#virtual-reality

1 messages · Page 10 of 1

hallow knoll
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HMDPluginPriority is only used if the OculusVR and/or SteamVR plugins are enabled. If they're only running OpenXR and OculusOpenXR then it's only going to be OpenXR.

limpid widget
hallow knoll
limpid widget
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In terms of other plugins, like PicoOpenXR and MetaXR, how does it decide which to use?

hallow knoll
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PICO's runtime(s) actually supports some of Meta's vendor extensions

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Not sure if they have support for them in their UE plugin though 🤔

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If not yet, they most likely will

limpid widget
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ah alright, I was just curious, because I also have all of them enabled all the time and I can use the same apk for pico & quest and also the same configuration for windows & psvr2. Kinda like it that it's like that, when packaging I don't need different targets and can just use the same thing.

hallow knoll
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In a (can't come soon enough)-future all runtimes should also support the same OpenXR Android loader, at which point you should be able to deploy an .apk that was only developed for Meta Quest to a PICO or HTC HMD, and vice versa 🙌

neon geyser
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I guess it works with 5.3, can't upgrade, we are using 4.27

rocky nexus
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could be anything, build dev mode and check logcat for errors

rocky nexus
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sure, its an android device

latent belfry
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Hello, does anyone have a good VR tutorial to make a VR Vignnette to reduce motion sickness in people? Like the one they use in among us vr

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Like this, where the whole world is encapsulated in a circle, and at its sides there's like another world that doesn't move

novel gorge
atomic drum
latent belfry
limpid widget
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what I usually do is I connect the device to the pc, use the Meta Quest Developer Hub and there you can see a live log of the device in a nice window, where you can also do search etc of it.
Then once you start the program, red errors should pop up telling you about any issue

limpid widget
limpid widget
atomic drum
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But it does look like they posted that yesterday, 😂 I’ll give it a try 👍

novel gorge
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I mean this.

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Or vice versa, I don't know yet 😄 I think you know what I mean.

hushed shuttle
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hi there did you ever have an issue where when you tried to grab an object with a grab component it disapeared the first few times? thanks

sonic lake
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@hushed shuttleit's probably not "disappearing" but flying off due to collisions with the hand/motion controller. Make sure it has the same collision setup as the other grabbable objects which are not flying off.

hushed shuttle
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thanks for oyur answer

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i actually solved it by replacing it with a grabable cube

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but i still get this crazy error

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when i test with the vr headset
i can test once in the viewport with the headset one but the second time i open the window it crashes and give this error
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 763] Array index out of bounds: 0 from an array of size 0

UnrealEditor_OpenXRHMD
UnrealEditor_HeadMountedDisplay
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32

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so i need to close and restart the project all the time

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it was working flawlessly before...

sonic lake
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@hushed shuttlehard to tell what the problem is since you don't have any debug symbol loaded. You can try to clean up your project and see if that solves it. Close the editor. First make a full backup copy of your project then delete all folders except Content, Config, Plugins, Source and the uproject file. Finally open the project again in the editor.

hushed shuttle
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ok thanks a lot ! i'll do that
Yeah the error is really not helping..

latent belfry
grand kayak
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i have problems with my rendering in vr...
on one eye, it does show things just like shadow in this beautiful blue

rustic plinth
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anyone replace the vr hands with a metahuman ?

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to have full body IK

real needle
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So I've been messing with Heterogenous Volumes lately, but they only render in one eye. I know there's a name for this, I see it a lot, but I can't remember. Anyone willing to enlighten me? I assume that I can rewrite the rendering code to make it work, which does sound difficult, but I've heard of it being done, am I mistaken?

real needle
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I'm assuming i'd do this, but for UE5 instead of Unity?

novel gorge
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Thanks, is there any good reason why these methods are protected?

neon geyser
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@hushed shuttle I don't think you'll be able to fix this issue, this is on Meta side. There are workaround like using SteamVR or the Oculus fork of Unreal Engine worked for me

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btw don't hesitate to post on Meta forum, the more people post, the more chance they fix it rapidly

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this issue is a nightmare

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someone also fixed it using UE5.3 I think

sonic lake
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@neon geyserthanks for the info. Seems to affect only the Quest 2 though. I did quite some VR development today on 4.27.2 / Quest 3 and no crashes. Would have to try with the Quest 2.

neon geyser
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Yes it seems very specific (Quest 2 / UE27, 5.1, 5.2 / only with the epic launcher UE)

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also make sure to try 2 times, the first time it always works fine

sonic lake
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@neon geyserBeing an engine crash the only way to seriously debug it would be to build from source and trace back from the exception

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Does it only happen with the launcher version of the engine though?

neon geyser
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I didn't really had the time to investigate much, had to find a quick solution and what has worked so far for me was to switch to 4.27 Meta fork with Oculus VR plugin

neon geyser
# sonic lake <@410384258142568459>Being an engine crash the only way to seriously debug it wo...

on Meta's forum someone posted a more detailed trace, not sure it helps: Assertion failed: `(Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 703] Array index out of bounds: 0 from an array of size 0

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_OpenXRHMD!DispatchCheckVerify<void,<lambda_08824782e99fc79d6f6b674f2fb0d323> >() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:165]
UE4Editor_OpenXRHMD!FOpenXRHMD::SetFinalViewRect() [D:\Build++UE4\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp:1297]
UE4Editor_Renderer!FSceneRenderer::PrepareViewRectsForRendering() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:2618]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1348]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3742]
UE4Editor_Renderer!<lambda_cc1442c4bafed83188c182dd4b1a4ab0>::operator()() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4009]
UE4Editor_Renderer!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> >::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:183]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::43'::FDrawSceneCommandName,<lambda_cc1442c4bafed83188c182dd4b1a4ab0> > >::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:710]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:602]
UE4Editor_RenderCore!RenderingThreadMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:373]
UE4Editor_RenderCore!FRenderingThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:509]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]`

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sonic lake
dense geode
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Anyone know how to pull of emissive Niagara particles in the Quest 3?

novel gorge
hushed shuttle
hushed shuttle
knotty wyvern
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Hey guys, my character in VR sinks into the floor when I start the application. Is there a reason for this?

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It sinks halfway into the floor

charred drum
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Diving back into UE + VR with 5.3.2 and am having some odd performance with the built-in Blueprint Virtual Reality Template. Framerate is great, but it's laggy, both in-editor VR Preview, and packaged using the shipping profile. Doesn't seem to matter what framerate or resolution I set, and I've tried both AirLink and Virtual Deskop (with SteamVR and VDXR) with Quest 3. Don't have this issue in any other VR apps.

charred drum
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It's not just laggy, it's somehow extra jittery, like the micro-movements that your head makes when you think you're holding still are being magnified. Yet when you turn your head, the view does end up pointing in the correct direction.

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Hand tracking is fine though, feels quite responsive.

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Created a new level in the project, threw in a few cubes and a light, and still has the same issue.

sonic lake
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@charred drumThe standard VR Template works fine for me on 5.3.2 / Oculus 2.

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Can try the Quest 3 as well.

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Zero issues also with the Quest 3.

vivid spade
rustic plinth
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any tutorial on how to do it by any chance ? 🙂

vivid spade
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can easily share the basics of the setup though if you want, whats your sticking point on setting up full body IK?

rustic plinth
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learning away bit by bit basically , pretty new to making ik rig in ue tho

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would you say its a fairly advanced to do ?

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like if i put in a ik rig from blender would there be a fair amount to change to make it vr compatible

vivid spade
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I prefer IK rig over Control rig, both are solutions though

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Create a full body IK, add in goals for head and hands

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On tick, get the location of the controllers and camera, set target for head and hands to be the camera /controller locations

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My feet goals are for foot placement on uneven terrain and I created neck & shoulder goals and set them to a location relative to the camera to ensure they stay pinned behind the camera and dont get in the way

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And heres the animation blueprint where I use a state machine to determine if the base animation is a run/walk/prone/jump/whatever animation then the IK takes that reference pose and ensures the head/hands/feet are where they should be based on camera/controller inputs and some line tracing for feet

rustic plinth
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man that slicing looks class! cheers lad il have to give it a go!

charred drum
sonic lake
charred drum
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That's a relief 😅

real needle
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presumably i have a wrong version somewhere, but i followed the setup and it is incomplete. this is my SDKs

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vs2022 has these, not sure if relevant...

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please and thank you in advance :D

sonic lake
real needle
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ah, this one looks better than the meta quest setup guide. thanks!

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as in i think it was on the meta dev area. was last week, forgot

real needle
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how is this a fix

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just delete the user variable??

atomic drum
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Yes, delete it. It’s so the SetupAndroid.bat will run without errors (you can put the path back later if you like). I just don’t like editing .bat files 🙂

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JAVA_HOME has been deprecated for awhile, but some apps still use it (I’m looking at you Minecraft) 😂

olive ferry
sand abyss
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question. how are firearms usually made in vr? is it a combination of static meshes and components or similar to 2d where its a skeletal mesh and only have things like charging handles and other grippables be their own meshes for components? im not sure if theres some kind of standardish workflow for them

tranquil geode
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Does anyone have good resources for starting in vr development?

sonic lake
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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
tranquil geode
sonic lake
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@tranquil geodedid you take some time to analyse the VR Template which ships with the engine? That has the basic logic you are looking for.

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Including grabbable components, basic weapons. teleportation, spectator view, etc. All basic elements of a VR experience.

atomic drum
limpid widget
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as the pico dev told me, it's known & cannot be avoided, so I'm using seperate targets for this:

olive ferry
rocky nexus
# limpid widget

how did you setup diff targets? just build files with conditional plugins or something fancier?

tranquil geode
civic fossil
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Hello.
I am studying Unreal 5 in Korea.
I bought Meta Quest 3 for the first time in my life because I wanted to create vr content.
The Oculus program perfectly connected the computer.
When I tried to run vr preview mode in Unreal Editor, the button was disabled, so I couldn't run vr preview mode as desired.
May I know why Meta Quest 3 and Unreal Engine Editor don't connect in vr preview mode?

limpid widget
real needle
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Hey @autumn matrix, I heard you have access to bleeding edge VR features that are going to be deployed on 5.4, i didn't want to shoot you a DM unprovoked, but any chance you can share how you did so?

limpid widget
limpid widget
atomic drum
limpid widget
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Does dynamic resolution and the other features by meta still work with that?

umbral rose
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Is anyone willing to fill in a 5 minute microsoft form about your experiences with unreal engine as part of a uni project I am doing? A bonus if you have developed for VR. It will be used anonymously. Even better if you also have experience in Unity too but otherwise you can just fill in the UE parts:
https://forms.office.com/Pages/ResponsePage.aspx?id=1WW4aBjPK0uCpKTt25xSN4NH7JyPY51OuLbCAhxry_JUMkFHWEoxTkFRMzQ1UlFXWDVMWldSVkdETi4u&fbclid=IwAR3pVtg9sx1pjTZ4qumpR-_yShx6NHcK7_oP-swgtIEiddZL7ryzyWMNkFY

autumn matrix
real needle
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Whats the concept of Deep Dive VR?

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Oh i see, a set of vr tools

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SadKEKWCry

autumn matrix
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Not really a set of tools...

real needle
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Its true

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They are a wizard, after all

real needle
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I heard that daekesh is releasing deep dive tomorrow, full release, the whole thing

jade kettle
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release the vr daekesh

bronze holly
dark gate
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Hello,

I’m using UE5.2 to develop a project for VIVE Focus 3 for a client. Everything is fine and the game packages fine with no errors. When I try to launch in the focus3 it works BUT as soon as I wear the headset I get this assertion error:

Note: I’m using Wave SDK and disabling OpenXR plugin.

