#virtual-reality

1 messages · Page 5 of 1

radiant sundial
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you can also try starting the application through command line with "game.exe -vr" which does the same as the above checkbox.

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this can be useful is you want to support both vr and non vr play.

little marsh
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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.

rocky nexus
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does sidequest work? it uses adb as well

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did you enable sideloading? pretty sure that is per device

little marsh
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Fixed it by downloading sidequest and I also forgot to switch to developer in the Oculus Mobile app

trail shale
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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

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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?

zinc kettle
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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.

zinc kettle
little marsh
silk lava
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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.

trail shale
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What's the common reason VR won't work in the VR Preview but works fine in StandAlone?

silk lava
trail shale
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that's not it I think, I restarted the editor and steam vr

trail shale
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apparantely if the action manifest is off, it won't do it in VR preview

undone coral
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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.

rare elk
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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.

neon monolith
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Hey! This is already checked by default.

neon monolith
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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,.

jade kettle
neon monolith
jade kettle
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Yeah, thought it might work like webcams where the video stream can't be used by two programs

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damnit

neon monolith
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Yh, It did go trough my head aswell..

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what I've was thinking today, but I wasnt able to verify properly..

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Is that My environment is inside a blueprint..

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Including the floor

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So my pawn techinally spawns in thin air and then a specific environment, all inside a blueprint spawns below me

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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..

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(which still doesnt explain why it works in preview normally, and not in packaged build)

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But I put a mesh as a floor

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Verified it working in preview

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and same issue happens in build

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also, my teleport doesn't work and I do have a nav mesh

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and teleporting not working is also problematic, since maybe it is the same issue why i start on the floor

dreamy ivy
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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

------------------------------------------------------------------------------...

▶ Play video
rocky nexus
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you can open vr template and take a look

dreamy ivy
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the VR pawn does not have collisions by default so teleporting through a collision won't trigger it.

  1. Open the VRPawn
  2. Select the HMD Component (Static mesh)
  3. Set collision preset to overlap all.

Now it should trigger the collision box when your head enters it.

neon monolith
# dreamy ivy I keep getting asked questions about the new MetaXR plugin not working with UE5 ...

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?

dreamy ivy
neon monolith
silk lodge
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did you setup your tracking origin?

neon monolith
neon monolith
silk lodge
neon monolith
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Yh, the default vr pawn from the tempalte already does it aswell

dreamy ivy
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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.

neon monolith
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In a previous version of the project, I was running with controlers, from an .exe without steam vr installed on the pc even

dreamy ivy
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did it break after adding the Meta XR plugin only.

silk lodge
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is your pawn getting deleted by spawn collisions?

neon monolith
dreamy ivy
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in the meta xr plugin have you enabled Hand tracking support?

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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.

silk lodge
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I've seen hand tracking work with oculus quest pro on desktop

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in editor

neon monolith
# dreamy ivy in the meta xr plugin have you enabled Hand tracking support?

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.

neon monolith
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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.

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Also, chaging my XR API to epic native, makes the project crash on startup -

sacred yacht
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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.

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I've been trying to get help from Meta for over a month, and they keep giving me the runaround.

neon monolith
hidden orchid
hallow knoll
chilly ocean
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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.

neon monolith
glad cliff
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Maybe anyone tested Oculus Passthrough in UE5.1? Is it works well?

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Look in VRTemplate how teleportation works. You can add same logic on trigger box overlap

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You can call Actor::Teleport, when player overlap trigger box

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And you should set collision between box and actor properly

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Is it work for third person?

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So set up collision on VRPawn like you set it for third person player

rocky nexus
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doing few tutorials could help, they guide you how to do stuff. asking suff like that on discord isnt very efficient

polar marsh
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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)

rocky nexus
polar marsh
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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.

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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.

limpid widget
crude herald
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Hey all, vr project on quest 2, but set display frequency doesn't seem to work. What am I doing wrong? UE5.0 latest

polar marsh
silk lodge
polar marsh
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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.

polar marsh
simple kraken
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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!

hallow knoll
crude herald
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it feels kinda nostalgic to read a message from you 😄

rain parcel
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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.

hallow knoll
rain parcel
hallow knoll
# rain parcel 5.1

We fixed input issues w. WidgetInteractionComponent in 5.1.1, I'd suggest you update 🙂

rain parcel
hallow knoll
silk lodge
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@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?

hidden orchid
hallow knoll
silk lodge
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Thanks!

