions about the new MetaXR plugin not working with UE5 and causing the APK builds to fail. I made a tutorial showing how to fix it. https://youtu.be/HkWLY6dh6Aw
#UnrealEngine #VR #VirtualReality
► Join the Discord: https://discord.gg/xw65fg7
► Description
How to install the Meta XR plugin to Unreal Engine 5 correctly.
My Render Settings: https://drive.google.com/file/d/1bRLmJYR3EiiNIjYS2Xk6ITFSlTK9NFHX/view?usp=share_link
------------------------------------------------------------------------------...
you can open vr template and take a look
the VR pawn does not have collisions by default so teleporting through a collision won't trigger it.
- Open the VRPawn
- Select the HMD Component (Static mesh)
- Set collision preset to overlap all.
Now it should trigger the collision box when your head enters it.
I have my plugin setup properly since the beginning.
I have been successfuly able to build both to my quest 2 standalone (both handtracking and controllers projects) and for windows PC/VR, also using the quest2.
But, for windows Builds, In previous versions of the project I was able to use controllers, through metaxr plugin. But once I implemented handtracking. My pawn is literally on the floor.
I'm going back and forth and same result either with or without controlers.
Have you had this issue?
is your head tracking?
I haven't worked with hand tracking yet with the MetaXR but I was under the impression hand tracking doesn't work with exe builds. I could be completely wrong though.
It is, but my height and the teleport dont work
did you setup your tracking origin?
Ok, that's itneresting.. Although the issue also occurs with controllers only.
Yes, it is set up to the floor
Yh, the default vr pawn from the tempalte already does it aswell
I don't think exe apps launch through oculus desktop. unless there on the oculus marketplace, again. i could be wrong but thats why people typically use steam for vr exe project.
In a previous version of the project, I was running with controlers, from an .exe without steam vr installed on the pc even
did it break after adding the Meta XR plugin only.
is your pawn getting deleted by spawn collisions?
I believe so, yes
in the meta xr plugin have you enabled Hand tracking support?
I was pretty sure hand tracking doesn't work on PC VR Apps though. it isn't even a setting in the oculus Desktop application to enable.
Yh, I Have several hand tracking projects and been working with them for a while.. So i rpelicated the diferent overal setups between them...
And no matter if I'm using HandTracking or Controllers.. The issue is still the same.
Which is odd, because I'm running full default setup with controllers, and it still doesnt' work.
Yh, In editor everything is working perfectly.
But @dreamy ivy made me realize, that in this particular project, in a previous exe, not using metaXR yet, it was working - with controllers - on an exe buildf or windows.
Also, chaging my XR API to epic native, makes the project crash on startup -
I have been trying to my Quest 2 to interface with Unreal Engine, but everything I have tried from the blogs I have read hasn't worked. It looks like I need to Set Oculus as my OpenXR runtime, but the button is unresponsive. I did a hardware check, and my computer should be able to handle VR in UE fine. It used to when I worked in UE4 when there was an Unreal Engine app in the Oculus store.
I've been trying to get help from Meta for over a month, and they keep giving me the runaround.
Also, even with this issue of my camera being on floor level when game starts, as if not detecting my height... - which again, happens with both controllers and handtracking.
My handtracking works... The Quest 2 is tracking my hands, and I can use them perfectly well in the .exe for windows.
Thought, have you got any other plugins that shouldn't be there? Like legacy steam or other platform specific vr plugins
This is what my hunch is, you have something attached to one of your motioncontrollercomponents, or camera, that collides w. the player pawn. Test turning off collision on everything that's attached to your pawn
Is there a good way to switch the maps from a "Mobile" to "PC" version at runtime and vice versa for a crossplay multiplayer project. I was thinking this could be accomplished a couple of ways:
(1) Have two separate maps. Somehow have the server store one version and then the users see two different ones but with the same collision.
(2) Have stuff in the scene separable when it comes to lighting/objects and turn on appropriate version. The settings would turn on/off for different versions packaging like MSAA/static lighting etc.
Hey! Nope, only running metaxr on a default project
Maybe anyone tested Oculus Passthrough in UE5.1? Is it works well?
Look in VRTemplate how teleportation works. You can add same logic on trigger box overlap
You can call Actor::Teleport, when player overlap trigger box
And you should set collision between box and actor properly
Is it work for third person?
So set up collision on VRPawn like you set it for third person player
doing few tutorials could help, they guide you how to do stuff. asking suff like that on discord isnt very efficient
Hi all, I asked a question in ue5-general yesterday but doesn't seem anyone was able to assist me. I am porting a project over from 4.27 to 5.1.1 and have noticed some visual issues that I have been unable to resolve so far. Has anyone else seen this kind of behavior before where the materials are split into squares when viewed on Oculus Quest 2 headset (standalone)?
They were fine in 4.27 so not sure what has caused it. We have disabled nanite and lumen. Currently I have been comparing project settings and looking through the recommended settings but I'm not sure why it effects some materials and others are unchanged. Viewing it on my pc with the Preview Rendering Level set to Android Vulkan shows them all rendering fine. It's only on the headset that I am seeing the issue.
Any help would be much appreciated. I've attached a couple of screenshots. I'm looking down at the ground for both of them.
One is on the Oculus Quest 2 headset. (left)
The other is what I see in the editor with the Preview Rendering Level set to Android Vulkan. (right)
that certainly looks like low material precision on mobile, but apparently that was removed on 5.x. perhaps something left from old material? Might worth recreating the material in 5
Thank you, I will try that. I thought it was something wrong with the project overall as we were seeing shadow issues and material issues with only some of them.
We have a camera (Capture Component 2d) rendering to a plane that looks like a mirror in our project. The camera can be invisible so it will look like a mirror and you can wave to yourself.
Do you have the 3d avatar models in already? We mostly just have the collaborative viewer templates basic robot avatars, but are looking to integrate with services for more detailed avatars.
We can view our avatars in the mirror no problem. So just a mattering of you finding the models you want to use or integrating with services that provide them.
Free Minecraft-look, could be a feature 😄 (just joking)
Hey all, vr project on quest 2, but set display frequency doesn't seem to work. What am I doing wrong? UE5.0 latest
So recreating the material instances still results in the same issue. But making them individual materials fixes it. Seems an issue in our parent material most likely so investigating that at the moment. Thanks again for the help 🙂
You need custom UV channels for UVs have adjusted scaling
Not that I have seen but you can google for some of the third party ones like ready player me. I haven't incorporated them but it looks like they work from their documentation.
Thank you for the link I will look into this.
Hello! Do you guys know if its possible to hook up multiple HMDs to a local unreal instance from the VR template?
I wanted to try it for myself but I got conflicts with OpenXR versions..
I dont even need controls, just the display. Appreciate all advice!
No runtimes support multiple HMD's on one machine
it feels kinda nostalgic to read a message from you 😄
Hey guys I'm implementing some widget interactions right now and whenever I click a button from a 3d widget I lose the game focus.
So i tried setting different input modes after releasing my trigger only "Set input mode game only" enabled me to gain focus back, but then I'm not able to interact with a widget again.
I have also tried turning of the bool "IsFocusable" on the button and the general widget component which let me keep my focus but i could only click the button once
Appreciate any thoughts on this and i'm on 5.1 last time i did vr widget interaction was on 4.27 and i dont remember getting that problem so may be related to engine version.
Feels like it was only yesterday I was hosting the livestream 🙃
Are you on 5.1, or 5.1.1?
5.1
We fixed input issues w. WidgetInteractionComponent in 5.1.1, I'd suggest you update 🙂
alright thanks a lot, i also just found the related issue in the bugtracker for ue 5.1. Quick last question is there a launcher update of 5.1.1 out yet or only source build?
Launcher version is available
I just published a tutorial on how to use Vive Trackers in 5.2: https://dev.epicgames.com/community/learning/tutorials/LdR2/unreal-engine-how-to-use-vive-trackers-in-ue-5-2-and-later-versions
@hallow knoll I'm still having issues enabling FFR with the oculus (meta) v49 plugin - I tried it in a 5.0.3 vr project updated to 5.1.1, and adding it to a 5.1.1 vr template. In both, the ffr is greyed out. I'm not great with c++, but my next step will be slogging through the plugin's code. Any other ideas?
This is fabulous, you're setting the bar high Victor, not sure if it's better than a spacemouse, but I'm struggling to get smooth movement out of the sm with both 3dx and ooensource plugin in ue, really gokd in blender and houdini though
No other ideas, but I'm going to follow up
Thanks!
Cool thanks, have Tracker Roles become more consistent to use? I never really got them to work consistently in the past
Sometimes the tracker roles were there in the editor, sometimes they weren't
Also I'm liking the new general OpenXR implementations while vendors release plug-ins for device specific functionality
Hi, does anyone know what's the best starting point to support cross-platform hand tracking on mobile VR? Does the VR template support OpenXR hand tracking out of the box?
Hi, I've recently migrated my project Quest 2 from UE4.27 to UE5.1. My issue is that the keyboard doesn't appear when you select an editable text field. I have 'enabled improved virtual keyboard' and 'requires system keyboard enabled'. I followed the solution on this ticket - https://forums.unrealengine.com/t/virtual-keyboard-quest-2-ue5-1/740871/4, which adds a ‘ManifestRequirementsOverride.txt’ file adding the keyboard. This solution does work to add the keyboard, however the app will crash when trying to connect to a dedicated server. I am connecting with a console command blueprint node - 'open xxx.xxx.xxx.xxx'. Without the manifest override text file I can connect to the server with no issues. Has anyone encountered this with the keyboard or manifest override text file? Thanks
May I ask again?
well, that could help. Sad that I have to go the C++ route
btw that worked
how does VR work in 4.27 for Steam VR applications? I've heard issues in the past but I guess it's time I upgrade
does anyone know how i can lock the motion controller axis in 5.1 I'm trying to get the motion controller up vector but it changes based on the motion controller's rotation. Let's say I want rotation and such but unreal to lock the axis. Is this possible?
You should be able to normalize it or get it relative (or absolute)
if no one answers here - check #legacy-physics or #blueprint because they deal with vector stuff all the time
thanks, I've tried normalizing it and it doesnt work which sucks. I'll try absolute. Thank you.
there's definately a way to lock it - if you tick and set the rotation manually - it's janky but it could at least give you something to iterate on
Yeah, it's been one of those days where I just cant find/figure out how. Your right I could set it but it's not what I'm after and would mess some stuff up.
Hi folks, what’s the best way to hide the controllers in a Quest 2 experience? We’re building an art installation and they are not required. Currently looking at a shelf or ceiling cavity to have them inside the guardian but out the way. Ideally an invigilator can grab them if the thing bombs out tho..
invigilator?
Person from the museum who monitors the experience or pings a tech person to come fix it if breaks
I've only been testing with one, so I can't practically vouch for how it would work with a fullbody setup, but I haven't had any issues switching the role on the fly in SteamVR and editor, back and forth etc.
Yeah there are many benefits. In this case we decided to build the implementation and ship it natively w. UE, but, the magic of vendor extensions is that the vendors can develop the extension and the accompanying plugin without having to get the changes approved by Epic. Not being locked to our release schedule allow them to fix issues and/or add new features when it best suits them.