""GMaxOpenGLColorSamples >= (GLint)InDesc.NumSamples [File:./Runtime/OpenGLDrv/Private/OpenGLTexture.cpp] [Line: 295] libUnreal. so(0x0000000013EC10A8)! FOpenGLDynamicRHI: RHICreateTexture2DArrayFromResource(EPixelFormat, unsigned int, unsi [1 LI 0x000000780082EB70 libc. so(0x0000000000084870): Unknown

0x0000007A0800A504 libUnreal. so(0x0000000013EB7504) !FOpenGLTextureDesc: :FOpenGLTextureDesc(FRHITextureDesc const&) 0x0000007A080140A8

0x00000079FF120300 libUnreal. so(0x000000000AFD9300) ! Unknown

0x00000079FF1298FC libUnreal. so(0x000000000AFD68FC) !Wave: Render: : FWaveVRTexturePool:: CreateColorInPool(unsigned int) []

""

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0x00000079FF12971C libUnreal. so(0x000000000AFD671C) !Wave: Render:: FWaveVRTextureManager: :AllocateColorTexture(Wave: :Render:: FWaveVRRenderTe

0x00000079FF0F310C libUnreal. so(0x000000000AFA010C) !FWaveVRRender: AllocateRenderTargetTexture(unsigned int, unsigned int, unsigned int, un 0x0000007A07483470

libUnreal. so(0x0000000013330470) !FSceneViewport: :InitDynamicRHI() 0x0000007A032CE5E8

1ibUnreal. so(0x000000000F17B5E8) !FRenderResource: :InitResource() 0x0000007A03317FAC

libUnreal. so(0x000000000F1C4FAC) ! [Unknown]( 0x0000007A016C154

libUnreal.so(0x000000000D56EB54) !FNamedTaskThread: :ProcessTasksNamedThread(int, bool) 0x0000007A016BFF80

libUnreal. so(0x000000000D56CF80) |FNamedTaskThread: :ProcessTasksUntilQuit(int)

0x0000007A016BEFC4 libUnreal.so(0x000000000D56BFC4) !FTaskGraphCompatibility|mplementation: ProcesshreadUntilRequestReturn(ENamedThreads: T

0x0000007A0327797C 1ibUnreal. so(0x000000000F12497C) [RenderingThreadlain(FEvent Cl 0x0000007A0328E5A8

libUnreal. so(0x000000000F13B5A8)! FRenderingThreadi: Rund) 0x0000007A01854340

LibUnreal. so(0x000000000D701340) | FRunnable hreadPThread:: Run@ 0x0000007A016BB3A0

1EbUnreal.so(0x00000000005683A0) ! FRunnableThreadPThread: : ThreadProc(void*)""

glass yoke
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Would the Quest 2/3 struggle with "Simulate Physics" in their games?

bronze holly
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the basic Unreal VR Template also has a few Physics Simulated blocks. so to answer your questions, I don't think it would struggle any more than a phone would.

vagrant path
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Hi! Is HTC Vive pro 2 a supported device for UE 5.1.1?
I see information on HTC Vive pro and I have tried with pro 2 in my VR template and I cannot even see the teleport arc

dark gate
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Edited it

hollow venture
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HTC VIVE team published ViveOpenXR open source project.
https://forum.htc.com/topic/16797-unrealmr-februus-mr-12-–-explore-a-mixed-reality-world-with-unreal-engine/
Have fun with hand interaction and MR experience in Februus MR 😃

abstract forum
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Oh neat

royal thorn
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How to use real fire extinguisher in Virtual Reality. Any suggestions? any work done samples please

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I am using sensors for the location and rotation

primal oak
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hi, i'm new to Unreal. switching from Unity. I'm trying to run the VR template on Unreal 5.3.2 with my Vive XR Elite using SteamVR. I have the Vive connected to my computer via USB. after watching a tutorial i had the impression that it should work out of the box but it doesn't. my SteamVR Home just get's super laggy when I open the Unreal VR template and at some point Unreal just shuts down. It's also not showing any error log. Can anyone help?

jade kettle
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What sensors are you using?

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Vive Trackers have pogo pins you can wire up

royal thorn
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MPU6050

vagrant path
jade kettle
foggy brook
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Anyone working with the Meta plugin for 5.3 please note the weird requirement that you have to turn off OpenXR to use VR Preview 🫣

neon geyser
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anyone using 4.27 now needs to use UE source Meta fork to use VR preview..

rare tulip
weary pulsar
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i've had this issue and the workaround for me was to create a new project and migrate source code/content

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I'm having an issue with standalone meta quest 2. Both XR APIs have significant issues of their own and I'm not sure what's causing it. When I use OculusOVR Plugin + OpenXR backend I get an infinite loading screen with the splash screen and my game will not load. When I use Epic Native OpenXR with Oculus vendor extenions my game loads just fine, but my motion controllers are unresponsive. Is anyone here able to point me in the right direction in solving this issue?

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this issue really bugs me because my game did work in the past with the OculusOVR plugin, but it just died on me and I'm not sure what caused that

real needle
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Is there a auto leg IK solution that anyone knows of, or does anyone have any resources I can use to make one? I haven't worked on mine in a while, but it was all over the place

rare tulip
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Anyone else having trouble getting the VRNotifications component's VR Controller Recentered / HMD Recentered delegates to work on Quest 2? I'm on 5.3, MetaXR and OpenXR plugins enabled, MetaXR is using Epic Native OpenXR with Oculus Vendor Extensions. Both the recenter events are hooked into my recenter function (since some threads said that HMD recenter works in VR preview while only Controller recenter works on packaged builds). I've tried with VR Tracking origin set to both Floor and Stage in the VRPawn.
Been digging through quite a few threads and apparently this was fixed in 5.2. But no luck for me in 5.3.

rustic plinth
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doesnt seem to have the goal positions under the ik rig

tranquil geode
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does anyone have a good recourse to for making custom snapping to weapon handles? im having trouble figuring it out

rare tulip
tranquil geode
tranquil geode
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is there a best practice for adding recoil to a gun in vr? Ive seen people do a good system by adding rotation to the bones in the third person template. But what is the best way to do it in the openXR?

vivid spade
# rustic plinth

So go into the IK rig, and for each goal in the details section, you have checkboxes that indicate "expose position" and "expose rotation"

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Set the location and rotation to both be true

vivid spade
vast eagle
drowsy lotus
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Hey, I asked on #mobile but I guess virtual reality is more appropriate for this

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Has anyone here ever made an application that displays media that's stored in /sdcard?

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Rather than from a .mp4 file stored in the packaged application?

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It's quite odd how little information there is on such a simple and versatile feature

hallow knoll
neon geyser
foggy brook
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Anyone finding a 5.2 project that ran builds fine in VR no longer opens in VR as a 5.3 build, even with -vr as a launch parameter ?

limber mortar
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Anyone recommend an VR framework already created for Unreal? I'm slowly transitionning between unity and Unreal and if there is an Unreal VR framework that already exist that work well I might as well just do that haha

rocky nexus
limber mortar
rocky nexus
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i am using it

dense geode
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Has anyone encountered Passthrough only working the first time you do VR preview and after that it's black?

mighty carbon
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I updated my 5.2 Meta project to 5.3 Meta (VRE) and hands are now rotated differently

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any idea how to fix ?

neon geyser
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this is from 4.27, so no idea if this setting is actually similar in MetaXr plugin

dreamy ivy
dreamy ivy
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does anyone know why unreal cant communicate with Oculus for some reason. This was all working perfectly fine last week and now there is nothing. Event tried with diffrent engine versions.

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hands with all the Developer Runtime features in Oculus desktop. disabling it makes it go away but it's needed.

cerulean lichen
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Do Haptic Feedback Sound Waves work with Meta Quest controllers? I've created an asset and selected a soundwave as input, but using "Play Haptic Effect" using the haptic soundwave asset gives no feedback through the controller, whereas it works fine using a Haptic Feedback Curve

quiet swan
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I dont know if I am alone in this but my VR project that worked perfectly in unreal 4.27.2 is having serious issues in unreal 5 (5.3.2) many crashes, only reason I came to 5 is because my EOS system stoped working for multipler in 4.27.2 because they dont offer support for "old enginines"

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has anyone faced these issues?

mighty carbon
dense geode
quiet swan
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What was the vRE bug?

crisp scarab
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Not sure if this is the right channel to ask this, but is anyone using FSR2 with VR? I'm seeing some significant quality issues that aren't covered by the guides on GPUOpen and am wondering if anyone is seeing similar, or has any tips or tricks about what I can do about them. TL;DR version: visual quality is more or less fine so long as the headset isn't moving, even if the camera itself is moving via artificial locomotion, but as soon as the headset moves everything gets real messy real quick. Best I can tell it seems like headset movement isn't included in the velocity pass that FSR2 uses. TSR works fine, but also has a massive frametime hit that FSR2 doesn't.

quiet swan
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is everyone really on 5.3 in VR?

sonic kindle
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Hi, has anyone experienced lightmass failing to bake in the 5.2 meta branch (build from source)?
Any help is highly appreciated! 🙇‍♂️

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Error message:
Unreal Lightmass executable is outdated. Recompile UnrealLightmass project with Development configuration in Visual Studio.

limpid widget
chilly pasture
foggy brook
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totally wild:
we upgraded a 5.2 project to 5.3, and all of the sudden when packaging it it wouldn't open in VR.
we tried everything to identify the issue.
the solution? get it out of github.
yes, that's right, if we copy the entire directory (minus .git) to another location and build, VR works. But make a build from the GitHub directory? VR doesn't work.

chilly pasture
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usually if it is not starting in VR, you need to setthe device correctly and start in vr should be enabled

plain fossil
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Does anyone have experience on Lumen reflection artifacts on translucent objects on VR . It all works beautifully now with ue 5.3 but I have having some artifacting on glass objects.

olive ferry
dense geode
sonic kindle
# chilly pasture Build LightMass separately 1. Open UE5.sln file. 2. Find LightMass in Solution E...

Thank you!! This would be the way. However, after re-building the UnrealLightmass the error persists.
Could it be that adding the GPU Lightmass plugin messes up this engine branch?
Even if so, disabeling GPU Lightmass and rebuilding Lightmass from source does not fix anything. I reckon I'll try building the entire engine (this time the new 5.3 oculus version) from scratch again and see if I get any further. 🙂

mighty carbon
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has anyone experienced crash like this with 5.2.0 project updated to 5.3.0 (both used with Meta forks) running on Windows ?

quiet swan
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At @mighty carbon yes it happens to my all the time

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I am going back to ue4 because of it

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Hal311

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I’m glad you posted the crash because I have been dealing with it for the last 2 months

mighty carbon
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no fix ?

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wtf Epic

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5.3.x was suppose to be a chosen release, so to speak

quiet swan
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how do we even figure out what is causing it? I mean, we are here....on the discord of the epic studio who makes this engine and its just going to stay broken?

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at @mighty carbon is there anyway to figure out how to fix it? How can anyone even release a game on UE5 like this? How?

mighty carbon
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@hallow knoll ^^

foggy brook
foggy brook
#

Anyone know how long it takes for a submitted VR game to be published on the Epic Games Store? I’ll also ask in another channel but curious if it takes longer for VR vs a normal game

foggy brook
#

please enjoy our Unreal Fest talk about a crazy virtual reality showroom in Austin, Texas. Happy to answer any questions about it as well.
https://youtu.be/6la2yieiCG0?si=vUmqkUkcrYc9A5Ge

What does it take to appropriately represent a groundbreaking real estate project in virtual reality? In this talk, we’ll look at the challenges in communicating intricate, site-specific architecture, pushing the limits of visual quality in a fully ray-traced VR experience and providing a multi-user wireless experience inside a 5,000 sq. ft. cus...

▶ Play video
wraith gyro
#

Hey anyone experienced issues with deferred shading on the oculus quest 2 leading to a flickering on only one eye? Works fine using forward shading. Only when switching to deferred shading since I wanna use Nanite

hallow knoll
plain fossil
mighty carbon
#

People already did @hallow knoll

plain fossil
hallow knoll
mighty carbon
rocky nexus
hallow knoll
# rocky nexus you are not using either on quest

You can't use Nanite on mobile platforms (yet), but you can use our Mobile Deferred renderer on Quest. However, I've only tested it briefly and we have some work to do to hit our performance targets so it's not a path I'd recommend.

foggy brook
#

Here’s a deferred test with a build folks can sideload (check description): https://youtu.be/4s1H_coza9U?si=vpZvsmqbRJ-aWUts

Digging that XR2 Gen2 chip.

Sideload my apk: https://t.co/mUyik4VSOd

72 fps with volumetric captures playing, 120 fps with them paused

Big thanks to Alex from https://outofthebox-plugins.com/ for upgrading the Microsoft SVF plugin for me.

Otherwise, this is straight from the Unreal Engine 5.3 VR template, no Meta XR plugin.

▶ Play video
vivid spade
#

Hey guys my game is instantly crashing as a standalone game but runs fine in the editor. Any ideas what I need to do to fix this error:

[2023.11.22-21.05.00:611][  0]LogHMD: Warning: No UPlayerMappableInputConfig provided in the OpenXR Input project settings, action bindings will not be visible to the OpenXR runtime. Action/Axis mappings from the Input configuration are deprecated for XR in favor of Enhanced Input.
[2023.11.22-21.05.00:884][  0]LogContentStreaming: Texture pool size now 1000 MB
[2023.11.22-21.05.00:890][  0]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2023.11.22-21.05.00:986][  0]LogHMD: Error: Unexpected error on xrBeginFrame. Error code was XR_ERROR_RUNTIME_FAILURE.
[2023.11.22-21.05.01:004][  0]LogProfilingDebugging: Allocated a 1024 x 1024 texture for HMD canvas layer
#

Hmm opened up the Virtual Reality starter project and it crashes as well on startup, only standalone:

[2023.11.22-21.17.04:048][  0]LogLoad: (Engine Initialization) Total time: 10.73 seconds
[2023.11.22-21.17.04:049][  0]LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
[2023.11.22-21.17.04:120][  0]LogNiagara: Compiling System NiagaraSystem /Game/VRTemplate/VFX/NS_MenuLaser.NS_MenuLaser took 0.294578 sec, no shader worker used.
[2023.11.22-21.17.04:124][  0]LogNiagara: Compiling System NiagaraSystem /Game/VRTemplate/VFX/NS_PlayAreaBounds.NS_PlayAreaBounds took 0.286534 sec, no shader worker used.
[2023.11.22-21.17.04:129][  0]LogNiagara: Compiling System NiagaraSystem /Game/VRTemplate/VFX/NS_TeleportRing.NS_TeleportRing took 0.283647 sec, no shader worker used.
[2023.11.22-21.17.04:391][  0]LogContentStreaming: Texture pool size now 1000 MB
[2023.11.22-21.17.04:397][  0]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2023.11.22-21.17.04:531][  0]LogHMD: Error: Unexpected error on xrBeginFrame. Error code was XR_ERROR_RUNTIME_FAILURE.
[2023.11.22-21.17.04:543][  0]LogProfilingDebugging: Allocated a 1024 x 1024 texture for HMD canvas layer```
foggy brook
quiet swan
vivid spade
quiet swan
#

because when I wave my gun with a beam now, it lags like crazy

vivid spade
quiet swan
#

also my headset has some kind of motion sickness bug where it now jiggles back and forth

quiet swan
#

can nanite cause VR issues?

