#virtual-reality

1 messages · Page 11 of 1

placid tide
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I make the player start as small as possible to get rid of the bad size error

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found the problem, I need to set the collision preset to default for the floor

lusty whale
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Thanks a lot!

sullen vortex
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Migrated a project from 5.2 to 5.3 and having a major framerate drop. Does anyone else have the same issue? thanks in advance

idle heron
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Is it possible to enable physics collisions when using custom hand meshes in the Oculus XRHand Component? I've added a physics asset with physics bodies (set to Kinematic) to the skeletal mesh of the hands. I've also enabled collisions in the component but so far the hands are going through the objects.

real needle
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anybody know how to make a patch? i added _p to the name of the .pak. There is an existing obb patch file because the obb is at 4gb. what should i do to make my patch work

whole radish
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Hello please I want to make an object snap to a given position as in assembly simulations but I have some difficulties. can some one guide me or share any resource or tutorial that will help me achieve this ? example in video attached

idle heron
# idle heron Is it possible to enable physics collisions when using custom hand meshes in the...

Following up on this, it's strange that if I attach the exact same mesh to the OculusXRHand Component in the VR Pawn BP, that instance of the mesh collides with simulated objects but not the one used by OculusXRHand (see attached screenshot, the second right hand on the left is the attached one). As far as I can tell from reading the C++ source of the XRHand Component, there's no change in physics when using a custom mesh. I wonder why it stops working.

solid tinsel
muted wyvern
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Does anyone know what the best way is to have a 2d interface which appears on the computer screen that can be interacted with while at the same time a different player is in VR?

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I've googled around but can't really find info

gleaming oriole
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How would I detect if someone is using VR vs PC? I'm trying to have a game have both vr support and regular pc support

mighty carbon
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they hate standalone VR cuz it doesn't help showing off Nanite and Lumen 😆

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I feel like Victor is all that stands between Epic keeping standalone VR support barely alive and taking big dump on it, like they did with software occlusion culling.

worthy fjord
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Hello, I am a newbie in unreal.
I want to know how can I test a VR project without a device. do we have some simulator or can we do with mixed reality portal. or any other way.....

novel gorge
worthy fjord
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Oh Okey...

magic veldt
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Is it possible to run a Windows build in the Oculus?
So far I have been running only with VR Preview.
I wouldnt like to add support to Oculus/Android yet.
It would be more convenient to test if I could just send a windows buiild around and run it in the Oculus.
I havent found any resources on that online.

Thank you!

novel gorge
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Package your game and test it.

magic veldt
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ok, so I just run it on the PC with Link connected to the Oculus and it should start?

I think I tried that before and it didnt work.
But I might have done it wrong.
I will try it again.

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yeah it works. I may have done something wrong in the past.
Thank you!

tired tree
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@magic veldt keep inind that it isn't the same as running standalone

vast saddle
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Does anyone know how to render a widget in VR and show the same widget on the VR spectator screen? I can get it to render to VR and the spectator screen, but on the specator screen, the widget gets scaled to fit 16/9 so it looks bad.

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I've tried using a different widget scaled to 16/9 and it works when the VR headset is not connected, but when it is connected, the specator screen is all black. I'm using 4.26 so it may be an engine bug?

rocky nexus
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stuff usually doesn’t like being in two places at once, just use two of them

vast saddle
timber dew
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Hi all, I am looking for an advise. I am using unreal engine to run VR+eye-tracking research. So far I am able to stream the eye-tracker data from the Oculus Pro eye-tracker and has an invisible ray cast reporting what objects are hit (what I am gazing). But I am having an issue recording the video as currently the preview renders only left or right eyes so the user's FOV will be different from what is showed in the preview.

Is there a way to have the VR preview showing both eyes the same time? Or alternativeky can I attach a new camera to VR_Pawn that will follows the player and show up in preview? And also is there a way to record it (I guess I can use OBS but if there is a build in feature that allows me to record in game that will be the best)

Thanks all.

worldly peak
woeful vigil
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Hello everyone, quick question. I've got a problem with a Niagara System currently rendering differently in each eye of my Quest 2. The left eye displays the emitted particles as intended but the right eye displays what seems like only half of the particles it should display? So say there are 50 particles rendering in the left eye there are only seems to be 20 particles emitting in the right eye? Unsure why this is happening. Any ideas? Also sorry if this is the wrong chat.

magic veldt
tired tree
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@magic veldt yes, just mentioning that if you ever want to compare to running on the hmd itself it's not the same. Otherwise good to go

magic veldt
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thank you for the heads up

brave bison
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how is the throw velocity implemented/added in the VR template? I can't see it

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when the user releases the grip button they just detach the object from the hand it it "flies"

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I'd like to know how it's done and how to control the throw velocity

proven bronze
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PC Build question