jade kettle
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Sometimes the tracker roles were there in the editor, sometimes they weren't

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Also I'm liking the new general OpenXR implementations while vendors release plug-ins for device specific functionality

granite willow
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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?

lofty wagon
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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

crude herald
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well, that could help. Sad that I have to go the C++ route

crude herald
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btw that worked

trail shale
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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

dreamy ivy
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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?

trail shale
dreamy ivy
trail shale
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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

dreamy ivy
fierce oriole
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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..

fierce oriole
jade kettle
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ahh cool, in Dutch we call them a suppoost

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i never knew the english word

hallow knoll
hallow knoll
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And we spend less time managing device/platform specific PRs, allowing us to focus more on the core that applies to all devices

jade kettle
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it just makes sense

jade kettle
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Does the Quest complain if they're outside the guardian?

fierce oriole
jade kettle
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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

feral smelt
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Hi, anyone have an information about build AR for windows with unreal ? (Exe format)

humble crow
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hey how to make box collision only overlap on actor but not with VR controller pointer laser?

grim solar
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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?

grim solar
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oculus quest 1 on link

grim solar
glad cliff
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do you use metaxr plugin?

grim solar
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no

grim solar
worldly peak
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When I press UI button on VR I can't send any inputs at all until I press my real left mouse button

timid crow
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Hi, what's the way for VR local networking in standalone app running on quest 2? @hallow knoll

jade kettle
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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

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I'm testing co-location between two headsets and I've got a matching tracking and environment

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Now to test it in-game

jade kettle
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Ah, VRExpansionPluginExample's pawn just has it it looks like

jade kettle
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Do command line options work when starting a VR Preview?

worldly peak
vale sundial
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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

plain apex
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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?

jade kettle
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So right now, if you need to use Vive Trackers, you will need to use SteamVR in lieu of OpenXR

plain apex
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ohhhhhhh ok, so having them both enabled right now wouldnt necissarily work, at least the way its meant to

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so rn its more of a notice than a hard rule, thats good to know

jade kettle
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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

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And any bugs or issues won't be immediately addressed

plain apex
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gotcha, i thought deprecated meant jump ship and learn the new suggested workflow that has already been implemented

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which i guess to some extents it has been, just not for vive trackers

jade kettle
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Yep exactly

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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

idle marten
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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

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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

noble stump
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any free plugin for VR interactions

crude herald
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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.

short bloom
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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.

spring rivet
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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.

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How is nowadays the situation? Is the version 5.1 mature enough in VR?

short bloom
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I think it is good. But based Lumen and Nanite is not stable yet for VR

jade kettle
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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

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What replication trickery is going on here

silk lodge
woven dragon
short bloom
# woven dragon Attach the widget to one controller and point with the other?

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. ...
▶ Play video
crude herald
spring rivet
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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

jade kettle
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Ok, so the camera in the VRPawn has the flag LockToHMD on, which means it will follow the HMD movement no matter what

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You will have to deactivate that, and add your own implementation to link the HMD movement to the player camera

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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

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like do it too much and people will fall over

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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

ebon sorrel
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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.

ebon sorrel
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I don't know what this actions thing is, or where to look on my pc to inspect this even

jade kettle
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I think the VR Edit mode has been deprecated, in the future a new XR editing framework will come out

jade kettle
ebon sorrel
jade kettle
# ebon sorrel Oh man! Really!? Shiiiiiiiiiiiiit I just spent a couple of months after work imp...

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...

▶ Play video
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Actually nevremind that

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I just checked the top comment, it has indeed been deprecated

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Also you might be the only person I know who actually used i t 😅

ebon sorrel
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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

jade kettle
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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

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Right now, I don't think VP productions are running 5 yet

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Or are currently transitioning to it

ebon sorrel
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That's a good point.. Can I take my project back into 4.27? Is that possible?

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I guess I can migrate the assets

jade kettle
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No

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You can only move forward

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At least with the migration tool

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I actually don't know about changing versions to an older one

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By right clicking on the .uproject. Backup your project fisrt and try it I guess haha

ebon sorrel
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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!

jade kettle
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You're welcome, anything to avoid doing the work I'm actually getting paid to do

ebon sorrel
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Happy to help then 🙂

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What are you supposed to be chipping away at today?

jade kettle
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Can't really say exactly what, but the company i work for is in my profile bio

tidal flax
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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

pale ember
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Does anyone know why my left Eye is rendering like this? Right eye is fine. Oculus Quest 2

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Looks like the vertex buffer is garbage or something

pale ember
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Looks like disabling 'Enable GPUScene on mobile' did the trick

dapper turtle
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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.

hallow knoll
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The old Virtual Scouting plugin still works w. the SteamVR plugin

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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 🙂

jade kettle
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Thanks for adding!

noble stump
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aby free hand mesh with animation

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any*

light seal
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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

https://pastebin.com/nN3aJGKH

timid crow
jade kettle
brisk sun
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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?