#

what about lumen?

foggy brook
foggy brook
#

has anyone with a Meta Quest Pro gotten face or eye tracking to work in their Unreal Engine 5.3 plugin ?

mighty carbon
#

nah, UE5.3.0 is trash, sorry to say that

#

@hallow knoll so, after deleting Saved and Intermediate, I don't see the same error in the log, but the game still doesn't work

#

crazy thing is that if I press this to run the game from the Editor - it runs!

#

standalone build - crashes

quiet swan
#

@mighty carbon do you still have the hal311 crash? I do to and Im going back to UE4

#

that hal311 crash has been on UE5 since it was born and they arent fixing it

#

@mighty carbon what c++ plugins are you using?

#

maybe we are using the same one causing the same crash...

mighty carbon
#

still get a crash though

#

now it's a crash without any error report :/

foggy brook
# foggy brook totally wild: we upgraded a 5.2 project to 5.3, and all of the sudden when packa...

UPDATE! Confirmed that the MetaXR 5.3 plugin a) breaks face/eye tracking over Link and b) will not package correctly if it's using .git (you won't be able to enter VR)

The fix (really workaround) is you have to use the MetaXR fork of Unreal Engine 5.3. Then those problems all go away.

And before you ask, yes, I tried packaging up the version of the 5.3 plugin specifically from the fork to see if it was different than the one on their download page, but no, it produces the same problems.

vast eagle
#

hey all, I have a splash screen for my loading screen, but when i hide tghe loading screen, my own stereolayer i use for some ui is no longer visible. Is there any way to prevent this from happening?

olive ferry
stark sky
quiet swan
#

@mighty carbon so your unreal nightmare 5 continues I see, are you using the snow occlusion plugin?

mighty carbon
#

Yep, using it

foggy brook
mighty carbon
#

ok, lemme correct my statement - 5.3.0 Meta fork is trash

#

if I use OVROpenXR - everything works, but if I use Epic's Native OpenXR, I get a crash.

neon geyser
#

I converted my project to 5.3.2, but I can't build for Quest anymore, I get this error:
"Failed retrieving UFS Manifest: adb: error: failed to stat remote object '/sdcard/UnrealGame/Atlassia/Manifest_UFSFiles_Android.txt': No such file or directory"

#

any idea how i could fix that?

quiet swan
#

I am about to try to build a project that packs good on pcvr @neon geyser

mighty carbon
#

Switch to Unity sweeney_activate

#

😅

quiet swan
#

I was getting errors packing in oculus

neon geyser
quiet swan
#

I think so I’m going to pack again what version of android studio do you run

neon geyser
#

just noticed this, but when I press Update Device, nothing happen

neon geyser
#

I'm getting an unknown error with no log..

mighty carbon
#

scroll up, maybe there is more

quiet swan
#

Do a search for error

neon geyser
#

I fixed it, now I got a new one

#

but I noticed that 5.3.2 require some more specific changes regarding Android studio version and sdks

#

Found a forum post saying I should install jdk 17

#

@mighty carbon if I read correctly, you use the software occlusion culling made from FastTravelGames?

mighty carbon
neon geyser
#

alright, because I'm porting from ue4 to ue5 and we heavily depend on occlusion culling

#

is it good?

neon geyser
mighty carbon
#

yeah, FTG's software occlusion culling is tested in the field - their new Vampire Masquerade game for Quest 2/3 is UE5 and uses that plugin

neon geyser
#

cool, i'll try that now

#

spoke too fast, it build but I got the three dot of death

#

[GameActivity] java.lang.UnsatisfiedLinkError: dlopen failed: library "libc++_static.so" not found can only see that in the logs as error

mighty carbon
#

that's my SDK settings

#

builds and runs fine

#

I use whatever Epic recommends for NDK

#

that's android studio

#

SDKs

#

SDK tools

neon geyser
#

thank you i'll try the exact same thing

#

you didnt upgrade androidstudio?

#

this is what is in the doc for unreal 5.3

tranquil geode
#

Has anyone made a recoil system for UE5 VR? I’m o having trouble finding anything on it

neon geyser
#

no more error, I can build and get the app running on my quest, but infinite black screen with 3 dots 🥲

mighty carbon
#

Get logcat dump

#

See what's going on

#

Do adb logcat -c first

#

To clear the buffer

#

Then run the app, kill it (or wait till it crashes) and do full logcat (forgot what the arguments are)

ashen thunder
#

Hey all! I cannot see the PrintString messages in VR, is there a fix?

neon geyser
#

One thing I'm really wondering

#

I have this error info in my packaging devices

pallid cove
#

Hello everyone, i am going to write an essay about virtual reality is there anyone here i could interview for this project?

neon geyser
#

@mighty carbon you use 5.3.2 right?

mighty carbon
#

No

#

I use 5.3.0 Meta fork

#

They are behind on releasing updates

#

I hear people have been having hard times building and deploying to Quest2/Pro/3 using Epic's 5.3.2

ashen thunder
#

Hello everyone, I’m trying to get a behaviour back:
I was able to see the console commands window in VR Headset but not anymore.
It shows on the computer screen only but not in headset.
Also print string messages are not showing.
What should I do to get this back?
I’m using the MetaXR Plugin.
Thanks.

neon geyser
#

that must be my issue

mighty carbon
#

You could always download source and build whatever version you want

neon geyser
#

yeah but I also have artists working on the project, quite a mess to make them work on source version

#

i guess i'll have to wait

mighty carbon
#

Upload binary version to be shared with them

tranquil geode
#

I am doing all of my anims in blender. Your reload will be a spline anim wishing I haven’t learned yet. And the recoil problem I’ve been working on for the last week and haven’t figured out how to do it. Please let me know if you figure out a good. System for recoil

dreamy ivy
exotic pewter
#

So, after some thinking, I realize there's a common mechanic I see in VR/AR games, that I truthfully have no idea how to create - for anyone who's played BAM, you have the ability (at least in AR) to size up/down the arena, and move it around. However, it seems more like it's just changing the render size, rather than effecting any physical properties of anything. Pavlov has a similar mechanic when you're spectating a game, although my guess in their case is that they are scaling the camera rather than the actual map. Anyone know how to properly achieve this effect?

dreamy ivy
#

There is a variable in world settings which you can modify to do this, I can't remember the name of the top of my head. But you can use the distance between the controllers to add and subtract from the scale variable. Then make a flying character and use the motion controller position to where you want to move. Similar to a climbing system but your not using a surface.

exotic pewter
#

Interseting, thanks ill have to look

neon geyser
#

I tried on 5.3.2 though

sturdy coral
#

that should scale the world up and down and do the correct IPD adjustment to scale it along with headmovement

dreamy ivy
# neon geyser yes I was able to fix that issue, I dont have any errors anymore but still only ...

What number are your ndk set too. Both should be set to 32. I show it in this video for the ones to set in project settings.

https://youtu.be/CRDDgFKuPh8

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

► Description
How to install Android Studio for Unreal Engine 5.3 so you can build apps for the Meta Quest 2, Pro, 3, Vive Focus 3 and Pico VR including all android based mobile headsets and how to fix the Java error.

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

▶ Play video
neon geyser
#

Yes I tried with 32 for both

quiet swan
#

I was able to pack my quest 2 with the newest version of android studio using a different install location

#

I was able to get it to work but now it’s opening up as an android game

sudden moat
rocky nexus
#

im still on 4.27.2, everything works as expected, pure bliss and happiness! and engine crash here and there

mighty carbon
#

If you build for Quest primarily- use Meta fork

neon geyser
#

Did you had a successful Quest build with 5.3.2?

tranquil geode
#

Can you apply a rotation to the controller on trigger pull to simulate recoil for a gun model? Idk the best way to call that out in blueprints

ashen dome
#

Question, Anyone got both a Quest 3 and a Quest Pro, and which one do you find better for VR development,

tired tree
#

@tranquil geode just adjust the relative transform of the gun that is attached

tranquil geode
tired tree
#

@tranquil geode if its attached to it yes

#

you can attach the weapon to the motion controller

tranquil geode
granite eagle
#

Can anyone recommend some VR marketplace stuff? Mostly looking for a general system that would be good for handling RPG type gameplay.

glass yoke
#

Turn off motion blur right?

mighty carbon
foggy brook
foggy brook
neon geyser
dreamy ivy
neon geyser
#

ok i'll give it another try

vivid spade
#

Hey guys so I just wanted high level opinions on wall running in VR

#

I've hit an issue I just cant quite solve:
When wall running around a curve, I feel that I MUST orient the camera to adjust for the curve. So as you wall run around a 45 degree angle, your player/camera also rotates 45 degrees to keep you facing perpendicular to the wall. Otherwise you'd hit a corner and suddenly you're just facing directly into the wall.

#

The problem is:

  • Smooth turning triggers insane motion sickness for me and I've got some serious VR legs. It just doesn't feel like a viable option.
  • Snap turning to adjust for the change in wall run direction doesn't make me sick in the slightest, but its incredibly disorienting in that its hard to keep track of where I am, whats going on in the heat of the moment when the wall run "takes over" my camera in order to rotate it around a curve.

I really cant find a good solution for wall running around curves in VR, nothing I've tried so far feels quite right when it comes to solving "What to do with the camera when the player wall runs around a corner and the wall run direction has now changed"

sturdy coral
rocky nexus
#

+1 for smooth turning being awful, the problem is forced rotation, not you directly rotating one way or another. guess its like another 10 vr levels above smooth walking lol

vivid spade
#

I don't really have a solution for this so I might just really limit curved wall surfaces in my games playable area. Don't even know what other option there would be between the two but both just plain don't feel good in VR.

sturdy coral
vivid spade
#

Huh no I haven't, I'll look into that and see what they did

glass yoke
#

For working with the Quest 3, is there any information about the Texture Streaming Pool size?

royal thorn
#

Kindly let me know if we people we people can use vive tracker with quest 2 in unreal Engine 4.27?

Please suggest me best tutorial for doing this,

dreamy ivy
quiet swan
#

I need help my occuls is running at 35 fps on unreal 5.3.2 does anyone have the settings for unreal engine 5 to run on UE5?

oak ridge
#

hi

#

just updated my project to 5.3, and it looks like a lot of BP nodes are missing?

#

are these in a seperate plugin or?

#

stuff like these, they used to be default BPnodes ?

#

@hallow knoll any idea what happened to these nodes?

oak ridge
#

tried refreshing in case signature changed, still error, cant find them in the function list

quiet swan
#

welcome to unreal engine 5 toku, hope you backed up your UE4 project...

rocky nexus
#

from 4.x? someone will have a bad time

quiet swan
#

are people starting their projects in 5? are unreal engine 4 projects converted to 5 crippled in performance or something?

rocky nexus
#

starting in 5 to sort stuff out first is a decent plan

oak ridge
#

well, I updated it from 5.2 but it seems like these function nodes have been deprecated

#

just verified the engine and made an empty project and cant find the function

rocky nexus
#

thats why you never update stuff, 4.27 for life!

#

perhaps there is something interesting in change log

oak ridge
#

ok, fixed it, there is a new optional plugin called XR Base where these functions have been moved to

quiet swan
#

@rocky nexus well I updated but lucky I did all my stuff in 4.27 only thing is, the EOS plugins dont work on 4.27 anymore

mellow nebula
#

Hi folks, anyone know what this "M Log" node is called. I'm only getting functions when i search "Log" in the right click menu:

Just learned about Macros in Unreal Engine.

vast eagle
#

Hey all,
Our project, while in standalone mode is having major fps issues at the moment, does anyone have some tips on where to look for optimizations?

rocky nexus
#

profiler

neon geyser
#

Hello, if anyone had issues running the VR preview, it has been fixed in today's oculus app update

Source:
https://communityforums.atmeta.com/t5/Unreal-VR-Development/UE4-crash-when-using-VR-Preview-since-last-Oculus-app-update/m-p/1108446/emcs_t/S2h8ZW1haWx8dG9waWNfc3Vic2NyaXB0aW9ufExQSFJKT0hCNFAzREZTfDExMDg0NDZ8U1VCU0NSSVBUSU9OU3xoSw#M7775

v60.0.0.144.352

Hasn't been rolled out for me though

autumn current
#

Hi, I am trying to run a vr experiment for a research paper and am having trouble lauinching my project from unreal 4.7.2 to a meta quest 2 (android 12) I will upload my recent log file and photos of the android studio stuff and java i have installed after watching some old youtube tutorials on what to try. Thanks for helping if you can!

autumn current
rocky nexus
#

launching is pretty trash, use link/vrd for testing. make a proper build for testing on device

autumn current
#

how does the 'proper build' work sorry?

rocky nexus
#

package for android, install on device

autumn current
#

ok, thanks i will try both of those!

autumn current
rocky nexus
#

when you make a release build there will be .bat file to install it on connected device

#

you must enable developer mode on the device, probably did so already

autumn current
#

Cool thanks, sorry I'm a bit clueless, my supervisor suggested the idea of using unreal as if it was easy but turns out they'd never even used it before😅

autumn current
ashen dome
#

Anyone using a quest pro for development? Thinking of picking one up over a quest 3 . and did you manage to get eye tracking working in Unreal ?

quiet swan
#

can someone help? I am getting 35 fps in a packed occulus quest 2 game in unreal engine 5.3.2. I was able to get 72 fps in the headset in UE4

#

I tried to install the meta VR plugin to see if it help but I get this error

#

LogOVRPlugin: Error: [XRCMD][failure] [XR_ERROR_LIMIT_REACHED]: xrCreateInstance(&createInfo, &instance), arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:2002 (arvr\projects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.h:315)

quiet swan
#

also steamVR and meta seem to be fighting each other for control of my VR in UE5 crashing the editor

#

It just crashed my ox

foggy brook
#

MetaXR 5.3 plugin is totally broken. Regular OpenXR should work without the Meta plugin. Unfortunately if you do want to use the MetaXR plugin you really need to go to their fork of 5.3 for the moment

#

I can't believe it's taken me this long to try this, but has anyone found that if they try to launch an Unreal Engine 5.2 or 5.3 experience that has the MetaXR plugin enabled using SteamVR that they get either a totally black screen or an outright crash? Here's the log.