Wanna create stuff for Quest 2 and 3 at 120hz

1.Is amd ryzen5 enough or i need a ryzen7? (Or is amd cpu even a good idea) if intel is recommend for vr then which series? 9? 10? 11? ..? (I want to buy the lowest i need for q2-q3 dev)

2.Is nvidia 3060 enough? Do i have advantages to buy a 4060 or its gonna be the same?

hallow knoll
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@brave bison It's just default behavior: the attached actor inherits the velocity it had from when it was attached

brave bison
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I see, thanks

novel gorge
proven bronze
sinful spear
vast saddle
proven bronze
rocky nexus
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forward renderer is (pretty much) required, that makes most of the fancy stuff not supported

foggy brook
foggy brook
# proven bronze Is there a list of supported options by the quest 2-3 like lumen, ambiant occlus...

You can do deferred rendering (mobile HDR, post processing, etc) on Quest but it’s expensive.

No Lumen, no Nanite, but your Nanite geometry auto-converts to the low-poly proxy meshes.

https://youtu.be/4s1H_coza9U?si=vj2HDqsFnejIC7p3

https://youtu.be/ZvdODtL8IBM?si=cW59vnxpLijZ11F5

Digging that XR2 Gen2 chip.

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

Config folder for you to match this! https://www.dropbox.com/scl/fi/g8mri8kqrgsuiqgwzfyjk/DeferredVRStandaloneConfig.zip?rlkey=r14mmgy0bwdxbb1ph4ya4snxm&dl=0

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

Big thanks to Alex from https://outofthebox-plugin...

▶ Play video

Quest uses fallback meshes instead of nanite, but it's cool the same scene can output to both platforms

download yourself here:
https://www.dropbox.com/s/v5nubirdxp9in5s/NaniteTest_WindowsVsQuest.zip?dl=0

▶ Play video
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My Question: In Enhanced Input, has anyone ever run into a situation where multiple Input Mapping Contexts are on at once and interfering?

For example, I’m VR snap turning by accident because the menu is pulled up and I’m trying to move the cursor to the left.

foggy brook
# proven bronze PC Build question Wanna create stuff for Quest 2 and 3 at 120hz 1.Is amd ryzen...

Also note that you need to explicitly enable 120
fps using the MetaXR plugin and the Set Display Frequency node. I don’t believe going above 90 is possible using only OpenXR.

https://developer.oculus.com/documentation/unreal/unreal-change-display-refresh-rate/

brave bison
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I wanted to have the vr hands as separate actors to reuse them and change in one place only, but if I add the motion controller component to the child actor it doesn't work. Can't I do this?

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What are the requirements for the motion controller component work? Be under a pawn? Have a camera component with VR enabled on the actor?

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I know that I can have the motion controller in the player pawn and then just attach the child actor to it, but I was just wondering

foggy brook
spiral wagon
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ok, i'm kinda getting out of my mind. I've managed to run epic vr sample on quest3, both in 'pcvr' and standalone, i've made my own project, it started few times the same way, but now when i try to run anything i just get unreal engine splash screen and app closes. It happens both for new projects and those that already worked few times. Anybody had something like that? How can i pinpoint the cause? Device log from developer hub isn't too helpful with its flood of info

glad temple
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Anyone getting the Vision Pro? I'm looking to make a small little multiplayer game, but will only have 1 headset. Would happily pay for someone to test updates periodically

near vault
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hey guys. by the looks of things the frequency has no affect on haptics via openxr. Anything i'm missing? Seems pretty limitted.

novel gorge
spiral wagon
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i just deploy it using bat, or dropping to oculus dev hub and run it from quest3

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for now i've created new one that works, and migrated my stuff into it. Don't know how long it will last tho 🙂

glad temple
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How do I get individual finger locations?

glass yoke
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Any folks here who are makign their game for both headset and PCVR? Or why one over the other?

spiral wagon
glass yoke
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Not that I should be thinking of markets but I know there are way more folks on headset-only gaming than PCVR

foggy brook
foggy brook
glad temple
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nice!

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and same, lol

outer flicker
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Anyone know how to get the eye positions on a quest HMD? Need it for aiming.

rocky nexus
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only pro has that, probably with their plugin

outer flicker
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sorry, I'll rephrase. Does anyone know how to get the relative rendered view offsets of each eye from the HMD device?

outer flicker
little inlet
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I am developing an app for Quest 3 using vr template. I need to take screenshots of what players see in the app with passthrough. How can I do this?