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Has anyone seen anything similar or have any ideas on how to solve?

limpid widget
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Is VR enabled? Might missing a "Enable HMD" Node?

brisk sun
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It seems that calling HMD Data and printing out the device name does return MetaQuestPro, so that is valid

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But when I call GetMotionControllerData, the interaction profile is khr/simplecontroller

silk lodge
silk lodge
limpid widget
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Hey did you get this fixed?

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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

idle marten
# limpid widget Hey did you get this fixed?

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

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so.. it's not anything itself really.. its just what happens when you can't make 80 fps on a quest

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kind of annoying honestly..

limpid widget
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It is really weird, without this annoyance it would be 72 fps which is my target.

rocky nexus
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if its doing ASW, it means it cant keep up

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ovr metrics tool can tell you if that is happening

lucid ivy
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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.

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I should also clarify that this is just from the VR Template that comes with UE 5.1

cinder shadow
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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.

brisk sun
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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 😄

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Unsure if this is related but every time I open the project from Visual studios it stops at this breakpoint

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And when I launch the game it throws up this one

glad cliff
dusk halo
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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.

hallow knoll
fiery cloud
hallow knoll
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@silk lodge the FFR issue will be fixed in an updated version of the MetaXR plugin that should go live soon

silk lodge
cinder shadow
dusk halo
shadow nimbus
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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.

pale ember
#

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...

sinful night
#

metaxr plugin is for oculus games right?

gusty cobalt
#

Hello

#

How to pack ar project for android

sinful night
#

do these work when you do pcvr-lumen?

noble stump
#

can someone tell me few good plugins/assets from the Marketplace for interactions in VR

brisk sun
#

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?

coral swallow
#

anyone tried doing grip functionality with a physics handle or would it just be best to go with like the standard AttachToComponent

tired tree
#

@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.

coral swallow
tired tree
#

@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

coral swallow
#

Aight awesome cheers!

brisk sun
#

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

jade kettle
#

Also I'm kinda getting lost with the relation between SteamVR and OpenVR

hallow knoll
jade kettle
#

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

paper lintel
#

Any idea where to find the SDK section is in the launcher I can't find it!
This is in reference to this tutorial:

paper lintel
#

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

real osprey
#

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

sturdy coral
#

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

noble stump
#

please suggest some good assets/plugins for vr interactions

jade kettle
fluid crow
#

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 ...

▶ Play video
real osprey
# sturdy coral it just mainly looks like you are using a headset with headset tracked controlle...

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...

▶ Play video
forest basin
#

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

tulip oriole
#

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

brisk sun
#

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

tulip oriole
brisk sun
tulip oriole
#

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

hallow knoll
brisk sun
#

Sad times, not for me... 😄

sturdy coral
sturdy coral
#

and both can have issues down at sides

real osprey
#

Oh good to know thank you @sturdy coral could you maybe help me with the snap turn on a roomscaled vr charakter ?

sturdy coral
hallow knoll
#

The VR Template Teleport function has an example of how that can be done

real osprey
silk lodge
hallow knoll
haughty pewter
#

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?

sturdy coral
#

and even if it is enough try reseating the connections

noble stump
#

anyone worked with telsasuit are the batteries included in suit?

haughty pewter
coral swallow
# tulip oriole Hi guys, just a simple question. I'm trying to rotate my characters body when th...

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);
}```
tulip oriole
granite willow
#

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.

glad cliff
steel badger
#

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

jade kettle
#

welp that's a new one for me

#

i like it though haha

hallow knoll
#

I saw that myself sometime between 5.0->5.1, but I haven't been able to reproduce it since 🤔

steel badger
#

5.1

steel badger
#

So I deleted all type of reflections and the skylight and that fixed it for me

solemn canopy
#

when playing romtely on meta quest pro by vr preview, suddenly crashed and come up this message..

worthy aurora
#

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?

glad temple
#

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 -.-

jade kettle
#

Are there any Magic Leap specific functionality you need to implement?