#

two things that caught my eye in the log:
[2023.11.29-03.54.01:094][ 0]LogOVRPlugin: Display: OpenXR runtime name: Oculus, version 2.1.4 LogOVRPlugin: Display: Support Non-Oculus runtime: NO

so not only does it think Oculus is the OpenXR runtime (it's not), it also explicitly says it won't support non-Oculus runtimes. What?

silk lodge
#

I've been seeing the same stuff. Makes dev with a bigscreen headset impossible with the metaxr plugin

real needle
#

Hello, all. I'm not getting VR Preview to work in 5.3 with a quest 2. It works just fine with a Rift S. I've tried just about everything, plz halp

silk lodge
quiet swan
#

@real needle unreal 5 crippled for vr

#

I get lower frames now because they removed mobile software occlusion

#

Unreal 4 preform better had less issues

#

Basically unreal 5 is like going back in time to the year 2015 back when unreal 4 was born with all the issues and bugs

#

The openXr plug-in doesn’t work with the meta plug-in and now all my VRE stuff don’t work in ue5 quest because meta breaks openXr

silk lodge
real needle
#

I've been at this on and off for WEEKS

#

First it was trying to get the link cable to actually register

#

This is hell. I'm in hell.

foggy oxide
#

does anyone knows how to set the log verbosity when running on quest2?
i know how to set it in the config for one log category but i need all.

violet garnet
#

Hello, question about the Oculus Quest 2 controllers not moving...

I am new to VR, and I have a question and wonder how to solve it…

In Unreal Engine 5.2, when creating a new VRTemplate and adding the Oculus VR plugin, packaging it into an APK, and uploading it to Oculus through the Meta Quest Developer Hub, it was found that the camera can move with head movement and the buttons A and B on the controllers are responsive. However, the controllers cannot follow the movement of the hands and remain on the floor directly below the camera, as if there is no offset. Has anyone encountered a similar issue and can offer assistance?

Thanks in advance.

Douglas

neon geyser
dreamy ivy
dreamy ivy
dreamy ivy
scenic warren
#

Hi all,
Has anyone encountered the error "AutomationTool exiting with ExitCode=1 (Error_Unknown)" when assembling a build on UE5.3?
I can’t find a specific error in the log that is causing the crash.

chilly pasture
#

Anyone here knows how OpenXR, calculates FOV for VR headset

silk lodge
dreamy ivy
#

Although I'd love to get one eventually.

silk lodge
#

there's a lot of VR tests you can run without needing to be on specific hardware, and it's much more ergonomic. Besides the glare, it's a really fun headset.

real needle
#

I launch link cable and now its just 3 blinking loading dots, infinite load

round cliff
#

Hi guys, does anyone know how to make the delete game slot work for quest2?

hard sparrow
#

im just trying to get the screen fade working for teleporting. works great on my PC but it only fades the left eye in and out as well.

sturdy coral
#

just released

#

seem to support eye tracking, not sure about hand tracking

rocky nexus
#

will hopefully make more people play pcvr!

sturdy coral
#

hand tracking didn't seem to work at least in my unreal project, it does work with ALXR

#

it made you grab controllers to even launch it so I think it doesn't have it

hard sparrow
#

also what version of unreal are people using for VR stuff? is there a certain version that works the best?

scenic warren
#

Has anyone worked with Meta XR Platform?
After turning it on, it gives the following error in Quest 2. Does anyone know what this might be related to?

quiet swan
#

@hard sparrow I think UE 4.27.2 plus is the best version . Using us5 is like going back to the year 2014 with all the issues.

#

No software mobile occlusion in UE5

limpid widget
#

I am using ue 5.2.1 and it works fine

#

Official branch, not meta one

#

I can develop for all platforms

#

And I am facing no issues so far

real needle
#

I think my issue may stem from migrating my project from 5.2 to 5.3, because now my Rift S is having the same problem in this version as the Quest 2. I start VR preview and nothing happens in the headset but on my desktop it loads the pawn, you can see the hands covering the view.

#

Is there something I should be doing extra in 5.3 to get it to function? Something I have to change in the pawn???

#

Ok, disabling the MetaXR plugin returns a functional pawn. This didnt work for Quest 2 but it helped get Rift S working. What a shitshow

dreamy ivy
real needle
#

Oh, brilliant ok.. Hadn't thought of that, will test eventually. Cheers

#

and this is an expected message to pop up when doing so?

dreamy ivy
real needle
#

Ha, thanks so much. I'm like tip-toeing since UE has been putting up a fight with me recently. Trying not to anger the beast.

terse vapor
hard sparrow
#

im dealing with the screen fade not working issue because of mobileHDR or whatever

#

i prefer to be on UE5 but quest native games aren't going to use most of the features anyway

dreamy ivy
hard sparrow
#

you may have read my mind lol, i was in the process of making a 3d widget component that just sits like 1 unit in front of the camera

#

i just saw that

#

i want to stick with UE5 for this since its for fun. not working at a studio where i have to stick to a version

#

i feel like i have seen GDXR somewhere

#

oh the VR template i saw online!! i tried out your product on my quest 3, it was really cool

hard sparrow
#

im currently following this gamedev.tv C++ VR course as well as ripping apart the existing VR assets. its a lot of fun

quiet swan
#

how can we get logs for unreal quest 2 adb logcat -s UE4 or adb logcat -s UE5 doesnt work

quiet swan
#

anyone know the code to get the logs of quest 2 on unreal 5? adb logcat -s UE4 and adb logcat -s UE5 arent working

wheat holly
#

It also does allow you to use commands though.

granite eagle
#

I'm using a Pico 4 in SteamVR. In my VR project I'm finding that texture shadows and details look pixelated / low detail. Any idea what might be causing it? Also do VR headsets themselves do anything hardware wise to alter the quality, I'm running Pico on ultra settings and I know this HMD can handle better quality (seen it in other games).

I'm thinking maybe it's launching in mobile quality or something. I have Forward shader enabled with high render project settings, not sure what else might be causing it.

quiet swan
#

@wheat holly thanks I downloaded it , its asking if I want to change my ADB paths

quiet swan
#

so there is more then 1 ADB I will try with this new one, to see if it gets the logs, I can see the logs when I put it on, but its spits it out to fast

hushed shuttle
#

hi there
How do you cast to the right hand on collision ?

#

i've been trying a ton of stuff

#

but i either get failed cast or weird collision ( its colliding before it's hitting)

#

thanks

rocky nexus
#

print yourself the other actor/comp, see what it hits

real needle
#

Quest 2 started working with MetaXR on and OpenXR off, thanks GDXR for sharing the doc notes I've missed. A few new issues I'm having: hands/touch controllers decoupling completely if I 'reset view' and I cant change sound output from going into the HMD. Say, I just want it coming out of literally any other source besides the headset, the sound out is only going through the headset, even though I set the output to be different (RealTek card, monitor speakers, etc)

#

As a side Q: any idea how I can prevent objects that I grab from going through collisions? If i drop the object it responds to the collision with normal physics, but say I'm holding a screwdriver I can just pass it through a surface, let go, and usually just glitches out because physics kick in while inside of the other object.

hard sparrow
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i feel like this should be showing a newer SDK for me

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or is that the NDK version?

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i have 34 and 33.0.1 installed for the SDK but 25.1.8937393 for the NDK

cerulean lichen
# real needle As a side Q: any idea how I can prevent objects that I grab from going through c...

I've been using Physics Constraints to do this. Added a constraint component to your hand, and when you pick up an object, rather than attaching the object to the hand mesh directly, use SetConstrainedComponents with component 1 being your hand, and component 2 being the object you want to pick up. Then when you want to drop the object, use Break Constraint. This should stop objects you pick up from passing through geometry

eternal widget
#

I'm in 4.27.2. Needing to add compatibility for HP Reverb.

Do you all recommend using OpenXR for this version of the engine?

It seems the best path forward, but need to move some logic around a bit...

foggy oxide
#

hello all, im trying to use hand-tracking on the quest, and using the manny hands. but they appear rotated and the fingers all squeeze weirdly.
im using the oculus custom branch on 5.2 any ideas?

rocky nexus
#

You need proper mesh, check hands they use in hand tracking samples @foggy oxide

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bones must be in specific orientations

ashen dome
#

so Im trying to test sessions in VR and I cant figure out how to swap VR players in a listen server>

foggy oxide
rocky nexus
#

than its not correct, i have custom hands and it was a massive pain to setup

surreal jay
#

hey, anyone familiar with livelink?

ashen dome
#

Anyone Done Or familiar with setting up vr for multiplayer, I would like some Tips on what things should be replicated and RPC, motion controller \ head positions ect

hallow knoll
#

The first example of how to use the XR Creative Framework is now available on GitHub through the new Virtual Scouting Plugin: https://forums.unrealengine.com/t/xr-creative-framework/772455/11?u=victorlerp

Epic Developer Community Forums

The new Virtual Scouting plugin is now available on GitHub! The plugin is experimental and will ship with 5.4. It uses the XR Creative Framework to implement a Virtual Scouting toolset in Blueprints. For information on how to use XR Creative Framework, which the Virtual Scouting plugin is built on top of, check out Richard’s and Brian’s Unreal ...

fast relic
#

I can get into virtual scouting, but I can't actually do anything with it

sage gulch
#

anyone still building for quest on 4.26.2? any insights to the Android environment?

sage gulch
#

what's the minimum sdk/ndk for Meta store these days anyway?

real needle
#

ive been trying to figure out how to do IK for a day, i know it sounds silly but can anyone help me?

neon geyser
#

Apparently the VR Preview bug introduced by the Oculus app update was fixed a week ago on 60.0.0.144.352, but i'm still stuck on 59.0.0.179.366

Updates are not available for everyone in the same time?

steady shoal
#

anyone managed to get decent quality realtime shadows on the quest 3?

hallow knoll
neon geyser
paper raptor
#

Looking at the VR template, I’m confused how the camera knows to move itself. It appears that it’s attached to a blueprint with a Pawn parent and I don’t see blueprint updating the camera position every frame.

grand otter
#

Has anyone worked with VR yet, i got full body moving beautifully, but my arms just are not right. i cant put them down by my side, and when raising my hands they straighting out far to quick, its almost like there not leveled where they should be.

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the only thing that is SORT of a fix is changing VR root to -60 but it doesnt seem like the right way to go about this and its kinda janky lol. also when i stand up from a crouch the hands and arms raise higher, and cant go as low again, then when crouching they go backwards and i need to reset position with controller

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This is my basic set up

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I have another set up with fabrik nodes instead does same thing only joints pop out more with it

rapid saffron
#

Hi everyone. I ask you for help. I don't understand which version of Unreal Engine I need to install to develop apps for Meta Quest 3. Should I compile the fork edited by Meta, which is older than 5.3.2? Or do I simply install 5.3.2 following the directions on the official Unreal website?

sonic fjord
sonic fjord
# paper raptor Looking at the VR template, I’m confused how the camera knows to move itself. It...

any camera on a pawn has bool "attach to HMD" (or something like that) set to true by default, so it will use that camera if VR is enabled. if I recall correctly, the parent component of the camera gets set to the playspace floor center, while the camera automatically moves relative to that behind the scenes in engine C++.

VR Expansion plugin has the logic needed to work around that with it's own character class and movement component, but I've also managed to build my own based on the native character class in the engine, lol.

neon geyser
#

😪

paper raptor
#

Yeah you're right m0useCat. UCameraComponent has bLockToHmd = true;

real needle
#

can anyone help make IK Rig for VR?

#

i searched "how to use mixamo control rig in unreal engine 5 vr" but could not find anything for it

#

"how to use ik in unreal engine vr"?

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i couldnt figure out how to use them with VR

#

what is he best way to seperate the two and then join them together

#

alright

surreal jay
#

anyone experienced with livelink?

#

the use of vive tracker in unreal

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works perfectly in editor but does not function in build

hot rampart
#

Hello everyone!
I am working on a VR stealth game myself and I am looking for feedback on my work.
I finished the Pistol weapon system and I would like to get your opinion on it.

sage gulch
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Bombyx-Android-Shipping-armv7.apk: /data/local/tmp/_stream.apk could not be installed [INSTALL_PARSE_FAILED_MANIFEST_MALFORMED: Failed parse during installPackageLI: /data/app/vmdl156418127.tmp/base.apk (at Binary XML file line #46): com.epicgames.ue4.GameActivity: Targeting S+ (version 31 and above) requires that an explicit value for android:exported be defined when intent filters are present]
Any suggestions?

#

I looked at the manifest on a good apk and don't really see any problem

sage gulch
#

got it fixed by lowering the minimum and target sdk versions

indigo crescent
#

Hey there! I am new to Unreal Engine and currently working on my first vr project. Essentially, I'm trying to set up a feature where users can press a button on their Oculus controller (let's say, Y) to initiate an audio recording, and when they press the button again, the voice recording gets saved locally on the computer.