And we spend less time managing device/platform specific PRs, allowing us to focus more on the core that applies to all devices
it just makes sense
is there a particular reason why you need to hide them? In my experience, we've been able to request a small closet or locker to store our equipment when we work in a gallery or museum
Does the Quest complain if they're outside the guardian?
Yea that was our assumption. And yes, it seems to leave the guardian visible if they are outside. I do need to do more testing tho
Yeah, if you keep them out of sight, the hmd should lose tracking of them and not care about them anymore. Of course I don't know how large your experience or your space is so it might not be easy to quickly hide them
Hi, anyone have an information about build AR for windows with unreal ? (Exe format)
hey how to make box collision only overlap on actor but not with VR controller pointer laser?
Hey I am using the vr expanision plugin in UE 5.1.1, and none of the advanced inputs seem to work. Anyone know why?
what headset do you use?
oculus quest 1 on link
also with the oculus set as default openXR
do you use metaxr plugin?
no
thanks I will try it
😭 The plugin makes the editor crash on load
When I press UI button on VR I can't send any inputs at all until I press my real left mouse button
Hi, what's the way for VR local networking in standalone app running on quest 2? @hallow knoll
I'm wondering, is there an working example of a VR multiplayer implementation? I know the logic is in VRExpansionPluginExample but I don't know if there's an implementation
I'm testing co-location between two headsets and I've got a matching tracking and environment
Now to test it in-game
Ah, VRExpansionPluginExample's pawn just has it it looks like
Do command line options work when starting a VR Preview?
Update to 5.1.1
Yes
Ty ill try that. Other fix I found was to just call Set Input Mode Game Only every time UI button is pressed
Does anyone have recommendations for a voice chat solution for a Quest 2 app using 4.27? I can upgrade to 5.x if there is a better solution that necessitates that
im a bit confused, so the steamvr plugin is deprecated and says to use open xr, but if i have vive trackers, one of the few ways to get it working is by only using the steamvr plugin, i know of vrpn and one other method but theyre buggy, so how can i use just openxr if it literally wont let me?
It's one of the difficulties with the transition to the OpenXR workflow. While general features are supported, many device specific features will need to be implemented by the vendors with specific plugins
@hallow knoll shared this tutorial for the upcoming UE5.2 release which does state the OpenXR Vive Tracker implementation is incoming but won't be available for earlier UE versions https://dev.epicgames.com/community/learning/tutorials/LdR2/unreal-engine-how-to-use-vive-trackers-in-ue-5-2-and-later-versions
So right now, if you need to use Vive Trackers, you will need to use SteamVR in lieu of OpenXR
ohhhhhhh ok, so having them both enabled right now wouldnt necissarily work, at least the way its meant to
so rn its more of a notice than a hard rule, thats good to know
Yeah, deprecated means that it will eventually be removed in future versions and it's not recommended to implement it unless you know what you're doing
And any bugs or issues won't be immediately addressed
gotcha, i thought deprecated meant jump ship and learn the new suggested workflow that has already been implemented
which i guess to some extents it has been, just not for vive trackers
Yep exactly
Back in UE4.26 and UE4.27, using OpenXR kinda felt like taking a considerable step backwards but now it has matured enough to be generally useable. Except of course in this case
Hey everyone.. I know you can't do custom render depth in VR for quest and I was wondering what kind of solutions everyone else had for highlighting-best-grabbable kinda thing
I was thinkin about just a little 3d widget that pops up on whatever is the current best.. my coworkers thought maybe a dynamic material change might work.. I feel like I want something pretty universal
any free plugin for VR interactions
good morning, does precomputed visibility not work properly on mobile VR (meta quest 2)? Every time I make a build with it, some parts are culled out that should be totally visible.
Hallo All,
I am new in this Unreal Slackers! I want to know if anyone here has experience creating "Color Wheels/Picker" in VR? I am trying to create something in VR where you can change color of an static object using the controller (touching or point it to the color wheels). So far I found only with widget but not in VR.
Hi guys!!!
I’m developing a VR game in Unreal 4.27 because back in the day I understood that this version of Unreal was much more stable than the 5.
How is nowadays the situation? Is the version 5.1 mature enough in VR?
I think it is good. But based Lumen and Nanite is not stable yet for VR
I'm using the VRExpansionPlugin, I'm trying to get the workd transform of the VRReplicatedCamera but it always returns 0,0,0 despite me seeing the values change in the editor
What replication trickery is going on here
VRExpansionPlugin
Attach the widget to one controller and point with the other?
More or less like this
https://www.youtube.com/watch?v=gz7NanjI6cc
To change the color of objects:
- Intersect the object with the grabsphere and grab the object with the grab trigger.
- While holding the object with the grab trigger, press the color wheel button on the drawing hand controller.
- Move your controller around to choose a color. Moving the controller in or out will control brightness of color. ...
good morning, another day, still the same question 🙂 (I don't want to spam of course)
How can I create a camera shake effect on the VR Pawn camera? I've seen a buncj of tutorial on YT, buy none of them show how to do it on VR
just shake the player while they're in vr, problem fixed
Ok, so the camera in the VRPawn has the flag LockToHMD on, which means it will follow the HMD movement no matter what
You will have to deactivate that, and add your own implementation to link the HMD movement to the player camera
Probably somewhere in there you can add the functionality for camera shake. Be aware this will more than likely be very very disorientating for that player
like do it too much and people will fall over
Alternatively, you can keep the LockToHMD flag activated on the CameraComponent and add the camera shake to the Pawn's scene root, which will also achieve a similar effect
I'm having a hell of a time finding and accessing the Engine VR Edit mode.
In UE4 there was a button to enter VR Mode so I could set my scene in VR.
Where the F is is in ue5.1.1?
I also get this issue when i try to use my quest 2.
I don't know what this actions thing is, or where to look on my pc to inspect this even
I think the VR Edit mode has been deprecated, in the future a new XR editing framework will come out
Looks like you're with the SteamVR runtime
Thank you so much
Oh man! Really!? Shiiiiiiiiiiiiit I just spent a couple of months after work importing hundreds of musical instruments to layout in VR.
Bummer. Back to Square one, or move onto CreatXR omniverse
A short tutorial on how to enable VR editing in Unreal Engine 5.
🛠️ Equipment I use: (Mic, PC Components, etc.)
https://www.techy.how/equipment
Wallpaper from this video:
https://www.wallpaperengine.space/collections
Leave a comment if you have any questions.
Disclaimer:
The information contained herein should NOT be used as a substitute fo...
Actually nevremind that
I just checked the top comment, it has indeed been deprecated
Also you might be the only person I know who actually used i t 😅
What a pioneer! But slow to arrive haha.
Maybe now I have to make a runtime way to interact with the models and save their position somehow.
Damn, well, that's a big backwards step. How are al these virtual productions using VR for their setdressing and making changes in VR like the promotional videos for led volumes etc. I thought VR location scouting was a big thing
Location Scouting will be the first plug-in released in the new VR Editor Framework, @hallow knoll said that in the XR livestream several weeks ago
Right now, I don't think VP productions are running 5 yet
Or are currently transitioning to it
That's a good point.. Can I take my project back into 4.27? Is that possible?
I guess I can migrate the assets
No
You can only move forward
At least with the migration tool
I actually don't know about changing versions to an older one
By right clicking on the .uproject. Backup your project fisrt and try it I guess haha
Damn it! Ok lucky it's just assets, not blueprints or anything complex.
Just lots and lots of them haha.
Man thaank you so much for sharing your wisdom on this today!
You're welcome, anything to avoid doing the work I'm actually getting paid to do
Hahahahah
Happy to help then 🙂
What are you supposed to be chipping away at today?
Can't really say exactly what, but the company i work for is in my profile bio
hello ppl ... reposting a question I posted a few days ago in UE5 general ... is it possible to render a stereoscopic panorama image in UE5, while still being able to use Lumen? I can render a non stereo pan with Lumen (using the new MRQ panoramic render, allow history per pane) and I can get a stereoscopic pan using the "old" panoramic capture tool, but this one doesn't capture Lumen at all. Any advice? thank you
Does anyone know why my left Eye is rendering like this? Right eye is fine. Oculus Quest 2
Looks like the vertex buffer is garbage or something
Looks like disabling 'Enable GPUScene on mobile' did the trick
does anyone know why a media sound wouldn't respect its attenuation settings on android vr? it works fine in pcvr. when i play on the oculus though, the sound is 2d and plays everywhere i go with the same volume. attenuation doesn't work anymore.
That's not true, VP have been some of the first to move over to use 5 for production
The old Virtual Scouting plugin still works w. the SteamVR plugin
The XR Creative Framework will be released in 5.2, and you'll see the new Virtual Scouting plugin built on top of the XR Creative Framework shortly after on GitHub 🙂
Ahh, I didn't know that! My misconception then
Thanks for adding!
keep getting this error when cooking/packaging to android or directly to my quest 2 - ue5.1.1
PackagingResults: Error: Failed to compile default material /Engine/EngineMaterials/DefaultLightFunctionMaterial.DefaultLightFunctionMaterial!
issue doesn't appear when packaging to windows, bit stumped
does it work for standalone headsets also?
I don't know. There's a thread on the forums for the plugin and it has a discord. try asking there
Hey all. We're having some issues with Oculus, which I'm almost certain is down to conflicting plugins.
When launching a shipping build with the Oculus plugin enabled, the head height is on the floor, but in editor it is fine. Switching to Oculus Open XR plugin with OpenXR also enabled doesn't seem to pickup any controllers/input although the head is tracking.
I've tried loading the VR template project and that works fine, so surely it cannot be down to my runtime not being set properly?
Has anyone seen anything similar or have any ideas on how to solve?
Is VR enabled? Might missing a "Enable HMD" Node?
I've tried enabling it manually, and the Enable HMD node returns true
It seems that calling HMD Data and printing out the device name does return MetaQuestPro, so that is valid
But when I call GetMotionControllerData, the interaction profile is khr/simplecontroller
I used it, it was great!
do you set your tracking stage?
Hey did you get this fixed?
This is a profile from a development build on my quest 2. Sometimes the fps drops to 40-50 due to this and it stays there for quite some time.
Anyone had this before? It's the FEngineLoop_Tick_SlateInput and precise the FEngineLoop_Tick_PollGameDeviceState
wow that was a long time ago! lol.. yea I think it ended up being the quest does some funky stuff if you can't make 80 fps it just brings it down to 40 and the extra ms just happen in FEngineLoop_Tick_PollGameDeviceState
so.. it's not anything itself really.. its just what happens when you can't make 80 fps on a quest
kind of annoying honestly..
It is really weird, without this annoyance it would be 72 fps which is my target.
if its doing ASW, it means it cant keep up
ovr metrics tool can tell you if that is happening
UE 5.1: Would anyone know why I'm getting a crash on VR Preview? Standalone also produces this error. I'm getting Assertion Error: IsInGameThread related to SteamVRHMD.cpp. I was hoping to see others here with similar issues but a search shows me it's not as common as I thought.
I should also clarify that this is just from the VR Template that comes with UE 5.1
Are there known issues with the Quest 2? I'm using the USB 3.2 port on my PC with the quest link cable to my Quest 2. I load up a fresh VR project with no custom assets, switch to stand-alone and press play. The game loads up into my quest just fine, and then experiences 2-3 seconds of freezing every 5-10 seconds, making it completely unplayable. My PC meets minimum specs for everything, and I'm using UE5.1.1, but this is unusable.