glad temple
#

@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

jade kettle
glad temple
#

Awesome! Thanks

raven cypress
hallow knoll
left ember
worthy aurora
left ember
left ember
# neat lava incredible stuff

Also, Please consider RT'ing or sharing in your network. It is INCREDIBLY difficult to get some eyeballs on it! Thank you.

earnest willow
#

quick question is there a way to change the window size when building a VR project or launching a VR preview

silk lodge
left ember
gray thunder
#

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.

gray thunder
#

Please at me if you know why this is randomly happening. It is my main means of testing

unique shell
gray thunder
#

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

unique shell
#

Wish I could help you

gray thunder
#

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

kind heart
gray thunder
#

thank u

whole nimbus
#

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?

whole nimbus
#

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

rocky nexus
#

thats the cost of better performance

worldly coral
#

🥲

spiral willow
#

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?

leaden swan
#

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?

#
Epic Developer Community Forums

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...

prisma sapphire
#

Hey guys does anyone know if its possible to add post process effects (night vision) in VR?

gray thunder
#

Anyone know if lumen plays well with vr?

clear gyro
#

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 ?

sturdy coral
silk lodge
left ember
#

the lighting has two parts. 1. characters are lit for shading, offline. 2. for dynamic lighting, the lightmap was used in-game

left ember
spiral willow
atomic drum
real needle
#

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 🙂

hallow knoll
hallow knoll
spiral willow
gray thunder
#

Dang I am unsure how to switch off from lumen. I can find the settings but they are greyed out

sinful night
#

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.

hallow knoll
gray thunder
#

Ok

#

Does anyone know what lighting I should switch to?

gray thunder
#

or anything that would run better in vr

sinful night
gray thunder
#

.....

warm sand
#

hey guys, is it posibble to import Bloom to oculus quest 2 from UE5?

gray thunder
#

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

gray thunder
#

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

wooden chasm
#

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?

fiery cloud
gray thunder
#

Is the hand off for the blueprint or off in game?

#

@wooden chasm

magic delta
#

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

gray thunder
#

Has anyone seen this error

#

The far bottom and top few

woven gazelle
#

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!

gray thunder
#

I would also like to know

gray thunder
#

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.

spiral willow
#

.
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?

unique shell
gray thunder
#

It would be but I am able to play other vr games

gray thunder
#

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.

eternal pasture
#

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

spiral willow
unique shell
#

Misunderstood you haha

wooden chasm
glad temple
#

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.

warm sand
#

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? ):

warm sand
eternal pasture
hidden crest
# spiral willow sounds like an issue with your controllers right? Never experienced that sorry

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?

spiral willow
hidden crest
spiral willow
magic delta
#

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.

rocky nexus
worldly peak
#

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

worldly peak
#

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 🙂

distant vortex
#

A few options come to mind:

  1. 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.

  2. 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 🙂

#
  1. (the terrible option)
    Dampen the player's swing movements using an RInterp node or something
distant vortex
# magic delta Sorry to spam you with this, but does anyone really know how to solve this probl...

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:

  1. Use the VR Expansion Plugin. Its base VR Character classes take care of this for you.
  2. 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.
  3. I can't remember, but potentially the UE5 VR Template takes care of this too. Could be worth a look
magic delta
ashen dome
#

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.

warm sand
#

hey, some of my movable lights don´t work when I do package for my oculus, what could it be?

silk lodge
silk lodge
exotic carbon
#

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

jovial trench
#

Goodmorning Friends .
How can i connect 2 or 3 VR Headset on same pc but each VR Can use its own instance ?

jade kettle
jovial trench
hidden flame
#

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)

silk lodge
#

also, happy to see that Augmented Reality has it's own channel now!

warm sand
#

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?

silk lodge
# warm sand oh, how do I unlimit that?

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 -

silk lodge
#

mostly VR uses tricks like static light baking or shaders that fake lighting

desert meteor
#

When two alien abductees return to earth, the inhabitants of a small town are forced to deal with the resulting havoc and chaos.

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*We're an EPIC GAMES (creators of For...

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strange matrix
#

Does anyone use VR IK Body plugin, I have some questions if they do

jade kettle
#

And just barely with PCVR

jade kettle
rain parcel
#

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?

rain parcel
#

alright fixed it by setting "world to meters scale" in my vr pawn directly and changing controller and vr cam scales around

clear gyro
#

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 ?

rain parcel
#

@clear gyro does this also happen in the default Open World or Basic levels?

clear gyro
#

no no

rain parcel
#

@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.

clear gyro
#

@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 ?

boreal chasm
#

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,

rain parcel
silk lodge
silk lodge
clear gyro
silk lodge
#

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?

rain parcel
# silk lodge are you rebasing the world origin for the player to keep things local? Or perhap...