I will attach a screenshot of what I attempted so far, but it doesn't seem to work. (super newbie here, sorry)

I'd really appreciate any suggestions, advice, or references you might have on how to tackle this. Thanks a lot!

cursive wigeon
#

Has anyone successfully used the Meta XR simulator in UE5.3? I'm able to launch it in one of the available environments, but I cannot launch my project onto it (VR Preview button is disabled)

sonic lake
#

@cursive wigeonhttps://developer.oculus.com/documentation/unreal/xrsim-unreal#setup

cursive wigeon
#

Thanks, I went through all these steps, but VR Preview button is still disabled. As mentioned, I set it up correctly since I can toggle XR Simulator from the toolbar and launch one of the simulator environments, but not launch my project

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Ok for some reason it works when I connect my actual headset via air link... facepalm meta

sonic lake
cerulean lichen
#

Has anyone used Haptic Effect Soundwave for haptic effects? Trying to use with the Meta Quest controllers but getting no haptic output

limpid widget
#

Meta implemented their own asset type you can generate using Haptic Studio

#

Without this I am not sure that you can use Soundwave for haptic effects

#

I know PSVR2 has this but I don't think it works for PCVR or standalone like that

cerulean lichen
sage gulch
#

you could use an envelope follower to generate a float that controls the haptics power

lusty whale
#

Hi!

#

By the way, I have the first HTC Vive, the first to go on sale. Is it supported by OpenXR? Thanks.

mystic cairn
#

Hello !!, did someone managed to use the MetaXR plugin in UE5.3 with a Metahuman character with hair? because it crashes all the time, I tried starting with different base projects and in any case I have the same problem in one everything works but the groom ( r.SkinCache.CompileShaders has to be False in the config, if True, groom works, but the VR crashes when launched) so basically with OpenXR works, with MetaXR and OpenXR doesn´t crash but I don´t get anything inside my HMD and MetaXR alone, crashes. Thank you !!

ashen dome
#

Out Of curiosity How Are others handling there half height capsule if they want to actually crouch In RL

cerulean lichen
sage gulch
#

can anyone confirm 4.26 working with current SteamVR systems? I output a SteamVR manifest file but the inputs aren't working properly for Index users.. wondering if there is a mismatch to OpenXR in Steam now or something? Doesn't Steam itself support classic SteamVR still? Would building from 4.27 make any difference?

oak ridge
#

is it possible to bind to an event when a user centers their playspace?

#

I am building a MR experience and when they re-centre the playspace, some vectors are thrown off, need to bind and update them

limpid widget
#

VRNotificationComponent has a delegate for recentering

summer linden
#

Hi guys. I try to implement relatrively simple VR hands with preventing colliding into enviroment. Im using this setup: https://www.youtube.com/watch?v=bBykiDW1wbw
I add physic asset to hand models, but the problem is that if physic type for phys asset is set to Default or Simulated, hands doesnt collide into static meshes, but they no longer response to animation blueprint.
If phys asset type set to Kinematic, then animations are work properly, but now hand will only properly collide with physical actors, but will ignore static meshes.
How to solve that?

https://www.patreon.com/UE4tuts
For making Your Game/Projects or In Game Ready Functionalities!!!
Contact: ue4tuts4you@gmail.com
So Here's the first part of my VR Mechanics Tutorial series.In this tutorial we'll setup our Hands with proper Physics so that they don't pass through the objects and behaves properly with collision.
Don't forget to su...

▶ Play video
tired hamlet
#

Hi everybody, I am a long-time user of UE4 and I am migrating to UE5. My typical usage is deploying Android Virtual Reality stuff to Oculus headsets (which are Android machines), and I work under MacOS, so I have Android Studio installed, etc etc. Everything Works Fine So Far.
Now, I would obviously like to keep a 4.27 working version when migrating to 5.3.2, but I must update Android Studio etc as stated in https://docs.unrealengine.com/5.3/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/ . So, I should be able to do what is stated a bit later in the page, "Manually Target SDK Paths", but for the life of me it does not work. If I change any path in Edit > Project Settings > Platforms > Android > Android SDK section, in ANY version of my installed UE (4.26, 4.27, 5.3.2 ....) it will change EVERYWHERE, in ALL UE installations, as if those settings were saved in a "super" BaseEngine.ini configuration file, which I cannot find (I am running grep all around for hours now). Changing the settings by editing a specific BaseEngine.ini file as explained in the page seems to have no effect. So, I am actually unable to set different Android SDK paths for different UE4/UE5 installations. Do anybody here has done something similar? Please note, again, I work with MacOS, not Windows. Please note also that i CAN find trace of my manually configured paths in files like CookedIniVersion.txt and in the Saved/StagedBuilds/..../BaseEngine.ini , but I cannot understand where the SOURCE of those modifications is located, and why is shared between all engine versions...

How to set up your Android development environment for Unreal Engine

sturdy coral
#

when you make the change

real needle
#

how do i fix this error, i tried importing the VR Expansion Toolkit for unreal and i get this error when restarting the editor

#

i dont know if i have to downgrade orrr

tired hamlet
#

it beats me why they save stuff in DOZENS of different places

junior halo
summer linden
junior halo
#

Hands should collide with static meshes with physics disabled, enabling physics is to have the physics asset take care of the contraints, but I guess you already have a contraint that joins your hand mesh with the motionController location, right?

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It should collide but if the mesh is static it should push your hand back instead of moving the mesh

summer linden
gloomy cairn
#

tsr

sturdy coral
#

plus it can download them from a web url sometimes, can't remember exactly what it was but I think when using pixel streaming or something I finally found an ini being pulled down from a url or something that was breaking vsync

atomic drum
#

Also added the VRPreview setup fun. I'm sure Meta and Epic will polish the workarounds for UE5.4 (maybe maybe)..

junior halo
# summer linden With disabled physics and physic asset? In my case disabling physic simulation w...

Ok in that case try adding physical animation and play around a bit until you find a good mix between physics and animation. Check this tut: https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/PhysicsAssetEditor/HowTo/ApplyPhysicalAnimationProfile/

This how-to will show you how to apply a Physical Animation Profile to a Skeletal Mesh Component using Blueprints.

bleak blade
#

How do i replacate the VR template?

cursive wigeon
#

Does anybody know if it's possible to create an xray-type material using the forward shader and with mobile hdr turned off - so no postprocess, no gbuffer? Thanks!

cursive wigeon
# cursive wigeon Does anybody know if it's possible to create an xray-type material using the for...

I managed to make the xray work - no postprocessing or gbuffer needed, fully forward rendering compatible with mobile hdr turned off. Note that you have to enable Custom Depth-Stencil pass in Project Settings under Rendering and enable Render CustomDepth Pass on your static/skeletal mesh

Oh, and the material needs to be set to Translucent with Disable Depth Test toggled on. Then just use it as an Overlay Material on your mesh

solid tinsel
grand otter
#

For a week now I’ve tried everything, With fabrik node then head transform cameras perfect, but I want spine movement and when introducing spine 2 and 4 transforms it looks good but gives camera massive mini shakes anyone know why or how I could correct this ?

quiet swan
#

I can’t be the only one who is having issues in unreal 5 is so bug infested I can’t release a game on it

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I was able to replica a crash on unreal engine 5

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That does not happen in unreal engine 4

sonic lake
#

@quiet swanwhat does the crash log show?

quiet swan
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I have the dreaded d3d crash

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It’s been 2 years almost and it hasn’t been fixed

sonic lake
#

@quiet swanthat's a pretty long thread. Some folks are suggesting some workarounds, did you try any of them?

#

I am using 5.2 and 5.3 regularly and I don't see all these crashes, I wonder which % of users are experiencing them and whether they are linked to particular HW/SW configurations.

cursive wigeon
cursive wigeon
# quiet swan I have the dreaded d3d crash

Under what circumstances? If it's when using debug drawing that's been introduced in 5.3.0 and still not fixed as of 5.3.2 if you're using forward rendering with MSAA enabled

quiet swan
#

I’m going to try the fixes later tonight

sage gulch
#

if you leave Chrome open then there will be a memory collision eventually

quiet swan
#

@cursive wigeon yes I think your advice might have fixed it. I changed the MSAA to FSAA and it seems to work

#

what is this debug drawing? My UE5 was crashing when I did something else

#

its not crashing when I do what I did to crash it before so thats good

#

i mean if the put back mobile software occlusioin I will be happy again

cursive wigeon
# sage gulch pics?

Doesn't matter, doesn't work on quest (left eye works, right eye doesn't, see above)... On that note, if anyone knows how to make SceneDepth and CustomDepth work on Quest 2 for both eyes PLEASE let me know! Thanks! 🙏

cursive wigeon
sage gulch
#

ah, yeah could be down to Instanced Stereo as well

sage gulch
#

how do you get a quest to show in MQDH over wifi?

cursive wigeon
coral swallow
#

ive started using steam link to connect my headset to my pc now but why does using steam vr always show that im using cv1 controllers when steam clearly knows that im using a quest 2 and has the models there and it works fine when running open xr through oculus wth

foggy oxide
#

would anyone know why my niagara particles do not show on a quest 2 device. but show on the editor? using unreal 5.2 branch from meta?

sage gulch
#

materials issues mebbe

tawdry dragon
#

Hey guys. Whats the best way to fade a VR camera to black and fade out again?
I wanna do it between swapping out dynamically loaded levels, however the normal way of using "Start Camera Fade" from the Player Camera Manager doesn't seem to work.

I tried attaching a widget to the player screen and fading a black border on and off, however the widget is desynced between the two different eyes inside the headset, leaving a weird effect.

Is there a better way?

#

(I'm running on a Quest 2 using Airlink from a desktop)

#

nwm... I'm an idiot

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I didnt delay the fade in/out between them, so they would instantly cancel eachother out

hot rampart
mighty carbon
royal thorn
#

https://www.youtube.com/watch?v=qzbY9e1VzEc&ab_channel=MelcherStudios

Any template to attach left and right controller with real time extinguisher in ue4

Trainees will use a virtual reality headset and a real
prop fire extinguisher to put out virtual fires. The VR
Fire simulator is a very effective replacement of
practical fire extinguishing which is becoming
extremely costly and environmentally concerning.
Getting permits to burn real fires is very difficult and
itself can be unsafe. This simula...

▶ Play video
mighty carbon
#

GPU particles work on Quest, but I guess there some cases where they can cause instability and crashes. I personally haven't experienced those kind of issues.

royal thorn
#

particles works in quest but dont know why some cause issues.

sage gulch
#

if you burst too many at the same time it overloads it

foggy oxide
chilly pasture
#

Anyone know why GPU Sim Particles not working in Quest2 Android Vulkan ?

foggy oxide
rocky nexus
#

there is a hitch for cpu particles as well, perhaps it is even bigger for gpu ones

chilly pasture
foggy oxide
tired hamlet
#

OK. Anybody here which managed to get the 5.3.2 OpenXR Template ON MACOS (M2 MacBook Pro) compiling, deploying and correctly running natively (I mean as an Android app) on Quest 2? I installed the suggested Android Studio stuff , SDK etc, I can compile it and deploy it, it starts on my Oculus but as soon as I wear it it crashes with this stack trace:

#

I am now playing with some rendering parameters etc but with no luck

#

BTW, is there anybody AT ALL developing Quest native stuff on MacOS? 🙂 I am used to, I have quite a knowledge about what works and what does not in 4.27, but there is a time one must move on, and I am trying to get something running on 5.3.2...

#

also because CPP compilation is now broken for 4.27 and I will need to develop some C++ stuff soon, so I must find a solution

#

(at least, is broken on my machine. I should probably try to install an older XCode, but Apple is always a pain when you try to downgrade stuff)

sage gulch
#

best culling settings for Quest 2?

sage gulch
civic wharf
#

Hello, Does anyone here know how to make it possible to interact with a widget, not with a "laserpointer" but with the actual finger of the Hands meshes, like the index finger?

it feels like such a...natural and obvious way to interact in VR, yet I can only find things about doing it with a laserpointer from the controller.

bold ledge
#

Hey,

how can I use my Quest to as a PC VR Headset?

Connected it with Link but I can't play the VR Template. I can see it but it never takes over any control from the quest 2 ?!

civic wharf
rocky nexus
civic wharf
rocky nexus
#

Thats how you press the widget, its a component you add to your actor

sage gulch
civic wharf
foggy oxide
#

does someone knows how

  1. detect a pause situation (quest menu, taking the headset, hitting power button)
  2. pause the game?
cursive wigeon
#

Can anyone run Standalone Game Mobile in 5.3 with stereo emulation enabled? I get this crash:
Assertion failed: Subresource < GetMaxSubresource() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphTextureSubresource.h] [Line: 94]

#

Also, please, if anyone knows how to make SceneTexture:SceneDepth work on Quest 2 standalone (Android Vulkan) let me know! I found this https://forums.unrealengine.com/t/how-to-get-stereo-scene-depth-in-vr/471191 from 2020 and it still seems broken. Like the poster on the forum, I get wrong results on the right eye only too, left eye works fine

civic wharf
#

Hello, I have a problem with widget focus (I guess). I have set up a WidgetComponent, and a WidgetInteractionComponent. If I click once on the Button in the Widgetcomponent, everything is fine. The button then switches a Widget in the MainWidget via a widgetSwitcher to an InventoryWidget. If I now click on one of the Inventoryslots (where the items are displayed), the InventoryWidget(that contains the slotWidgets) isnt reached, and therefore the slotWidgets arent aswell. If I now click on another InventorySlot, it does reach the InventoryWidget, but clicks on the SlotWidget I previously tried to reach. So it doesnt take the first hit on the InventoryWidget, but for every other click after, it uses the click location from the previous click, alsthough the new correct click location is calculated correctly and passed as a customHitResult, before it actually executes the click and release sim

#

This is the click and release input on the WidgetComponent which runs everytime I click on the WidgetComponent.