I'm still hitting this issue where using Oculus OpenXR plugin & OpenXR plugin with a Meta Quest Pro, returns the khr/simple_controller interaction profile, meaning no controllers show up, when I check device name for the HMD it returns MetaQuestPro as expected.
When running the VR Template it works fine, any ideas would be appreciated, I'm clutching at straws 😄
Unsure if this is related but every time I open the project from Visual studios it stops at this breakpoint
And when I launch the game it throws up this one
i launch VR-standalone-app via Sidequest from editor, it's more stable than airlink\cable link
or if you want pc vr i recommend use airlink
Does anyone know of a good tutorial or marketplace asset or have the patience to walk me through the steps to make a reload system in VR similar to Into the Radius with ammo boxes and individual bullets going into the mag/gun, same for advanced reloading with checks for if the slide was pulled back on an empty reload.
Most of my development knowledge is in Unity but I wanted to challenge my self with Unreal on a new project of mine.
I'm new to Unreal so any help is nice.
What @idle marten is explaining, is that you're not hitting target framerate with your content, so reprojection kicks in, which will force your framerate to half of target, as every other frame will be reused with an updated pose. You should look at other costs in your project and reduce them.
I suggest https://vreue4.com/features (free vr plugin), it has many components to help with that kind of thing. Here's a link to the example template project, there's a gun on the table that you can take a look at https://github.com/mordentral/VRExpPluginExample This guy has some videos about setting up a gun: https://www.youtube.com/watch?v=HzHbcS1zN78
@silk lodge the FFR issue will be fixed in an updated version of the MetaXR plugin that should go live soon
try using a usb 3 port or a 2 port and see if the usb port has issues
Thanks! That's great news
Does the same thing whether USB or wifi, regardless of USB port.
Thanks, I'll take a look at this.
Hello!
Anyone here would know why the node IsHeadMountedDisplayConnected returns false after calling EnableHMD(false) on Oculus Link (and not on Virtual Desktop)?
The device is disabled, but it still connected, so why does this return false?
I need to be able to differentiate between flat players and VR players for a VR toggling on/off feature and this is heavily getting in the way on Link.
Hey all. I'm refactoring a Blueprint project in C++. Regarding the hands. I want to avoid explicitly handing right hand and left hand within the pawn. What are the most common design patterns regarding handling hand events for right and left? At the moment I'm experimenting with Making a AVRHand class, a BP_RightHand, and BP_LeftHand that make use of the AVRHand base, and then each can process it's own events locally. However, attaching the actors to the hand motion controllers messes with the orientation. I feel like I'm working against the normal way of doing hands at this point...
metaxr plugin is for oculus games right?
do these work when you do pcvr-lumen?
can someone tell me few good plugins/assets from the Marketplace for interactions in VR
Morning guys, I was wondering if any of you had seen an issue with the Oculus VR plugin where in editor the height of the player is set as expected but in a shipping build it is set to floor level?
anyone tried doing grip functionality with a physics handle or would it just be best to go with like the standard AttachToComponent
@coral swallow physics handles or constraints work fine
depends on what you are trying to do, attach to component is non physical obviously unless the parent is physical
@dusk halo funny enough Into the radius uses it as well so it would be the same core that they use, but I don't pre-make those kind of interactions, just provide a framework to create them. So its still a lot of setup. I prefer that tbh as it ends up being very flexible and lots of projects have lots of interesting varied solutions.
The parent is a box component representing the players hand connected to the motion controller by a physics constraint. Attach to component works but I only just learned about physics handles and stuff they can do. I tried doing an initial test and it just seems to follow the box component loosely and also gets affected by the hand collision which may not be ideal
@coral swallow you already have the physics portion, a physics handle is not directly constrained to things, it just follows them
attach to component or a physics hard constraint is what you want
Aight awesome cheers!
Anyone seen a VR preview window displayed like this (2 side by side screens)? It's not booting into my headset (Oculus) even though I am on link
Is there an OpenVR (not OpenXR!) implementation in Unreal? I need to call the OpenVR.Debug.DebugRequest() function as described in this document https://github.com/ValveSoftware/openvr/blob/master/docs/Driver_API_Documentation.md
Also I'm kinda getting lost with the relation between SteamVR and OpenVR
The UE SteamVR plugin is used for the OpenVR version of SteamVR (legacy). You can't use OpenVR and OpenXR
Yeah I know, but the device I'm working with specifically mentions that function in its documentation. I'm guessing this would be something that Valve will have to add as an extension to OpenXR
Any idea where to find the SDK section is in the launcher I can't find it!
This is in reference to this tutorial:
I found it! Thats all sorted now but the issue I've got now is the NDK is missing a file. It says its missing libc++_shared.so
Hello everyone, I have the following problem. The motion controllers always stick to your body for a short time until they move away again. Even turning off all collisions etc nothing works to fix the problem. At first I thought this was due to my project, but even in the normal Unreal VR template this is the case. You hardly notice the whole thing from the ego point of view and the look at your own hands. However, if you observe the shadow of the controller or use a mirror or the view of another player in multiplayer, this happens every time. No matter in which VR template I look Marketplace or Epic. This is the case everywhere. Do any of you know a solution? I even got into the engine meshes from the controller, camera HMD and so on, all collisions in the meshes and blueprint were removed. Nothing helps. Many thanks in advance. Best regards, Patrick Siebarth
it just mainly looks like you are using a headset with headset tracked controllers, they can lose tracking when hands are really close to the HMD cameras or down at your sides like that
lighthouse tracked controllers or quest pro's controllers that track themselves with cameras can make that mostly go away
there are ways you could detect tracking loss through the openxr API
please suggest some good assets/plugins for vr interactions
VRExpansionPlugin
Does anyone know how to fix this issue with hand IK? I've tried a few tutorials (in this case this one https://youtu.be/cRIVGGsOkg0) but they always end up with this annoying issue (ignore the other floating hands)
Implementing arms for your VR character can be a great way to help immerse players into the world you create. With inverse kinematics this can be accomplished easily within Unreal Engine, in this tutorial I will walk you through how to implement arms that can be viewed within virtual reality to help make your game more immersive.
// SUPPORT ME ...
Many thanks for the quick response. Yes you are right I used an HMD with tracking without light stations and then the whole thing makes sense. But I think the controllers have their own tracking, which may also work without a headset, couldn't you use that to circumvent the whole thing?
My second question would be this: I'm using Roomscale and would like to snap turn my VR root and character mesh instead of rotating the whole actor, but I can't get a decent solution. I've tried things like the youtube video link but nothing really works. Use the 4.27 https://www.youtube.com/watch?v=1rQvPnKvlfk
UPDATE: *** Unreal Engine 4.27.x ships with a new VR template which is different from any previous one. If you want to follow this tutorial you can still do it by getting the previous template from 4.26.x (it will work in 4.27.x as well) ***
Learn how to make a snap turn function for your VR projects which supports Room Scale movements. Even i...
Hello, neither my project or the template VR proyect are working in my PICO 4...they are displayed in a screen instead of the VR mode and there isn't any interactivity. Please, can anybody help me? No info about this searching in Google...
I'm building for Android ASTC
Hi guys, just a simple question. I'm trying to rotate my characters body when the player turns in real like. I have a couple of different modes to track the player's IRL rotation such as HMD or finding the centre point between both controllers, but let's stick with HMD tracking for now. My idea was that every tick I calculate the difference between the HMD relative yaw value and the character's capsule component's world yaw value then add that as a rotation offset to the the capsule component. The next step would then be to subtract that difference or 0 out the yaw value for the camera / HMD so that it stays centred with the capsule component. My issue however is that after doing this, the HMD yaw rotation is locked because I'm basically setting it to 0. I thought this would work but obviously my math is just wrong. I'd appreciate it if anyone could help me here or suggest a better way to rotate the capsule component when the player turns in real life
Anybody have any idea why VR preview would not be showing up when in the VR template until I enable the OculusVR plugin? I'd like to use OpenXR but cannot get it working, I have set my active runtime as oculus but it doesn't make a difference
I've noticed an issue where if your headset is not connected to you PC and on quest link before opening the unreal editor, then VR preview won't work. You have to make sure to connect your headset before opening unreal
Yeah I've tried that, I've also tried using both Unreal 5 and 4.27, 4.27 works okay with the OculusVR plugin enabled but once I disable that and try to use OpenXR it fails. Using OpenXR explorer it does show that my active runtime is set
That's interesting. I'm actually not sure if the openXR preview is compatible for the quest pro, which doesn't really make sense but I remember seeing somewhere not being able to add quest pro to the openXR preview. Take what I've just said with a grain of salt because I'm actually not sure, but might be something to check out
Quest Pro works w. Link in VR Preview
Sad times, not for me... 😄
which HMD? Only quest pro and magic leap 2 controllers have their own self-tracking
We are using the HP Reverb G2
I think G2 has known problems tracking up close, like when aiming a 2 handed gun. Quest 2 had an update that handles up close pretty well
and both can have issues down at sides
Oh good to know thank you @sturdy coral could you maybe help me with the snap turn on a roomscaled vr charakter ?
probably, the main thing is you want to rotate around the headset or estimate of neck bone and not the vr root
The VR Template Teleport function has an example of how that can be done
For a roomscale mesh that leave the normal root of actor and can Rotate the root of the hmd that leave the normal root of the actor if you walk in real life? Okay will check that out
do you need the oculus plugin enabled as well as the openXR plugin? It says you don't need it, but if you build and don't have oculusHMD you may need to enable it
You don't need the OculusVR plugin to iterate on an OpenXR application w. an Oculus device through Link
My PC keeps black screening when I work on developing my game. I’m using UE5.1.1. I’m not sure why this is happening, I think I am overloading my pc maybe but I thought my specs could handle it. What can I do to fix?
check your power supply
and even if it is enough try reseating the connections
anyone worked with telsasuit are the batteries included in suit?
Really? I can try that.
i've tried some similar things but left those projects behind a bit. I have it so the capsule will follow the players HMD but unfortunately i dont have it setup for rotation. But, i do have a Component that I made which will follow the hmd rotation for things such as object holsters which could possibly be used for the capsule with some tweaking.
This is for capsule following location: ```const FVector VectorDifference = VRCamera->GetComponentLocation() - GetCapsuleComponent()->GetComponentLocation();
AddActorWorldOffset(FVector(VectorDifference.X, VectorDifference.Y, 0.0f), false);
const FVector NegatedVector = UKismetMathLibrary::NegateVector(FVector(VectorDifference.X, VectorDifference.Y, 0.0f));
VRCalibrationRoot->AddWorldOffset(NegatedVector, false);```
and this is for the rotation: ```for (USceneComponent* Component : ComponentsToFollowYaw)
{
if (Component == nullptr) return;
const float NewYaw = (VRCamera->GetComponentRotation().Yaw - VRCalibrationRoot->GetComponentRotation().Yaw) + GetCapsuleComponent()->GetComponentRotation().Yaw;
Component->SetWorldRotation(FRotator(0.0f, NewYaw, 0.0f), false);
}```
Thankyou, I'll take a look at this and try implementing it in my game
When making an UI element for a mobile VR, is it more performant to use texture with alpha channel or a single-color 3D model? Assuming the triangle-count of each UI is below 100.
one battery included
Hello everyone, was able to make a build for quest with the vr template, all set for android with a succesfull etc2 build but when I open the app I see very colorful gradients all overol the map and it looks like it is reflections are wrong, never seen this. I have video
Which version of UE are you using?