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I changed the setting as per this and packaged the project to quest 3 and when I try to run, it crashes and doesn't launch but if I keep the render target and scene cap setting default, it is working but png is not exporting properly

wild pier
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Hi Im new to UE5.3.2 and would like to use it for interior design VR on oculus quest 2. However there is always an error when trying to package it. it says "failed" "unknown error". does anyone know what could possibly be wrong?

spiral wagon
little inlet
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Has anyone able to capture a screenshot with the passthrough in Quest 3 in Unreal engine app?

thick quail
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anyone have it where if they're building to Quest from UE5, Mobile HDR gives them speckles on the screen, but disabling it, the scene is drastically different looking from in the editor? - Does anyone have a solution? 🙂 Like, a way to make the editor mimick what a build would look like so you can you can adjust lights and post accordingly, or get it so there aren't snowy artifacts with a build with mobile hdr? 🙂

rocky nexus
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mobile hdr is not supported on the quest, though apparently you can make it to work in small scenes.

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you can enable mobile preview to make editor look closer to whats on the quest

median dragon
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has anyone had any luck saving out Generated PSOs on a Quest 2 or 3 with Unreal Engine 5+ and Android v 32? We are trying to generate some for our project, but keep getting a "Failed to save device pipline cache file" error.

proven bronze
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Hello guys, does dlss 3 is awesome for VR?

proven bronze
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Is it better to invest in an ultimate cpu or ultimate vid card?

blissful bear
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Go for the best GPU your budget allows.

light comet
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Hi, have you found a way to make this run? It's quite hard to find any information on that usecase

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Most examples for the quest show how to put passthrough on a geometry in the virtual scene, but getting the other way to work seems much more complicated

lilac locust
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Although it probably could have been done with the surface projected passthrough, but that just didn't seem worth it to implement

light comet
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It's such a common and simple usecase, you'd think there's a sample somewhere

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unfortunate

light comet
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That's basically the other way round, but I'll try and see if I can invert it

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Thanks for the link

cursive wigeon
west sparrow
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anyone ever get a weird VR bug where its completely white/black in the right eye? i assume it has something to do with lighting since i dont get it in unlit mode

west sparrow
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seems to be dx12

oak sandal
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I have just converted a 5.0.3 binary project for the Quest to Meta's 5.3 fork and its running significantly lower fps on a Quest 3 than the old project ran on a Quest 2. Is there any known issues with 5.3 that I should be aware of?

mighty carbon
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Turn off occlusion culling

oak sandal
mighty carbon
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I actually had performance improvements going from 5.0 to 5.3, so not sure why you have the opposite

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I am on Meta's fork though

rocky nexus
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updating stuff sure is risky business! 4.27 till end of time!

oak sandal
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I need to develop an app using passthough and spatial anchors, so my assumption is that I need to use the Meta fork of 5.3 with the latest version of the MetaXR plugin? or is there a way to do this on an older version?

mighty carbon
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yes, you need 5.3 (or better yet 5.4) with Meta's plugin (or Meta's fork) for passthrough and anchors, etc.

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the thing is that Epic's builds are always slower than Meta's builds and MetaXR plugin doesn't include any rendering optimizations found in Meta's engine fork.

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so if you dev for Meta's hardware, I encourage you to build engine from source using Meta's fork.

jade kettle
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I'm having issues getting my Vive Ultimate Tracker to appear in UE5

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I'm using the VRTemplate in UE5.3, I adjusted a MotionControllerComponent in the VRPawn to listen to the Chest motion source and in SteamVR I set the tracker role to Chest

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But I don't see it getting tracked

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Well, I see it being tracked in the VIVE interface but not in Unreal

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It shouldn't be more than that right?

jade kettle
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Ah, looking at the log I get this Warning:
LogHMD: Warning: GetControllerOrientationAndPositionForTime called with motion source Chest which is unknown. Cannot get pose

real breach
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hi , I wonder, is it possible to have a point cloud VR experience that is stand alone ?

oak sandal
proven bronze
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Any1 got pcie nvme recommendations?

Is 1tb enough for ue5 work?

Machine will be use for work only

silk lodge
proven bronze
silk lodge
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I have several engine version including source builds for server creation, as well as several projects which all total over a tb (probably)

silk lodge
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so having a 2-4 tb drive will save you time in the future

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also you can still use spinning disks

proven bronze
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O i c, no reasons to buy 2 then

silk lodge
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I have separate drives for the OS / Engine / project files

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byt it's ok to have it all one one drive

proven bronze
proven bronze
silk lodge
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big files store cheaper on spinning disks

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but nvme is faster

proven bronze
proven bronze
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New one are at 7000mb/sec

silk lodge
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that;s sequential read though

proven bronze
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Oh thx!

silk lodge
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or 8tb nvme for 800

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vr projects are super optimized compared to regular games, so it's a lot easier to use slower storage

proven bronze
silk lodge
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assets are tiny and low res

proven bronze
silk lodge
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if you are doing nanite / lumen stuff, I'd go nvme though

proven bronze
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I really want to push 120hz

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What affect the fps the most? Assets?

silk lodge
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you can use a gtx 970 for quest development

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and be totally fine

proven bronze
silk lodge
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the quest is a phone