#

This is the WidgetComponents WidgetClass, with the switcher, that switches to "ButtonInhalte" if clicked on the Inv Button .

sturdy coral
sage gulch
#

do you guys use Precomputed Visibility on mobile?

civic wharf
#

I also now plugged in a second trace right after the setCustomHitnode and it literally now

Does a trace, passes the result as custom hit to the interaction component, does a trace again with the last hitresult of the interaction component. while the first trace is always correct and doing excatly what its supposed to be, the 2nd trace already gets false data. the hitresult is set one node before the 2nd trace, yet by getting the last hit result Im getting wrong values

#

on first click, the first trace reports the right hitresult, the 2nd trace returns 0, on 2nd click, first trace returns correct hit result, 2nd trace returns the correct hitresult from the first click and so on.

sturdy coral
#

Start into start, ((end-start) *1.01+start) into end

civic wharf
#

for a weird reason tho, the first click on the Inv button registers correctly despite supposedly having no hit result set

sturdy coral
#

I'll have to look closer at what you are trying to do later, I know they do some weird stuff with replacing the hit result in the widget interaction component, and if you are doing cylinder geometry it gave you a point as if you had hit a plane joining the left/right sides of the cylinder section

civic wharf
#

@sturdy coral If I cache the hitresult and use the cache for the 2nd trace the trace it correct, just like the first trace but the set custom hit still uses the previous hitresult, despite having the cached hitresult pluged in.

#

setresult is updating and not updating at the same time...

civic wharf
#

@sturdy coral I figured it out. After looking through the c++ implementation of the WidgetInteractionComponent and its functions, I still had no idea what exactly the issues was, because I have no idea of c++ xD, BUT, what I could figure out was that SetCustomHitResult literally only does customHitResult = HitResult, so it was unlikely that that was the issue. Looking into the PressPointerKey however, revealed to me that suspicious things are going on when it checks for a last Widget Trace, which, if no LastWidget exists, calculates one by performing a trace. If one exists it does a whole lot of things on it for some reason I think are unnecessary, but Im not a programmer sooo. I think what it does there tho, is messing with my previously setCustomHitResult.

So what I did now to solve it, was not using a customHitResult at all and turning the interaction source back to World instead of custom. This way, whenever press or releasePointerKey is called, it cant find a LastWidget and does its own trace, which works.

So essentially, at least rn, Unreal doesnt seem to want me to define my own custom hit to detect a "virtual touch", but wants to do it itself. I still think this isnt how it should be, since the press and release pointer key nodes should just simply use the custom set hitbreak and straight up calculate it into widget coordinates to simulate a click. Anyway. It works now (just took me all night to figure out.....). Just wanted to thank you for your help and tell you what I found. who knows, may it becomes usefull for you some day.

🙂

sturdy coral
#

Tried to get touch based pointer events working for multitouch and better dragging of lists and stuff (touch vs tap) and had a lot of issues too but that might be fixed by now.

#

It got into some kind of touch gesture detection code that didn't work right with virtual slate windows.

civic wharf
#

How do I have a 3d Widget rotating based on the headset Rotation but without the up down rotation? Like the quests pop up window that turns up saying we need to set a roomscale or stationary when the headset is powered up but put of the bounds from last session?

mighty carbon
#

LookAt node?

civic wharf
civic wharf
# mighty carbon LookAt node?

ok so I figured it out without look at since that gave me wrong values. Technically its working now as I want, but whenever my headsets world rotation becomes smaller than -180 or bigger than 180, the Yaw Value switches to 180, or 180 to -180, which messes us my calculation for rotating...does someone know a way to fix that?

mighty carbon
#

Do you folks have YouTube on your planet ? 😂

#

Could have watched a video or two about LookAt

#

I use it all the time

sturdy coral
#

What you need to do is get the head direction by not just the forward vector, but lerp to the top of head vector as the user looks down. Then project that to the ground and normalize. Then have the UI face the opposite direction of that vector with lookat or similar method, or more complicated if you want it to move up and down and pitch too but never roll

Project Vector on to Plane

#

the stuff with lerping the forward vector depending on how down you are looking is so that the forward direction doesn't accidentally reverse when they look down too far

civic wharf
#

figured it out aswell...

bleak blade
#

How do i replacate the grab component?

nova rock
#

Hi, anyone else using Virtual Desktop with 5.3.2 quest 2 win11 ? I have a problem in which VD cannot detect when I exit vr play and have to re open the project again for it to work, just want to make sure if anyone else using similar setup having same problem or if it's just me.

mighty carbon
#

@nova rock you might want to ask at VD discord about that issue

nova rock
#

I did and author did respond by saying although it's not the main purpose of VD he will check into it, meanwhile I want to make sure it's not something on my end causing the issue as I believe more people in here use combination of VD and UE than there.

mighty carbon
#

Since I am building for Quest, I found it's hell a lot easier to use AirLink than VD

#

And it ran better with AirLink, subjectively

nova rock
#

I tried air link and worked as expected however not used to the interface

civic wharf
#

Hello, Im trying to set the Location for an actor but although the SetActorLocation Node shows the correct Location when using breakpoints, the actor is not moving.

bleak blade
#

Im trying to do QK`s tutorial for then hands but as you can see the left hand wont grab stuff right and i cant for the life of me find out why. The right one works just fine its just the left ive been stuck on this for days...

neon geyser
#

hello @dreamy ivy

I made all the steps in your tuto but when I try to package the project I get this prompt:

#

Also the icons in the menu don't look right, like there is an error or something

#

when I press "Update Device", it says SDK installation successful and propose me to restart unreal, but when I restart same error again

dreamy ivy
neon geyser
turbid plank
#

noob in unreal vr, setting up a basic smooth locomotion into vr template, and it seems "add movement input" for some reason just doesn't work. Can see the controller input values so mapping is set correct

anyone know what could be the cause?

#

oh figured it out! if anyone is curious, you need to add a movement component. Having access to source code is very op haha

civic wharf
#

Hello, Can someone give me a starting point for making a "Force" System? Like cutting down trees and mining stones, but a hit should only affect an object when the force (reallife controller speed) is greater than the hardness (resistence) of the object being hit. Like, how do I detect how hard something is hit. I want to avoid "cutting" into an object when just barely touching it...

ripe star
#

What is the recommended way to set up unreal with a Quest 2 wirelessly?
I've tried using Steam VR with Occulus Desktop App and it lags really hard and has a host of issues.
I have Virtual Desktop and I see there is a new VDXR and wondering if anyone has tried that with Unreal 5?

sage gulch
#

my audio is fine in 4.26 but for the life of me, I can't get it to come from the HMD in 5.1 ... any ideas?

sage gulch
#

my audio in 5.1 always comes from the PC audio out 😦

rare tulip
#

Hey all. Using 5.3.2, I'm having trouble getting the VR Recenter delegates of the VRNotificationsComponent to fire in my shipping build on Quest 2, when they work in Editor. Neither the ControllerRecentered or the HMDRecentered delegates seem to be firing in build. Anyone seen similar issues or is there another way I should be detecting for recenter on quest?

rich terrace
#

Hi I’m using ue5.3 with the meta xr plugin. When I set the xr api (in meta xr project settings) to oculus ovr plugin + open xr backend it doesn’t take control of my vr headset when I use vr preview. How can I get it working. The epic native xr works but the oculus ovr doesn’t

terse nest
civic wharf
#

Can someone tell me what exactly the Components MotionControllerAimLeft/Right are doing?

rocky nexus
#

Open their source and find out

civic wharf
#

Someone here who could help me with the physics constraint component? I want my VR Hands to be constrained to the motion controller, so that they follow my real hand position, but slightly delayed based on what Im grabbing and how heavy that is. I could constrain a static mesh successfully, but cant do it with the skeletal meshes of the template hands.

sturdy coral
#

at least on Pico

civic wharf
#

please someone who can help me out with physic constraints. Im going insane...

novel gorge
civic wharf
digital cave
civic wharf
#

and usually the amount of people being good enough to help out, especially with niche questions is much larger for base UE than a plugin. VR aswell, since the VR com is still relatively small compared to traditional flatscreen.

turbid plank
civic wharf
#

yo, can someone help me with hit events not firing?. Im trxing to hit a tree with an axe, both have physics on and generate hit events ticked, they block eachother as expected but neither of them generates hit evens from eachother.

ok the tree does generate hit events from the axe, but only if im not holding it (via the custom setting of the grab component)

whole nimbus
#

Use print string to isolate the problem

#

Bugs fixed

civic wharf
#

it does fire when the tree collisdes with the axe while Im not holding it. But looking into the grab component to see if it changes anything while grabbing, theres nothing too. The axe gets attached to my pawns hand skeletal mesh, physics remain on. I thought maybe the hands kinda ovveride the axe when attaching it to them, so I enabled everything on them aswell, but still no hit.

#

hmm, It triggers the hit if I attach the axe to the motion controller instead of the hands skm. Is this intended? Can skelatal meshes not trigger hit events?

wary bridge
#

Hello !
To export my ue5 game to my Meta Quest2, which run on some kind of android, can I just package to android following a random tutorial, or is there specific settings needed for Quest2 ?

tired tree
#

@civic wharf UE5 has multiple issues with skeletal mesh attachment currently where it is merging the body instances to the parent and SKM bodies are very buggy in engine

#

the skm will likely need hit events thrown for that axe to throw them when attached to it

#

but you'll run into other issues I assume

#

with events throwing on the parent and not the child and other such oddities

civic wharf
#

@tired tree good to know, I already assumed there are issues tha go beyond me just not understanding why it doesnt work. What would then be the way to go for such a mechanic? Theoretically, it does work, if I use the default attachment macro of the grab component from the template which makes the parent of the grabcomponent the motion controller component. But because I wanted to have weighted hands that become slower the heavier the object one is holding is, I used a physics constraint to constraint the default VR Hands to an empty static mesh parented to the motion controllers. So to have the Object Im holding follow the weighted hands properly I thought attaching the Object directly to the skeletal mesh hands would be the easiest, to keep the physics being simulated for f.e cutting a tree, or mining an ore, because I need the Impact force the Event hit gives me. But event hit only works with physics enabled, which seem to not work with the skm hands...

tired tree
#

@civic wharf its because without physics enabled you have to sweep the movement which doesn't happen with attachment

#

and like I said, pretty sure the parent (hands) would need the simulation generates hit events turned on for it to work with UE5 currently

civic wharf
tired tree
#

UE5 does some really funky things currently that UE4 didn't, lots of bugs and not sure how many of them are intentional or not

#

it doesn't route a lot of things to the correct body instance

#

in my example setup i take the reverse route and attach the hands to a simulated object that is constrained

#

that setup doesn't have this issue

#

but i do have to remove the hand collision for now when attached due to the SKM bugs ruining the collision

civic wharf
#

huh...thats smart...didnt think of that

tired tree
#

have 4 or 5 bug reports and reproductions submitted but they haven't been touched yet

civic wharf
#

Theres a few things I find a little too...complicated for the standard they should be in VR.

rocky nexus
turbid plank
#

Happy new year everyone! Hope everyone’s unreal vr project goes well in the new year!

coral swallow
#

Are all the blueprints from the Head Mounted Display library like Set Tracking Origin and Get Device Orientation and Position gone now in 5.3 or am I just doing something dumb in my new project meaning I can't see them because normally I can straight away...

tired tree
#

@coral swallow it's in the xrbase plugin now

midnight tree
#

hey guys need some help. trying to attach a VR character to a moving vehicle. taking control of the vehicle is not an option, I want the player to be able to pick up things and move about slighty within the vehicle. got it somewhat working but i'm facing 2 problems. when I attach the character, the player snaps to the desired socket position but once the vehicle moves, it seems like the player clips through the vehicle by about 2 meters and floats ahead of the vehicle. my workaround was to attach, and then detach which kind of works but you can imagine the physics nightmare its causing. anybody any idea of how to best approach this?

novel gorge
#

Is someone interested in testing my VR rhythm boxing game a bit (https://discord.com/channels/187217643009212416/1188147359394312322) ? I want to use it for job applications and want to make sure that it also runs on other head sets than mine (Oculus Rift S). No professional testing, just use the Steam key and play one or two rounds and see if it crashes somewhere 😄 Would be very nice. Contact me or answer here and I will contact you ^^

limpid widget
midnight tree
amber needle
#

Hi I'm trying to make a 'simple' drum experience for vr... Turns out android sound latency is quite an issue and I was wondering if anyone had any tips?

novel gorge
#

Maybe you should have a look at the Quartz Clock module.

uneven vortex
#

Hello, does anyone know of a good tutorial on how to access virtual reality with OpenXR directly through C++? My idea is to make a C++ plugin, without using the OpenXR Template.
It's amazing how difficult it is to find something on this specific topic.
Thanks in advance.

rocky nexus
#

there rarely are tutorials for stuff like that, you dig into existing examples and source and figure it out

uneven vortex
# rocky nexus there rarely are tutorials for stuff like that, you dig into existing examples a...

Yes I know. Yes, I have almost all the frameworks there are, VRTemplate, VRExpansion Plugin, VRGK, VRPhysicsBrawl, but none of them convince me for one reason or another. Too bad VRGK didn't end up using cpp; On top of that, the author has abandoned the project not only for cpp but for the current one that was already good in Blueprint.
I was just looking to see if there was something on the most official channel, but it shows that VR is not a priority.

novel gorge
uneven vortex
# novel gorge I guess then you have to use it like any other third party C++ library... Downlo...

