#virtual-reality

1 messages · Page 6 of 1

jade kettle
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I haven't messed around with it too much though

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I don't know how that affects SteamVR action manifests and binding

rare tulip
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OpenXR was already making SteamVR action manifests and bindings funky IIRC?
I'm honestly loving the enhanced input system for VR, works very well as of 5.1, although was still jank in 5.

trail shale
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All of a sudden I am getting crashed in 4.26 when using VR Preview - I've not changed anything, have done several reboots - nothing was changed. I was in non-vr mode because I was doing some UI work but I wanted to see what something looked like in game so I did VR preview - I'm getting the nvwgf2umx Error, Access Violation Reading Location error

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OPen XR and Windows Mixed Reality plugins are OFF btw

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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

nvwgf2umx
nvwgf2umx(25)times more

kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()```
outer ledge
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Hi, is there any plugin to recognize hand tracking gestures just from OpenXR data without vendor specific plugins? I've only found the oculus/vive/ultraleap/hololens plugins but all of them require the specific runtime for that vendor. I want something generic that works with only OpenXR hand tracking data

worldly peak
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With the Upper Body IK plugin Is there a way to fix that issue on the shoulders where it twist them up completely. Weight painting in blender seems to have no effect on it

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Or is there a better way to make the arms work with IK

jovial grove
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Afaik, they've made their own physics engine

woeful glacier
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anyone know a good tutorial to make vr swords for UE5?

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most tutorial i seen still uses the old object pickup system

jade kettle
# outer ledge Hi, is there any plugin to recognize hand tracking gestures just from OpenXR dat...

I implemented a system based on this Unity tutorial: https://www.youtube.com/watch?v=lBzwUKQ3tbw

In this video, I will show you how to make Hand Tracking into a controller by detecting a Gesture.
▶ Get the full Project on Patreon : https://www.patreon.com/ValemVR
▶ Join the discord channel : https://discord.gg/5uhRegs

Big Shoutout to Jormaje for the inspiring content at the origin of this tutorial https://www.reddit.com/r/OculusQuest/comme...

▶ Play video
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I think VRExpansionPlugin has a gesture recognition feature but I wasn't able to figure it out

clear gyro
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Hey guys I have an issue on my Vr project. I call a widget to appear after triggering a box, but for some reason it's super zoomed and I can't see the whole widget.

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Do you know what is the problem ?

zinc cipher
clear gyro
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I mean I did that but, something that I haven't quite understood yet. Does it have to be 3d the UI, in the Vr space and only works that way ?

onyx meteor
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Hey, was wandering if anyone here aleardy tried to set iphone/iPad VCAM for tracking with UE Live Link VCAM and real camera on set and what are the best approach ?

verbal vortex
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Hello guys , I am looking for some guide how to setup a Menu in VR , tried some youtube videos and with no luck ( not able to interact with menu)
Using VR template 5.1

rocky nexus
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there is a menu in vr template that you can interact with

clear gyro
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Hello guys again. I runned into an issue, I have a menu in Vr that I can interact only once for each hand. Do you know what is the issue ?

fleet agate
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Has anyone ever worked with swimming in VR? Any tutorials that I can be pointed to?

halcyon surge
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Is it possible to test vr with xbox controller? I don't have currently vr headset at home but I have xbox controllers.

chilly pasture
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Anyone here trying to create a custom Culling solution for Quest2, which is not hardware. Like doing a lineTrace or something ?

wheat wyvern
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Hi, anyone could point me to nice and realistic hands for VR working with the default VR openxr template available in UE5 so i can replace those silly robotic hands ?

fluid sky
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You need to install Android Studio and Java JDK/JRE first?

Thx in advanceeee

real breach
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hi , I wonder, how can I turn my own mesh into a walkable surface ?

unique shell
real breach
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LoginId:f010830b48352a046604438e55aa03ec
EpicAccountId:36233951968b47c58592832c54d22abd

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 868] CurrentQueue.Device->GetDevice()->GetDeviceRemovedReason() failed at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:910 with error 887A0006

UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

what could that be ?

verbal vortex
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what is the best unreal engine version to learn on? 5 or 4

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I loved the new graphics

silk lodge
silk lodge
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the editor is nicer!

verbal vortex
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@silk lodge do you know any good courses ?

silk lodge
last patrol
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I am getting this weird lighting corruption when im trying to bake lighting for my VR app. When I actually build to my quest I dont get this corruption but its only in the editor. Is showing up in both the PC rendering and the Vulken preview. Any ideas of what might be causing it?

last patrol
slender jackal
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if the light is very bright and bounces lighting is turned off it is very easy to get this effect

last patrol
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I have num indirect lighting bounces maxed out at 10 though

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Pretty new to baking lighting

surreal spire
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Hi guys, why when i try to make a windows build, the packaging failed?

This are the errors:

LogClass: Error: ObjectProperty FOculusXRCapsuleCollider::Capsule is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogClass: Error: EnumProperty FOculusXRCapsuleCollider::BoneId is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogAutomationTest: Error: UObject.Class AttemptToFindUninitializedScriptStructMembers will be marked as failing due to errors being logged
LogAutomationTest: Error: LogClass: ObjectProperty FOculusXRCapsuleCollider::Capsule is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
LogAutomationTest: Error: LogClass: EnumProperty FOculusXRCapsuleCollider::BoneId is not initialized properly. Module:OculusXRInput File:Public/OculusXRInputFunctionLibrary.h
PackagingResults: Error: System.ArgumentException: An item with the same key has already been added. Key: OculusXR
PackagingResults: Error: Unknown Error

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This are the warnings :

LogPluginManager: Warning: The same version (v1) of plugin 'OculusXR' exists at '../../../Engine/Plugins/MetaXR/OculusXR.uplugin' and '../../../Engine/Plugins/Marketplace/MetaXR/OculusXR.uplugin' - second location will be ignored.
LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.1\Engine\Plugins\MetaXR\Content\Materials\PokeAHoleMaterial.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogLinker: Warning: [AssetLog] C:\Program Files\Epic Games\UE_5.1\Engine\Plugins\MetaXR\Content\Materials\PokeAHoleInverseMaterial.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.
LogClass: Warning: Property StructProperty FOculusXRSplashDesc::TexturePath defines MetaData key "AllowedClasses" which contains short type name "Texture". Suggested pathname: "/Script/Engine.Texture". Module:OculusXRHMD File:Public/OculusXRHMDTypes.h
LogAutomationTest: Warning: LogClass: Property StructProperty FOculusXRSplashDesc::TexturePath defines MetaData key "AllowedClasses" which contains short type name "Texture". Suggested pathname: "/Script/Engine.Texture". Module:OculusXRHMD File:Public/OculusXRHMDTypes.h
LogOculusPluginWrapper: Warning: wrapper already initialized
LogOculusPluginWrapper: Warning: wrapper already initialized

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LogMaterial: Warning: [AssetLog] C:\Users\franc\projectvr\Content\VrGame\3D\BowAndArrow\Bow\source\Material__21.uasset: Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
(Node TextureSample) Texture Sample> Missing input texture
LogRenderer: Warning: Deprecated CVar r.BasePassOutputsVelocity is set to 0. Remove and use r.VelocityOutputPass instead.
LogRenderer: Warning: Deprecated CVar r.VertexDeformationOutputsVelocity is set to 0. Remove and use r.Velocity.EnableVertexDeformation instead.
LogOculusPluginWrapper: Warning: wrapper already initialized

hallow knoll
# surreal spire Hi guys, why when i try to make a windows build, the packaging failed? This are...

This has been solved in an updated version of the MetaXR plugin. You can read more about it here: https://forums.unrealengine.com/t/vrpawn-stuck-at-floor-in-built-project-pc-vr-quest-2/780482/22

surreal spire
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Thanks you 😄

zinc cipher
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Anyone else experienced a drop in performance when switching to ue5.1?

hushed shuttle
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HI how can i boost perf in VR? i'm at 60 fps in normal mode but dropping and having artifacts ingame

zinc cipher
mighty carbon
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and had great performance?

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PC or Quest 2 ?

zinc cipher
# mighty carbon PC or Quest 2 ?

Pc and well, performance was quite better, 5.1 takes forever to launch the standalone and is overall slower. Also, it keeps compiling shaders for some reason

mighty carbon
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ah, my bad.. I always think of Quest 2 when UE5.x and performance come into the conversation 😅

shut bone
# hallow knoll This has been solved in an updated version of the MetaXR plugin. You can read mo...

I don't suppose the Epic/Unreal team can ask nicely for (or put some pressure on) Meta to compile the OVRPlugin part of the plugin for Linux/Mac. The actual code they supply compiles (that wraps around ovr & openxr), but they only ship the pre-compiled OVRPlugin (and no source for it) for Windows/Android. If they shipped an Linux/Mac version that would make us developers using Mac/Linux on VR a LOT lot happier. 💗

calm orbit
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could someone point me to valid resources that will help me setup my oculus **quest 1 **with ue 4.27 .. Im slowly loosing my mind. Already tried couple of guides and tutorials .. also followed the original guide in unreal dosc but so far with no success . I still get " ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly." message

quiet swan
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You need the sdk and that ndk stuff

quaint stratus
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Hey guys, Im in need of a bit of help. I'm trying to run a VR location scout of some environments I have in UE5.1 and im getting an immediate crash when I launch VR Editor Mode,

Error line reads :vr mode Assertion failed: IsValid() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1071]

I tested a new project with the VR template and that seemed to work, so not sure if its got something to do with the fact that I started with the Virtual Production Template, but I really need to figure this out and I cant seem to find any solution. Any help would be seriously amazing!

Edit: on starting a new Virtual Production Template, I get the same error. I'm running an Oculus Quest 2, using a Link Cable if it helps

RESOLVED: IF anyone runs into this issue, make sure to set PostProcessing.PropagateAlpha in your Defaultengine.ini to 0. see below:

r.PostProcessing.PropagateAlpha=0

hidden flame
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I am making a VR game that runs through steam on the PC's hardware. Can I make sure that the voice chat is using the microphone of the VR by default and not the one of the pc?

steel badger
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Building for quest but in my build i have no MSAA or any anti-aliasing. I have it selected in my project settings. How could i debug this? or how can i be sure that MSAA is being used? i tried building with 5.1 and 4.27 and both builds turned out witbout anti-aliasing

marsh crystal
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im pretty consistently getting that gpu crash when i play my game in vr mode in 5.1. Are there any workarouds to that yet

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i noticed it happening as soon as i added vr inputs to my enhanced inputs

marsh crystal
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i updated my gpu drive and seems to be fine now

orchid mortar
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Question: Has anyone successfully launched a “VR Preview” of the UE5.1 VR template using a Vive Cosmos Elite and the OpenXR plugin? Mine crashes on every play.

**Steps to Reproduce: **Create a fresh copy of the UE5.1 VR template with Starter Content. Play default level in VR using VR Preview, with SteamVR and VIVE Console running. Crashes every time.

Error Message Reported: Assertion failed: InOutSizeX != 0 && InOutSizeY != 0 [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp] [Line: 890]

**Attempted Fixes: ** Things I’ve tried, based on other forum posts:

  • Switched targeted RHI from DX12 to DX11 or Vulcan in Project Settings => Platforms => Windows => Default RHI. Result: Same crash as above.

  • Switched VR plugin from OpenXR to SteamVR plugin. Result: VR Preview works when using SteamVR plugin, but controller buttons don’t function. (Likely because the deprecated StreamVR plugin doesn’t support the Enhanced Input System.)

More details, including device and software versions, full crash logs, and SteamVR System Report here: https://forums.unrealengine.com/t/ue5-vr-template-crashes-on-vr-preview-with-openxr-vive/976502

cc: @hallow knoll 🙂

Epic Developer Community Forums

Question: Has anyone successfully launched a “VR Preview” of the default VR template using a Vive Cosmos Elite and the OpenXR plugin? Mine crashes on every play. Steps to Reproduce: Create a fresh copy of the UE5.1 VR template with Starter Content. Play default level in VR using VR Preview, with SteamVR and VIVE Console running. Crashes every t...

hallow knoll
hallow knoll
orchid mortar
orchid mortar
hushed shuttle
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hi i'm trying to have a 360 video play in headset. I need it to run smoothly so i used BINK but then i can't move my character

shut bone
hallow knoll
shut bone
# hallow knoll The runtime is the Oculus Software that you install on your machine for headsets...

Oh, no, you misunderstand me --- that isn't the piece I'm worried about. I am NOT looking for Desktop VR, I'm looking for pure Quest VR!

The issue (I believe) is that the MetaXR plugin won't work on Linux because the OVRPlugin isn't compiled for Linux. I have no ability to set any MetaXR properties inside Unreal for any "extra" stuff that MetaXR adds to Unreal (when using it under Linux). The funny thing is I can build MetaXR and it even can be compiled into the Android app, but basically can't enable it or access any MetaXR settings to enable/disable (since they don't show because of the lack of OVRPlugin) -- it basically becomes a useless plugin adding nothing to the build (except size) when building the app from Linux/mac.

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All I want is a working MetaXR plugin on Linux/Mac so that I can configure pure Oculus VR (no desktop) for the Android app that Unreal generates for it.

past citrus
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Hi I am trying to use ovr_PlatformInitializeWindows to get userid on oculus.
Somehow the function ovr_PlatformInitializeWindowsEX cannot be resolved when compiling. Does anyone use this function in the past? Thank you!

wooden chasm
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did somebody achieved to get nice looking folliage or trees in vr standalone?

jade kettle
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Just for clarification, there is currently no way for me to connect to Vive trackers with OpenXR at the moment? LiveLinkXR isn't showign me anything

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And then OpenXRViveTracker plugin is only for 5.2+

past citrus
# wooden chasm

Thank you, I think the problem now is more like how to use LibOVR as a dll instead of .lib? Any thought? Thank you!

wooden chasm
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dont know, i will ask again to chatgpt xD

hushed shuttle
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What is the VR spectator in the VR template map supposed to be ?