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

silk lodge
#

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!

warm sand
jade kettle
knotty smelt
#

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

subtle raft
vale sundial
exotic carbon
silk lodge
#

@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

jade kettle
#

@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

Agora

The Real-Time Engagement Platform for meaningful human connections.People engage longer when they see, hear, and interact with each other. With Agora, you can embed vivid voice and video in any application, on any device, anywhere.

subtle raft
#

ohh this is interesting, thanks

worldly peak
#

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

frigid carbon
#

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.

jovial trench
#

Hello guys any idea how to restrict player from moving freely .. just keep movement on predefined path ?

rotund glen
# jovial trench Hello guys any idea how to restrict player from moving freely .. just keep movem...

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

This guide shows how to modify the Navigation Mesh in Unreal Engine.

jovial trench
# rotund glen I think you can just use a navmesh bounds volume and navmesh modifier volume for...

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 ...

▶ Play video
rotund glen
jovial trench
coral swallow
#

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?

quiet badger
quiet badger
warm sand
radiant garden
quiet badger
#

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

radiant garden
#

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

quiet badger
#

I'm thinking about doing non physics based melee combat, perhaps something similar to "until you fall" vr game

spark vapor
#

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

quiet badger
#

probably 5.2

spark vapor
quiet badger
#

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

outer flicker
outer flicker
jade kettle
outer flicker
#

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.

jade kettle
#

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

quiet badger
#

@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

jade kettle
#

I can't completely remember. I mainly work with PCVR so I don't have experience with AIO devices

quiet badger
outer flicker
junior glacier
#

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

#

Oh hey! @quiet badger 👋 Was chatting a little with you through the Flat2VR Twitter account last week

junior glacier
# quiet badger working in godot makes way more sense then unreal for quest. I'm learning it a b...

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

GitHub

A VR Mod for the Steam game Cruelty Squad, made with the Godot Game Engine, GodotXR asset and Godot XR Tools asset - GitHub - teddybear082/CrueltySquadVR-Modloader: A VR Mod for the Steam game Crue...

#

Oh, screen space effects aren't even officially supported in Unreal? 🤔

quiet badger
wraith sky
#

Hello.
Noob question, is it possible to Unpossess VR character? For debug purposes.

hallow knoll
quiet badger
#

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

wraith sky
# quiet badger yes

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?

quiet badger
wraith sky
#

@quiet badgeryep, i need to debug spawned character

quiet badger
#

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

wraith sky
#

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.

quiet badger
#

same reason I use sim or fps

wraith sky
#

Yeah, in my case it's VR loco, so i can't use another controller.

hidden crest
#

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...

silk lodge
#

@hidden crest are you using the advanced input plugin? Did you add the openXR input context thingy?

hidden crest
junior glacier
#

I ended up just disabling SSGI to get around it for another project

boreal chasm
short bloom
#

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?

jade kettle
#

Are you usign the VRTemplate? The controls should work properly out of the box in that example

jovial grove
quiet badger
jovial grove
#

lol
At least preview works in 5.1 now, in 4.27 it used to need an epileptic warning fr

quiet badger
#

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

jovial grove
#

@quiet badger The rendering features in the viewport or in the material itself?

quiet badger
jovial grove
#

n-nn-n--n-neat

quiet badger
jovial grove
#

Oooh! Thanks

quiet badger
#

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

jovial grove
#

Stylized sounds nice
Wish we were doing stylized

#

Instead I'm making an abomination

quiet badger
#

wish I had artists, instead I'm testing using assets from zelda

jovial grove
#

😄

quiet badger
#

whole game is emissive with material based lighting

jovial grove
#

Looks like a Gmod map somehow

quiet badger
#

can see it's unlit in the corner there

jovial grove
#

The grass texture

jovial grove
#

Modulate lights, or material parameter collection?

quiet badger
#

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

jovial grove
#

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

quiet badger
#

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.