I saw that myself sometime between 5.0->5.1, but I haven't been able to reproduce it since 🤔
5.1
So I deleted all type of reflections and the skylight and that fixed it for me
when playing romtely on meta quest pro by vr preview, suddenly crashed and come up this message..
I have a question about UI in the Vr project, Im creating MP and we have a menu that is only for the player, I'm guessing that it doesn't have to be replicated since it's only on client locally (even if he's in the session). I have current situation when host is alone in the session the menu will work (it's created/destroyed on the button press) but when one client is connected to the session nor host nor client can't interact with their menu. There's a sound when buttons are pressed but none of the print strings are working, nor the events being called. Does someone know what's an issue here maybe it will help a lot?
If I want to use openxr with Magic Leap 2 how would I go about that? It does support OpenXR, it just doesn’t have a dedicated plugin yet.
And no there’s no documentation on Magic Leaps end -.-
You develop it in a generic fashion
Are there any Magic Leap specific functionality you need to implement?
@jade kettle nothing specific just need to see models and interact with them, wasn’t sure if there would be an issue building for android and putting it on the magic leap 2 or something
In theory OpenXR should just handle it
Awesome! Thanks
They say that support for UE 5 will be coming this summer ... let's hope that's true, meanwhile i'm also going to try OpenXR with ML 2
You have to assign a unique User Index for each client's widget component
hello all. Just wanted to share the developer commentary on my VR game for the Meta Quest and Rift on here. Made with Unreal Engine. https://www.atmansoftware.com/games/blr80/developer_commentary.html
Developer commentary for the VR game BLR80
Yup, every widget has assigned PC, but I fix the issue actually the problem was I've used OnClick and it wasn't triggering but when I changed with OnRelease it worked, for some reason
incredible stuff
thank you SoakingRich! 🙂
Also, Please consider RT'ing or sharing in your network. It is INCREDIBLY difficult to get some eyeballs on it! Thank you.
quick question is there a way to change the window size when building a VR project or launching a VR preview
That's cool stuff, how did you make the world space lightmap?
just vray lighting for the lightmap. Once the lightmap was had, the computations were made in the shader in-game.
Got a problem I’ve been trying to fix for a few days. I have a vr game I’m working on and suddenly I cannot open ui or use the controls in game. In editor. However if I zip the game or build it and send it to someone else it works fine.
Other vr games can be played with no issue but using the unreal engine editor trying to play the game will not work. The base vr template works fine.
Please at me if you know why this is randomly happening. It is my main means of testing
When you go into play mode, is it set to VR?
I believe so
The odd thing is oculus air and link work
Just the virtual desktop that doesn’t
I contacted virtual desktop and they had no idea
I am using the ultimate vr pack in the epic store
The creator doesn’t have access to virtual desktop to test it
Yeah
Wish I could help you
As do I
Wait do you have any tips for performance?
When I run it through oculus link it works but it runs terribly
Everything is set to lumen static lighting is off and I used the engine settings to reduce everything to low or medium settings. However I am running it with a 3090 so I don’t understand the lag
Hi, I've put together a list of XR development resources. Hopefully some of you will find it useful. https://github.com/authorTom/ultimate-XR-dev-guide
thank u
so trying to wrap my head around this as I struggle to make materials in forward renderer but am getting walled off from too many functions, even the basic project looks way worse in deferred renderer versus forward renderer without the msaa. Can we not get a better Antialiasing in deferred renderer, or should I keep trying to figure out workarounds for shaders that don't work in forward renderer?
scene texture, scene depth, world normal, etc. none if it works in forward. and using deferred renderer in VR is, idk if I'm just too new but it seems unusable, hard lines bending and artifacts everywhere
thats the cost of better performance
🥲
Hey guys! I am trying to understand how much can Quest2 supports and still give me 72 FPS.
I am trying to make a cave, with little physic involved, a bit of climbing and replication (multiplayer).
If I use quixel bridge assets (lets say 10-20 different meshes for the rocks) and sets all to Nanite, will I be ok or will it draw too much and kill performance?
Does anybody know about the status of AR + image tracking for iOS on UE 5.1 or 5.2?
There's a thread on the forums that says there are issues with image tracking since UE5.0 but I can't confirm for sure. Our app worked fine until 4.27 but can't get image tracking going since. If there is a known issue, is there a planned fix?
Is anybody else having issues with image tracking in UE5? It does not seem to recognise any images in AR. I’m using the same template that has worked fine in all older versions of UE4 and have done some tests like: Disabled ARCore plugin Tested with ARSessionConfig data asset configured to session type = image. Tested with ARSessionConfig dat...
Hey guys does anyone know if its possible to add post process effects (night vision) in VR?
Anyone know if lumen plays well with vr?
hey guys, sorry i have an issue. I am making a vr project and the hand models that i put and programmed for some reason disappeared out of the blue. What i should do ?
Which AA method are you using? TAAU isn't great if your scene is cheap and r.AntiAliasingMethod 2 (legacy TAA) can be a better performance tradeoff
so you just used that lightmap mapped to world space to shade the objects?
the lighting has two parts. 1. characters are lit for shading, offline. 2. for dynamic lighting, the lightmap was used in-game
here is an example of what the quest can support at 72fps https://www.atmansoftware.com/games/blr80/developer_commentary.html
Developer commentary for the VR game BLR80
This is super helpful, thank you man
AR is currently a mess, and we really hope that it will receive some attention in 5.2. However, holding one's breath is not a good idea.
Hey everyone! I have a couple of questions regarding VR headsets in general. I am hoping to get some insights from real users about their motivation for using VR headsets. Would this thread be the right area to post these questions or should I head somewhere else? In any case, I would love to get to know your POV 🙂
Lumen for XR is still experimental and not expected to give you good performance for a VR game
Nanite is not supported on Mobile hardware
Ok great to know thanks!
Dang I am unsure how to switch off from lumen. I can find the settings but they are greyed out
what is the sweet spot for quest2? pixel density vs resulotion?
for pcvr with lumen etc
for example if the pixel density is 2, what should be for eye resulotion?
with that res and pixel density 2 my image is clear but is it logical?
i have rtx 3090 and im not making a vr game by the way. just vr scenes.
If you're using the Forward Renderer, then Lumen is always disabled
or anything that would run better in vr
lightmap
.....
hey guys, is it posibble to import Bloom to oculus quest 2 from UE5?
what do u mean "lightmap"
also has anyone else had the issue with testing in vr preview where you cannot use any of the buttons or controls on a vr headset?
I am fairly sure that everything is configured correctly for recieving input
I think what happened is that I started the vr preview but then save settings kicked in for the player and I think that is what is breaking playability
And for some reason braking locomotion
hi i have a full body ik setup (unreal body plugin) but the hands have a bit of offset with the skeletal ones, does anybody know how can i fix it?
I did a quick search and didn't see it on there, can I suggest https://vreue4.com/ as well? Since it is a very useful resource for Unreal development
Hi, I have a problem that has been bothering me for a while.
When I'm on my map via VR, it does this. I have no idea what it could be. Would anyone happen to know why this is happening ?
When I'm spinning, I'm spinning on an axis.
Thank you in advance
Hi! Could you help me please. My name is Maksim and I work as a junior XR developer and made a project for VR on UE5 (nanite+lumen). If I measure performance on a PC, I see stable 80-90 fps, Thanks to stat unit I see that the game takes about 2-3 ms. But if I connect Oculus 2 via usb cable and also enter stat unit, then fps immediately drops and shows game 30-40 ms.. Why does the game increase so much when connecting Oculus? And if anyone knows which program is the right way to look at performance at this moment? I tested Oculus Debug Tool and OVR Metrics Tool and they give completely different results.. Thanks!
I would also like to know
Does anyone have experience using the vr preview? I have been trying to playtest my game but when i do all i can do is look around with the hmd. I cannot walk around using the locomotion nor can i use the ui i have set up.
sounds like an issue with your controllers right? Never experienced that sorry
.
Hey guys, how do you test your game without having to put headset every 20 seconds? ahah
I know I could simulate but it would be nice to be able to move around and interact with objects and such without having to put headset again every single time. Anyone with some suggestion?
It would be but I am able to play other vr games
Btw in my current experience the vr mode causes crashes. However I cannot determine if it was wild vr is active or while you are placing items.
I'm trying to use VR Preview on the Virtual Production preset but it's only showing a black screen in my headset. I can see it's registering the headset tracking because the preview window on my monitor has a visible view of the environment and moves with the headset. I have the OpenXR and Oculus plugins enabled and am using a Quest 2 headset with a link cable. I also imported the VRPawn from the VR starter project (which works just fine). Any ideas why my headset screens are black? They do show some debug text but no camera view
Thanks but Im looking to use less my headset, not more ahah
Misunderstood you haha
i'm using vrexpansion with unreal body plugin , and the grasping hands from vrexpansion character have an offset ingame
What would be the best way to debug a memory crash for a device? Like as far as I know I can’t run from editor on it, only packaged builds.
Hi, I have a problem with the handtracking: I tested it before of making all my code, and it worked fine, during the half of my code, tested again(I mean, I made a package so I could see if that was working) and it was okay, now, I´m almost finished, didn´t really messed with the handtracking itself (didn´t edite the code that makes the hand work) and when I do package(well, a bit more of context: I made some buttons in the template, not buttons from widgets, but physical ones to press with my hands) my code for pressing buttons is not working anymore, when it actually works in the vr preview, what could it be? ): maybe i put too much event tick? ):
maybe it´s using the graphics from your proccesor and not the graphics of the GPU, I recommend you trying to deactivate the integrated graphics of your proccesor and test, also, update the drivers of the quest, your GPU and CPU
I will take a look at that but I find it odd that my other UE5 project works fine when using the VR starter project. This makes me think it could be a setting within Unreal rather than windows
I just have my VIVE on a chair beside me and I don't have to wear the HMD to test things. I just need to make sure the HMD is pointed towards my controllers so I can see them on the monitor mirrored display.
I also can also run the VR pawn in a FP mode (via PIE) if I just need to test basic interactions, overlaps etc.
Are you on a Quest or something that requires the HMD to be worn?
Yes I'm on QUEST! Thanks for the context, can you confirm what is PIE? Only bit I didnt get
ohh, yeah, probably is about it
PIE is just the Play In Editor I believe...or Play in New Window.
Is there any way to switch off the Quest's sensor so it is in a always on state?
Good question, I'll have to take a look if that's possible! Not as far as I know
Sorry to spam you with this, but does anyone really know how to solve this problem ?
when I rotate in place, in VR the character rotates all over the map.
you can disable it in meta quest hub application
I have a bit of a game design problem here. I have a melee combat and it applies damage if the weapon is travelling with high enough speed but now I have to make sure that the player is not just swinging the sword with his wrist in small motions. So I have to get the distance travelled between the swing start location and the hit location. How would you make that happen. I have been sitting here for an hour messing around with timers and vectors but can't come up with anything good
As a reward for the working solution I will give you the math for calculating on what angle your melee weapon hits the target so that you can only deal damage when you hit the target with the sharp side of the blade and not the sides or the back part of the blade 🙂
A few options come to mind:
-
Make a physics-based hand, and make the swords sort of heavy. The physics movements will inherently dampen the player's fast wrist movements. A good place to start with this could be the VR Game Kit.