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it's not powerful

proven bronze
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Thought id need a 4070

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Oh my

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You just saved me alot there

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And for cpu?

silk lodge
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i'd recommend a gtx 1080 as min

proven bronze
silk lodge
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cpus newer than the 2500k should be fine

proven bronze
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So Intel? No amd?

silk lodge
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doesn't matter

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I have amd and it's great

proven bronze
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Which one?

proven bronze
silk lodge
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I have a threadripper 3970

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ryzen 5 should be fine though

proven bronze
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Wow! You just saved me around 1k in gpu and cpu

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Thank you so much

silk lodge
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yw

proven bronze
silk lodge
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my recommendation would be visit pc part picker, and look at VR ready builds in your price range

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16-32 ram is good for ram, and 8 or more gpu gb is fine

proven bronze
west sparrow
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whats a common approach for full body ik VR for looking vs full body turn? like how would one be able to tell if a player was just looking left or actually turned left? somehow using fancy math and controller locations?

foggy brook
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For anyone hoping to navigate a path toward using Apple Vision Pro with Unreal Engine, note that the GitHub Main branch is now on 5.5, so you'll want to explicitly switch over to the 5.4 branch.

glad temple
foggy brook
glad temple
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For some reason I can’t even get the swift files in my project. I did it once but have no idea how.

sage gulch
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I can get the HW id. How can you tell what type of Quest it is (1/2/3) ?

glad temple
limpid widget
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Anyone here having a Next Fest Demo?

jade kettle
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Has anyone encountered the folllowing error when working with VIVE Trackers? I can't get them to track in Unreal Engine
LogHMD: Warning: GetControllerOrientationAndPositionForTime called with motion source Chest which is unknown. Cannot get pose

west sparrow
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in order to be able to rotate my pawn without the motion controllers going out of alignment, i have to call GEngine->XRSystem->UpdateTrackingToWorldTransform() every frame with a zeroed rotation.. is there a better way?

silk lodge
jade kettle
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Yep, the trackers have been assigned corresponding roles

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Occurs with VIVE Tracker and the new Ultimate Tracker, in combination with the Vive Focus 3 and Vive Business Streaming

silk lodge
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I recall there being some weird intermediate step recently that was supposed to be fixed in a future engine version

jade kettle
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I see the trackers in the SteamVR environment in PCVR mode

silk lodge
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you may be able to find a solution from victorlerp

jade kettle
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Yep, I've followed that tutorial to no avail

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I'm using the VIVE Focus 3 with its PCVR solution VIVE Business Streaming

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But thanks

old cypress
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hello there, what do I need in order to create an apk for the meta quest 3? do i need a specific sdk or ndk? and in unreal I have to add the oculus 2 in the supported platforms but the meta 3 are not in the list

silk lodge
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if you can build for quest 2, it's going to work on quest 3

foggy brook
foggy brook
hallow knoll
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It would be good to know which tracking space your application is using, and if you're being blocked by cert even if you're using Stage

glad temple
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Well I got my app to show the default Unreal in Swift! window on the actual headset, not geometry after i press the button though. Guess that's still progress!

left burrow
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Hello I've installed my VR headset on the pc of my friend and vr preview is greyout. Why ? He has occulus app, android studio, quest link activated. Am I missing something ?

idle heron
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Hello. I was wondering if anyone here has been successful at using the Meta XR Simulator with the VR Template? I get it to launch and I'm able to control the headset and controllers' positions, but I'm unable to make the controller hands grab any of the objects. I can see in the Simulator window that the grip button is being engaged but Unreal doesn't react to it.

hollow venture
jade kettle
silk frost
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Does anyone know of a good way to simulate the graphics of the oculus quest 2/3 within the editor? Having good visuals in the editor and then half of the features do not work and the light is completely different is a tedious workflow, that's why I'm wondering If I can emulate it or at least get the in-editor settings more into the correct direction.

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The Android Vulkan Mobile preview does seem to emulate it in some way but it's still completely different.

chilly pasture
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Anyone have experience playing the Youtube 360 video inside Unreal Engine, basically a 360 mode from youtube ?

silk frost
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Tried to download them from youtube as a test and most tools don't convert it to a 360° video but only show you that part of the video that is visible if you never rotate the camera. Found a website to download it from with the 360° data but it had a wrong format to be used in the engine and also the sound was not included. Played around with FFMPEG to convert it to the correct format and also include the sound and didn't find the correct from-to settings as there are like 20 different settings to juggle around...

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If you get a 360 video you can import it into the unreal engine and use either a custom made sphere that has flipped normals and correct UV's or use the default editor sphere and enable Double Sided in the material. That would be an easy way to playback the video.

chilly pasture
# silk frost Tried to download them from youtube as a test and most tools don't convert it to...