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thanks

limpid widget
clear gyro
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Hi guysss, I hope everyone is good. I ended up in an issue. I am working in a Vr project and I want the character to open drawers, etc and I am trying a method with a spline and some blueprints. But I don't know for some reason the drawer just goes to another location, most of the times above the player

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I just press grab and it goes above me 😅

opal harness
clever moth
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hey everyone

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Expecting to find a type to be declared in a module rules named 'OculusXRHMD' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

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you know about this?

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this project was working days ago, i just added MetaXR

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its worked some times

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but when i turn on my pc in next day it just STOPPED WORK

sonic fjord
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does anyone know if steamVR broke the pre-openXR vive tracker implementation (where you use the deprecated SteamVR plugin)? the whole ecosystem is a complete dumpster fire at the moment.

quiet swan
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How can I use a scene capture in occuls

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It's all black in a packed game

jade kettle
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Though via LiveLinkXR, I haven't used it in a normal fashion yet

sonic fjord
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how did you get their transforms?

hallow knoll
jade kettle
sonic fjord
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I've been weighing the pros/cons between project migration vs dealing with 4.27, leaning towards project migration so far. difficult to say, honestly.

past citrus
clear gyro
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Hello guys, I am creating an inspect action I a Vr project and I am kinda stuck. Do you know like a good tutorial or any resource to help me?

limpid widget
sonic fjord
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update: this doesn't seem to work. 😦 having the plugin enabled causes package build to error out with no messages/logs on why.
potential solution for vive trackers in 4.27. uses openxr, requires engine source modification and a new plugin.
https://varjo.com/vr-lab/recipe-using-motion-trackers-with-unreal-engine-projects/
not sure if/when I'll be able to test it, but it's worth a look for others who needed them to work on 4.27.

Remi, Principal Architect at Varjo, breaks down how to pair motion trackers such as the HTC Vive tracker with Unreal Engine based projects.

limpid widget
# past citrus really? so you are saying that function is deprecated? Then what is the new app...

yea, I was right. It is not deprecated, instead, Unreal already does it for you.

https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Plugins/Online/OnlineSubsystemOculus/Source/Private/OnlineSubsystemOculus.cpp
Check here, it does all the ovr initialization.

Please read this documentation:
https://docs.unrealengine.com/5.1/en-US/online-subsystem-in-unreal-engine/

Unreal provides an interface called the Online SubSystem, which abstracts all those calls for you and also based on your platform.
It requires you to set the Online Subsystem to whatever you need within your Engine.ini (so in your case, the oculus one).

And then you can call the interfaces, which should get you your user account ID.

Overview of the various systems related to the online platform.

fiery gale
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I'm having issue packaging for standalone VR with "Mobile Multi-View" enabled. I get an error that says "LogShaderCompilers: Warning: Multiview rendering is not supported for PCD3D_SM5 shader platform.". Any ideas? 🤔

steel badger
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so....no one has problems with anti-aliasing?? i still haven't found a solution to build an .apk for quest with MSAA activated. This is for a job, not hobby i only have one more week to fix this, please if anyone has any hints or help i would really appreciate it, tried other tips nut none work for me

rocky nexus
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if you have forward rendered and msaa enabled and its not working, you will have a bad time. did you test in a fresh project with basics setup or something like that

fiery gale
analog echo
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Hi guys! Im a UE newbie that needs some guidance! Im trying to make a VR experience on the Quest Pro that is as photorealistic as possible, so I naturally want to use UE5 and leverage the Nanite / Lumen / Metahuman features.
This experience would also have object interactivity, preferably using hands instead of controllers.
Does anyone have recommendations for laptops I should be using for this specific use case? I thought my Macbook Pro would work, but I tried connecting my Quest Pro and saw that I needed to download the Quest desktop app, which requires an M1 chip and my macbook doesnt have that.
I dont mind buying a new laptop for this specific use case, and would love to hear recs on what I should get!
Also, has anyone built a super realistic experience using UE5 and the Quest Pro? I feel like I havent seen that combo a lot in my research. Would love to connect with those that have built this before!

Thanks in advance!

sonic fjord
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lumen/nanite require more graphics compute capability than is offered in mobile devices like the quest 2/pro/3.

jade kettle
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Right off the bat, VR with Nanite and Lumen doesn't work (yet)

sonic fjord
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you may have to stick to pre-built lighting for now to get the maximum realism and lighting detail.

analog echo
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I thought it was available now with 5.1/5.2, just saw a YouTube demo
https://youtu.be/7R55tGh1OCQ

Unreal Engine 5.2 VR Temple with Nanite and Lumen

Grab my new Unreal Engine 5.1 Course here! Be sure to share it with everyone!
https://www.artstation.com/a/22299532

Link to map: https://www.unrealengine.com/marketplace/en-US/product/vp-temples-of-cambodia-ruins-exterior-and-interior

Join this channel to get access to perks:
https://www.youtu...

▶ Play video
jade kettle
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Yeah, that's running with PCVR

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And on a 4090. Also performance and results have been rather inconsistent

analog echo
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Ah okay…I guess I can work with whatever the limit is with the quest pro. But any recs for laptops I should use for UE5 and quest pro?

analog echo
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Has anyone made photorealistic VR experiences using Unreal 5 on the quest pro? Would like permission to pick your brain 🙂

steady echo
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Hi, how do I save multiple camera shots of my archvis scene with a button in game? I did get a render target .jpeg saved but looks shit and I don't think it's rendering raytracing.. Plz Help

steel badger
fiery gale
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Are you on Windows 11? I'm having the same issues, but I could swear it was working before when I was on Windows 10.

earnest willow
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I got a quick question I'm making a VR project and the VR preview launch is very blurry/low resolution but standalone is fine

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is there a resolution setting for the VR preview launch

fiery gale
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Are you wired or wireless?

earnest flax
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hellom I need a very small help in line trace off in my project. anybody can help here?

earnest willow
fiery gale
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If you are using Steam VR there is a resolution setting there somewhere.

earnest willow
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right in the headset but it doesn't change much

fiery gale
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I had the same problem, but then I swapped to a USB C to C cable and it was fine. At least I think that's what fixed it.

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I'm always changing stuff lol. I also switched away from the SteamVR app to Pico's own.

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And I'm always changing stuff around in the Unreal settings.

hushed apex
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How to develop a simple vr multiplayer game in unreal 5.1

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Any tutorials for beginners

mighty carbon
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it's better NOT to develop multiplayer game being a beginner at all, VR or not

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make a simple small single-player game first

clear gyro
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Hello there! I want to create a mechanism where the player can inspect an object like in for example resident evil, where you can rotate the object or if its a letter for example the text will appear in a ui near the letter and stuff like that. I followed this tutorial --> https://www.youtube.com/watch?v=aR7PVYo2ZGo&ab_channel=MattAspland and I tried to adjust the blueprint for vr use but to no avail.

I want to integrate those 2 techniques in my game but I can't. I understand that those are 2 different kinds of blueprints but I want to learn how to create that kind of iteration.

Thank you beforehand!

Hey guys, in today's video, I'm going to be showing you how to pick up, move, and place down objects. This will be the first part of an inspection system, however this video will work on it's own as well.

Part 2: https://youtu.be/q62hIj9sHi0

#Ue4 #UnrealEngine4 #Ue4Tutorial
______________________________________________________________________...

▶ Play video
silk lodge
bold path
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I have set aa method to none,but when I start my game,there is a taa in "stat gpu",why?

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only if I set it to tsr,other options will all have taa

maiden bane
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Hi Guys Can Any one let me know after Packaging my Twin motion Material is Missing How to Solve it ..

vital oak
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Hello 🙂
I have a very basic CommonUI question:
in Epic's Introduction to CommonUI, using the Gamepad to cycle through all buttons in the vertical box works out of the box. Am I missing any specific setup why it wouldn't work for me?

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I can set the focus in code, but the guy just moves the joystick and it doesn't seem to require any code...

hushed shuttle
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What anti alisaing method do you recommend for Vr using Forward rendering with desktop ? rhanks

hushed shuttle
hushed shuttle
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any idea why i would get such an grainy image with MSAA ? thanks a lot. I just have a Skysphere with custom cubemap

sturdy coral
# bold path

after you load into your game run r.antialiasingmethod? on the console to see if it has been changed by something outside of project settings

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I just tried and stat gpu shows TAA for me too even when I switch to FXAA though, but I can see the time go down a lot

sturdy coral
hushed shuttle
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no sorry it''s just the light that's from a cube map

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this is a classic mesh

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tsr and other AA is working perfect

sturdy coral
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what does it look like in unlit MSAA?

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TSR and other TAA will hide single pixel noise a lot of times

hushed shuttle
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ahha like this wow

hushed shuttle
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really annoying because tsr is so crispy haha but so expensive right

sturdy coral
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how about wireframe view?

hushed shuttle
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by the way i have no idea why the one in the back is purple

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Unreal is infinite

sturdy coral
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yeah, it is definitely a full mesh with no kind of tracing going on in the shader it looks like, I'm not sure what could cause it

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I did some raytraced spheres and stuff for something and saw black speckling like that and the solution was to make sure anything that output to depth was wrapped in precise() so that it would calculate the exact same way between passes

hushed shuttle
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there are exact same mesh duplicated if that can help

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can it be becuse i have 3 same materials ?

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i wanted to delete them but i need to go the actual mesh

sturdy coral
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when moving disoccluded parts of the screen may get full weight for the frame so the speckling stuff may show through even with taa

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do you see it if you switch them all to something like default material?

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if not, check if that stomach material has anything hooked to pixel depth offset

hushed shuttle
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it seems better but not really clear

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thank you so much

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no its pretty basic

sturdy coral
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I don't see the dark black pixels there

hushed shuttle
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but isn't it because of the material ?

sturdy coral
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in your screenshot you left the material unchanged on the front though, before it was lots of super dark black spots

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the general noisiness will always be there without TAA I think because SSAO and SSR and stuff works stochastically (assuming that's what is causing it)

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you can try turning both of those off if they are on

hushed shuttle
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i'll make a video so it's more clear

hushed shuttle
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"stochastically " nice word 🙂

sturdy coral
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I don't see any of these kind of black pixels in your second image:

hushed shuttle
hushed shuttle
sturdy coral
hushed shuttle
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and you see the "sky" has also weird artifacts

sturdy coral
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the sky stuff kind of looks like lumen's noise

hushed shuttle
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yeah no black pixels are still here

hushed shuttle
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if ti can help

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1.looking at the sky
2. looking at the grounnd

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i disabled ssr with this command, : r.ssr 1 didn't do much

sturdy coral
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if you are doing full lumen and stuff the other noise could be from that and not SSAO/SSR, and I don't think most AA other than TSR and maybe plain TAA is expected to work with lumen

hushed shuttle
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i see... What do you mean full lumen ?

sturdy coral
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just lumen

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one part of lumen is SSGI too which might have some of that fine grained noisiness

hushed shuttle
#

here is the mat of the sphere suurrounding the scene

#

i dont necesarily want to have lumen since i don't use directional light and few moving lights but i need to be in forward rendering to use VR with desktop

sturdy coral
#

I'm not sure what is going on with that, I didn't think unlit would do anything like that even with lumen on

hushed shuttle
#

yeah i removed it and the issue is still here

#

i'll send you the skybox details

#

you mean cube map?

hushed shuttle
#

actulally find some sort of a solution by removing the skybox and adding a directional light

#

i unchecked the "cast shadow" but i'm still getting shadows where could they be coming from

sturdy coral
#

you will expect parts to be dark if the normals are fully facing away from the sun too even without shadows, but it does look some stuff is casting them

hushed shuttle
#

cause i want an even light everywhere

glad cliff
#

Hey guys
I make oculus app with hands tracking only
Maybe someone know... Is it possible to make custom notification BEFORE app starts? Smth like "put down the controllers and use hands" with ok button below

rocky nexus
#

if you select hand tracking as only supported method it would probably pop up

glad cliff
dapper token
#

Hello! Is there a way of getting motion controller velocity without setting it's location every tick?

hard wraith
#

I am using the UE5.1.1 VR template with my Oculus Quest 2, and the controller has stopped tracking. I have tried verifying and reinstalling SteamVR, as well as restarting my Oculus and Unreal project multiple times, but nothing seems to work. I was able to get it to work on another UE5.1.1 VR template project. However, when I imported the original starter content pawn to the broken project, it also seemed to be broken. Is there a way to fix this?

reef sierra
#

Hello, I wanna add a damage indicator to the player similar to call of duty where the screen starts pulsing red, all the tutorials show it on tp or fp but none for Vr and I’m sure u guys know that widgets don’t work for vr so idk what to do and I’m stuck with a deadline coming up.
(I tried post process material and it didn’t work)

hard wraith
#

you could try to add a plane thats in front of your vr camera that has the blood effect on it

lapis fractal
hard wraith
#

i can make a new project and it will work but it will stop working randomly as what happened to two project now

lapis fractal
hard wraith
#

I restarted my Steam, Oculus app, headset, computer, and verified SteamVR. Oculus and Steam both say I have controllers connected and they work in other games. However, they are not working in my Unreal Engine project. I edited the base VR Pawn, so I re-added the original VR Pawn to see if it was my code causing the issue. However, it still didn't work.