jovial grove
#

😄

#

I yell at the dude I'm workin with every now and then that we shoulda used Unity

quiet badger
quiet badger
jovial grove
#

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

quiet badger
#

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

jovial grove
#

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

quiet badger
#

that makes it sound worse to me oof

jovial grove
#

xD

quiet badger
#

I like crisp, high fps

#

if I wanted realism I'd go outside

jovial grove
#

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

quiet badger
#

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

jovial grove
#

The shader I used for my pbr material was actually one used for Unity, iirc 😄

quiet badger
jovial grove
#

Have you tried modulate lights though? Basically a sphere with a modulate blend mode on it

quiet badger
#

doesn't work well on quest

#

had a friend write a plugin for it though

jovial grove
#

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

quiet badger
#

another dude ported the doom glow effect too, which is a deforming mesh around the edges of an object

jovial grove
#

Ye, saw that one
I think that doomglow thing I saw on the same website as the modulate lights

quiet badger
jovial grove
#

Yup

quiet badger
#

love that guy, he's in the oculus server too

jovial grove
#

Ah! neat

quiet badger
#

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

jovial grove
#

The way he has it setup, it just multiplies stuff behind it
It's agnostic to whether its unlit or not

quiet badger
#

you can't walk through it though right

jovial grove
#

Funny thing is, unless you stencil it out I guess, it also applies to stuff like 3D widgets 😄

jovial grove
#

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

quiet badger
#

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

jovial grove
#

I have no idea what's going on here

quiet badger
#

above is an array of fake point lights moving in real time

jovial grove
#

oh fair

quiet badger
#

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

jovial grove
#

Ahh
yeah, it took me a dumb amount of time to think of that solution

#

I just have a massive MPC

quiet badger
#

Feel that, I tried everything over the last 2 years. been fighting the engine so hard.

jovial grove
#

and a for loop

quiet badger
#

and yanno

#

you don't have to with godot

jovial grove
#

ye

quiet badger
#

it's so lightweight and everything works. vulkan renderer needs some love, but they push updates so quick

jovial grove
#

Unreal doesnt like you to do things it doesnt expect you to do

quiet badger
#

which seems to be most things

jovial grove
#

its either fortnite or goodnite

quiet badger
#

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

jovial grove
#

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

quiet badger
#

I love having full color control. Can't do something like this with a lit

jovial grove
#

I mean, you could with baked lighting

#

maybe not 1:1, but close 😄

quiet badger
#

that kind of fall off to black?

jovial grove
#

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

quiet badger
#

how about here

quiet badger
#

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

jovial grove
#

I mean
tell you what though, that emissive background would look kinda sick with GPU lightmass building it

quiet badger
#

haven't tried it yet

#

but remember, I have a full day night cycle

jovial grove
#

samesies, with a really cursed way of doing dynamic sun shadows

quiet badger
#

sdf?

jovial grove
#

yeah 😄

#

My previous method was cursed-er

quiet badger
#

render target?

jovial grove
#

The previous one? Yeah

#

I did 1000,000 traces asyncronously

quiet badger
#

ooof

jovial grove
#

and stored the distances into a render target

quiet badger
#

if I could get mesh distance fields running in mobile ldr I could do some godly things

jovial grove
#

no performance cost on Quest btw

#

Async rules

quiet badger
#

interesting, never thought of that

quiet badger
#

what's messed up is that vulkan can handle it

jovial grove
#

I dont get whats the issue with, like, storing a second volumetric lightmass sorta thing with a single float per pixel for the distances

quiet badger
#

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

jovial grove
#

😭

quiet badger
#

yeah, guess what engine doesn't have that problem

jovial grove
#

Unity?

quiet badger
#

godot

jovial grove
#

godot

#

oh, shit I almost guessed it in time

quiet badger
#

their dynamic lighting solution is sdf based

jovial grove
#

ye

quiet badger
#

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

jovial grove
#

the Hollowdilnik guy mentioned it might be possible with a different buffer format, iirc

quiet badger
#

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

jovial grove
#

5% yoooooooooooooooooooooooooooooooooooo

quiet badger
#

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

jovial grove
#

nanite needs distance fields

#

so uh

#

yeah

#

maybe in deferred

quiet badger
#

well I did say earlier there was no decent reason for it to not work on mobile before

jovial grove
#

yeah fair

#

it does work with mobile HDR enabled, no?

quiet badger
#

the code in the engine had a bunch of comments like "uhh come back to this later"

quiet badger
jovial grove
quiet badger
#

actually probably, mobile hdr is just sm5 I think

jovial grove
quiet badger
#

since when

jovial grove
#

Lies btw

#

stationary skylight aint choochin for me 😠

jovial grove
quiet badger
#

bruh I'm all in on mobile deferred if they get that shit working. I can keep using my current set up and flyyyyy

jovial grove
#

Multi-view is what broke GPU lightmass before
Im scared

quiet badger
#

culling is still more overhead than not culling too

jovial grove
#

yeah, noticed a sizeable increase when disabled that
Sad

quiet badger
#

and auto instancing was still broken last I checked

jovial grove
#

the GPU scene one?

quiet badger
#

yeah

jovial grove
#

It hates WPO and instanced meshes for some reason

quiet badger
#

you can turn on gpu scene, but auto instancing doesn't actually work

jovial grove
#

Oh?