-
If the above isn't possible, there could be a method that recognizes rapid changes in directional velocity at the sword tip. It might take some balancing, but:
Store the position of the sword tip on tick.
At a new frame, get the current position, and previous frame's position, and create a normalized vector. Store that.
Each frame, if the vector radically changes from the previous value (the point of balance), register a direction change.
If lots of direction changes happen every second, the player is flicking their wrist. Apply a reduced damage modifier as needed.
I know people generally recommend not to use too much tick, but for VR movements, I find it to be a very useful tool when used correctly. This shouldn't be too expensive for modern hardware, unless the game is multiplayer.
If you're already able to detect swing starts, that could be the beginning of a smarter method, though 🙂
- (the terrible option)
Dampen the player's swing movements using an RInterp node or something
My guess would be that this happens because your headset isn't in the centre of your play space. You need to find a way to make sure that as you move, your VR headset brings your player's capsule collision with it. Then when you perform a rotate, it will rotate the centre of your actor, which is where your HMD is.
There are a couple of ways of doing this:
- Use the VR Expansion Plugin. Its base VR Character classes take care of this for you.
- Write the method yourself, and offset the capsule on tick. If not careful, this will result in a lot of bugs, but it is do-able.
- I can't remember, but potentially the UE5 VR Template takes care of this too. Could be worth a look
Thanks so much for the reply, luckily I've sorted it out. The problem was that there were 2 Templates on the map (third-person and VRtemplate)
just remove third-person template and add player0 as main in VRtemplate
If your using a quest 2 over Link cable, can someone send me a pic of there usb dirver details from device manager . Im having issues for over a months now trying to get mine to connect again.
hey, some of my movable lights don´t work when I do package for my oculus, what could it be?
are you rotating with your mouse? If so make sure you've got another bit of math to make you orbit around your head / eye / camera, not the world origin
You may be limited to 1 movable light
I'm playing with the VR Template in 5.1.1 and I'm having trouble teleporting to a static platform that was spawned at run time. I've tried setting the navmesh recaster to dynamic, I've tried putting an invoker on my pawn. My spawned platforms are definitely inside the nav volume bounds, they have collision enabled and are solid to dynamic actors that I throw at them. Any ideas? Do my platforms need a nav component of some sort?
My platforms are just a plain static mesh with collision; zero behavior, no additional components, all settings are default.
The only thing that makes them unique, is that they were spawned in OnBeginPlay
This is how they're spawned
This is the BP being spawned, all options are default, its just a static mesh and I chose Floor_400x400 from the starter content
Goodmorning Friends .
How can i connect 2 or 3 VR Headset on same pc but each VR Can use its own instance ?
Not possible, unless you do some virtualisation magic
Thanks Sir
Hi everyone, whenever I grip an object in a VR game cannot interact with the UI. I have set the gripped object to ignore the UI channel.
-The interaction widget is tracing in the UI channel
-The UI is set to block in the UI channel
-The gripped object is set to ignore the UI channel
What may be the cause to this behavior? (edited)
You'll need to have a dynamic nav mesh, or skip the nav mesh , and do a different system entirely
also, happy to see that Augmented Reality has it's own channel now!
oh, how do I unlimit that?
also, I´ve been told Lumen is not available for Oculus if I package from 5.0.3, but is it able from the 5.1.1?
Movable lights have a big perf cost, so you'll need to read up about it on the unreal documentation - also if you have too many, the editor will just turn 'em off -
thank you
mostly VR uses tricks like static light baking or shaders that fake lighting
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Does anyone use VR IK Body plugin, I have some questions if they do
Lumen and Nanite do not work with AIO headsets at the moment
And just barely with PCVR
Also your avatar threw me off because that's Rimbaud and not Verlaine
hey guys i'm working on a vr flight sim and yesterday i scaled everything down by a factor of 10, to better manage the high speeds and distances before the engine and flight model starts to break. I have trouble with my scaled down vr camera as it seems that the eye distance stayed the same which is incredibly painfull to look trough as my virtual eyes are far apart. I havent found a setting for this on the camera and not in the project settings (i already tried "Eye offset for fake stereo rend device" ). Is there a way to overwrite the eye distance or a better way to scale the vr stuff down?
alright fixed it by setting "world to meters scale" in my vr pawn directly and changing controller and vr cam scales around
hi guys! I am having an issue in a vr project that i am making. Weird black pixels flickering…
Do you know what to do ?
@clear gyro does this also happen in the default Open World or Basic levels?
no no
@clear gyro hmm alright might have to do something with the sky setup then u could try to copy paste the sky setup from one of the default levels and paste that in your level ( temporarly delete the current sky and light setup in your level or try it in a copy)
i think i once saw something similair with a map from the marketplace that i migrated from an older version, if its not the sky may could also be something with the world material shader, but I'm just guessing.
@rain parcel Hey i tried messing around with the settings but nothing worked, i tried lights, i tried materials...i dont know can you think of anything else ?
Hello there, does anyone know why in VR the static lighting shadows which are baked only show on the left eye? On the right eye only dynamic objects cast shadows,
I couldnt really think of anything else, I'm sorry. Wish u good luck with the problem and your game!
it looks like a weird post process glitch, have you tried tweaking that?
are you using large world coordinates? / ue5?
yes
Post process glitch..how can i tweak that ? Can you help me ?
are you rebasing the world origin for the player to keep things local? Or perhaps running the simulations in origin space and just showing the player visuals of them in the plane?
its a multiplayer game so i dont wanted to go the rebasing way, and over mach 1 speeds also leaded to innevitable oscilation with my physical flight system. Scaling everything down by a factor of 10 at this point looks like the perfect solution as i can now have speeds up to mach 10 which is more then enough and doesnt drive the flight system at its limits and good looking landscapes up to around 100 / 1000 km² but havent really tested the landscapes and how far i can get from origin to the limits yet with everything scaled down
I've heard stories of fast multiplayer games going awry - if there's any way you can simulate the flight simulation in a smaller area it'll help the simulation since the numbers will be smaller and more manageable. GLHF!
HAHAH, it´s a combination: Ar(from Arthur)Verlaine like, Arthur Verlaine
Ohhh, I should have figured that out. I thought it was a play on AR. I've been stuck in this channel for way too long
Has anyone taken a look at the SharedSceneSample project provided by Oculus? I tried loading it up but can't seem to get it working properly
did you come to a conclusion on this? am looking into adding voice chat myself and it seems like there isn't a clear answer
No I haven’t, I’m thinking of rolling my own solution at this point
Thank you, I'm happy to roll my own. I just wanted to check first whether there was a common solution. 😁👍
@exotic carbon You can do something like actor tags or a component that is checked for to enable teleporting. You can even add ninja frogs that attack you from stealthy interdimensional portals if you're looking away from them too long while your teleporter beam is enabled
@vale sundial @subtle raft We've looked into Agora (https://www.agora.io/) previously. It's a cloud service that provides a teleconferencing backend. It's commercial of course
ohh this is interesting, thanks
How do others make a melee weapon collision? Do you use traces fire with tick or colliders? With colliders I ran into a problem where the enemy mesh has to simulate physics in order to get hit
And if I simulate physics on the mesh it goes into ragdoll mode
Hi guys, my PC VR program works fine on both my PC and laptop. However, when launched on the client’s computer, it only appears on the PC monitor, while the VR headset keep shows the “loading” message. It happens on both his PCs. Can you please advise what might be causing this issue?
UE: 5.1.1
MetaXR Plugin: V50
Device: both Meta Quest2 V50 with USB cable streaming
PS: the DebugGame package works fine on his computers.
Hello guys any idea how to restrict player from moving freely .. just keep movement on predefined path ?
I think you can just use a navmesh bounds volume and navmesh modifier volume for this. Press p in the editor to show the navmesh (the green stuff on the ground) btw https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntelligence/NavigationSystem/ModifyingTheNavigationMesh/ModifyingtheNavigationSystem/ ... This is assuming your locomotion system is designed to obey what the navmesh says is walkable on. The templates provided by Epic generally do this
Can i modify it at real time ? I mean i want the whole map open but on tutorial time i want to restrict movement on specific steps ..
An e.g here at 5:19 if you can watch please .
https://youtu.be/B8g06Mz446Y
What do you do if a fire breaks out?
Learn how to use fire extinguishers of different types, how to protect yourself from smoke and high temperatures, what to do in the event of a fire alarm and how to find an emergency exit from the building. Fire Safety Lab VR gives you an immersive experience of being in emergency.
Fire Safety Lab VR is on ...
Yeah theres an example of that at the bottom of the unreal documentation I believe. You have to scroll quite far down though mind you
Ok mate ... i will check it thanks for your time 
im surprised about the lack of tutorials or information on grabbing sub components of grippable vr object online considering so many vr games use it (ie. the slide of a gun). Cause the grip method in the template is just AttachTo but wouldnt that mean the component with detach from the rest of the actor if its not the parent?
anyone try this in vr yet?
https://www.unrealengine.com/marketplace/en-US/product/did-it-hit-plugin?sessionInvalidated=true
need more godot resources in there. it's great for vr
AHAHAHHAHHA I can see that HHAHAH
I wasn't a fan of how much trace spam it does
I was thinking that could be an issue
I originally wanted to just do overlap checks and compare simple primitives from sweep, but apparently that's a bigger pain in the ass to get than I thought
For now, I'm doing some trace targeting similar to what is done in Lyra for ranged weapons
I'm not working exclusively in VR mind
I'm thinking about doing non physics based melee combat, perhaps something similar to "until you fall" vr game
Does anyone know if it's possible to use the browser in a widget if I'm targeting the quest headset? I made a build and the widget is just white but it works fine in editor
I believe 5.1 or 5.2 adds that option
probably 5.2
Thanks I tried it in 5.0.3 but I'll try again in the latest
there was announcement about it somewhere, I'm not sure what server I got the message though. It might even be exclusive to the oculus branch engine
I took a look at this, but was already using agr-pro, and agr seemed easier, cleaner. Im using it for melee hit detection on quest.
Every time I try and do something physics based in VR I regret it. I was hoping the new physics components would replace my PIDs, but physics was still seemingly a jank fest. I vastly prefer tracing and faking physics.
"Every time I try and do something in VR I regret it"
fixed that for you
Hah. Actually its somewhat the opposite. It shocks me what can be done in quest with unreal. Its very sensitive if you do something not performant, and putting on the headset again and again is a pain ... and the quest drains its battery when plugged in, and the latest meta update broke my quest showing up on my pc .... ok .... nevermind, youre right.
ok, I might be a bit harsh sometimes, because when we do get something up and running well in VR, it is an absolute thrill and reminds me why i work in this medium
I'd like to pick your brain then
@jade kettleit's usually a complete disaster trying to get a solid system on quest. Especially between engine versions. I'm at a point where I'm just f it, going to grey box everything before even seeing what kind of shaders I can use. It's completely unreal's fault for not giving accurate previews in vulkan preview
In one of the recent Epic live streams on VR, I think they touched upon Vulkan
I can't completely remember. I mainly work with PCVR so I don't have experience with AIO devices
working in godot makes way more sense then unreal for quest. I'm learning it a bit too slow for my taste, but I'd like to move over to it as soon as I'm ready.