I dont want to download and play, i want to stream it and play. I am thinking if we can use the Youtube URL and stream it, or I can try to get it from the WebBrowser.

I am using the WebBrowser way and it seems blurry, because WebBrowser gives me the texture for the whole page, then i have to crop out the video and show the Video, which works but blurry.

I need to find a better way, some how

silk frost
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I see, I don't have any experience with streaming from websites, so I'm no help in this case 😕

violet spear
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I migrated to 5.2.1 from 4.26 for oculus quest 2
now in 5.2.1 shader complexity is higher and lowering my fps to 30, while the complexity was low at 4.26 and fps about 80
does anyone know why is this happening?

limpid widget
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Well how does the material look like?

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I'm also on 5.2.1 and for me it's all on the highest green (even lighter than your second image), so there must be sth wrong with your materials.

violet spear
violet spear
rocky nexus
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why would you go to 4.26? its the last one with the entirely crazy android setup

violet spear
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Sorry?

limpid widget
rocky nexus
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ah misread that 😛

jade kettle
sonic sierra
silk frost
finite sigil
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Hey guys

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How is traffic in VR space?

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Is it possible to make a good profit in there?

rocky nexus
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it is very easy to lose a lot of capital

finite sigil
real breach
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so

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I am wondering about the possibity to make a point cloud volume of like a runing animal run on a standalone headset like the meta quest 2

tired zealot
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Is there any way to stop UE(5) closing when steamvr closes?
I take off my headset, it goes to sleep, few mins later, steamvr closes, then my project closes. No prompt to ask for saving, nothing.
Steamvr already has been set to never exit, so I have no idea why it does, but I use Quest 2 + Steam Link, and maybe Quest 2 going to sleep turns off Steam Link, then steamvr closes upon losing connection? If so, can I not prevent the project closing regardless?

sturdy coral
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and which engine version etc.

tired zealot
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UE 5.3.2, SteamVR doesn't seem to be a built-in plugin anymore in this version.

sturdy coral
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I had thought they fixed that for openxr in around 5.1 or 5.2 but maybe not

tired zealot
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Seems like it's not fixed, I can just close SteamVR myself, and my project will just close itself alongside it. Very inconvenient

sturdy coral
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I mostly use ALVR, ALXR, or virtual desktop and they do pretty good keeping steamvr up permanently. virtual desktop needs the "voice meter" mode which really just means keep the audio device alive when disconnected, for some apps which bug out on audio device going away

tired zealot
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Might revert to VD anyway, Steam Link is having a lot of issues even past this. I get a sickening amount of lag when I try to use my desktop through VR very frequently.

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At least it's what I've noticed while working on this project. I keep my headset on when I want to make small adjustments.

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What do you think about ALVR/ALXR compared to VD? I've never used them. I bought VD, then Steam Link came out a month later promising lower latency.

sturdy coral
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with ALXR and VD you can use chromakey passthrough and keep it on while iterating on stuff a bit easier

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after VD added chromakey there isn't much difference, ALXR could also send hand tracking poses but I think VD just added that too (but not for Pico 4 yet which I use)

tired zealot
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You mean controllerless native hand tracking support?

sturdy coral
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yeah

tired zealot
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I never use that unreliable thing anyway. Sounds good for when I'm out of batteries though.

sturdy coral
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it's even more unreliable on pico, but I have stuff you can either use motion controllers or gamepad for, and it is nice to have your hands tracked for the gamepad stuff just for presence

tired zealot
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That makes me wonder though if my game naturally supports hand tracking, or if I'd have to integrate that.

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If hand tracking would recognize as a trigger press for the index finger, for example.

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Or if I have to set that for input myself.

brave bison
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any idea why I can't turn opengl on and disable vulkan? it's a quest 2 project

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hmm, when I enable meta quest devices it turns off

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I'm really worried that what I see in the headset is so much different from what I see when on vrpreview

idle heron
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has anyone being able to detect eyes closed/open state using MetaXR and Quest Pro? We are able to get tracking data but the eye closed variable never changes. Looking at the MetaXR code it seems eye blinking is not being returned (see screenshot). The confidence value is always at 0.998047 regardless of if the eyes are closed or not. Gaze Direction and Gaze Origin seems to update but for some reason when the eyes are closed Gaze Direction keeps outputting changing data, so not sure what can be used to detect eyes closed/open.

mighty carbon
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is anyone on Win11 here ?

civic wharf
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Anyone here who could help me on how to make a Target Lock Marker in VR? Like in traditional flatscreen games where there is like a little dot or smth on the nearest enemy or so indicating where your attacks go. In flatscreens the dot would live in screenspace, but this doesnt work in VR

light hull
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Hey I want to be able to move my collider with the camera so when you walk in real life the collider stays with the camera, but I can't seem to make it work could someone help?