Maybe I didn't explain myself well: I was asking if anyone knew of a good tutorial or course with a practical, step-by-step implementation on how to implement a basic VR with OpenXR from cpp, since I intend to make my own cpp plugin to take care of it with maximum performance; I imagine Unreal Source is the best place to find out if such a thing exists. Obviously, I know the OpenXR home page by now.

novel gorge
uneven vortex
amber needle
# novel gorge What latency do you mean?

the time between visual feedback touching a button in my VR template, and a beep sound I play for testing, has some gnarly micro delay, that makes the who idea a non-starter because I can't do rudiments with that delay 😦

uneven vortex
#

Tutorial: How to port Virtual Reality Game Kit (VRGK) to Unreal Engine 5.3.2 with MetaXR plugin, from scratch.

It works with both the free lite version and the old full version of VRGK one of the best blueprint frameworks for VR.
It's in Spanish, but even without the automatic English subtitles, which can be activated, you should be able to follow the video well step by step.

https://www.youtube.com/watch?v=YKXwHYGaCqg

UPDATE:
I had been told that VRGK “Lite” community version worked completely and the full version had some small drawbacks, but it seems more like a workaround for VRGK lite to work, eliminating the things that cause problems, instead of fixing them. Sorry for the created expectations.

Si hay algo crucial al desarrollar experiencias en VR, es la gestión efectiva de las manos virtuales. En este canal, hemos dedicado varios videos a explorar este tema complejo y, a veces, desafiante. La conclusión es clara: aunque se trata de un terreno complicado, existen soluciones comerciales que ofrecen respuestas razonables. Una de estas so...

▶ Play video
uneven vortex
#

They tell me now that there may be some functionality that does not yet work in the full version of VRGK

meager thorn
#

Hey all, where's the best place to start in creating a VR space in UE? My goal is to create a car that I can sit in and view in VR 3d.
I tried the 360 panoramic render, it worked okay. But somehow combining two camera renders into a 3d viewable image is stumping me

civic wharf
#

Heyho, Im trying to build a ThirdPerson VR view. Basically the ingame headset location should match the location of the flatscreen camera, but I cant get it to work, its either a little bit higher or lower than where the camera position is. Im using the VR Template with an imported thirdPersonCharacter.

#

The camera is where my ingame headset position should be

sterile sandal
#

Hello Guys,
Does anyone have any tutorials on how we can optimise the graphics in UE 5 for quest 3 ? Like Asgard wrath 2.

digital cave
sterile sandal
digital cave
#

If you are new to graphics you might want to start without doing optimization first. perhaps build a scene to the level of fidelity that you want, then work on converting it to perform on quest 3. there are a lot of hard lessons to learn, like how you basically can't use decals on quest

rose spoke
novel gorge
#

Really... For VR try to avoid it as much as possible.

rare tulip
# sterile sandal Hello Guys, Does anyone have any tutorials on how we can optimise the graphics i...

Disclaimer: I'm speaking from experience working with Quest 2, I have not done dev work for Quest 3. Some of these pointers are also just good practice for mobile.
+1 on Translucency is evil. stylistically do everything you can to avoid it.
Draw calls are a concern always, you will find them more of a concern than when making non-vr games.
On that note, by default Dynamic mesh batching is not enabled on mobile. You'll need to enable it in your ini files if you want to use auto-batching to save draw calls. But this does have overhead, and will not be wise for every project.
Culling: Dynamic occlusion culling will not be performant, as the option for CPU occlusion culling on mobile is removed in UE5 and you don't want to do GPU culling on mobile VR.
On that note, your GPU is precious. Particle systems with GPU emitters are to be avoided. When building materials, favor doing logic in the vert shader over the pixel shader as much as you can, such as when manipulating texture UVs. Your texture samplers within materials are also precious.
Baked lighting is your friend. You will have to do a lot of extra optimization work if your style requires even a single dynamic light, for the sake of your sanity just don't. You can fake self-shadows within materials and use blob shadows controlled by Material parameter collection if you need to kind of fake dynamic lighting. Material based lighting solutions are absolutely your friends here.
Enable Dynamic resolution scaling if you're able to. Meta's current requirement is that you don't dip below 85% screen resolution for extended periods of time, which means you can down-res quite a bit if you are heavily pixel bound to get frames back.
A lot of this is just "best mobile development practices" in general, so lean heavily into related documentation to that.
This video from Tom Looman has a lot of extremely good information on optimizations you can do, especially when he starts to talk about the signifigance manager and skeletal mesh optimization: https://www.youtube.com/watch?v=G51QWcitCII
Again, I don't know how much extra headroom the Quest 3 gives you over the Quest 2, I've been focused on Quest 2 projects thusfar.

This talk was part of the JetBrains GameDev Day Online 2022 conference. Details: https://pages.jetbrains.com/dotnet-days-2022/#g-359405869

Description: Unreal Engine is built to work for a wide range of projects and platforms out of the box. It’s up to you to make it run within the budget for your specific needs. In this talk, Tom Looman shows ...

▶ Play video
sterile sandal
uneven vortex
# rose spoke there is a specific branch of unreal that have a lot of VR extras, this includes...

I know it and I will end up using it when the project is almost finished, so I can use hand tracking and any other Meta changes, but it always updates much later and it is better to use MetaXR or even OpenXR in the meantime, since with MetaXR I already had some problems with versions with bugs. That's why I'm more interested in directly using OpenXR now.
Besides, it's not like it's going to be an exclusive Meta project.

uneven vortex
uneven vortex
lusty whale
#

Hi!

#

Can I develop a VR game using C++?

#

I'm asking this because I've found a blueprint template, but there isn't a C++ template.

#

Thanks.

novel gorge
# lusty whale Hi!

Yes, there is no official VR C++ template. But of course can you make a C++ VR project.

lusty whale
novel gorge
little marsh
#

Hey can you get finger splay from Meta's handtracking example? Or are they punks and keep all of it hidden?

uneven vortex
proven bronze
#

Hello guys, im looking at the market place for environnement assets which filter do i need to use for quest 2 and 3 support?

lusty whale
lusty whale
#

Thank you.

unreal oar
#

Does Anyone Know How To Make A Ragdoll Character In VR that i can lift up and interact with like in bonelab?

crisp wasp
#

also hi, i wanted to ask if anyone is having these issues with unreal engine after packaged to quest:
some objects and widgets are interestingly shifted on one eye but normal on other
also sometimes the objects are disoriented completely.

also it can be reproduced with a simple height fog, it also shifts silightly right on the right eye.
does anyone have a solution and thank you in advance

rocky nexus
crisp wasp
#

so it is not a setting problem or so? it is fine then thx

rocky nexus
#

obviously widgets are supported and should work, in that case some setting they you are using is the cause

#

many things do not work, and it is a pita to deal with

#

i dont recally hands shifting around in that template, might be some general graphical setting you are using

crisp wasp
#

kinda frustrating if not solved

rocky nexus
#

afaik the problem is mobile multi view, it might be required for quest, but not all shaders support that resulting in stuff being in wrong place (or something like that, tricky stuff). or maybe it was instanced stereo? at any rate, having to render stuff twice is the problem. that also means it should be possible to fix, even if difficult

violet spear
# crisp wasp kinda frustrating if not solved

My meta quest 2 left eye was turning to black and Changed some settings and it fixed it!
You can test it as well.

Enabled openGL, Mobile Multi-View, MSAA, and disabled vertex fogging…, which solved the left eye black problem, and also improved the anti aliasing issue I had with the FXAA

#
Epic Developer Community Forums

Only the left eye becomes black when playing the actual machine with Meta Quest2 in UE5.1. This happens when MobileMultiView is turned off. Doesn’t happen if it’s on. The reason I want to turn off MobileMultiView is because I want to turn on MobileHDR. MobileHDR and MobileMultiView cannot be turned on at the same time. Is it possible to tur...

crisp wasp
real needle
#

Any tutorial on how to make VR Drone simulation on Unreal Engine

rocky nexus
#

there is a sample that you fly an ufo, thats like 90% there right?

tired hamlet
#

@azure rivet hi, I have found this comment of yours in some UE forum... I am exactly in the same situation (on 5.3.2). Have you ever been able to deploy from Mac? I solved some issues, but I ultimately hit some compilation errors, or (with some other mangling) I can deploy a not-working executable...

pearl widget
sonic gulch
#

Hi there! I have been trying to generate PSOs for my project and I have been able to "generate" them but, I just keep getting a failure message that the PSOs were unable to be saved on Meta Quest 2/3 for UE 5.3
LogVulkanRHI: Display: FVulkanPipelineStateCacheManager: Saved device pipeline cache file '/storage/emulated/0/.../.../.../.../VulkanProgramBinaryCache/VulkanPSO_6BD44F614C5EE3722ECE30AE373D7ED1.5143.43050b00', 32 bytes
LogVulkanRHI: Error: FVulkanPipelineStateCacheManager: Failed to save device pipeline cache file '../../../Anesthesia/Saved/VulkanPSO.cache.5143.43050b00', 277559 bytes

I thought maybe it just didn't have permissions, so I added:

android.permission.READ_EXTERNAL_STORAGE
android.permission.WRITE_EXTERNAL_STORAGE

I also saw that some people found luck in adding the checkbox in the Project Settings:

Use ExternaFilesDir for UnrealGame Files?

I also had no luck with this either. Is there any other way to get this to work? I'm still under the assumption this is some kind of permissions issue as when I navigate to the Saved/Logs folder it is empty. Any help would be appreciated.

meager thorn
#

Anybody have ideas why the VR template behaves like this in my Reverb? On the monitor the view is smooth, but in the headset it's all choppy

rocky nexus
#

that a preview? have the same on quest link/vrd pretty mich. fine in build...

meager thorn
#

Yeah thats preview. Hm I'll try a build then

#

So the jitter stops when I change it to low scalability. Even medium is pretty bad.

novel gorge
meager thorn
#

Yeah I think I know what you mean. I've only got OpenXR plugin enabled right now

oak sandal
#

I am currently testing a scene in desktop VR on the quest 3 using some raytraced shadows. They are not being denoised in the right eye! I'm using 5.3.2, deferred rendering. I have tried enabling and disabling Instanced Stereo but it has no effect. Any ideas?

cursive wigeon
#

Hi all,

Since SceneDepth/CustomDepth seem to be broken in mobile VR (with Mobile Multi-View) on the right eye, I thought I'd try to circumvent this somehow by using the (correct) values supplied for the left eye and just reusing those for the right eye.

Would it be possible to write SceneDepth/CustomDepth to a custom parameter somehow in the left eye pass using ScreenPosition or StereoPassIndex and then just read those values for the right eye? I'm aware this wouldn't be perfect due to the minor perspective difference but it's better than nothing (SceneDepth/CustomDepth always return the maximum value for the right eye as of UE 5.3.2 at least).

Thanks!

sage gulch
#

any fix for 5.1 sending audio to the desktop output instead of the hmd? it persists in packaging and I can't seem to get it right via settings

hallow knoll
sage gulch
#

well.. it works fine in all the store apps and my builds from 4.26.2

rare tulip
#

Anyone using UE5.3.2 and currently trying to ship to App Lab? I'm having a little trouble meeting cert due to failed recenter behavior and could use an extra opinion, perhaps there's something simple I'm missing.
Testing The VRNotificationsComponent Recentering in UE5.3.2 on a for-distribution shipping build on Quest 2. Both the HMDRecenter and VRControllerRecenter Dispatchers are connected to a Reposition function. The VRNotificationsComponent has been added to the VRPawn in this project created off the VR Template.
OpenXR enabled, MetaXR disabled: Neither recenter events fire
OpenXR + MetaXR v. 60 enabled, Both the OculusOVR+OpenXRBackend and Epic Native OpenXR + Oculus Vendor Extensions XR API: Neither recenter events fire
MetaXR enabled, OpenXR disabled: recentering does function successfully! But the image is washed out and only rendering to the left eye. Disabling Mobile Multiview causes the image to only render to the right eye.

sage gulch
#

what an annoying bug to get hung up on

limpid widget
#

I think VRNotificationsComponent needs to be on the PlayerController for the OpenXR enabled part, but I could also be wrong, haven't checked this part for quite some time now (and I'm also only on 5.2).

rare tulip
#

Doesn't seem to be the case for 5.3 at least in my testing, I tried shipping builds with the component on the player controller, made builds with both of the Meta XR API's and still could not get the recenter event to fire.

#

Tried a build with the MetaXR plugin removed entirely, OpenXR only, with the component on the player controller, and also couldn't get the Recentered events to fire.

hallow knoll
# rare tulip Anyone using UE5.3.2 and currently trying to ship to App Lab? I'm having a littl...

I've reproduced it, not sure when that broke I feel like I was testing the notifications component not long ago. We're most likely not doing another hotfix for 5.3 but I will provide the CL on Main when it's committed. As a note, you don't have to do the "reposition" logic yourself once the event is called - recentering should "just work". The recentered delegate is there if you want to do something specific in your project when the user calls recenter.

rare tulip
neon geyser
#

how can I generate the debug symbols for a Quest APK?