#

I also changed my OpenXR runtime to SteamVR and Oculus, but it didn't make any difference.

worldly peak
#

Can the Upper Body IK plugin be replicated. When I try to use it the whole mesh disappears on all other clients. The replication works with my own custom IK solution which is similar to the plugin but just the basics so I know the values do replicate correctly

fluid sky
zinc cipher
#

How do you keep ui (spawned as actors) from changing colors based on light? Once I added a day/night cycle the colors of my uis keep changing

sturdy coral
#

they mention it in the gdc talk on integrating lumen with fortnite, that they use it for the glowy effects around chests and stuff so they are the same screen brightness whether indoors or outdoors

zinc cipher
sturdy coral
#

disabling exposure changes could keep the UI the same, but between day and night that probably isn't feasible; I'm assuming you are doing something like an unlit material

zinc cipher
#

I thought that’s the standard way of doing a health/mana bar screen in vr?

winged gorge
#

Hello, when I build my project it won't launch in VR even tho start in vr is enabled

sturdy coral
sturdy coral
rustic plinth
#

Hi! 🙂 Does anyone know a video or post i could follow to make a ball throwable like a basketball in the vr template on UE5?

#

like a grab and throw release basketball throw

solemn canopy
#

Anyone knows if Unreal engine 5.1 suppports Magic Leap2 now?

#

Then Unreal Engine 4.27 supports Magic Leap2?

vital oak
#

actually it started working out of nowhere, did not change anything 😄

hollow narwhal
#

My game keeps crashing on launch on the Oculus Quest 2. I started trying to build empty scenes, but nothing works.

#

The reason of the crash seems to be this:

05-02 17:53:55.121 10992 11084 D UE      : A texture was marked as a shading rate source but attachment VRS is not supported on this device. Ensure GRHISupportsAttachmentVariableRateShading and GRHIAttachmentVariableRateShadingEnabled are true before specifying a shading rate attachment.```
But I have no idea where it's coming from.
jade kettle
#

So how the hell did this guy get Nanite and Lumen to run stable on VR https://www.youtube.com/watch?v=G7xzlBv8r64

Unreal Engine 5.1 VR Warehouse

Demo Link: https://www.artstation.com/a/27325570

Join this channel if you want to support it!
https://www.youtube.com/channel/UCoJun_nF0I90wzXq5t4SdqA/join

Grab my new Unreal Engine 5.1 Course here! Be sure to share it with everyone!
Link to lighting course: https://www.artstation.com/a/25961360
Link to How to m...

▶ Play video
#

Oh, @left cedar is on Unreal Slackers too lol

chilly ocean
jade kettle
#

Regardless, it's a lot smoother and stable than my attempts with Lumen and/or Nanite

shadow radish
#

@hallow knoll not sure if you might be able to possibly help us.

We are using oculus branch of ue 4.27 and have openxr and steamvr plugin both enabled.

We shipped an update to our build on steam and the controller bindings are recognized on our index when we play on SteamVR with oculus set as the default "Current OpenXR Runtime" for SteamVR but when we set the default OpenXR runtime to SteamVR, it does not recognize our controller bindings for the knuckles.

Do we need to disable the SteamVR Plugin?

ember forum
#

@hallow knoll is there any way to use Distance based LOD's instead of ScreenPercentage. For VR its such a nightmare because every headset has a different resolution and therefore its extremely hard to level the playing field based on screenpercentage, whereas distance based would solve this in a much better way
consider this
the quest2 has higher resolution than a PCVR Index
obviously you can use android to override the screen percentage and get around this, but thats just a simple example, theres different mobile vr headsets with different resolutions as well
for example pico has higher resolution than quest, so now the screen percentage logic won't work to switch as fast on that headset

#

and then if i have a CV1 Rift, lods will switch faster than someone playing on a pimax for example

#

which really doesnt make sense, for praticality

sturdy coral
#

adjust for each platform, depending on how weak it is at processing verts; there is also some built in gpu benchmarking stuff on desktop for setting scalability stuff like that

graceful turtle
ember forum
#

lol

#

its a headset thing

#

think about it

#

PCVR = Vive/Index/Quest2 link/REverb/+ 100 other headsets

#

thats all Platform = Windows

#

they all have different resolutions

#

or are you suggesting that one could get the resolution of the headset per platform then set that value (that might actually work.. 🤔 )

#

its still incredibly hard to tune this for every headset without actually having those headsets, but its a start i guess.. just a system that clearly wasn't made with VR in mind

sturdy coral
#

Should have said device not platform

#

There is a per device override system for phones at least

sturdy coral
# ember forum its still incredibly hard to tune this for every headset without actually having...

for desktop, steamvr already chooses a resolution based on a benchmark, so you may be best tuning LODs to the vert perf that works well with that resolution and it should mostly work across cards; I'm assuming oculus on desktop and others probably do that too or if not users adjust their resolution thing to work well with most stuff on their card; final panel resolution of the HMD doesn't matter, the game doesn't actually see that, it only sees the input resolution to the compositor

#

I'm not 100% the LOD system even takes resolution into account, in the past they had something hardcoded to 1080p for it I think, I don't see that now, but it does use projection matrix to change lods when you do things like zoom in with a scope

#

a long time ago LODs used to pop a lot when turning your head in VR, I think because they calculated the screen size more accurately depending on where in the FOV it was (at the edge of the screen something the same distance away takes up a lot more pixels in perspective projection, with large FOVs), but I think now they just treat every object as if it as at the center of the screen when calculating its screen radius. I don't see resolution itself entering in in the places I looked but it might be slipping through in a scale factor or something somewhere; there is one you can set separately for scene captures aside from the global r.StaticMeshLODDistanceScale (USceneCapture::LODDistanceFactor)

sturdy coral
#

@ember forum from what I can see with LOD coloration turned on, resolution has no effect on LOD. I think it's only FOV that affects it

modest sonnet
#

Hi guys i'm currently trying to build our VR project onto the quest 2 so i can run it standalone and i'm using the Meta XR plugin and running into this error every time i try to build
https://communityforums.atmeta.com/t5/Unreal-VR-Development/MetaXR-plugin-5-1-1-can-t-compile-for-Quest/td-p/1045318
just wondering if anyone has any idea how to fix this at all?

ember forum
ivory juniper
#

Starting very recently, our Development builds only (Shipping is fine) are crashing with UE 5.0.3 - I believe this is due to the Oculus Update. Testing with Quest 2. Anyone have any intel on the matter?

jade kettle
hollow narwhal
ivory juniper
jade kettle
#

Right

#

Ohh, is it crashing on packaging or when launching on the Quest?

ivory juniper
analog echo
#

Hi everyone! any courses you would recommend specially for learning VR development for UE? (Preferably UE5)?

I’m seeing UE courses but not many specific to VR in UE5 so thought I’d ask!

reef sierra
#

guys, i made a pause menu for my game, but now my pointer gets paused as well and i cant select anything from the menu

#

any solution?

rocky nexus
#

just refactored my pause handling to not use built in stuff as i found it pausing way too many things…

sturdy coral
#

Add that on any components involved, you may need some stuff on the UI elements too

reef sierra
#

my pointer isnt a component

sturdy coral
reef sierra
#

no its a niagra system beam that spawns when i press B

sturdy coral
#

Niagara systems are scene components

#

Anything that can attach to an actor in the hierarchy derives from scene component underneath

#

Or there at least is a top level UNiagaraComponent

#

There might be extra stuff needed for the niagara timeline to not be based on gametime, but #niagara can probably help better

reef sierra
#

yeah i just figured id post here since pointers r mostly vr, but thanks anyways

cunning tangle
#

Hello everyone, I have a question . I want to create metahumans as full body ik character for vr character like this - https://youtu.be/1eKYMfiaxi4

So is there any tutorial or know how to make it . Please help me out

Unreal Engine Metahumans in VR! Full upper body ik using a just a Quest 2, additive animations to make a fist, and procedural blinking. Next up is live lip syncing. #VR #Gamedev #Indiegamedev #MadeWithUnreal #UE4 #VirtualReality #IndieWatch #VRGames #VirtualAvatar

▶ Play video
pearl sphinx
#

Trying to make a Stearing Wheel in VR

#

i want the stearing wheel to rotate when i rotate my Motion Controller

#

right now the stearing wheel dosn't go full 360 degree

#

help please

#

Here the GetAttachParent is the StaticMesh of the StearingWheel

real breach
#

Hi I wonder , how can I import a custom mesh as floor , I did sculpt the mesh but I can teleport on following the mesh surface

sturdy coral
limpid widget
#

I started review for my game on oculus, meta review team says the following
"TEST BLOCKER - The app crashes after launching, preventing further testing."

I can never reproduce this, the game always starts for me and never crashes.

Does anyone know how to get more informations out of this?

Edit: Fixed, it was the entitlement check

stable shadow
#

Hello,
I submitted my game for the Steam review and after reviewing my project they replied Windows Mixed Reality controllers are not working, although I added the Mixed Reality buttons into the input config, I don't have access to any Mixed Reality devices and today I found there's a plugin for Microsoft Windows Mixed Reality and I enabled that, Is there any other solution that I can add before submitting for another review?

coral swallow
stable shadow
#

@coral swallow When I use OpenXR my project is not working properly with the Pico 4, Currently these are active plugins: SteamVR, OculusVR and recently Windows Mixed Reality

coral swallow
#

Not too sure about Pico4 or WMR really but I know that SteamVR and OculusVR plugins are deprecated in the latest versions of unreal so youd be best off using OpenXR. If there is an additional plugin for the Pico it should get used before going to OpenXR as far as i know

limber mortar
#

Hi everyone, I'm new from unity and try to setup unreal engine and I'm not sure about one step : some video said that I should download Android studio in a specific version but the version they said is all different and the latest video who talk about it is in 2022 so my guess is that its probably changed since then. Does anyone have a recommended version I should take?

coral swallow
stable shadow
#

I have a weird problem, I created a custom value for the hand model pitch to add to the hand model to make the hand location correct for different controller models and everything works in running as a standalone, but as soon as I package the project the Pico4 controller is not correct and I have to use VIVE's pitch value on the Pico4 to make it work!
It seems in the packaged project steam vr uses a different profile for Pico4 controller tracking!
VIVE, Index, and Quest2 controller working as a standalone and packaged project.

earnest hamlet
#

For some reason, when I export my game as an APK and load it on my Quest 2 the hand tracking does not work? Inside the Unreal Editor it works just fine. Any help would be much appreciated!

wintry crown
#

Hello guys
anyone here worked on pico neo 3 unreal engine 5.1
i am having a hard time taking build for pico neo 3
all i have in level in default vr template
In vr while i install apk and play i get black screen, which is loading forever
i am using pico openxr plugin and open xr plugin
api level -29- android 10
pls help if anyone knows how to solve this

blazing matrix
#

Hey all, the teleport from the VR template (4.27) fails pretty often for me, even when the visualizer is still showing up. Is there any well regarded alternative method? I assume it's because of messy nav data, so not sure if I can just increase the tolerance for that instead

trail shale
#

Getting day-breaking crashes - I had to replace my entire system and reinstall everything - project is 4.26 - I know this is related somehow to Steam VR - I've checked my controller bindings and done the regen action manifest thing - also made sure the json file is pointing to the correct action manifest - and my input stuff doesn't seem to have the binding that causes the crashes (it was some grip thing but I can't remember exactly it) - I can't do anything at all until I figure this out -


UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_Slate!FSlateApplication::OnControllerAnalog() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5760]
UE4Editor_SteamVRInputDevice!FSteamVRInputDevice::ProcessActionEvents() [D:\Build\++UE4\Sync\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVRInputDevice\Private\SteamVRInputDevice.cpp:4621]
UE4Editor_SteamVRInputDevice!FSteamVRInputDevice::SendControllerEvents() [D:\Build\++UE4\Sync\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVRInputDevice\Private\SteamVRInputDevice.cpp:368]
UE4Editor_ApplicationCore!FWindowsApplication::PollGameDeviceState() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2719]
UE4Editor_Slate!FSlateApplication::PollGameDeviceState() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:1303]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4809]
UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll```
#

Open XR is NOT enabled, I know that can cause an issue with older steam vr

trail shale
#

In my case, it's the Right Trigger that is doing it - and the crash occurs BEFORE the break on the input event is fired

trail shale
#

if anyone comes after me, you have to find the offending entry in your input and remove it - in my case both the right trigger touch and right trigger touch capacitive (an axis event) was causing the crash

sturdy coral
#

Nanite, Light Functions, Deferred Decals, and Screen Space Reflections are now affected by Variable Rate Shading, potentially lowering the cost of those features when VRS is enabled.

#

Foveated nanite 🤯

torn temple
quiet badger
#

anyone try 5.2 pixel streaming for vr yet? very curious about this

sturdy coral
#

likely invalid key because a plugin providing the key isn't loaded or something (was common with vive cosmos keys or something in the past)

paper epoch
#

what is the recommended engine version for VR? Oculus Branch or something else?

trail shale
#

I'd like to know this too!

undone coral
#

Anyone tried Lumen and Nanite in VR with the new 5.2.0 official release? Is Lumen working well now in VR? Or at all?

torn temple
#

Hi guys, I am having an issue where previously fine APK files are no longer running on Quest 2. This is since the last update. They open fro a split second and then crash.
I know @ivory juniper had this issue but has since disappeared so I don't know if he found a solution.
Any help would be amazing as I essentially have a finished project for a client that will no longer run.

chilly ocean
#

With scenes that use Nanite and Lumen

ivory juniper
jade kettle
hushed apex
#

How to create a simple LAN connection 2 players application for oculus quest 2 ???

jade kettle
#

Whether that's a good idea is somethign different

smoky crane
#

has anyone packaged a pcvr (on windows) game using unreal engine that can use the quest pro hand tracking? Looks like hand tracking might be limited to standalone apps??!

torn temple
#

Hi guys, having a world of trouble getting UE5.1 to work with Android. When I run the file setupandroid.bat I get the following error...