Sure, feel free to DM me
Lighting in right eye has no indirect lighting or GI
I have a project that has been working completely fine in 4.25. Jumped into VR a couple days ago and the lighting for the right eye had all but dissapeared. It seems to be that there is no inderect lighting or GI.
I have tried re-building the lighting a number of times and none of my blueprints have changed. i have not altered any of the project setting either.
Anyone had a similar issue and found a solution?
https://forums.unrealengine.com/t/lighting-in-right-eye-has-no-indirect-lighting-or-gi/474003/1
I have a project that has been working completely fine in 4.25. Jumped into VR a couple days ago and the lighting for the right eye had all but dissapeared. It seems to be that there is no inderect lighting or GI. I have tried re-building the lighting a number of times and none of my blueprints have changed. i have not altered any of the pro...
Oh hey! @quiet badger 👋 Was chatting a little with you through the Flat2VR Twitter account last week
Not sure if you saw Teddy's Cruelty Squad VR mod (for a Godot game), but a cool open source project to look over https://github.com/teddybear082/CrueltySquadVR-Modloader
Oh, screen space effects aren't even officially supported in Unreal? 🤔
haha hey what up fam?
yep, been chatting with them and other engineers at godot. Just found out a few of them live near me so I'm gunna try and get together at some point and talk xr development pipeline stuff
Hello.
Noob question, is it possible to Unpossess VR character? For debug purposes.
Preview Level Android Vulkan in VR Preview works in 5.2 (not Preview 1, but on GitHub and will be in Preview 2) 🤘
yes
should work in meta branch 5.1 as well
however it doesn't matter as this will never be accurate. it's an emulation running over d3d. Your desktop gpu is going to handle things differently than the quest would
for example, vulkan preview doesn't complain about how many custom uv coordinates I use, so my ocean shader works fine in editor. If I launch on quest it completely disappears because the mobile pipeline can't use more then x number of uv's.
you get no warnings about this anywhere, have to read the docs carefully and even then they are wrong about the number that is support between vulkan and opengl since the vulkan pipeline is forced through opengl first and that will strip what you can use
same reason mesh distance fields only work in sm5. I read the engine source and while vulkan could support it, everything is forced through gl pipeline first which doesn't support enough texture samples required in order to use that. So they macro flagged it off earlier in the pipline.
You don't run into issues like that in unity or godot, you have much much much more control over your render pipeline
I've tried to use F8 as normally do, but it does not work in VR, as it spawning new window. I've tried to find answers on the web but failed. How to do that?
ah you meant as in seeing a debug view where you escape the player
@quiet badgeryep, i need to debug spawned character
this is why I have a dual vr/non vr set up so I can run the character in first person mode and unpossess or simulate
I need to debug the ABP, as it seems it produces incorrect transforms. Generally i can pause the gameplay and check it, but not in VR.
same reason I use sim or fps
Yeah, in my case it's VR loco, so i can't use another controller.
Playing around with 5.2 Preview 1 on the VIVE...
...Lumen+Nanite+VSM working...stable 45fps with default features enabled on 2080ti...oddly it actually feels like 90fps and I have SteamVR motion smoothing disabled
...motion controllers are not displaying or tracking...with or without SteamVR plugin enabled...OpenXR plugin is enabled
...testing continues...
@hidden crest are you using the advanced input plugin? Did you add the openXR input context thingy?
Yes but I didn't open the context thingy (I completely forgot about that)...however I literally just added my VR mapping context to my pawn and then magically the motion controller appeared.
Let me know if you figure that out
I ended up just disabling SSGI to get around it for another project
I’ll try that out when I get the chance, thanks.
Hallo guys, I am trying to use HTC Vive for the first time for my app. I am wondering why all the buttons are not working? I can see the controller, but nothing happen when I press the button. Anyone knows the problem?
Are you working in PCVR? Are you using SteamVR?
Are you usign the VRTemplate? The controls should work properly out of the box in that example
Which version are you on?
For our project anyway, on 5.1, android preview has been quite similar to Quest
I got all my stuff working again on 5.1. Vulkan preview can look similar, but it's not going to be 1:1 till you deploy to quest and find out for some reason quest doesn't want to render your material. That happened to me with my completely opaque ocean material
lol
At least preview works in 5.1 now, in 4.27 it used to need an epileptic warning fr
I prefer to use default lit and run a blutility to toggle off all the features that mobile won't have. It's pretty identical to vulkan preview
@quiet badger The rendering features in the viewport or in the material itself?
n-nn-n--n-neat
here
Oooh! Thanks
can probably do more with it. If you add it to your ini or a plugin you can have it load at start up.
My game is stylized so I may have some additional stuff turned off
😄
whole game is emissive with material based lighting
Looks like a Gmod map somehow
can see it's unlit in the corner there
The grass texture
Fun
Modulate lights, or material parameter collection?
vertex lighting. rn it's via material parameter collection. skybox time of day drives some additional color curve stuff
I'm likely going to switch to gouraud as it's cheaper and I can get more dynamic fake lights
I've messed around with MPC lights for, like, a year (honestly I should be good with it by now but I aint lol)
But the clustered renderer in 5.1 is hard to compete with
yeah I've been at it for a year or two as well. just fighting the engine or the quest on either side the whole time
I almost bailed out to godot last week. I couldn't get my 5.1 working for a week or two due to some android and engine shit.
my test environment, excuse the jank
I would never go to unity. I tried that and I'd rather build all my tools from scratch in godot. it's so much better
I've worked a little bit in Unity, mostly Unreal, but does Godot support any of the fancy Oculus stuff?
like spacewarp etc?
Spacewarp's pretty huge for us, the draw calls are hell
it does pass through, dunno about spacewarp, but tbh I would never use that. it's ugly
I try to build all my stuff with openxr generic as much as possible
tbh I dig the artifacts on it, makes it look like motion blur on some things 😄
Like when you swing a sword fast or something
that makes it sound worse to me oof
xD
eh, but even stylized, having more detail is pretty nice in VR
bump offset, foliage, stuff like that
helps with depth perception imo
fog's great for that
agreed, I wrote a fake pbr system at one point
same vertex lighting, ran through fragment, inject fake reflections, normals, etc
made it look like classic halo, big fan of that still, just didn't have the headroom
The shader I used for my pbr material was actually one used for Unity, iirc 😄
some of the calcs were wrong here and got fixed later, but still very cool
Have you tried modulate lights though? Basically a sphere with a modulate blend mode on it
Overdraw's an issue, but then its not calculating light for each pixel, but just where that sphere is
Was a massive performance gain for me
another dude ported the doom glow effect too, which is a deforming mesh around the edges of an object
Ye, saw that one
I think that doomglow thing I saw on the same website as the modulate lights
TL;DR: Change BF_Zero to BF_SourceColor in this line and rebuild the engine. Divide the emission of your modulate material by half. Disable “Render after DOF”. Now your modulate materials will work without mobile HDR.
TL;DR: I’ve recreated the Doom Glow effect in a vertex shader and made it work for any convex planar shape. Grab the plugin here: https://github.com/hollowdilnik/GlowingQuad!
Yup
love that guy, he's in the oculus server too
Ah! neat
I think he's the one who told me about modulated lighting
again though I'm totally unlit so I don't think that works for me
most of the look here comes from vertex painted ambient color
The way he has it setup, it just multiplies stuff behind it
It's agnostic to whether its unlit or not
you can't walk through it though right
Funny thing is, unless you stencil it out I guess, it also applies to stuff like 3D widgets 😄
The modulate light?
You can, just need to figure out the depth testing yourself
If you just set it to reverse culling, then disable depth test, you'll see it as you're walking through it
I wrote a render target based lighting system that does a calc from packed data before. Was running fine at one point but something about 5.1 made it heavy. Would be better if I wrote it outside of material graph and blueprint
I have no idea what's going on here
above is an array of fake point lights moving in real time
oh fair
actors submitting their location and some shape info, then packs that data per pixel into a render target. then I have an hlsl function that extracts that and pushes it to gpu
I know someone who wrote a more efficient version of that somewhere
Ahh
yeah, it took me a dumb amount of time to think of that solution
I just have a massive MPC
Feel that, I tried everything over the last 2 years. been fighting the engine so hard.
and a for loop
ye
it's so lightweight and everything works. vulkan renderer needs some love, but they push updates so quick
Unreal doesnt like you to do things it doesnt expect you to do
which seems to be most things
its either fortnite or goodnite
I settled on not needing too much dynamic lighting. TBH, I kind of like the amount of control I get painting it. The ability to have some more dynamic lights would be great. Modulate can't really help me in a black room though. there's nothing to multiply against
yeeeeah
That's the biggest issue I was having
I ended up doing a sphere over the players head that got the lights from the MPC
And then you can have it make the scene darker by default, but keep it the normal brightness where the lights are
Or brighter
Great performance, but you have to get normals with DDX, and it really didnt work so hot for a wannabe realistic environment
I love having full color control. Can't do something like this with a lit
that kind of fall off to black?
Hm
Probably
Honestly, dont know enough about setting up lighting in Unreal to know if there's a good way of doing this
You could reduce light bounces maybe
Or turn up the contrast in the tonemapping prepass
how about here
I have tone map completely disabled
fullll color control
definitely can't do this either
probably could do it in godot with regular light because you have easy access to all the shaders
I mean
tell you what though, that emissive background would look kinda sick with GPU lightmass building it
samesies, with a really cursed way of doing dynamic sun shadows
sdf?
render target?
ooof
and stored the distances into a render target
if I could get mesh distance fields running in mobile ldr I could do some godly things
interesting, never thought of that
RIGHT?
what's messed up is that vulkan can handle it
I dont get whats the issue with, like, storing a second volumetric lightmass sorta thing with a single float per pixel for the distances
I checked source code and the only reason that vulkan doesn't support mesh distance fields is because it's forced through a gl pipeline first then vulkan at the end. gl doesn't have enough texture sample or some shit. so they gated it all off with macros and then at the top level gated it off again with an sm5 macro
😭
yeah, guess what engine doesn't have that problem
Unity?
godot
their dynamic lighting solution is sdf based
ye
anyway, our only hope is their figure something out with mobile deferred and steal back performance in other areas
after watching some break downs of breath of the wild, I'm pretty sure mobile deferred could win back what it loses in up front costs of the buffers
the Hollowdilnik guy mentioned it might be possible with a different buffer format, iirc
yeah, we looked into that before too, there's just no clear path for it at the moment
5.2 we get a 5% performance increase for quest
5% yoooooooooooooooooooooooooooooooooooo
5.3-5.4 they're talking about some other pretty big improvements. They even think they might get nanite working on mobile. No promises
well I did say earlier there was no decent reason for it to not work on mobile before
the code in the engine had a bunch of comments like "uhh come back to this later"
I don't think so, maybe
actually probably, mobile hdr is just sm5 I think
since when
5.1 I'm guessing
bruh I'm all in on mobile deferred if they get that shit working. I can keep using my current set up and flyyyyy
culling is still more overhead than not culling too
yeah, noticed a sizeable increase when disabled that
Sad
and auto instancing was still broken last I checked
the GPU scene one?
yeah
It hates WPO and instanced meshes for some reason
you can turn on gpu scene, but auto instancing doesn't actually work
plus if you have baked light with gi and something breaks your gi, it also breaks your instancing lol
But IG that's an ASW thing specifically, not just GPU scene
But if you have the two enabled at the same time, ALL instanced mesh components just cause a massive artifactfest
Oh that sounds wonderful actually
Making levels in VR is pretty sweet
I never found a good workflow for that. Would need to make myself tools
tbh, I just want to have something like crocotile or sprytile in vr
I just use SculptrVR, make a blockout there, export it as a model into Unreal and put meshes around it
poly modeling is something that would work well for me since I have a low poly style. It's the texture work I don't know what to do about. I wish I had those skills or could find someone who would actually want to be apart of something like this
how
These are taken from Quest through the Sidequest stream, iirc
hwhat?