#

I thought you were talking about the visual funs

quiet badger
#

plus if you have baked light with gi and something breaks your gi, it also breaks your instancing lol

jovial grove
#

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

quiet badger
#

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

jovial grove
#

I just use SculptrVR, make a blockout there, export it as a model into Unreal and put meshes around it

quiet badger
#

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

jovial grove
quiet badger
#

how

jovial grove
#

These are taken from Quest through the Sidequest stream, iirc

jovial grove
jovial grove
#

;'y

#

the weird-ass linetraced sun shadows

#

And opaque grass

#

And I mean thats about it

quiet badger
#

gpulm?

jovial grove
#

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

quiet badger
#

I don't see what you mean with line traces. what are you doing?

jovial grove
#

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

quiet badger
#

so it changes as you move around. is it convincing?

jovial grove
#

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

quiet badger
#

that's very nice

jovial grove
#

But the soft shadows are sweet

quiet badger
#

more than jealous

jovial grove
#

;'y

quiet badger
#

I am sharing this video in the oculus server to make more people jealous

jovial grove
#

lol

quiet badger
#

only thing that bothers me is the bottom of the grass doesn't match the landscape color

jovial grove
#

yeee

quiet badger
#

virtual texture could solve that

jovial grove
quiet badger
#

muuuch better

jovial grove
#

I mean, I could use RVTs, but they're annoyingly expensive to sample, so

#

close enough

quiet badger
#

there's meant to be a way to sample the color beneath the grass too, I forget how that works

jovial grove
#

huh
like, from the landscape?
If there is, that'd be sweet

quiet badger
#

if your level is static and you don't do open world, any generic splat map will work though

jovial grove
quiet badger
#

yeah I'm same about open world

jovial grove
#

Nah, this is me sweatin

#

Our coder just made horses

#

So we can ride around

quiet badger
#

I just made one too

jovial grove
#

pawg

quiet badger
#

working on sailing too

jovial grove
#

Ah

quiet badger
#

essentially, if it was a good zelda mechanic, I want it

jovial grove
#

Yeah, I need to harass a guy about swimming lol

quiet badger
#

I have buoyancy and infinite ocean set up, been too lazy to do the hand motion code for swimming

jovial grove
#

With info layers?

#

:y

#

world layers? I forget what they're called

quiet badger
#

gunna be straight with you, I've only played the 3d console zeldas

jovial grove
#

Literally only played LTTP and the NES one

#

LTTP has sick soundtrack

quiet badger
#

OOT, MM, WW, TP, SS, BoTW

#

they all have great music haha

jovial grove
#

;'y

quiet badger
#

all distance and color curve based for underwater

jovial grove
#

beers law?

quiet badger
#

what's dat

jovial grove
#

its a nice simple formula for calculating light absorption based on distance traveled

#

look it up in the material graph

quiet badger
#

might just do that

#

I'm kind of cheating

jovial grove
#

lol

quiet badger
#

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

jovial grove
#

There, found my first attempt at doing a level thing in VR

#

sculpted this out

quiet badger
#

need to rethink what the surface will look like. Anything good I've made the quest flat out refuses to render

jovial grove
#

Then modelled on top of it

quiet badger
#

that's a really good idea

jovial grove
#

I mean it looks good, but then transparency's weird

#

I guess you could do that for a fully opaque little river or something

quiet badger
#

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

jovial grove
#

;y

quiet badger
#

if I try to use it normally without the custom uv's, the scrolling animation is going to be choppy

jovial grove
#

hm

#

what, because of the precision?