Error: A JNI error has occurred, please check your installation and try again
Exception in thread "main" java.lang.UnsupportedClassVersionError: com/android/prefs/AndroidLocationsProvider has been compiled by a more recent version of the Java Runtime (class file version 55.0), this version of the Java Runtime only recognizes class file versions up to 52.0

#

Any help in resolving this would be soooo welcome at this stage

earnest hamlet
#

Hi! Does anyone know why hand tracking does not seem to work whenever I export my game as APK and load it onto my Quest 2? In the editor hand tracking works just fine

gleaming oriole
#

hi, does anyone know what the most barebones stabbing system i could do is? I just wanna be able to stab the head of a zombie then pull out the knife

sturdy coral
gleaming oriole
wheat wyvern
#

Hi, how to simply change the hands in the default 5.1 VR template ? I'd like to have hands not the gloves provided...

zinc plover
#

Hi everyone, so, i've been working on a VR project for some time, its a gallery that you can walk around, has some levels and you can try on some clothing on yourself, etc. Im using a VRF plugin, with inverse kinematics for your body and legs. All good. Untill i tried to add Multiplayer functionality. I tryed at first multiplayer, with 2 computers, running the app from the editor, and it does not work, then i packaged the project, and tryed again. Now it works, but i have the following strange issue:
As the host, i can move and play around normaly, create a session with the node, and all good.
Now i go to the second computer, find the session and join, i can see the host (So far, so good), move around and all is good.
Now, the problem is, when i get back to the host, i have no controllers any more. My hands appear on the ground, and i cant do anything.
I read around the internet for it, and it seems to be a fairle common problem while doing VR multiplayer, and i even found a solution, that has to do with possessing the player before spawning, and possesing the controllers too, the thing is, i have no idea how to do this hahah

#

by any chance anyone has had the same issue, and can point me in the right direction?
Another thing that i forgot to mention, as i can see the other player moving, his hands do not move, and are just glued to the character's head, but from the second player point of view, my hands work normally. (so, its like the controllers are not replicating, and i dont know how to implement that eigher xD)

sturdy coral
#

I'm not sure if that is your issue or not, usually I think it would cause your hands to move a remote player's

humble crow
#

hi guys, how character follow headset VR camera YAW rotation ? so my character will rotate (yaw) the same as the headset VR yaw?

#

i tried with this code but the result is the headset VR keep rotating endlessly
this event FollowCamRotation called on event tick

zinc plover
#

video 1

#

video 2

#

oh god sorry for the obs screen on the second video

#

tell me if you understand from there what is happening

#

lol i mistaked the channel, but still i think its alright, if it serves for clarification and some charitable and smart soul has some insight into what could be the problem xD

worldly peak
#

When Im not in the play mode I get about 110 fps but as soon as I play it in VR the performance drops to 20-24fps. Even in new map which has nothing but few cubes the fps drops just as much. I tried packaging it with development and shipping modes but the issue still remains

#

Using UE 5.1. Do others have the same issue or is it just me

#

I can easily run Half Life Alyx and other vr games with 90-120fps so I know the problem is not with my PC specs

sturdy coral
bitter hare
#

Hello, I'm trying to package my game for my quest 2 headset. I've used this video tutorial: (https://youtu.be/TXQhGjVZJ-8) to set my settings. But I keep getting this error when I package:

BuildException: Missing precompiled manifest for 'SteamVR', 'E:\Epic Games\UE_5.0\Engine\Plugins\Runtime\Steam\SteamVR\Intermediate\Build\Android\UnrealGame\Development\SteamVR\SteamVR.precompiled'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamVR.build.cs to override. If part of a plugin, also check if its 'Type' is correct.```

Packaging your project for and Oculus Quest can be quite the challenge the first time around, fortunately the setup is pretty simple. In this tutorial I will be showing you how to setup both your Quest 2 and Unreal Engine project to make the packaging that much easier when its time to test your project.

// WEBSITE LINKS
Android Studio: https://...

▶ Play video
rocky nexus
#

There is no steamvr on quest, so you can disable it

ashen flicker
#

Hi please help for Pico vr 4 connect with pc and unreal engine

ashen flicker
#

???

noble stump
#

how do i make a widget intractable interact with static mesh

sturdy coral
# noble stump how do i make a widget intractable interact with static mesh

you have to modify it, I made a subclass of static mesh and added to interaction component trace params:


FCollisionQueryParams Params(SCENE_QUERY_STAT(WidgetInteractionComponentTrace));
+                       Params.bReturnFaceIndex = true;```

and get the UV of the hit with (requires a project setting because it uses more memory):

```cpp
bool bUVResult = UGameplayStatics::FindCollisionUV(TraceResult.HitResult, 0, TraceResult.LocalHitLocation);```

and then convert that from uv space to widget coords
```cpp
TraceResult.LocalHitLocation *= HiddenWidgetComponent->GetDrawSize();```
#

"Support UV From Hit Results" is the physics setting you need to enable on the project

#

you have to modify a bit more stuff than that, to have the widget interaction component look for meshes of the subclass

rain hemlock
#

Hi,

I would like to know if it is possible to link Unreal to a Quest Pro (using face tracking) and to Vive Trackers 3.0 without going through software such as Air Link, Virtual Desktop or ALVR/XR.

I ask this question because none of the three software does the job well for such a setup...

ember forum
#

is there documentation for launching to quest2 on ue5.2 (like what JDK/NDK is needed)

noble stump
#

@sturdy coral any way to do the same via BP

sturdy coral
#

Not sure

gleaming oriole
gleaming oriole
#

nvm, fixed

burnt folio
#

Did you happen to ever figure this out? I'm just starting out on VR development in Unreal 5.2 and hitting this same issue with the Reverb G2.

burnt folio
#

I can't seem to get further than World Tick > Self when trying to profile it

radiant sundial
burnt folio
hollow apex
#

Anyone got any suggestions on the OpenXR plugin and the Quest 2? I enable the VR editing but controller inputs don't work.

#

I'm trying in 5.2

cursive wigeon
#

Hi, has anyone encountered/solved the issue of Stereo Layer components w/ Supports Depth enabled rendering a black quad on Quest 2 Vulkan? Thanks! (UE 4.27/Oculus Fork)

burnt folio
sage gulch
#

do emissive material lights work in forward shading?

hollow narwhal
#

Hello, does anyone know if Oculus Hand tracking work on 5.2? I couldn't get it running on 5.1, but I know that 5.0 does work.

burnt folio
#

@radiant sundial just some progress.
So far tracked it down to here:

// TODO: We could do this earlier in the pipeline and allow simulation to run one frame ahead of the render thread.
// That would allow us to take more advantage of Late Update and give projects more headroom for simulation.
// However currently blocking in earlier callbacks can result in a pipeline stall, so we do it here instead.
OnBeginSimulation_GameThread();

coral swallow
#

anyone got a way figured out for camera pushback when trying to stand with something blocking the way? I have a rough idea with a sphere trace above my capsule collider to detect it my resize will clip with the object and block that but i cant get the camera root offsets and such right...

hidden crest
#

Does anyone know how to set or ignore "VR Focus State"?
I'm seeing a new behavior in 5.2 (OpenXR Plugin enabled, HTC VIVE) where controllers don't track until VR Focus State=True.
This is annoying for developing when you are testing inputs and don't want or need to constantly wear the HMD just to test a button press.
It seems covering/uncovering the proximity sensor triggers VR Focus State. I haven't found any info for setting this in Unreal or SteamVR.

RESOLVED: For those having the same issue this fixed it for me: https://forums.unrealengine.com/t/unreal-engine-5-10-enhance-input-doesnt-work-with-htc-vive-controllers/732620/18?u=thejturner

Epic Developer Community Forums

The SteamVR plugin has been deprecated, it’s unlikely Epic will fix any bugs in it. For the OpenXR plugin, one common possible cause for the inputs not working is the runtime not transitioning into the FOCUSED session state. This can happen either because the SteamVR Dashboard is open, or if the proximity sensor on the headset is not activating...

shadow nimbus
#

Hi, how does the "VR mode auto-entry" setting work? I'm trying to enter VR by pressing the UE (5.2) play button, but nothing ever shows up in VR, and I just spawn at the default location with nothing happening, even with the default VR sample test project.
I tried with Virtual Desktop, Air Link, wired, with SteamVR running, SteamVR off, it never works.
Can it work via Virtual Desktop? Does SteamVR has to be running? Is there a specific order in which I must start things?
I enabled the setting as you can see here

sage gulch
#

that's to use the hmd sensor to enter vr, you need to choose vr preview if you want to launch via mouse

shadow nimbus
#

Alright, managed to get that working with Air Link. The view is shaky but at least it shows up in VR now. Thanks!

rain hemlock
#

Hi, to use a wireless headset with Unreal do we mendatory have to use software such as Air Link, Virtual Desktop, ALVR?

silk lodge
coral swallow
gleaming oriole
#

does the meta xr plugin come with matchmaking?

hoary inlet
#

matchmaking?

gleaming oriole
burnt folio
#

@radiant sundial
Figured I would update, just let me know if you don't want to be tagged

The problem seems to be that when Garbage Collector runs, it throws off the xrWaitFrame function somehow, causing it to wait much longer for all frames following it. The effect can revert back to normal, but it can also get even worse on the next garbage collection if it hasn't fixed itself before that happens. It then gets to the point where xrWaitFrame is waiting even longer than the frame time.

Trying to see if I can figure out a fix for it.

radiant sundial
#

no, i'm fine being pinged. it's useful knowledge and you've done a more in depth review of what's going on then i did at the time. I just probably won't respond to the pings.

burnt folio
#

cool, I'll keep you updated if I find a solution

radiant sundial
#

thanks

hoary inlet
# gleaming oriole multiplayer

no, sorry the Meta XR plugin is for the actual XR stuff (VR , Audio control, AR-passthrough)
If you need match-making, you would implement it through a normal non-vr library as that side of things works completely independent of what is displayed onscreen

coral swallow
#

anyone got a way to get the forward vector and right vector from the camera for use in adding player movement but have it not get affected when looking up or down / tilting your head. I tried negating the corresponding rotation from the vector but it has issues when facing backwards and with certain tilts

radiant sundial
#

right vector = normalize(cross(camfwrd, globalupvector)); fwrd vector= cross(globalupvector, right vector);
(might need to swap the parameters around).

hardy glacier
burnt folio
#

@radiant sundial So, I found that if I measure the time xrWaitFrame takes and it is over a threshold (I set mine to 2ms), and I make it immediately return on the next pass, it fixes the issue. Though obviously not fully ideal since every time GC is run you will get a 1 frame skip. If you have GC running once per minute, you'll notice the skip every minute. I combined this with extending the "Time Between Purging Pending Kill Objects" setting to 10 minutes and now don't really have any issues. Just that once every 10 minutes you may or may not notice a frame skip. Would be better if instead of skipping it was able to sync the timings up another way, but still need to figure that out. Runs great now though...

#

this is from editing the Unreal Engine 5.2 code

gleaming oriole
shadow radish
#

Hi UE4 vr devs, we have an issue we are trying to get to the bottom of which we are not fully understanding.

We are packaging our project and have an issue of really poor tracking performance and jitteriness when playing on steamVR with the SteamVR openXR runtime.

We have tried both the unreal 4.27 oculus branch and unreal plus branch of 4.27.

When we play on SteamVR with the oculus openXR runtime, we get perfect performance and the game runs as smooth as butter.

Has anyone run into a similar issue?

We are driving ourselves a bit crazy with it, trying to use different combinations of VR plugins.

burnt folio
shadow radish
#

@burnt folio the hmd somewhat but mostly the hands. Our game is a climbing game and arm swing running game so it seems very noticeable during climbing that it's jittery when running with SteamVR runtime.

burnt folio
#

ah ok, I hadn't really noticed the hands, but I found that if using OpenXR Toolkit with unreal engine 5.2, I have an issue with the HMD view lagging behind my head movement. I then noticed this effect return when I was trying various synchronization strategies in the FOpenXRHMD::OnBeginRendering_GameThread() function so I was wondering if it was a frame timing issue related to what I was working on fixing. Not sure about the controllers though.

sturdy coral
#

project it down to plane and normalize to get the orientation for walking movement, for flying or swimming you might want to just use pure forward vector of the hmd

alpine arrow
#

hey guys, does anybody have any idea how to make volumetric fog to work in instanced stereo in VR? It seems like it's been an unresolved issue for a long time, and I was just wondering if anybody found a way around this bug.

sturdy coral
#

and it got merged a long time ago

alpine arrow
#

I am on UE 5.2, but it didnt work in UE5.1 either

#

does this only work for source build UE?

sturdy coral
#

it is working for me in 5.1, I've just merged to 5.2 but haven't tested VR yet. what specifically is happening?

#

I think what I fixed was it used to get drawn in left eye twice and not in right eye

#

it shouldn't require a source build

alpine arrow
# sturdy coral it is working for me in 5.1, I've just merged to 5.2 but haven't tested VR yet. ...

Well, i'm trying to follow along with this demo https://www.youtube.com/watch?v=Xd7-rTzfmCo&list=WL&index=3&t=1226s but it doesnt seem to render for both eyes

This session by Epic's Sjoerd De Jong covers the latest improvements to Unreal Engine's Volumetric Fog and lighting features.

Within a beautiful nature scene you will learn how to set up these effects, and how you can achieve spectacular results by authoring Volumetric Fog through the Material Editor.

Learn more at http://www.unrealengine.com...