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The main problem I'm facing is since the Camera is a child of the of capsule collider it just keeps moving in that direction over and over. And I believe if I make the camera the Root component it will break some work I already implemented, so I'm not sure how to approach this.

grave wren
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Did someone succeed to package an apk for Quest 2/3 using OpenGL instead of Vulkan?
Since Vulkan is not able to display (360) high res (4k) video content without dropping to 20 FPS (this is only video nothing else in the scene), there needs to be either a fix for Vulkan or a way to continue support on OpenGL.
Any help is appreciated!

proven bronze
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Im looking for a quest2

I got an opportunity for a cheap one but its 64gb, does it change something for ue5 apk constant build?

I will use it only for my apk game file for the test

rocky nexus
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unless you plan on making 40gig+ game it probably doesnt

proven bronze
olive plume
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Any way to detach the left and right eye cameras in VR ?

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so you can intentionally have an effect in only one eye for example

sturdy coral
cloud fossil
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If anyone knows how to keep LiveLinkXR working with Steam VR in a package without being in VR mode, 🙏 I feel like I've tried everything

glad temple
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Anyone familiar with an issue with there being more than 3 "frames in flight" crash? I cannot seem to find relevant info on this anywhere

west sparrow
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ugh why is ue 5.3.2 so hekkin fussy about oculus quest 2

neon monolith
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Does anyone have experience dealing with reflection captures in VR Standalone?

I've been encountering inconsistent issues where the reflection captures cause everything within them to appear overly metallic and tinted in colors like white, blue, or red after building the lights. Sometimes this problem doesn't occur after building, but other times it does.

There are instances when everything seems fine and properly built within the engine. However, after building and running the project or packaging it for the Quest, the issue arises in the standalone version. Then, upon reopening Unreal Engine, the problem persists within the level.

What could be causing this inconsistency?

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Any tips here?
thanks!

brave bison
#

how do you usually profile on quest? I'm having some performance issues

ashen dome
#

I Applied the VR template settings to one of my vr projects, trying to boost the peformance , And I noticed that the instanced stereo option being on only shows bullet impact decals in the left eye which is not good,

sturdy coral
hallow knoll
hallow knoll
grave wren
hallow knoll
grave wren
# hallow knoll Not supported moving forward w. OpenXR

Thanks. Well then hopefully there is a fix soon to make playback of videos within Vulkan running smooth. As it seems Video playing on vulkan is not utilizing the dedicated core within the Quest which allows playback of 8k Video content with a smooth framerate.
Or are you aware of a known fix for this issue?

hallow knoll
#

No fix. We're aware of it but I have no ETA as to when we'll get to it.

ashen dome
#

I set a project to forward shading and used the vr template settings but I keep getting this random Bug where its just all blown out .

ashen dome
west sparrow
#

when using IStereoLayers to create a face locked layer with IStereoLayers::FLayerDesc.. do I need to update the transform every tick even though its facelocked?

violet scaffold
#

Hey there! I'm considering buying a VR headset for Unreal development, but I'm not sure which one to get. I was considering getting the Quest 3, but I read that it doesn't have HDMI input and there might be a slight delay due to the USB connection. I'm also considering the Vive 2 Pro or Valve Index. What do you guys think? What VR headset are you currently using for development?

rocky nexus
#

if you want to make something that people will play, Q3. Standalone is king. Virtual desktop with good wifi is plenty fast

foggy brook
idle heron
#

We are using the MetaXR plugin too

foggy brook
#

yes I get the expression value. Have you tried using something like the Movement Sample SDK to make sure eye tracking is coming through ?

idle heron
#

left and right eye blink is always false

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@foggy brook what node in BP are you using to get the expression value?

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We've been using Get Gaze Data and the "is left/right eye blink" values are always false

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Get Expression Value from the Face Tracking component, I guess?

foggy brook
#

that's one way to do it yes. I'll see if I can dig up a simple project where this works for me

foggy brook
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this is all I'm doing @idle heron

ashen dome
#

I have this really annoyiong visual bug In VR, I think I had this in the past and solved it but wanted to see if anyone eles had this too. Im getting random exessive reflection or bloom glare when I spawn in level.

violet scaffold
limpid widget
#

Are you really using forward shading?

ashen dome
#

Infact I never had this In Lumen, Only rubbish peformance

ashen dome
#

Im sure this is something to do with reflections.

dire sky
#

Hi
I am looking for a developer who can do Unreal VR build for Oculus pro, if you can do it, let me know. PAID position

sturdy coral
#

are you using any static lighting?

west sparrow
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hmm i think i narrowed it down to pure dynamic lighting breaking VR for dx12

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oof

trail basalt
#

Does anyone know why my Android package for Quest 3 displays as the flat desktop version in the headset?

west sparrow
#

@trail basalt in your project settings, under the Android platform settings, do you have "Package for Meta Quest devices" enabled?