#

I checked "Include debug files" in project settings but I'm only getting an APK when build completes

hallow knoll
rare tulip
#

Fantastic! love to see it.

real needle
#

UATHelper: Cooking (Android (ASTC)): ERROR: System.Exception: Unable to convert UnrealBuildTool.MicrosoftPlatformSDK version 8.1 to an integer. Likely this version was supplied by code, and is expected to be valid.

desert laurel
#

Hi do anyone how can I resolve this issue?
this is screenshot of how level looks when I run packaged build on VR headset (oculus quest)
NOTE: I have changed some of the values in defaultengine.ini but I don't know which settings caused this issue.

limpid widget
rocky nexus
rocky nexus
desert laurel
rocky nexus
#

use link

#

that looks like ue5 screenshot, dunno if you even can use opengl there, might need to downgrade to 4.27 if you really must support Q1. been long time since ive used one

desert laurel
#

I did some settings changed in default.ini because earlier when I packaged it and run on VR headset it shows that 3 dot loading screen for 4-6sec and then it crashes.

rocky nexus
#

settings you did are fine, q1 is simply no longer supported, nothign to do about that

desert laurel
rocky nexus
#

try to use it instead of vulkan

#

maybe that will help, i dont remember what was the cause but it did see the weird colors long time ago when ive still tested on q1

desert laurel
zealous cradle
#

Anyone have this issue

#

i get this the moment i start the VR template

hallow knoll
# limpid widget So Recentering still works, it's just the event that is not called?

It's specifically the "user recentered"-callback from the Oculus Mobile runtime when you're notusing the MetaXR plugin, and your Tracking Origin is configured to Stage. It works w. the MetaXR plugin, and without on PC, or if you're in Local (Tracking Origin = Eye). The Reset Orientation and Position function works when called, but we're not receiving the delegate that the user has requested to recenter. We're looking into it!

civic wharf
#

Hello. For a third Person VR approach, wo0uld it be better to create a ThirdPerson Project and alter it for VR, or create a VR Template and alter it for ThirdPerson??

onyx urchin
#

Is anyone using UE5.3.2 with Meta XR plugin v60? Online docs mentioned that the MetaXR plugin don't play well with OpenXR in 5.3. I cannot get VRPreview or the hand tracking to work with OpenXR enabled. Can anyone advise their workaround? How do you iterate quickly in VR without the preview? Also, how do I enable my hand tracking? Thanks!

rare tulip
# onyx urchin Is anyone using UE5.3.2 with Meta XR plugin v60? Online docs mentioned that the ...

Yup I'm using it daily right now. You disable the OpenXR plugin and MetaXR will still function. It will default to the OculusVR + OpenXR backend XR API option in the Meta XR settings, you'll lose access to some of the new motion controller positions, and some nodes will no longer return successfully, such as the GetMotionControllerLinearVelocity / AngularVelocity etc. Also IIRC there's some settings weirdness with mobile multi view when testing in engine, check the online docs for details.

whole nimbus
#

would really appreciate if anyone can suggest where I should go from here trying to make a fbik player character:
I used control rig to build most of the IK, the arms and legs, but I left the arm twist section because I don't really understand it.
So now I don't really know how to connect the hands. If I should use cast nodes like they do in the tutorial to animation sequences that are blended between each other, and whether I should do this on the full mannequin or create a separate rigged hand asset and socket it to the fbik body. Hope that makes sense

#

Basically got the fbik working with manny without hands, and don't know the best route forward

#

Obviously my twist joints are terrible, but I don't really understand what I'm doing in control rig beyond tying some ik nodes together.

wanton flint
#

im having a issue with the camera and dont know how to fix it

#

basically im trying to make it so the collision and rotation is based off the camera

#

but the capsule and VROrigin arent setting to the camera

#

currently when smooth turning the camera is on a pivot based off the center of my playspace

#

if anyone is able to help @ me or message me in DMS, I can screenshare and show the problem in more depth

wanton flint
#

got it working now having issues with colision

median adder
#

Hello I'm using a phys constraint for a lever. So only the movement to pull the lever up and down are allowed. In 4.27.2 the same code works perfectly fine. If I pull the lever in 5.3.2 i can also move the lever in all locked directions. If I let the lever go, it will snap back in the right position, but this breaks everything.

If i lock everything in this example, it can also move the lever in all direction. If I let the lever go it will snaps back to its locked position like a spring.

How can I fix this weird behavior?

glass yoke
#

For smooth locomotion; do people physically respond better to a momentum/inertia or hard stops once input is released?
I'd like some Zero-G options like roll, but want to make sure it's not so jarring.

real needle
#

Does anyone know if VSM work on VR?

eager pine
#

Is it possible to make a livelink streaming? So if i want to stream location and rotation from one computer to another one, anyone know how i could approach that?

feral chasm
#

Hi, guys!
Does anybody know how to get transforms of the Vive Tracker inside blueprints in Unreal engine 5.3 ? In previous Unreal versions I've used “Get Tracked Device Position and Orientation” node from SteamVR plugin. It helped me to get the Position and orientation of the Vive Controller or Tracker inside Blueprint. But in Unreal 5.3 I can’t figure out what the node I should use instead of "Get Tracked Device Position and Orientation"

whole nimbus
#

Alright who wants to team up and try to make a character controller similar to assassins creed nexus? Looks like the days of the boneworks hexabody ik rig are over, AC Nexus feels like a basic character controller with animations. If anyones interested in trying to get this to work over the next few weeks, or to collaborate with me on it, feel free to reach out

whole nimbus
#

looks to me like the chest and legs would be a part of just standard anim bps blended with procedural animations on a control rig, which help for planting feet against a wall when climbing. The arms are made of two parts, the lower arm which has the standard degrees of freedom, and the upper arm which secretly isn't quite attached to the forearms. This is very noticeable when you rotate your forearms, notice the upper arm doesnt move at all, and does an incredible job of following the target effector, in control rig terms, meaning you don't get any twisting or weird elbow behavior typical of a generic fbik vr setup. You can see through the character model in the opening cutscene and see how they carved the arms out of the chest, and basically socketed the VR arms into the animation body.

#

the upper arms dont even move forward or backward, its like they only have one degree of freedom

#

here's what I'm going with

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of course control rig to govern the feet on the anim bp

eager pine
#

Has anyone had issues with livelink in 5.3? I have optitrack and it seems like some computers experience a issue with the livelink. It stays at "data desrciptions recieved" and doesnt get any tracking data

lusty whale
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Hi!

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But I can't find it. How can I set up the first HTC VIVE model for development?

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Thanks!

novel gorge
lilac locust
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Has anyone figured out how to do alpha masking in standalone VR? Basically I'm trying to create a portal in the walls in passthrough, so I want to block rendering of objects that aren't visible through the portal door. I've tried a number of tricks, such as having an invisible wall render to depth only, or using custom depth and a post process material. These work great in the XR simulator, but when I actually run the game on the quest it doesn't work. It seem like my wall doesn't render depth on quest, and I don't think the post process material runs either since mobile HDR is disabled.

mighty bear
#

Hi everybody. Sorry if this is wrong channel, don't know where to address this question.
Does anyone know any docs/tutorials/etc. about using Unreal Session API with Meta Oculus Platform?

real needle
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Does anyone know the sdk ndk and jdk versions for ue 5.3.2 for quest 2 build

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Anyone help me out with this here or dm me

novel gorge
mighty bear
real needle
real needle
rocky nexus
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if you have sdks intalled you dont need android studio for anything

real needle
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ok do i need to make any changes in the setup.bat file ??

rocky nexus
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its not some magic thing, it just installs a bunch of stuff for you

tawny halo
rocky nexus
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the magic stuff that does, is install the sdk

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one thing it doesnt do, is deal with the dx files being renamed in 30+ sdk

real needle
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ok thank ill try hope it works as i have been trying to setup from many days

rocky nexus
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otherwise unreal will complain about broken isntallation or whatever

real needle
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ok 👍

rocky nexus
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it is a struggle, but when you do it few times it will be simple

whole radish
whole radish
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please i wish to know if the is an equivalent in VR for input mode(UI only ). what i am trying to say is how can i make my controllers inputs work only with my 3D widget for given time only.

daring pasture
plain cradle
#

Hey folks!
I would like to ask for someone to clarify my knowledge on multiplayer.
I have created a multiplayer peer to peer TPS shooter before. I have used steam advanced sessions. If I have want to make a multiplayer VR game, I have seen to use PUN on meta official communications.
My question revolves around that I would like to understand networking a bit better.
Why use PUN; how is it different than the online subsystem; Does programming with pun changes on how to write game logic? Etc…
My dm-s are open I would be really interested in having a conversation about the topic thank you!

silk frost
#

Hey, I'm having some trouble finding a way to fade the camera of to black in a way that works on the meta quest 3. The Start Camera Fade node only works on PC, Set Color Scale and Offset does not do anything on my quest too and a solution via the Level Sequence Fade is also not working. Either I'm using these wrong or I didn't quite find a compatible way. I'm using the custom meta 5.3 version built from source.

novel gorge
left burrow
#

Hello I wish to start a project with oculus quest, do you recommend using Unreal Engine 5.3 or any other version ? And do you know were I can find good tuto about vr with UE ?

sacred nacelle
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Hi!! Do you guys use the forward renderer or deferred? I would want the performance gains of forward but I feel like for a solo dev the workflow enhancements of nanite and lumen are so good!! If you use deferred renderer, do you find the performance acceptable?

rocky nexus
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if your targer is 4090 you can use all of that for vr i guess

sacred nacelle
#

thanks y'all. My main thing right now I can't figure out is that I want to use lumen and nanite less for graphics and more for creative workflow. I want to be able to sculpt assets in vr and not have to make multiple versions for LOD, and also potentially gain performance by using nanite?? Also, lumen would allow me to be so creative with lighting, shifting lights and changing things and not having to bake every time?
I'm a noob so not sure if I even understand everything correctly - like maybe with forward renderer there is a workflow where I don't have to make multiple LODs and bake lights?

idle heron
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I'm looking for the same confirmation. Is it possible to use hand tracking with a Quest 3 in VR Preview on Windows 11 with OpenXR or MetaXR?

neon geyser
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Hello @hallow knoll, does PSO work for Android API 32 on UE4.27?

idle heron
# dense geode Yes!

OK! So there's hope. I've been trying to get it to work without any luck. The most I get is the floating buttons to appear but no hands at all.

#
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I've tried using custom hand meshes but still hands don't appear

dense geode
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Check everything: Does it work in a packaged game? Correct Android SDK / NDK versions? Disabled all OpenXR plugins? Enabled Meta Plugin? Enabled Hand Tracking in Project Settings / Meta Plugin? (Hands Only / HIGH / V2) Using a proper data cable with enough bandwidth? (I think you can check this in the Meta Quest Developer Hub Software for Windows) How do you put on the headset? There is a bug, where you should wait for the VR preview window to fully load before you put on the headset, or it won`t show hands. Also my problem was my Ultraleap camera interferring with the OpenXR layer.

thorn flare
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Random question, but I figured it'd be best to ask because I've got a horror game idea I wanna make, but cannot for the life of me figure this out
https://www.unrealengine.com/marketplace/en-US/product/hand-walking-vr
Is there a better way to code something like this? This is basically exactly what I'm looking for, but until Steam pays out, I can't really afford to spend $100 CAD on this. Is there any better way of handling it? Thanks!

Unreal Engine

VR physical character you can use to walk with hands, grab and climb

idle heron
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And without having to purchase plugins.

idle heron
dense geode
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LOL

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This was the one for me

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You`re really lucky, there is not many people with this exact setup

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Turn this off in the Ultraleap Settings

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This took me ages to find out

proven bronze
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Hi guys which gpu videocard i need to develop a game for the quest2/3? I want to output 120Hz
Does a 3070 is enough?

idle heron
#

Hands are now visible

violet spear
coral swallow
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this might be a long shot but im not gonna have access to my main pc for a bit yet still want to work on my project but will only have access to my macbook. Obviously that is not powerful (or capable) of running VR. Was wondering if there was a way to preview my project directly to my quest headset and use the power of the headset sort of like how you can do it when you plug in a regular android phone to test games that way or will I like need to repackage the project each and send to my headset each time I would want to test something?

idle heron
lusty whale
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What are MotionControllerLeftAim and MotionControllerRightAim used for?

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By the way, I've just started to learn VR development and I'm checking the VR Template to learn something.

solid tinsel
solid tinsel
# lusty whale What are `MotionControllerLeftAim` and `MotionControllerRightAim` used for?

Ok I found this forum post: https://forums.unrealengine.com/t/forward-vector-of-motioncontroller-component-in-unreal-engine-5/552275

According to this "The aim pose is aligned with the top of the controller and points forward." So basically it's the pointer you'd use in the menu

floral forum
daring pasture
high olive
# daring pasture A significant amount of engine changes

Thoughts on how this might compare to the plugin put out by FTG last year?

https://forums.unrealengine.com/t/ue5-software-occlusion-plugin-from-fast-travel-games/1255786

Epic Developer Community Forums

Hey everyone! I want to share that Fast Travel Games has open sourced their UE5 Software Occlusion Plugin. You can find more information about it on the CTO’s LinkedIn post: https://www.linkedin.com/posts/kristofferbenjaminsson_ue5-vr-unreal-activity-7094343904832946177-6pwi

daring pasture
high olive
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Very cool. Based off of your experience do you feel this is something that is shareable in some sense?

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I know people who might give up their first born for it 🙂

daring pasture
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At some point in the future I'll make a public branch whenever I have time to move to 5.3

high olive
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Very cool, look forward to it, nice work

daring pasture
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Thanks, I wasn't a fan of that plugin because of how it was designed. But they were limited being a plugin so it's understandable

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Not sure why epic even removed software occlusion.
Doesn't interfere with anything that I have come across

placid tide
#

so I imported a ship model and I'm trying to make it so that I can teleport on the floor but its not working, the teleport lines appear but it wont move me

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I also placed a floor in under the green area