▶ Play video
#

someone told me to go to settings > Engine > Rendering > separate translucency but it doesn't seem to work

sturdy coral
#

I'm not using the same lighting setup so there might still be issues with a dynamic sun like that or something, I'm mostly all static + some dynamic rect lights; I've tested with dynamic shadowed spotlights and stuff and they worked but I don't think I ever tried directional

alpine arrow
#

i'm still new to ue so i'm not certain

sturdy coral
#

I mostly only use a global fog density lit from the baked volumetric lightgrid and don't have many placed things putting out fog in localized areas, but I have one:

#

is that what you are using for the settings?

alpine arrow
sturdy coral
#

on the gear click on 'show modified properties only'

alpine arrow
#

yup it's modified like that

sturdy coral
#

that should be right

alpine arrow
#

i don't know if it this is important, but I made a material instance... could that be a problem?

sturdy coral
#

do you see the general fog in both eyes and just not the placed particles?

#

I don't think an instance would be the problem, but I'm not sure

alpine arrow
#

I dont know how to go to stereo view mode, but to visualize it, it looks like this

alpine arrow
sturdy coral
#

which one is it supposed to look like, if you had instanced stereo off and both were working right?

alpine arrow
#

oh, i meant one is the left eye, the other is the right

sturdy coral
burnt folio
#

ive noticed the same thing with instanced stereo for all translucency, especially water. The effects show up in the left eye but not the right eye. I have noticed that if I angle my headset in a way that the body of water is far to the left of my vision, the effects suddenly work in the right eye

#

at the moment, i just have instanced stereo turned off

sturdy coral
#

oh ok, that seems like a different problem

alpine arrow
sturdy coral
#

I've heard of people having that with water but I haven't tried it

burnt folio
#

also rain and splash effects

sturdy coral
#

water is different than normal translucency and has its own extra depth pass I think (to avoid sorting issues looking through waves)

alpine arrow
sturdy coral
#

it might be a niagara specific problem, I notice mine is using cascade

alpine arrow
#

oh do cascade fog effects work properly in vr?

sturdy coral
#

that's the only difference I see, you could try that and see

#

and if it is applying to all translucent particles it might be a bigger issue with niagara

wheat wyvern
#

hi, I used to have a stationary sun in 4.27 for main directionnal light (sun) and had no problem with movable objects (obviously VR hands are movable objects). Now in 5.2, hands are lighted with stationary sun and not shadowed when in penumbra. Any idea of the thing I could have missed ?

alpine arrow
sturdy coral
sturdy coral
#

in the diff there is this comment I made:

alpine arrow
sturdy coral
#

I never found the actual bug, and instead just turned off instanced stereo for fog particles (and justified it as in that comment, because it is already instancing many slices for each eye in little split up batches)

alpine arrow
#

I just checked confirmed it works well with instanced stereo off

sturdy coral
#

I think there's not much tradeoff, if you rendered in both eyes at once you'd want to optimize your slice batching size thing to be smaller so that the draw calls ended up the same, but if it was some really small particle or in the far distance with few slices, it might turn out to save a few draw calls

#

but fog particles aren't expected to be a lot of the draw calls ever I don't think

sturdy coral
#

to make sure it is a particles-only problem

alpine arrow
#

so, there is no frame drop, but it seems like the GPU is doing some heavy work

alpine arrow
sturdy coral
#

there are lots of parameters you can tweak to get that time down

alpine arrow
alpine arrow
sturdy coral
sturdy coral
#

that's the settings I'm using; with historyweight=0.98 it will be really slow to update if you have it on moving stuff or have shadowed fog with moving things through the shadows though

#

lowering the history weight will increase the responsiveness, but also increase aliasing/flickering

alpine arrow
#

oh, that's pretty neat! i'll try tweaking them. Do I just add them in the defaultEngine.ini?

sturdy coral
#

yeah, under [/Script/Engine.RendererSettings]

shadow radish
#

we disabled steamVR plugin and may have gotten better performance now. We haven't profiled but it seems to feel slightly better packaging the project without the steamvr plugin.

sturdy coral
#

@alpine arrow I tested in 5.2 just now and the particle system I have works in both eyes. are you on nvidia?

alpine arrow
sturdy coral
#

yeah instanced stereo is on

#

I guess try moving your particle system to cascade and see if that works, that seems to be the only difference

alpine arrow
#

alright, i'll definitely check them out!

sturdy coral
#

that's the only one I have, just drawing a single sphere of fog somewhere with all the animation of it in the material itself

wheat wyvern
alpine arrow
sturdy coral
#

you can maybe migrate one from a legacy sample project if there is no other way

alpine arrow
#

i see, I'll figure out a way

#

do you by any chance have more tips on optimizing in VR? if I go along with instanced stereo off, I hope to improve the lost performance. My project might get heavier with niagara added to my chaos destruction

sturdy coral
#

you can try that too and see if it fixes

wheat wyvern
sturdy coral
#

search stationary in there

wheat wyvern
#

Well, I can set my dir light to movable, perf impact is quite low on PC VR

#

otherwise it's just more than quite annoying for movable objects....

#

I am converting a copy of my project to give this a try

alpine arrow
sturdy coral
alpine arrow
#

Also, I just checked with the cascade particle, and it seems like it doesnt get rendered at all. Plus even more performance drop than niagara

sturdy coral
alpine arrow
#

yeah, it appears in the 2d viewport, but it barely makes a difference, even though they have the same settings and material... I had to toggle the visibility a couple times to see the difference

quasi loom
#

Do I need to wait for oculusxr plugin to get updated to 5.2 before I switch my project over to 5.2?

coral swallow
radiant sundial
sturdy coral
shadow radish
shadow radish
quiet badger
#

anyone used mobile deferred on quest 2 yet? It works with mobile hdr turned on for me, but not when mobile hdr is turned off. The docs page doesn't say it's a requirement, so any ideas?

burnt folio
#

ehh going to look into it a bit more before I decide to stop

wraith sky
#

After latest update of 5.2 it stopped to work. Even VR template crashes on launch with OpenXR.

stable shadow
#

I have a problem with Pico 4, as soon as I enable OpenXR or HP Motion controller plugins, the headset not working correctly in my PC VR game, the colors in the display are wrong and when I go inside the level everything is black except for the UMGs.
I don't have any idea where this problem comes from.
I'm using 4.26

wraith sky
stable shadow
#

@wraith sky No just the default OpenXR plugin comes with engine

wraith sky
wraith sky
#

yeah, Pico only added support in Feb 2023

#

Sorry, have not noticed you're on 4.26

stable shadow
#

No problem, I'm just thinking of enabling those plugins and ignoring the PICO,
Last time I sent my project for Steam review they said Windows Mixed Reality controllers are not working, and I don't have access to any Windows Mixed Reality devices

wheat wyvern
#

hi, does anyone can help with changing the default manequin XR to another model (I need hands not gloves) ?

#

I just do not know what to do, the open xr thing is new and complicated for me

alpine arrow
sturdy coral
#

(niagara is the sphere, cascade is the cloudier looking thing)

#

@alpine arrow would have to debug to where niagara is rendering differently than cascade, but I won't have time unless I ever have a real need for a niagara volumetric fog system; see if you can see your cascade test better when you put a big value (like 10.0) into your extinction pin in the material

#

and then send them a bug report if you can get cascade working too

trail shale
#

How is VR (Using Valve Index) in 5.1 (I know 5.2 just came out) - I'm still on 4.26 but I'd like to start the process of updating my project to an engine version released in the last 2 years

wraith sky
trail shale
wraith sky
#

i think patch did it...as before i had project in 5,2 working fine

sturdy coral
#

when it was running it started up ok

wheat wyvern
#

I was finally able to reskin a mesh to the provided bones but when I plug the two hands in the XR VR bp, only one (right) works... Any idea ? I someone want to have a look I can send the remix

coral swallow
#

im trying to do capsule rotation similar to how i have the capsule follow the camera but running into a weird thing where if im off from my origin point whenever i rotate my head my hole actor move in a direction relative to the distance from the vr origin... i thought maybe doing rotate around a point would fix it but it just sends me off the map for some reason. Any ideas on how i could fix it with my setup here? https://blueprintue.com/blueprint/kyvpxdrb/

wraith sky
jade kettle
#

As adjusting the VRCalibration will affect its children too

spare abyss
#

hi there! has anyone else run into the issue that their ue5 vr template does not recognise button, stick and trigger inputs?

I booted up the vr template and for some reason while the head and hands do move to match the motions of my headset and controllers none of the inputs work at all, I cant grab onto objects, the fingers dont move and I cant teleport either

silk lava
#

Creating a new level, added a static mesh floor i modeled, and also tried the base level template. Added the VRGamemode the nav mesh and the player start and I can not teleport around the map. I get this error when ever i try to teleport. (Unreal 5.2, using the VR Template as the base, no modifications to the blueprints other than new level). Getting Error

LogHMD: Warning: GetPlayAreaBounds xrGetReferenceSpaceBoundsRect with reference space XR_REFERENCE_SPACE_TYPE_STAGE failed with result XR_SPACE_BOUNDS_UNAVAILABLE. Returning zero vector.

Any ideas ?
I am now booting 5.1 to try the same and see if it works there.

gleaming oriole
#

does quest 2 support EOS?

silk lava
noble stump
#

hey any1 here work with pico neo 3, i need some help?

noble stump
#

pice neo 3 pro*

hallow knoll
hallow knoll
hidden orchid
#

@hallow knoll just because this crash has plagued me and many others lately, I have a 5.2 project with lumen, nanite, virtual textures and substrate that has been killing my will to live over the last few weeks, dxgi device removed or hung. Today, I came across a post saying to change these two settings

#

I have not been able to crash it since

#

Would be interesting if this solved the issue for others and maybe it could be made default for UE

hallow knoll
#

We don't manage the users Nvidia settings. I'm curious though if both of those settings are required or just one?

hidden orchid
# hallow knoll We don't manage the users Nvidia settings. I'm curious though if both of those s...

Yeah, know that GeForce experience set stuff for individual games and apps and they'd probably sit up and listen to you guys. So the nvidia driver threads on reddit has this guy who always gathers really good info on nvidia issues, down to bios, driver and registry settings, he got me on to set prefer maximum performance which helped a bit, but went deep into the rabbit hole today and found the low latency mode one and that's the one that finally solved it. Incidentally it also fixed the infamous pc last of us port

#

It's one that I wouldn't have tried tbh, because I dont do competitive multiplayer much these days

#

This is on a 4090 btw

jade light
#

hello guys i have a roomscale vr map and i want to calibrate it using controllers, for example placing both of the in the corners and then adjusting the world using that info so that vr walls=real walls, or a better way if there is one. how can i accomplish such thing

earnest hamlet
#

Hi! Does anyone know why hand tracking does not seem to work whenever I export my game as APK and load it onto my Quest 2? In the editor hand tracking works just fine

silk lava
restive lark
open thunder
#

Would anyone know how to set up PSO to run with quest 2? I believe I've gotten through steps 1 and 2 of the 5.1 documentation but during step 3 I get a ton of warnings and it doesn't appear to actually give me the spc file.

little terrace
#

Hi there! I'm new to unreal engine and VR development and For my school project, I am developing a warping system in virtual reality (VR) using the Oculus Quest 2 and Quest Pro devices, along with Unreal Engine 5.1.1. The objective of this project is to create an immersive experience where the main camera image is dynamically warped around a black dot that can be positioned at different locations on the user's eye. I have already attempted an initial solution by adding an extra camera that captures a 2D scene and renders it onto a render target. This render target is then used as a material on a plane mesh, which has predefined morph targets to warp the image around a predefined position, such as the center. This could probably be achieved in a much better way as well.

However, I would like the warping system to be more dynamic, allowing easy adjustment of the black dot's position for flexible warping around different spots on the user's eye. I am looking for guidance or suggestions on how to achieve this dynamic warping effect within the given hardware and software setup. Are there any specific techniques, APIs, or Unreal Engine features that could help me accomplish this goal efficiently and effectively?

The first image is the mesh I use, the second is without warping and third with warping.

dreamy ivy
#

I keep being asked to add door handles and doors to the GDXR Ultimate VR Template. So i thought id show a prototype ive been working on for the next update.

https://www.unrealengine.com/marketplace/en-US/product/87aaded1256e4df786ceeffd65e6f1ad

Unreal Engine

This template provides the ultimate platform for building your own VR Projects, built with UE 5.1 and created entirely with blueprints, Supporting Open XR and fully integrates the Enhanced Input System. Built from the ground up for Mobile and Desktop VR.

round cliff
#

Hi, I am trying to build using api 32 with 4.27.2 from git repository, but trying to upload my apk gives me below error.
`"Error:

The AndroidManifest.xml contains an <intent-filter>, but android:exported was not set on its parent node. Add it to your manifest and try again. See https://developer.android.com/about/versions/12/behavior-changes-12#exported for more details.
"`
Search and it says I should add "android:exported="true"")" Which I already did but still getting the same error message. Does anyone know how to fix this.

bright sphinx
#

Hey guys, quick question - how do we check if the player has a VR connected or not?
Is the node "is head mounted display enabled" enough? Thanks

rocky nexus
bright sphinx
round cliff
worldly peak
#

How do you control 2 clients with the same headset in the VR preview mode or is it even possible? The motion controllers and the headset are both locked to the first client and they can't be used with the other one separately

dreamy ivy
worldly peak
dreamy ivy
#

I think @hallow knoll mentioned it during this video but i could be wrong. https://www.youtube.com/watch?v=vT1T2unF8EI&ab_channel=UnrealEngine

For this show we'll be celebrating VR week by presenting you with rapid fire tips and tricks about VR development in Unreal Engine that you might not have known about. From spectator camera's to walking modes and even hand tracking - we'll walk through it all + follow up with a live Q&A segment.

ANNOUNCEMENT POST:
https://forums.unrealengine.co...