;'y
the weird-ass linetraced sun shadows
And opaque grass
And I mean thats about it
gpulm?
nah, the one where I'm doing 1,000,000 line traces
And yeah, GPULM, probably
Though I dont really remember my lighting setup on this level
I fucking thought I pushed it on perforce before messing around with lighting some more
Turns out I didnt
So after I reverted it, just the blockout is left ;'y
I don't see what you mean with line traces. what are you doing?
So
I'm getting the players location
Then adding, like, 1000000 in the direction of the sun
And then do a 1024x1024 grid of line traces
Then I store the distance into a render target
And use that for the shadows
so it changes as you move around. is it convincing?
eh, +/-
They are distances, so you cant, like, blur them out
So you tend to see the pixels
My current SDF solution is much nicer, 1 sec
the screenshot is with the shadows on quest
definitely a bit of jank going on, and I'm fighting with holes in the SDF rn
that's very nice
But the soft shadows are sweet
more than jealous
;'y
I am sharing this video in the oculus server to make more people jealous
lol
only thing that bothers me is the bottom of the grass doesn't match the landscape color
yeee
virtual texture could solve that
muuuch better
I mean, I could use RVTs, but they're annoyingly expensive to sample, so
close enough
there's meant to be a way to sample the color beneath the grass too, I forget how that works
huh
like, from the landscape?
If there is, that'd be sweet
if your level is static and you don't do open world, any generic splat map will work though
🥵
yeah I'm same about open world
I just made one too
pawg
working on sailing too
Ah
essentially, if it was a good zelda mechanic, I want it
Yeah, I need to harass a guy about swimming lol
I have buoyancy and infinite ocean set up, been too lazy to do the hand motion code for swimming
time warps from Link to the past?
With info layers?
:y
world layers? I forget what they're called
gunna be straight with you, I've only played the 3d console zeldas
;'y
beers law?
what's dat
its a nice simple formula for calculating light absorption based on distance traveled
look it up in the material graph
lol
but it moves with the player and adjusts color based on height
it's all gersterner wave too. I tore apart the oceanology plugin and had to figure out a style
it also works with the day night cycle
need to rethink what the surface will look like. Anything good I've made the quest flat out refuses to render
that's a really good idea
I've messed around with trying to sample an RVT with a refraction offset
I mean it looks good, but then transparency's weird
I guess you could do that for a fully opaque little river or something
it's not even that. I'm fine with my stylized stuff, it's that I am using too many custom uvs for tiling and textures. it just... won't
;y
if I try to use it normally without the custom uv's, the scrolling animation is going to be choppy
hm
what, because of the precision?
I had that problem, but didnt think to use a custom UV
just set it to full
I was recently told full has no impact on performance but I don't believe that for a second
especially not in an open world tiling material
Honestly, I dont remember if I've tested on vs off
ALL my materials were full precision for the longest time though, coz of the material lighting
Again, maybe I shoulda done it through the custom UV, but I was doing mine in the pixel shader
ye
I use pixel for most of it, only thing I did in my vertex shader was run a forloop to check if a fragment is affected by a light or not
Does a fair bit for the performance, actually
I am just assuming this is my problem, but I don't actually know for sure
¯_(ツ)_/¯
guess I'll find out tomorrow or so
it's 2 am here and I should probably sleep now
hit me up anytime my dude. You're exactly the type of person I want to be talking to lately. 🙂
❤️
I am using VRTemplate, that is why I am so confuse, the input is not working
Could you share more information? Which headset exactly, what version of Unreal
What is the minimum lighting components required for quest2 VR? is a skylight enough?
You can go as low as you'd like, you can even just make everything unlit
A movable skylight is probably the simplest
can we still get 3d image(sbs) when instanced stereo off? overall image and effects works better when its off.
for example some particles wont render on right eye
you can even just make everything unlit
that's what I do, can scroll up a little and see
also how do you setup sequencer for vr? camera transform is always offset when playing the sequencer.
i dont need to record, camera location is not the same as i made in sequencer when previewing in vr.
ill try to edit blueprint
and for this?
i guess its only for performance but i want to make sure
Did you bind the VRPawn's location?
You should be working with the Camera or HMD Component in VRPawn
this helped me but when i look right camera turns left 
Unreal 5.1 I am using HTC Vive for the first time, it seems the input is not working. I can see the hand but I cannot grab or teleport
@short bloom I think there was a fix addressing vive controller input, not sure which release though
Hey, is anyone here familiar with the vr expansion plugin? I have been using it for basic stuff but I now want to use it to implement multiplayer. Is there some documentation or explanation on the template it has? It is a little confusing for a guy with close to no networking experience.
I'm having a hard time working out how to switch between a desktop player and a VR pawn. As you can see from the blueprint I've set up the number keys to switch between the two player controllers. These are both based on the default UE 5.1 template player controllers for VR and FPS. I can successfully switch back and forth between VR and desktop but the motion controllers don't activate successfully. I can look around as expected from the HMD but I'm locked in one location and unable to use the motion controllers in any way. They don't even show up in the scene. I've tried building the project without success also. If I launch from the editor directly into VR mode with the VR pawn everything works as expected but that obviously includes disabling pawn switching. I've hit a wall and I'm just not sure what else to try. As you can see, I'm definitely throwing spaghetti at the wall now. I'm using UE5.1.1 with the default open XR plugin for a quest 2 tethered VR experience. Thanks for any help you can give.
You're destroying the Player Controller when you should be destroying the Pawn
Thanks Victor. I did as you suggested and unfortunately, I'm getting the same result as before. I can possess the VR pawn and look around appropriately but I can't interact with the motion controllers in any way. I can always appropriately possess the FPS character and switch back to desktop mode without any trouble. If I manually switch the default pawn class between VR pawn and FPS character everything works as expected. Thanks for any help.
Curious about how you all have your development environments set up. Do you only put the headset on occasionally, and PIE most of the time? Do you put the headset on to test every few minutes? Do you do all your VR development inside the headset?
I've been doing all my dev inside the headset for years now, but lately its been crashing. There are too many moving parts to debug properly though; I use a quest pro -> air link to pc -> virtual desktop -> unreal. So I'm in the headset full-time, with huge virtual monitors, in an outer space nebula environment. Used to work great, but recently something updated and broke the chain. Now it works, but unreal crashes when I press escape to stop the game from running.
(Not looking for help to fix it, it'll fix itself before too long as updates come out for all the relevant software) I just want to know how you all do your development
I've now built the EXE a few times. In previous builds, I started with the FPS character as the starting pawn and then switched to VR. This exhibited the issues I mentioned above where I didn't have any motion controllers. With the next EXE build, I switched the default starting pawn to the VR pawn. VR is then built appropriately including the motion controllers. When I runtime switched to the FPS character, that did not work correctly and I was locked out of my WASD controls. In short, whatever pawn I start out with at runtime works correctly. The one I switch over to never works fully. It's something about the possession. I'm just not sure what. Thanks for any help.
Your logic is still flawed. You're referencing data that doesn't exist in your execution flow. I'd suggest you remove all of the input key 2 logic , and focus on only changing from FPS Pawn (set to default in Game Mode) to VR Pawn.
tried again yesterday still not worked, should I try in 5.2?
@short bloom are you getting input from any other VR devices?
I usually develop on my computer monitor, then when I test I take off my glasses, put on the headset, try it out. I then take off the headset, forget where I put my glasses, spend 15 minutes looking for them and then continue developing
yes, it works on other VR devices, that's why it is weird and confusing
@short bloom have you set SteamVR to be the active OpenXR Runtime?
Do you have multiple controllers paired in SteamVR?
Vr4ue.com documentation and discord.
There is a template project if you didn't know, it includes a multiplayer server browser widget too.
Yes thank you a lot, I forgot to delete it m, I found it today. Thanks anyways.
No need to delete, that way people see when they search
hi all, I have an issue with a Quest 2 project APK package
on 4.27, I'm launching a line trace from controller aim
it works fine on editor and windows build + link
but when i get apk build and install it to Quest 2, the line trace locations and rotations get weird
hdr fixes it but from what i know i cant get hdr to work with quest 2
anyone know what might cause this and the solution?
r.SceneRenderTargetResizeMethod is this still valid in ue5?
I have some people getting this crazy artifacting in one eye in my packaged game. Anyone know whats causing it? Im using GPU lightmass to build the lighting, Virtual textures/lightmaps
Could the new Nvidia studio driver be the cause?
try disabling HDR
How do I activate SteamVR in OpenXR Runtime? Maybe that is the solution. I have only the headset (Varjo X-3), HTC Vive lighthouses and controller paired in SteamVR
You shouldn't. In theory OpenXR should take care of it
You could try just using a pure SteamVR implementation to see if that fixes it. Then you need to activate SteamVR plugin and disable OpenXR
Also, anyone correct me if I'm wrong, but OpenXR is not exactly a runtime, but sits in between your XR program and your runtime. This runtime can be any, e.g. SteamVR or Meta, and OpenXR will adjust accordingly
I wrote a blog post covering textures and materials for mobile VR development if anyone is interested. It might help with those performance issues.
maybe I will give it a try to disable the OpenXR, and use only SteamVR.
But it will be deprecavted in the other release
Yeah, but it might help to pin down the issue
I don't have any experience with the Varjo though
What cotnrollres are you using?
@short bloom
HTC Vive
Anyone here using MetaXR for 5.1? I just tried it (was using OculusVR (Deprecated) and my app crashes with D/UE : Assertion failed: Index.IsExport() && ExportMap.IsValidIndex(Index.ToExport()) [File:D:/build/++UE5/Sync/Engine/Source/Runtime/CoreUObject/Public/UObject/Linker.h] [Line: 165] D/UE : D/UE : [2023.03.31-14.48.59:734][ 0]Assertion failed: Index.IsExport() && ExportMap.IsValidIndex(Index.ToExport()) [File:D:/build/++UE5/Sync/Engine/Source/Runtime/CoreUObject/Public/UObject/Linker.h] [Line: 165] D/UE : D/UE : [2023.03.31-14.48.59:735][ 0]LogAndroid: Error: === Critical error: === D/UE : [2023.03.31-14.48.59:735][ 0]LogAndroid: Error: D/UE : [2023.03.31-14.48.59:735][ 0]LogAndroid: Error: Assertion failed: Index.IsExport() && ExportMap.IsValidIndex(Index.ToExport()) [File:D:/build/++UE5/Sync/Engine/Source/Runtime/CoreUObject/Public/UObject/Linker.h] [Line: 165]
The "Active OpenXR Runtime" is defined by an environment variable: https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/XRDevelopment/OpenXR/openxr_prerequisites/
Learn how to install the OpenXR runtime and set up your projects for OpenXR.