#

I had that problem, but didnt think to use a custom UV

#

just set it to full

quiet badger
#

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

jovial grove
#

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

quiet badger
#

now that you mention it, I never tried full for my lighting

jovial grove
#

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

quiet badger
#

I am just assuming this is my problem, but I don't actually know for sure

jovial grove
#

¯_(ツ)_/¯

quiet badger
#

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. 🙂

jovial grove
#

❤️

short bloom
jade kettle
timber pawn
#

What is the minimum lighting components required for quest2 VR? is a skylight enough?

jovial grove
#

A movable skylight is probably the simplest

sinful night
#

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

quiet badger
sinful night
#

also how do you setup sequencer for vr? camera transform is always offset when playing the sequencer.

sinful night
#

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

sinful night
#

i guess its only for performance but i want to make sure

jade kettle
#

You should be working with the Camera or HMD Component in VRPawn

sinful night
#

this helped me but when i look right camera turns left dietered

short bloom
silk lodge
#

@short bloom I think there was a fix addressing vive controller input, not sure which release though

boreal chasm
#

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.

small rampart
#

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.

hallow knoll
small rampart
# hallow knoll 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.

exotic carbon
#

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

small rampart
# small rampart Thanks Victor. I did as you suggested and unfortunately, I'm getting the same re...

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.

hallow knoll
short bloom
silk lodge
#

@short bloom are you getting input from any other VR devices?

jade kettle
short bloom
hallow knoll
#

@short bloom have you set SteamVR to be the active OpenXR Runtime?

#

Do you have multiple controllers paired in SteamVR?

fiery cloud
#

There is a template project if you didn't know, it includes a multiplayer server browser widget too.

boreal chasm
fiery cloud
#

No need to delete, that way people see when they search

sinful night
#

how can we lower the vr mirror mode resolution?

#

it takes so much resources

tall dew
#

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?

tall dew
#

anyone? 😦

sinful night
#

r.SceneRenderTargetResizeMethod is this still valid in ue5?

primal vessel
#

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?

tall dew
#

try disabling HDR

short bloom
jade kettle
#

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

dreamy ivy
short bloom
#

But it will be deprecavted in the other release

jade kettle
#

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

short bloom
#

HTC Vive

silver brook
#

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]

hallow knoll
hallow knoll
hallow knoll
hallow knoll
silver brook
dreamy ivy
#

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.

https://youtu.be/pUlpXN9jzNI

#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:
...

▶ Play video
undone coral
#

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?

silk lava
silk lodge
dreamy ivy
primal vessel
torn stump
#

How would I go about making a game cross platform between PC & VR?

undone coral
# torn stump 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...

Unreal Engine

A complete VR framework to develop VR, Mobile and Desktop applications such as games, experiences, Architectural Viz or product presentations. Implementing a huge variety of functionalities!

undone coral
torn stump
#

Vr*¿

undone coral
# torn stump Could I make a 3rd person game and then implement cr?

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.

torn stump
#

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

silk lodge
torn stump
#

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

silk lodge
#

and multiplayer is like making the game twice

#

but do it! There's tons of good resources and helpful folks around

stark kraken
#

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.

short bloom
# hallow knoll The "Active OpenXR Runtime" is defined by an environment variable: https://docs....

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?

GitHub

OpenXR Runtime-Switcher for Windows. Contribute to WaGi-Coding/OpenXR-Runtime-Switcher development by creating an account on GitHub.

steel badger
#

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?

short bloom
fluid sky
#

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??

restive hamlet
charred jacinth
#

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:

steel badger
#

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

short bloom
#

maybe try to use TAA?

undone coral
steel badger
#

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

undone coral
undone coral
# steel badger Hello thanks for the tips, <@866022010185318410> from what i gather i should be ...

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...

steel badger
hallow knoll
#

Instanced Stereo is only for PC. Mobile Multi-View is used on Mobile, and it's required on Quest.

short bloom
#

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

sturdy otter
#

Hello everyone
Please share blueprint image for Opening door in VR MODE

magic delta
#

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 ?

grave comet
#

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?

strange matrix
#

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?

sweet hill
#

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:...

▶ Play video
unborn bluff
#

is there any plugin for unreal engine to see stats or profiling in the headset

boreal chasm
#

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?

sinful night
sinful night
#

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.

sharp forum
#

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...

Release Date

2023

▶ Play video
grave comet
sinful night
#

should be same

#

unless if you plan to control from seperate app on oculus

placid mural
long badger
#

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?

whole nimbus
#

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?

whole nimbus
#

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

dreamy ivy
trail shale
#

How is VR dev (PC/Steam) now in 5.1? Stable yet?

#

Granted, stability is a loose term

jade kettle
#

You'll have to also transition to an OpenXR workflow

#

If you haven't yet, as that will be the standard going forward

trail shale
jade kettle