▶ Play video
#

@worldly peak

worldly peak
dreamy ivy
#

It's pretty good 🙂 recommend the watch.

warm lion
#

Anyone know why I can't see UBoxComponent in game? I have toggled Box->SetVisibility(true); Box->SetHiddenInGame(false);

spiral marlin
#

sometimes my 5.1 project doesnt detect my motion controllers. the only solution I've found is to restart computer. I am using Valve Index controllers. Anyone know of solution that doesn't require restart?

serene ridge
#

I'm running into an issue with audio going out my computer speakers instead of the Rift headset. Is anyone else with a Rift experiencing this, and do you know a fix? This is with OpenXr & UE5.

#

My UE4 VR project works as expected -- audio goes to the headset. But that is running through Oculus, not OpenXR

hallow knoll
hidden crest
little terrace
dreamy ivy
loud bridge
#

can any vr devs help me with smooth locomotion I’ve seen a couple of tutorials but they all seem unnecessarily complicated and I feel like there would be an easier way

past citrus
#

Hi does anyone know what the api is to get burnt calories in oculus? Thank you!

jade kettle
round cliff
#

Hi Guys, i have an interface that is invoked by the player with a button. The problem is that when the player invokes it, with some element very close to him (a box), the modal comes out and is interfered by this element. Is there a way that the interface is not covered by any element of the level when it is invoked?

ionic tulip
#

Hi there, currently trying to work on a project for quest 2. I packaged the project and installed the apk and was working fine couple hours ago, now when i open the project it does the loading 3 button icon then just return to the quest 2 home screen. How can I access the crash logs within the quest 2?

sturdy coral
#

or if it is an xr overlay I think there are settings to choose if depth affects it

round cliff
sturdy coral
#

for disable depth

round cliff
#

is here?

sturdy coral
# round cliff

no, in the material. you can undo any changes you made on the widget, that's the wrong place

round cliff
#

By doing this my pointer no longer works in the interface since it is now behind. Is there a way for the pointer to be over the interface?

shadow nimbus
#

What would be the proper way to move VR hands to a third-person camera and back to a first-person one? Is there a way to set the new origin of the VR hands?
It kinda works by doing AttachActorToComponent on the other cam, but attaching that way causes hands to move when moving the head. (I'm on UE 4.27)

sturdy coral
smoky pollen
#

I'm seeing a weird artifacts in VR under a specific condition. When there's a foliage under the wires and I'm closer to the foliage, I get a 'ghosting' of the cables and several other parts.
I use forward rendering and I tried MSAA and TSAA but I see that on both. Anybody knows what it's caused by? (Quest2 on link) (there picture doesn't show the ghosting/artefacts I am unable to screenshot that.. but it's like a jittery ghosting)

smoky pollen
#

Ah I see, it might be a framerate drop

smoky pollen
#

DO somebody have some good DefaultEngine.ini rendering options for PC VR (UE 5.2) to go from?
I've found these on the internets, but I'm sure there's plenty more

r.FinishCurrentFrame=1
sg.ShadowQuality=1
sg.AntiAliasingQuality=3
sg.PostProcessQuality=2
sg.TextureQuality=3
r.MaxAnisotropy=8
r.SSR.Quality=3
r.RefractionQuality=0
r.SeparateTranslucency=0
r.EyeAdaptationQuality=0
r.RHICMDbypass=0
showflag.DynamicShadows=0
r.HZBOcclusion=0
r.BloomQuality=4
r.SceneColorFormat=3
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolume=0
r.SSR.Temporal=0
r.MSAACount=2
sturdy coral
smoky pollen
sturdy coral
# smoky pollen Ah I see, it might be a framerate drop

yeah that sounds like it was probably the motion reprojection stuff that happens during framerate drops, it's motion estimation isn't as fine grained as the resolution so it can warp thin stuff and silhouettes around a bit

burnt folio
#

anyone happen to have any tips on optimizing nanite performance in VR?

celest basin
#

Watched the twitch stream by victor and alex from a month or so ago talking about subtle changes in the vr pawn to better track play space but I can't quite get my head around where to put thing in this new hierarchy :/

celest basin
#

Ah... nvm 🙂
Easier than I thought it would be

warped mesa
#

What's the difference between the "Get orientation and position" node and the camera."get world location" node (besides the obvious orientation being included)?

ebon sorrel
#

I'm having a really hard time getting the VR edit mode to run in 5.2.
I've got the open xr plugin ON
I've enabled the shritcut Shift V to enter VR mode
I've run VR on the quest via Link before launching unreal.

I can't see any button to press to enter the VR editing mode.
Any tips? The documentation seems to me like it's just supposed to work without any way of entering the mode.
https://docs.unrealengine.com/5.2/en-US/virtual-scouting-overview/

With Virtual Scouting, filmmakers can scout a digital environment in virtual reality.

sterile sandal
#

Hello Guys, Is anyone developing for ios(Arkit) using Unreal Engine ?
I would like to know the challenges in building & publishing on the App Store.

steady fern
#

Dear community, I am curious to know about the best practice of matching the VR and physical environment(roomscale) through calibration of the coordinates between virtual and real.

I'm considering the following scenario:

  • Playback of UE5 content using oculus quest 2 via Oculus Link
  • I have several physical objects(300 x 2000 x 700 mm(WxDxH)) which are placed in the roomscale of 10 x 10m.
    I'm aiming to interact with physical object described above, primary to get haptic feedback.

I found so far following attempt in forum:
https://communityforums.atmeta.com/t5/Unreal-VR-Development/Room-scale-matching-IRL-location-How-to-manage-Quest2/td-p/973463

Which seems to be one good example working pretty well.
At the same time the setup seems to be a bit bulky.

I'd be really appreciated for any suggestion or insights.

gray karma
#

Hi, I have a problem with the integration of OpenXR Vive Tracker plugin in the UE 4.27.3, I can't compile it.
An function AddActionsSets in the OpenXRViveTracker class try to override an function AddActionsSets in the IOpenXRExtensionPlugin parent class.
But this function doesn't exist in OpenXR Lib on UE 4.27.3 but exist in OpenXR Lib on UE 5.0.3 . I can't update it.
I try to comment this function and i can compile it, the component is here but of course it doesn't work.
I check the GIT repo and this is the only version of the plugin OpenXRViveTracker and this is UE4 version.
https://github.com/ValveSoftware/openxr_engine_plugins/tree/main/unreal_engine/ue4/OpenXRViveTracker
Anybody have and idea please ?

GitHub

Contains Valve-provided plugins for using OpenXR extensions with various game engines - openxr_engine_plugins/unreal_engine/ue4/OpenXRViveTracker at main · ValveSoftware/openxr_engine_plugins

dusky sedge
#

Hi,
I'm writing a ball game that has a score system that I implemented using a state machine. The score is dependent on the interaction between two players, the ball and the court. I am wondering, is there a go-to method for creating tests that require multiple interactions with players and the world?

Ideally, I would like to simulate multiple games, with a pre-defined score, and see that they do no fail. Kind of like unit-tests for UE VR.
Is there a go to plugin or anything for that?

hidden orchid
gray karma
jade kettle
#

unless you're going for OpenXR on 4.27

#

Then the OpenXRViveTracker plugin is only officially integrated in 5.2

real needle
#

Does anyone know why my LODs stopped working in 5.1 on Meta Quest?
It seems like the MinLOD is always 1, no matter what I do. I can't get LOD0 to work.
On Desktop it works fine...

#

Even with a new VR Template project

#

Found it. It was the View Distance Scalability setting 🙂
Didn't know it had an effect on LODs

still basalt
#

Any VR guys able to help me with some smoothturn stuff?

#

It's all in Cpp

still basalt
#

Do Motion controllers not update their rotation/Location after beginplay?

#

When set as an attachment to a scene component

cinder widget
#

Is there a "virtual" VR headset that you could use to fool SteamVR into thinking there was a headset? What got me thinking this way is that my Pico 4 has been flakey to keep UE Play VR launch button enabled. Sometimes I want to launch the play button but not actually use my headset. If we had such a simulator, the next feature would be to capture headset and controller data from the real Pico 4 and replay it back with the simulator later to replay test data. Sorry if this is a really dumb question.

tired tree
#

@still basalt they update on tick

#

begin play is too early often anyway to get relevant tracking, depending on how you have things setup in app

flat shoal
#

Is it normal to get 7fps in VR using lumen on a 3090? Never tried it before 5.2, but since it now supposedly works I wanted to see... however, it's catastrophic performance. In editor viewport I get 40-70fps which isn't great either though, so I guess it's a bit optimistic to expect similar VR performance...

jade kettle
#

And it had really good and stable performance. I asked the maker how he did it and he was just rather 🤷‍♂️

flat shoal
#

That's probably just a huge 3D scanned mesh. I have hundreds of smaller meshes (Datasmith imported).

still basalt
#

So why am I unable to set controller or camera relative location/rotation?

#

I do have my camera using pawn control rotation

#

But whenever I turn the playspace origin that the camera and controllers arae attached to, the Controllers turn, but not the camera

#
                      HMD
                        |
LController------- PSpaceOrigin--------RController

#

Rotation of the PSpaceOrigin doesn't rotate camera or controllers

#

Unless it's the root component, then it works for controllers only

#

Or should I not have the Camera be using the Pawn control rotation and instead have an input action for all that?

lofty wagon
#

Hi, has anyone encountered an issue that stops you from closing the virtual keyboard as shown in the video attached? I do not show the widget I am editing but I selected an editable text field on a widget. I have tried the same thing with other widgets, and other text fields. I can't close the virtual keyboard if I update the text on any editable text fields on widgets. This is running on a meta quest 2, built on UE5.1. Thanks

coral swallow
#

anyone figured out a way to prevent player rotation spinning out of control if you are looking straigh down or into your physics chest? Ive got the player rotating with the hmd nicely but i just want it to not freak out when hitting that specific point

lofty wagon
sturdy coral
#

in other words, as the player looks more and more down, gradually shift to using the vector in the direction out of the top of their head to determine forward direction instead of the vector in the direction out of their face

sage gulch
#

when you localize a stereo sound asset does it get submixed to mono or what?

shrewd cobalt
#

Anyone here hyped for Apple's headset? 🙂

coral swallow
#

i doubt it will be the game changer everyone is expecting... It'll be similar to the quest but with the price of a cosmos. and with apple making developing on their platforms so annoying its probably gonna lack content

paper raptor
#

I wonder if Apple is bitter with the fortnight AppStore lawsuit still.

noble stump
#

dose HTC vive pro have issue with nvidia and ryzen combo?

sturdy coral
#

I hope there will be a way to do PCVR streaming with it

karmic wing
#

Does anyone have experience working with the HTC vive Focus 3? I have a project that can be packaged and transfered to the headset via cable, this build is built in UE 4.27 using the openXR-android plugin vive provides. I am trying to get the template for 5.1 to work on the headset. One error I get is the headset is built for occlus. When I remove the occlus builds from the list in the advance build section. The project will open but the player is stuck upside down. And the screen is basically broken. Any thoughts would be helpful!

chilly pasture
#

Anyone know how to get debug symbols work in Android Quest Shipping build.
We are having an issue where apk works fine in development build but crashes on Shipping Build.

zinc cipher
#

Hey, I want to work on the map of my vr project while I don’t have my googles with me, can I use a normal pawn in a vr project?

cinder widget
hidden crest
# zinc cipher Hey, I want to work on the map of my vr project while I don’t have my googles w...

Yes.
I always develop my VR projects using a VR pawn and a FP pawn that mimics most of the VR interactions. It makes developing a lot easier but of course you can't properly simulate VR without actually using VR. I also use the Character class as my base class for both pawns so it makes sharing functionality between the pawns pretty easy.

The other really big positive is that you can potentially release your project with a FP mode, expanding your user base substantially, also making it easier to share with non-vr people, etc.

zinc cipher
chilly yoke
#

Well, it looks like Apple teamed up with Unity on the Vision Pro. Hopefully there is room for UE - but who knows what will happen with the glasses at $3500.

silver brook
#

Very well done presentation and captures a lot of the end goals I'm sure we all hope for

#

But no OpenXR collobration? No Unreal Support?

#

Also what is the FOV?

#

Can't wait to see how it performs real time and not in an Ad

cinder widget
#

Definitely light on details. Looking forward to more of a roadmap about SDK, simulators or other ways to dev w/o a device

coral swallow
silver brook
coral swallow
#

this is apple we're talking about

#

they dont do "open"

whole nimbus
#

Anyone know of any tutorials that go over climbing or vaulting in vr? Mostly the vaulting, not sure whether to approach with motion warping or somewhere in the grab component.

#

And another huge one, if anyone knows any resources that go over 3 axis motions as input, so like if the player draws a circle in the air, etc.

whole nimbus
#

Like for hand or head gestures

jaunty yew
#

No unreal support for Apple VR?!?!?

whole nimbus
#

Theres still time.

atomic drum
#

It’ll have an sdk, Epic just need to give some real resources to VR/AR tbh

jaunty yew
#

only unity SDK!!

coral swallow
#

the 10's of users will have more to worry about other than content

jaunty yew
#

Can we sue apple again please

coral swallow
#

and make them hate epic more?

sturdy coral
subtle raft
#

Can the Vision Pro even render anything but a 2D plane for a screen? That's all they showed it can do...

jaunty yew
#

Apple needs to accept unreal support for their new VR OS now!

#

Unity isn't even open source

atomic drum
#

Epic make the plug-ins not Apple.

#

The Unreal leadership team probably needs to take a closer look at the progress of AR/VR within their engine tbh.

undone coral
# atomic drum The Unreal leadership team probably needs to take a closer look at the progress ...