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also make sure you have the android profile selector plugin enabled

trail basalt
west sparrow
#

are you using an old UE version?

trail basalt
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5.2

west sparrow
#

yeah probably just changed the description of the option to be meta instead of occulus.. i was having your exact issue until i enabled it

trail basalt
#

I can see in my other 5.3 project (that does package properly) that it is a checkbox. But in my 5.2 project its this:

west sparrow
#

oh weird, i only started oculus dev on 5.3.2 so i have no idea unfortunately

trail basalt
#

ok, I appreciate the help. thanks!

brave bison
#

has any one here got dynamic shadows working on quest 2 (vulkan)? or maybe blob shadows or something similar

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I feel like the experience developing for quest on UE is terrible compared to unity

sonic linden
#

Hi hope everyone is doing well! Having an issue with the Capsule Component in the VR character actor. The Root capsule component which can’t be changed because it’s a character does not snap to the position of the camera if the player walks away, so you can bassicly leave your capsule collider just by walking. Curious if using a character is do-able in VR or if we should be inheriting from Pawn instead?

narrow plaza
real needle
#

anybody know how to make an obb patch?

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maybe a tutorial or something

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i am new to this

hidden crest
sonic linden
hidden crest
# sonic linden Thanks for the response. So our root component is the capsule and it has to be b...

My pawn is a complicated mess but hopefully an explanation will suffice. Basically I make a scene component that is the "VR_root" and then I put everything in there (motion controller components, camera, etc.). The capsule is still the technical "root" component. We are just trying to force that capsule to follow the camera and then calculating an offset to have the VR_root move in the opposite direction. I do this in this function running on tick. I've seen other ways of doing this but I think most methods are doing a similar technique.

hidden crest
sage gulch
idle heron
reef breach
#

Because hands follow controllers in VR what's a good way of creating recoil in a First Person Shooter?

rocky nexus
#

make hands not follow controllers

bleak blade
#

Does anyone know of a tutorial to move something along a spline in VR? i want to make a sheath for my sword

light hull
#

Hey, guys I'm having this problem. The problem is I am trying to make it when you move the HMD aka the head in real life it moves the player in vr aswell (moves the capsule collider with). But whenever I move forward or backward it's fine (Shown in video) but when I rotated left or right, it doesn't work (it seems like the movement directions are inverted) . In the video I show by pointing which direction I am going in real life. PS: I am relatively new at Unreal in general, but I do have alot of scripting experience just not in VR & Unreal. (I've been stuck on this and I found this one tutorial by VR Playground and tried it link: https://www.youtube.com/watch?v=hxgx53ZoO7Q. And from that video I only made one adjustment to a function to try to get it working (provided by the screenshot)) (the original code from the video did not work for me).
https://cdn.discordapp.com/attachments/723265218402058323/1208613636604563497/2024-02-17_22-10-05.mp4?ex=65e3ec29&is=65d17729&hm=ef5169795c9720a77d9105a17467dbffcd38e4bd585beda6a7884cba5679d39e&

Restricting player access can be a challenge in VR, largely due to the fact the people are able to move much more freely than they would in your typical flat screen game. This can allow for players to see what is coming up beyond that locked door, or teleporting through walls, if left unchecked. In this tutorial I will show you a simple collisio...

▶ Play video
sonic linden
daring pasture
cerulean lichen
# bleak blade Does anyone know of a tutorial to move something along a spline in VR? i want to...

It’s not quite the same scenario, but this video shows the use of splines for a VR drawer, so you can apply similar techniques for a sword. https://youtu.be/S4vP9p2eoh0

In virtual reality, it does not always make sense to have things out in the open for players to easily see. It sometimes makes sense to have drawers that are capable of tucking away key items or other items of importance such as tools or weapons. In this tutorial, I will show you exactly how to make a drawer that works in Virtual Reality and tha...

▶ Play video
vivid spade
#

Also, could you share a screenshot of what your component setup looks like within your VR Player blueprint?

limpid widget
vivid spade
light hull
vivid spade
light hull
vivid spade
#

For reference heres my VR character, I unfortunately dont physically move in the video but he moves along with the IRL players movements along with the joystick movement

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Here's my layout, you can see that I've got a VR origin which is a single point at the bottom of the capsule, and the camera + controllers are then children of it

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The VR origin in this scenario represents the dead center of the IRL playspace, I highly reccomend this layout

light hull
#

Makes sense, way better than mine. I wasn't sure what was a good start. Possibly just make my own VRController rather than the template.

vivid spade
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I then do this on tick to keep the capsule perfectly aligned with the players position horizontally

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Basically I move the capsule AND I then move the VR origins position in-game to compensate.

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So you move IRL and the in-game play space AND the capsule have to shift/re-orient to accomodate this change.

light hull
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I'm going to save that image if you don't mind.

light hull
vivid spade
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Then you'

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Then you've got vertical adjustments. Set capsulte height to exactly the height of the camera so you can crouch under things and actually move under them.