Since you're using an XR-3 you should have it set to the Varjo OpenXR Runtime, and I recommend you use the Varjo OpenXR Plugin: https://www.unrealengine.com/marketplace/en-US/product/varjo-openxr?sessionInvalidated=true
The best and easiest way to determine which OpenXR runtime is active is by using OpenXR Explorer: https://github.com/maluoi/openxr-explorer
Do not use the SteamVR plugin, it's deprecated in 5.1 and we have removed it in 5.3
Have you tried deleting binaries and intermediate folders, and rebuilt the project?
HDR is not supported by Meta on Quest
The tried and true method. Thanks, works now.
Had a busy day creating a new tutorial to show how you can set up Smooth Locomotion for VR using Unreal Engine 5.1+ and the Enhanced Input System.
Hope it helps.
#UnrealEngine #VR #VirtualReality #SmoothLocomotion #gamedev #tutorial #unrealengine5
► Join the Discord: https://discord.gg/xw65fg7
► Description
I show you how to set up a Smooth Locomotion system using Unreal Engine 5.1, Open XR, and Enhanced input system all for use in Virtual Reality.
Check out the blog post for a detailed breakdown:
...
I want to kill my VR character off when it's velocity is too fast (like falling off a cliff). I want to avoid using the KIllZ volumes - having to create volumes all over my levels as they are massive (on the edges of cliffs, etc.). Is there an easy way to do this?
Followed it today, went in well. For those taking it, the written version helps while going through the tut.
set up a timer to run as often as you'd like, then check the velocity of the character and destroy it if it's above something you'd like
Thank you, glad it worked well and that the blog helped.
I think I've narrowed this down to AMD and 9s/10s GPU's. Do you guys think this be an artifacting glitch caused by GPU lightmass baked lighting and non-RTX graphics cards in VR? It only happens in one eye
How would I go about making a game cross platform between PC & VR?
You could try this. Lots of cross platform VR/Desktop PC elements out of the box. Bit of a learning curve to work out how it works - compared to default UE - but good overall. https://www.unrealengine.com/marketplace/en-US/product/advanced-vr-framework/questions Although I wouldn't use it if you are "totally" new to Unreal as its tricky working out what is default behavior and what was added by the framework...
Thanks. Just what I was looking for.
Could I make a 3rd person game and then implement cr?
Vr*¿
Yep. Definitely. Basically the elements it offers work both in VR and Desktop PC. If you look at their example levels, you can play these equally in VR or on Desktop. For example, set up a button in VR, and this should work just as well in PC. I recommend visiting their forum and checking out what other people are doing their first before you buy. It's not super expensive depending on your budget, but it's worth asking questions of the developers and describing exactly what you want before you commit.
Oh awesome it would be easier making the game as a third person and then moving up from that lol
Less of a headache going in and out of Vr constantly
as a pro vr dev, I always have a desktop capable testing client for multiplayer testing, but check things in the headset a lot for perf testting
alright sounds good thanks
I may be starting to high up in what I am wanting to do but I want to give it a try anyways
I am gonna start off with a single player concept and get it to a point I like and then make it multiplayer
That way I'm not starting off too advanced
My advice is make something small that's very fun, then expand it after the core is really polished for vr / desktop
and multiplayer is like making the game twice
but do it! There's tons of good resources and helpful folks around
Everytime I add a new input mapping (even an empty one with no input binding) to IMC_default, it makes the controller not move at all, the headset still moves, but the hands are stuck in a fix position. Removing the new input immediately fixes the issue.
Thank you for explanation. I used the other app for Runtime OpenXR. I am not sure it is doing the same thing. But this is the app that I am using.
https://github.com/WaGi-Coding/OpenXR-Runtime-Switcher
I use the Varjo OpenXR Plugin, with SteamVR App (to connect the controller and lighthouses). Should I also change the OpenXR-Runtime to SteamVR, instead of Varjo?
Hello im using 5.1.1 and experiencing black squares on the left eye, im using a Quest 1 and for the project MSAA but when using that as anti-aliasing, I loose framerate :(. Is there a way to change the amount of samples for FXAA. Should i use deferred rendering?
I use this for the OpenXR Explorer. I tried to switch between SteamVR and Varjo, but then it is still not working. I do not remember in which settings, the input works, but then the visual is very shaky (zooming in out and dancing side by side) like there is no tracking. I tried turning on and off the plugins (the other OpenXR, only leave out OpenXR and Varjo) but it is still not working.
A topic I RARELY see addressed: to build VR packages for android you need JRE..
The recommended JREs are distrubuted by Oracle, and need an account and have a license..
What happens if you want to sell the game/app??
Working on a VR flying / shooting game where you use your arms to flap your wings & trigger to shoot other players. Looking for people to test and give feedback! Here's a demo video - https://www.youtube.com/watch?v=8YXy9ri9hlM
Hi, I'm thinking about getting a vr kit for sculpting. I was wonder though if the ue5 vr editor allowed you to manipulate control-rig animations? I'm hoping I could create a kind of stop-motion puppet rig for making animations. something kind-of like what you see in this image:
Hello im still having issues using MSAA on Quest, using UE 5.1. I have Black squares on my left eye, and i cant have any reflections also 😦 it looks super glitchy
maybe try to use TAA?
Try Global illumination in Project Settings. Set to "None" and see what happens. I had something similar in PCVR and it turned out to be lighting related. Both Lumen and the other two other lighting settings caused issues.
Hello thanks for the tips, @short bloom from what i gather i should be using forward rendering to have a better performance, should i change it to deferred? @undone coral Will try that, but i think i turned all off. Im kinda struggling a bit here, i also do not see any post process effects, anyway is very hard for me to fully understand what works and doesn't , it feels a little bit like black magic. Also dont have any lights no stationary or movable, the scene looks unlit, i do have baked the light with static lighting
Disable Instance stereo perhaps? I had exactly the same issue and changing Global Illumination to None worked for me. One eye had black bits and artefacts.
Also, if you are building specifically for the Quest, there is a custom Unreal Engine Build that Meta releases for Quest (mobile only version I think?). They also have a plugin that you can download for UE app support. Plugin has just been updated for UE version 5.1.1 https://developer.oculus.com/downloads/package/unreal-engine-5-integration/ Try installing that too. Disable old OculusVR UE plugin if you are using it. Finally, Nanite is also not working properly in some instances on Quest. Remove it from your static meshes if you have enabled it...
Thank you will try all of this, i have no global illumination with lumen or nanite, and will try the instance stereo trick. Im using the openXR as my only plugin for VR
Instanced Stereo is only for PC. Mobile Multi-View is used on Mobile, and it's required on Quest.
Hallo, anyone has experience replacing Ultraleap hand in Unreal for VR? I cannot find any documentation for it. Because it seems that HTC Vive controller is not working at all, even in 5.2. I tried all but still there is no input
Hello everyone
Please share blueprint image for Opening door in VR MODE
Hi, I have a problem. Why is the light behaving so strangely ? All the light is baked and the reflection is on none. Does anyone know why the light is flickering ?
I'm trying to do Virtual Scouting in VR with my Quest Pro, has anyone been able to do this?
I was able to connect the Pro to Unreal using SteamVR but the motion controllers aren't doing anything
I'm using the OpenXR plugin
Do I need to enable the MetaXR plugin? Do I need to set up an Android SDK or can I just use SteamVR?
I added the modular house to the GDXR VR Template and it looks like this
I deleted the lamps and still had the same problem but when I did this in another template it word fine any idea why?
hello guys i was followed this tutorial for VR interaction in UE5, https://youtu.be/kM27HYbpvc0 but my trigger input is not working!
Ready to take your Virtual Reality experiences to the next level in Unreal Engine 5? This video will show you how you can build 3D user interfaces that you can interact with using your controllers.
00:00 - Video Intro
00:30 - Widget design and blueprint setup
04:00 - Widget interaction component
09:03 - Pressing buttons
12:43 - Final result
13:...
is there any plugin for unreal engine to see stats or profiling in the headset
Hey, just a preference question. I have UE 5.1 and unfortunately static lights inside blueprints just won’t bake. Therefore I resorted to setting all lights in blueprints or actors to movable. At this point should I just enable lumen or will it tank my performance too much in VR?
no need for metaxr if you make a pcvr game
Have you experienced a problem where, when you move your headset in a different direction, there is a shaky and unstable feeling, and the sensitivity of the HMD seems to become erratic? However, if you change the pixel density to something else and then back to default, the problem goes away. Sometimes, you have to do this a few times to fix the problem. Do you know of a solution for this issue? This issue only seems to happen when you try to play a game that is either standalone or packaged. However, it works fine when you preview it in VR.
My new Build is Up, and I am looking for some people to kick it around some.
On my machine I am get 140fps. I’d like to know what frame rates other are getting.
Please check out the 50 second trailer, and let me know if it is something you’d be into.
This is the Steam Store page:
https://store.steampowered.com/app/2298140/RUN_GUN_ZR/?beta=1
DM me for free Beta Keys, or go to the Discord server on the store page.
Thanks in advance.
A new take on the Infinite Runner, now in VR. Dodge, Jump, and Vault with both hands as you make your way through infinite obstacles and Zombies. Unlock more weapons to help you progress further. How far will you go? Maps are randomly generated, so you'll get a different layout each time. The only thing you can count on, is eventual death.Please...
2023
Its for virtual production
Johnathan, do you have any tutorials on how to add a mesh body with IK in VR? There is nothing good I can find. There's UBIK but i cant get that to work and FBIK i have no idea how to use. Any help would be appreciated. Ive spent weeks looking at this to the point of almost quitting UE
for people who own a ps vr 2, how do you dev for that in unreal?
like, I dont believe you can just plug it in and make the headset work with pc, right?
like, is there an alternative to being a playstation partner, like downloading a custom version of unreal for it?
how did boneworks do it's enemy locomotion and ai? Anyone know what to look into, what keywords I need to learn how to get the loose, springy animation and AI you get from the enemies there?
What I mean to say is, the AI animation and behavior, like the SPOT robot dog from boston dynamics, where if you push the actor, they will try to keep balance and stay on their feet? I know I need IK rigs and such, but enemy AI is so rigid in all my tests, don't know where to go from here
Unfortunately I don't have a tutorial for this. Setting up VR IK and doing it well, isn't an easy/quick thing to do Unfortunately.
Don't use Lumen and Nanite and it'll be fine
You'll have to also transition to an OpenXR workflow
If you haven't yet, as that will be the standard going forward
Knowing what you know about this, how would you go about learning about OpenXR if you were a complete beginning for using it? I've heard about it and if it means I get to escape Steam VR Binding crap, I'm all fori t
Oh right, and UE5 is transitioning to the #enhanced-input-system so that's another change