Yeah, but they can't use them or submit to the Apple store if Apple says no. It's Apple payback for the Epic lawsuit on fees. May change though. I'm wondering if they'll even allow proper immersive 3D VR experiences anyway. They showed nothing that you could really call a proper 3D VR experience. It was all 360 videos or floating 2D games and screens. Bizarre. Why would you plug in an XBox or Play Station to play "2D" games in a powerful headset? All that power and all they want you to do is watch TV or browse the web.

atomic drum
#

I’m sure Vision can do 3D, kind of a given isn’t it?

undone coral
undone coral
atomic drum
#

Who cares if they're not friends? They're tools. Politics shouldn't get in the way of a product's day-to-day. If Epic doesn't bother, people will move to other engines.

dense geode
#

They showed 3D content in the presentation. The heart, the F1 car etc.

undone coral
#

Do you remember when Steve Jobs was annoyed with Adobe though about Flash. That impacted a lot of development/support for years...

undone coral
dense geode
atomic drum
#

They killed it then hired the dude to do iWatch 😂

undone coral
atomic drum
#

He got um with supporting that joker Swift language, fun times Apple

undone coral
dense geode
#

It’s true tho they could’ve showed more cool 3D stuff

atomic drum
#

You think Unity really runs on it yet? That team is even more dysfunctional than Epics.

#

Apple needed to show stuff that iOS App creators make, that’s mostly 2D apps.

#

Excel in Vision is like a waste of tech, but they needed to show it.

#

Its a private video player "wink wink" privacy "Safari is the only incognito browser that's for real privacy", say no more 🤣

dense geode
#

Me in 2026 after getting dumped by my AR GF for not paying the monthly subscription

atomic drum
#

I looked into the Vision API, can’t access the front screen 😭

#

Apple, no fun 🙃

jaunty yew
#

Apple needs to apologize to Tim sweendy now! We are obviously the future of the Metaverse

dense geode
#

Tim and Sydney Sweeney Collab when? 😦

jaunty yew
#

we need apple VR support now, apple can't do this to us

atomic drum
#

Tim needs to continue supporting the UE team in creating a great engine. Additionally, he should persist in pushing forward as monopolies are not cool.

#

Apple created the HW, up-to Epic to support it.

jaunty yew
#

How will epic support it if the SDK won't support unreal engine?!?

#

the apple sdk

subtle raft
wraith sky
#

Hope this goggle mask wont be a flop. I'm personally interested in VR goggles that can stream Retinal resolution from my PC. Probably Apple won't do that. Locked as always?...

surreal spire
#

Hi guys, how to reduce the controllers oscillation quest 2 on ue5?

hidden flame
flat shoal
#

Anyone else converted their project to Lumen to test with VR in 5.2? What FPS did you get?

undone coral
#

What the hell is that!? Is there support incoming for Apple's headset? Thought it was unity only...

undone coral
warped mesa
#

I wonder if there will be support for it eventually. Unity already had an edge in vr (in popularity) so this news kind of sucks. I don't want to go back to unity, I like ue better.

unique cloud
#

Is there a way to smooth the Head (camera) rotation for screen recording purposes (PCVR)? I tried to add a Spring Arm with Smooth Rotation, but I couldn´t see any difference.

vale ridge
#

Hello everyone, you’ve any advise for me?
I'm having problems with the height of my VR player.
I can never get it to be the same height, it always spawns with the camera at a different height.
Do you know any way to block this height and make it always spawn at the same height? Regardless of whether the player is standing or sitting.
Thanks!

warped mesa
#

So you would record using a spectator camera, and you'll just be the camera man 😄

unique cloud
whole nimbus
#

Does anyone have a best practice idea of how to do gestures in VR? Like, say head movement triggers a function, by looking up. I could use the dot product with a vector sticking off the top of the head, but running this calculation on tick cant be the best way of doing it. Im trying to figure out how to do hand and head gestures as input. There are a few marketplace assets that do this, but they seem similarly convoluted, using machine learning to verify the gesture.

#

Maybe the keyword would be gesture input or gesture locomotion

prime eagle
#

Hey. Absolutely brand new user. Been tinkering 5.2 for about a week. First question. Is Edit in Vr still functioning? Is it worth pursuing. Very curious. Thanks.

#

Also I am messing w the VR template and can’t get rid of this weird shadow. Any tips?

prime eagle
#

🦗

magic abyss
#

@prime eagle I don't even see a light in your scene. Did you bake then remove a light? If you are brand new I would recommend going through a lot of tutorials https://dev.epicgames.com/community/unreal-engine/learning . Lighting/shadows can be a very complex topic.

Epic Developer Community

Epic Developer Community Learning offers tutorials, courses, demos, and more created by Epic Games and the developer community.Learn UE and start creating today.

prime eagle
magic abyss
prime eagle
sturdy coral
atomic drum
#

Any advice for improving anti-aliasing on Quest 2? I would share a screenshot of the poor quality, but it seems that current UE5.1 screenshots from Quest 2 appear black.

#

I have it set to TAA currently

undone coral
#

Cool interview. Mr Zuck talking to Lex about Quest 3 and Apple headset for anyone interested. Quest 3 looks like a massive upgrade. We'll have a lot more power to play with in UE...
This is where he starts talking about Quest and his response to the Apple headset. I've started it at the good bits...
https://youtu.be/Ff4fRgnuFgQ?t=7070

Mark Zuckerberg is CEO of Meta.

SPONSORS:
Please support this podcast by checking out our sponsors:

EPISODE LINKS:
Mark's Facebook: https://facebook.com/zuck
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carmine yew
#

Im trying to Make a Asteroid destroyer game and Ive made the wheel for the ship.

#

How do I make it so that I can turn It. I rigged it in blender but idk how to do it in Ue

tight jasper
#

hey, guys. I'm making a gardening simulator and I'm starting with a hose. For modeling I use Blender. Should I export the mesh of the hose rigged? or should I export it without rig and apply the physics in Unreal engine?

atomic drum
quiet badger
#

anybody want to humor me for a conversation about vr inventory systems / slight rubber ducky session?

I've been chewing on this half baked idea about setting one up inventory based around fragments or json data so it can be flexible for mods or something.

I really dislike having hardcoded / closed ended systems for something like an inventory. Think about the practical purpose this serves in vr and the real world right, it's a friggen bag you put shit in. Just need to keep that idea in place, have some sorting and simple logic, save load, and convenience for gripping stuff.

quiet badger
carmine yew
carmine yew
#

Made it a bit better

abstract forum
atomic drum
#

Looking forward to seeing what Epic does with all this awesomeness hitting the market. Big love for VR/AR incoming 🚀🥽

abstract forum
#

Yeah agreed

burnt folio
#

Anyone know if the FSR2 plugin works with OpenXR? When I set the quality modes, the screen itself gets smaller inside the headset without upscaling to the full resolution. So it gets smaller and smaller with each level.

Have temporal upsampling enabled per the instructions.

Example:
Quality level 1 and Quality level 3

burnt folio
coral swallow
#

is there actually anybody that can say they prefer hand oriented locomotion the head oriented? if so, why?1

quiet swan
#

Is it possible when using a dedicated server to connect to it with the editor in VR mode? I could have sworn I was doing this but now when I try to connect from the editor my camera always spawns on the ground

flat shoal
exotic bobcat
ember forum
#

wonder how pavlov is not having you choose your openxr runtime in ue5 and it just works 🤔

cobalt ravine
#

yo wassup slackers?! anyone has any idea how i can render a 360 video using panoramic rendering movie render pipeline? I'm always getting black results or crash

burnt folio
flat shoal
coral swallow
ember forum
gaunt inlet
#

hey guys, I'm a total beginner with Unreal Engine Never used before, I want to make a 360 VR world and present it live, I have oculus vr so I can make a VR streaming server and everything, can someone tell where can I find free to use VR worlds or generate easily maybe.

Any help or advice is highly appreciated

coral swallow
quiet swan
#

Is anyone using landscape and foliage for their maps in VR? Or is it to much power

granite willow
#

Will there be an announcement regarding to Apple Vision Pro support?

wary bridge
#

Hello, I’m new to Unreal Engine and im trying to make a first person view game that runs on a PC but that supports a VR headset to be plugged in. I dont need to use the VR controllers, just the player to be able to move his head around.

Is it possible by default or do I have to do something? I dont have an headset to try

granite willow
#

Yeah it's possible. Just check LockToHmd on first-person camera and should be good to go in most cases.

iron barn
#

Hello. I'm trying to do something that involves adding and removing widgets after a number of inputs, but I can't go from one widget to second widget without the VR blacking out on one of the "eye". Here's the example of what's happening

#

Is it enough for me to add and remove widget from widget blueprint, or do I have to do the adding and removing from the 3d widget blueprint?

vocal knoll
#

Hello everyone, hope you are doing good.
I have a problem. I have an basic cube in my VRTemplate of UE 5.1 scene and I have added a sphere collision to it and made it OverlapOnlyPawn.

It still doesn't detect collision when I have a print node at begin overlap for the cube.
Can anyone please help?

hallow knoll
hallow knoll
vocal knoll
iron barn
#

I was able to solve the problem by casting VRPawn from widget A's BP after I set widget A as the 3DWidgetComponent, tho I wish it can be easier

hallow knoll
vocal knoll
hallow knoll
#

The Pawn's root component won't move when you walk around in your physical space, only the camera component will

vocal knoll
sturdy coral
#

MotionControllerL->bDisplayDeviceModel = false;


warning C4996: 'UMotionControllerComponent::bDisplayDeviceModel': bDisplayDeviceModel is deprecated. Please use the XRDeviceVisualizationComponent for rendering instead. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.```

What's the right way to disable this now?
#

just not attaching a UXRDeviceVisualizationComponent on your own, or does it attach one somewhere based on some other setting?

sturdy coral
#

well just removing that line still seemed to keep it disabled so I guess it was already the default

iron barn
#

I'd like to show one camera in my VR and another camera in monitor viewport. Both of them shows different things but is displayed at the same time. Is there any way to do that?

iron barn
#

I tried using VRSpectator as well as VRPawn, but when a widget is shown using the spectator camera, the input to the widget is very laggy and sometimes it doesn't register the input at all

hallow knoll
# sturdy coral ```cpp MotionControllerL->bDisplayDeviceModel = false; warning C4996: 'UMotio...

We kept the "old" Device Visualization functionality in the MotionControllerComponent as we don't remove features from one engine version to another. But you're correct that the "proper" way to use/not use it is to add/not add XRDeviceVisualizationComponent. In 5.4 we'll remove the visualization functionality from the MotionControllerComponent. The benefit w. the new component is that it works as one would expect a PrimitiveComponent to work w. collision, materials, etc.

sturdy coral
ionic tulip
#

hi currently trying to detect when the user removes their oculus headset so to pause my game, i used the event for HMDRemove from head delegate back in 4.27 and it worked fine. but now I have upgraded my project to 5.2 and now it does not work, it calls HMDPut on head delegate once when project starts but thats it, anyone may have a sugestion on how to fix this?

hidden crest
trail shale
#

I'm upgrading to 5.2 from 4.26 - can someone give me a link to something that is a primer/update guide for the whole Open XR and Enhanced Input System - I've been using Steam VR on Valve Index for the longest time

opal harness
#

Question: What is the purpose of using "XR Device Visualization Component" when we can use Static Meshes instead?

rocky nexus
#

it probably is a bit fancier than simple static mesh

dreamy ivy
#

if anyone needs it.

hallow knoll
vivid spade
#

Hey guys has anyone here done procedural VR hand grabbing? Procedural fingers were easy to implement, I am suffering trying to figure out how to procedurally position items within the hand. So that you could grab it at whatever rotation it was at when you triggered a "grab"

#

After 3000 hours in MS paint this has been my best possible solution which works in most cases but not all, cant think through a foolproof system,.

solid vortex
#

does unreal eos support mobile now ?

shrewd geyser
#

I asked this in the EU5 channel, but was told this would be a better place to ask
There's some videos from about 6 years ago showing how you can develop games from within VR in UE4, mostly placing props in scenes. I just wanted to know if game development from inside VR was still possible in UE5?

whole nimbus
shrewd geyser
exotic carbon
#

hey, is there a function to run a VR game in PIE without a headset connected, with a stand-in first person pawn or something?

jade kettle
#

VR Editing was shelved yeah, but a new framework is in development for XR development in the editor

#

So plugins can be developed for virtual scouting, level editing etc...

#

My impression is that Epic wants to shift these features into plugins rather than baking them directly into the editor

delicate isle
#

I just use the same VR compatible pawn but add the HMD check inside it and handle keyboard/mouse inputs instead of XR controller inputs

glad tide
#

I asked this in another chanel, but thought this was a better fit when I found it. Currently UE5 crashes whenever OpenXR is enabled, even when I create a fresh project from the VR template
e: It was because of SteamVR, when I set Oculus runtime to be active all the problems went away

slender grail
#

Hey, I was wondering if any of you know a way to smooth controller movement/rotation? Currently there's a tiny jitter, which is accurate with the tracking, but it looks strange if you're holding a heavy object so I wanted to add very small amount of smoothing. Like a camera lag.

glad tide
#

Most common way I've seen it done is to have the object move towards the controller position like you would any other object, then you can control the damping etc.

glad tide
#

Has anyone done cockpit games in UE5? I am pulling my hair out trying to get the VRPawn to inherit the movements of my vehicle, it keeps being aligned with the horizon, every thread I find on this is empty

slender grail
trail shale
#

Where can I learn more about converting from SteamVR to Open XR? Finally upgrading to 5.2 from 4.26

trail shale
#

specifically, which engine version deprecates these but has a recommendation for which to use

jade kettle
#

if you didn't do it

#

Also always keep a version of the original on hand for reference, I'm afraid that'll be hard to figure what went into those pins without an educated guess

jade kettle
#

Not UE specific, but has Valve changed SteamVR's behaviour to always require Steam running iin hte background?

#

It used to be that you could run SteamVR without being logged into Steam

trail shale
jade kettle
#

i stand corrected then

hearty herald
#

Are there any requirements for 3d models for vr i should look at?

Im asking cuz i did create a simple vr demo with almost 3 meters tall containers u can stand close to, the container models looked ok, also looked ok on flat screen, but when i did go vr to check the scene it was kinda bad, seems like for a 1:1 scale i need to have better models as they will look bad up close.

When u find/use 3d models in your vr projects, do u have some up front set technical requiremnts for them?

What to look for to be sure it will be looking good up close in vr, especially if it is a large object?

frozen thorn
#

Hello, I am having a hard time building a 5.1 Unreal project on my quest 2...
PackagingResults: Error: Launch failed! Unknown Error

bleak blade
#

This is huring my brain and i cant fix it. So im trying to add lag animations to my VR character as the plugin i used is only for upperbody and i cant seem to get it to work corectly if i play a animation via button it plays it but it screwes up the player the player dont work anyone know how to fix this?

#

If anyone can tell me and help me get my VR legs set up i would be VERY happy they are just stiff and crippled and i dont want my VR character to be a crippled boi

bleak blade
#

Please someone

bleak blade
#

i cant find out how to do it plz

bleak blade
#

Anyone know how to change the grabbing thing to my mesh bc I have a full body mesh with the UBIK solver and I want to be able to hold things a animation and stuff when I'm grabbing it like it's actually in my hands but I can't do that if my grabbing system Is the original one from epic that isent even connect to my mesh hands but the hands they give you that are invisible in my project

prime eagle
#

Hey. Is ultra dynamic sky functioning in VR? Is it worth the $50?

#

And unsure of 5.2 compatibility

#

Ha. So I guess not worth the $ if it’s not working.

burnt folio
prime eagle
# burnt folio Yes, works in VR and 5.2. currently using it

I took the plunge was on sale half off today. Installed and wow. Playing w LOD etc now. So worth it so far. Thanks so much for the reply ColdBomb. You have any tips-I already discovered cinematic cloud render wasn’t happy. Rebooting now for lumen enable in project.

ionic forge
#

Anyone know if the Oculus fork of UE5 supports spacewarp?

molten zodiac
#

Hey. Is it possible to use the WidgetInteraction component "laser" like trace by channel?

#

Or does it only works for widgets?

burnt folio
bleak blade
#

This is huring my brain and i cant fix it. So im trying to add lag animations to my VR character as the plugin i used is only for upperbody and i cant seem to get it to work corectly if i play a animation via button it plays it but it screwes up the player the player dont work anyone know how to fix this?

bleak blade
#

How do i make the grabbing component work for my full body mesh?

zealous torrent
#

anyone know why the Mappable Input Config for OpenXR wont actually allow my inputs to work in UE5.2? I made sure it was set in the projects settings and set the contexts to my Input mapping config, specifically it wont work for my controllers, only for inputs such as a keyboard and mouse. im super confused as ive followed quite a few tutorials regarding this but the inputs dont do anything for VR controllers.

past citrus
#

Anyone knows why model with semi-transparent material cannot display correctly in quest MR model? Thank you!

humble crow
#

does anyone here ever work with multiplayer replicating hand tracking VR?

bleak blade
#

Im useing the UBIK solver im in a bit of a pickle i want to make prosedrial hand animations like half life alyx and im watching this tut at least i was untill i realized i need a hand mesh seprate from my full VR body does anyone know how to make the UBIK solver work but allow me to have hand meshes that are not conected to the main mesh?

lost grove
#

Is it posible to Access world outliner from PIE after pausing a session of VR PIE?
I have this issue where I start PIE session in my VR headset and I wanted to check properties of particular actor.
So I thought I would just pause the game, hit f8 to unpossess/eject and click on the desired actor in world outliner.
However it seems that f8 does not work at all for VR PIE sessions 🤔

Is there any way around it?

jade kettle
lost grove
#

yes
it is a quest 2 via cabel exactly

jade kettle
#

I don't immediately have issues with that, though I've never tried pausing

#

I also usually just use Shift+F1 to get my mouse to appear or alt+tab

lost grove
#

For me the PIE appears in brand new window/viewport, not the same as editor. Is it the same for you?

jade kettle
#

Yes it is the same for me

lost grove
#

Then it seems like the outliner from editor is not bound to the desired viewport, but to the level opened in my editor (some startup level, MainMenu most of the times)

jade kettle
#

I'm not 100% sure on that

#

I was under the impression that the Editor Outliner is oddly bounded to the new Viewport

lost grove
#

I will have to make sure

jade kettle
#

If that's not the case, you could use the Blueprint Editor to check the instance of your actor

lost grove
#

Could you elaborate on blueprint editor thingy?

jade kettle
#

So the thing I highlighted in red allows you to select a specific instance of a blueprint

#

That way you can check its flow, values and so on

lost grove
#

I never noticed it. Much appreciated

jade kettle
#

You're welcome!

#

So for example, if you have two gun instances, and one is shooting properly but the other isn't, you can specify which gun instance to watch and figure out why one is working and the other isn't

#

And you can do that while in PIE

tender gate
#

Can anyone point me to an example on how to get index controllers Finger tracking working ?

#

5.1+ by the way 😇

woeful glacier
#

is there a way to test VR performance without plugging in a headset?

#

usually when running in editor i can get smooth fps (75fps) but plugging in a headset is when the performance dips

jade kettle
#

Has anyone here have any success with upscalers such as DLSS?

#

afaik, DLSS still crashes in VR

somber warren
#

hello, i've been using playfab authentication for my Quest app til now, but i would like to make the proccess as seamless as possible.
so, is there a way i could use meta's authentication directly since its already loged in the system? or there is no way to retrive that information?

jade kettle
somber warren
#

been considering changing into it, does it have the solution?

jade kettle
#

Possibly, I'm not familiar with what you're asking but it does sound like a very Meta specific question

#

Oh, PlayFab isn't Meta

somber warren
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playfab is the solution i have now, i would like to change from it to using Meta's native authentication if possible in anyway.

woeful glacier
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Quest 2 should be at what, 4k?

jade kettle
sturdy coral
burnt folio
jade kettle
burnt folio
jade kettle
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That's what I was asking here haha

burnt folio
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Because I think it is actually an unreal engine issue that is causing the problem. Dlss only crashes because it checks for that problem and crashes before it happens

jade kettle
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I haven't done a deep dive in it yet

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Just DLSS in hte beginning this year

burnt folio
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Ya, not at my comp atm, but the depth vs velocity extent bounds become mismatched. The velocity one correctly resized but the depth one doesn't. Dlss has a check that purposely triggers a crash if they don't match. I commented out the check and it does the same weird behavior as the others

jade kettle
#

Sounds like you did a really deep dive

burnt folio
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Going to look into it more tomorrow and see if I can fix it

jade kettle
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https://forums.developer.nvidia.com/t/dlss-in-unreal-engine-5-1-and-vr/237749/44

The DLSS+VR bug thread on nVidia, the devs actually respond to it occasionally

burnt folio
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Ya I read that before, but I think the issue is on the unreal engine side. May be why they haven't had any progress on it

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Since it works for them when they set the screen percentage before start, it likely starts the depth bounds at the correct value, but changing it at all during runtime will crash it because it will hit the mismatch check

#

Velocity extent bounds will update but not the depth

burnt folio
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Will update if I find a solution tomorrow. Hopefully it's something simple like triggering the depth extent resizing at the same spot the velocity extent is being resized

#

Ah it's InSceneDepthTexture->Desc.Extent and InVelocityTexture->Desc.Extent specifically

hidden orchid
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@hallow knoll do you know if dlss-fg is coming to vr at all?

flat shoal
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I suspect DLSS (and foveated rendering) is the reason that Omniverse can run raytraced VR as well as it does (because I saw a lot of shimmering not visible in Unreal)...

hidden orchid
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Hope that's a good sign, electric dreams went from 50-55 to 100+ fps with third person game mode with dlss 3 for me

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That's with cinematic scaling in 4k

zinc cipher
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Is there a way to know if a pcvr project can work on quest? I have a very big map so I’m worried about performance

rocky nexus
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you run it on quest (or any other target device) and find out, there are no shortcuts

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if the 'very big map' is a large landscape, than almost certainly it has to be replaced with meshes. landscapes perform poorly on quest in my experience

bleak blade
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Can someone help me with this? im watching this video and he uses a node that doesent exist anymore can someone tell me how i can get it click on the vid to see the node the video is timestamped allready do it will show you where i mean https://youtu.be/fkW-svEaF-w?t=765

In this Unreal Engine 5 VR tutorial, I will be showing you the step-by-step instructions for adding new weapon assets to UE5 and creating specific grip poses for held objects. By the end you will know how to add your own objects and grip states with ease.

Tutorial Part 1 - https://youtu.be/mee_6vlWZ8c
Tutorial Part 3 - https://youtu.be/Lq65clDA...

▶ Play video
vivid spade
bleak blade
vivid spade
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Might just want to refactor that into checking if the controller is equal to the left controller object or right controller object.

bleak blade
vivid spade
bleak blade
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Yep

ripe crypt
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Anyone able to run Meta XR Plugin with UE 5.2 ?

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Metadata key 'ToolTip' first seen with value 'Color Lut' then 'Experimental features must be enabled in the Project Settings (Edit > Project Settings > Meta XR) in order to use this feature.'

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is the error i get

tender gate
eager pine
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Is someone else struggeling to get vive trackers to work in 5.2?

jade kettle
eager pine
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Yes, its not coming up

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@jade kettle

jade kettle
dreamy ivy
#

I've been working on adding doors and door handles to the GDXR Ultimate VR Template. Love the results so far. https://youtu.be/_L7qZLIP9O0

#UnrealEngine #VR #VirtualReality
Download: https://www.unrealengine.com/marketplace/en-US/product/87aaded1256e4df786ceeffd65e6f1ad

► Join the Discord: https://discord.gg/xw65fg7

► Description
Working on doors/Door handle interactions for the next GDXR Ulitmate template update.

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

▶ Play video
quaint nexus
#

Blueprint "Set Display Frequency" works in UE 5.1.1, or is there no option to change display frequency on oculus quest 2 in this version?

meager spoke
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I have created a FPS project and now trying to connect it with quest 2. Stuck with locomotion, my all the inputaxis movement events are giving error. I'm unable to use my thumbsticks for movement cause of the compiling error

dreamy ivy
bleak blade
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Does anyone know a good way to add full body while still being able to dick with hands and legs?

#

That sounds wrong

#

I want to be able to screw around with them without it screwing everuthing

tender gate
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@bleak blade any chance you can share the gethand from motion source macro? I downloaded both 4.27 and 5.0.0 but neither have this macro

quiet swan
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I am working on a game that needs HDR on for PC VR and HDR off for occulus , right now im removing configs and packing the game like that but I noticed I have to do fulll rebuilds and delete the intermedicate, saved, and folders in the build folder , do I need to generate virsual studio files after I delete these folders each time? or is there another way to do this

bleak blade
slender grail
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Hey guys, my controllers stopped working for seemingly no reason at all. I can still view the scene with my headset (quest 2) but I can't do anything, it's like the engine doesn't see the controllers. The head of the player also is placed strangely lower. I do possess the player blueprint because my view is where the blueprint is placed.

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Restarting the engine, pc and even updating from 5.1 to 5.2 didn't help. I've seen people online have that problem but there's no clear solution anywhere.

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I've also updated nvidia drivers.

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Well, it seems that I can't in fact possess the player. Just created a new VR template project and it works fine

slender grail
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I've just migrated the VR pawn from example project and that one works fine, but I'm comparing every single checkbox and everything inside of the blueprint and it's all the same 🤯 wtf

woeful glacier
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How do i change the hand model for the VRPawn?

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I want to change it to a normal human hand

timber tree
#

I need a pair of glasses that can recognize objects on a table and display information about the object in the lenses. Where do I go- where do I look specifically. Cheers!

ripe crypt
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Hello is it possible to getHMDDeviceName on UE 5.2

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i am getting incorrect name for tethered Quest, earlier it used to give Oculus HMD

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Also has anyone been able to use Meta XR plugin with 5.2?

ripe crypt
#

Also for me on Quest Native the display is flipped upside down

wicked flint
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i am having an issue my server runs good but my clients have an issue my first client when joins the world map would been seen all okay but when the other client joins the black screen appears after 1 second of map load as a blink as it shows that it is in that level of map i tried it by getting actor location and
level name ......If anyone of you could help

ripe crypt
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btw with vulcan the Quest is not flipped!

peak bolt
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Some sdk compatible with UE 5.2?

frail tendon
#

does anyone have links to resources about multiplayer roomscale experiences?
i want to have multiple quest 2s in one room.

worldly peak
wicked flint
hidden orchid
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Or 67% I suppose, which is what the blueprint sets it as, I've got a blueprint keyboard shortcut to set screen percentage, if I do it manually via the console, it crashes

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Which is very weird

burnt folio
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DLSS requires temporal AA enabled with temporal upscaling i believe, so I'm guessing it's not active and you are seeing the partial screen glitch. The partial screen issue is related to issue I described and seems to be an Unreal Engine issue. DLSS just has a check that exits the application if those extents are mismatched.

hidden orchid
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I seem to remember a note in the dlss docs saying that there's a conflict with taa and dlss and that it won't work if it's activated

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Or tsr I suppose

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As in ue native temporal aa

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It does make some sense that software taa would be an issue with dlss, they're sorta doing the same thing

burnt folio
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ya, not temporal super resolution, but needs temporal anti-aliasing set as it requires "Temporal Upsampling" to be enabled which it can't be unless temporal AA is set as the anti aliasing method