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Kills me that pavlov doesnt have this.

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Final step for vert positioning, another round of VR origin adjustments to vertically move it to compensate for sudden capsule height change.

light hull
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Yeah they should, I have a question with the current stage I am at right now. Whenever the player "walks" into a wall does it clip out in chunks or does it do it smoothly?

vivid spade
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Completely smooth stop, no jank whatsoever

light hull
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Ah better method I presume ha

vivid spade
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I genuinly have zero complaints left about my current implementation, cant see how it can be improved

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In terms of the capsules adjustment/positioning/collision I mean

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This was the video I used as an initial guide when I started this VR character:
https://www.youtube.com/watch?v=pX-j4HQNAiY&t=469s

I do beleive I've improved upon it and that my code is way simpler, but thats the TUT I used

If you want to access the full project you can do so at: https://just2devs.gumroad.com/l/huflvm


🙌🙌🙌 Are you into hand tracking? Or are you trying to put together a game/experience using hand tracking?...

▶ Play video
light hull
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Yeah, that was the biggest issue I faced with Unreal engine. I looked at unity videos of them doing it and they can get it down in 4 minute 😅

vivid spade
light hull
light hull
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@vivid spade Unrelated question but is that just UE4, because your node splines in blueprints look very nice.

vivid spade
light hull
#

Thanks

vivid spade
light hull
light hull
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Hey, guys is this good enough for locomotion I'm not sure if it's "physics based" or even works with the new character I made.

vivid spade
#

You're taking the current Z velocity and then adding it again, doubling it

light hull
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oh yeah mb, old code I brought from my previous character just really pieced it together lmao

light hull
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For some reason this code I have for "locomotion" doesn't move the character what so ever, i have no idea why.

dire sky
#

Task : Completed Unreal Engine Project Build for Oculus Quest Pro.
Budget : 400$
Contact : DM

tired tree
#

@vivid spade one massive problem with everyone doing it that way, is that the capsule offset isn't obeying any of the character movement logic, roomscale movement won't properly trace for step up / down and there are a lot of edge cases that can conflict with the movement system (like getting stuck or losing your movement base). Also its not going to work in multiplayer ever.

If the areas you are navigating in are fairly simple though its likely "good enough" for most applications

#

I would be wary of tracking loss though (intentional or not) with that setup, if someone blocks their hmd and runs forward and unblocks it, they will get a massive delta applied in your logic there

vivid spade
tired tree
#

its going to inject that as a one tick velocity application

#

if it shoves them off an edge or some such they will retain that velocity

vivid spade
#

Cant I just check "Teleport" to avoid that.

tired tree
#

when the actual character tick happens

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the velocity is from the movement component sampling last vs current, guess it kind of depends on when your logic runs vs the CMC

#

idealy you would add your movement as a factor of the characters movement speed directly to it, or add it inside of the CMC's movement logic

#

both of which tie directly into the movement system, and also work in network

#

like I said, if its working for you, its working for you. But it gets shown as the way to do it all the time and there are some rather large downsides that aren't generally brought up.

vivid spade
#

Hmm no I hear you but for my implementation I wanted IRL movement to not factor into the characters actual velocity in-game.

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I haven't encountered any of these edge cases you're describing, what does "lose your movement base" mean?

tired tree
#

you can move them off of their movement base (say a moving platform), regardless of edge standing settings / any character movement settings, and it also doesn't take into account movement base transforms.

It can also stick them into areas that the CMC wouldn't normally let them go (get them locomotionally stuck), as well as screw over ledge fall, wall sliding, step ups.

#

again, if none of that is present in your use cases or a problem so far you are good, but the method doesn't bring the full character movement package which is what i wanted to point out.

#

you at least are using move updated component, which is significantly better than the add world offset call i see generally

vivid spade
# tired tree you can move them off of their movement base (say a moving platform), regardless...

Ah yeah I have some kind of math I apply to keep them in place if I ever need that, ex. driving something.
I'll keep this in mind but currently moving around IRL while my character in-game is in complex terrain with dynamic heights hasn't caused any issues. If you ever had the time I'd love an example of a 3d layout where I could move IRL and "break" my characters movement/position inside this 3d layout.

#

In my personal testing I couldn't walk anywhere I couldn't already get with thumbstick movement. Cant picture these environments that could break this.

tired tree
#

it would mostly be in corners and with overhead geometry, out in the open isn't going to cause an issue likely

#

out in the open you would just be stopping early as the movement will hit the terrain and stop on the sweep instead of walking up it

#

for the roomscale addition part that is

vivid spade
#

Yeah for overhead geometry I locked the player in place and black out the camera until they crouch back down to an acceptable height if they are in say, a vent.

Yes for walls my character just stops but the VR origin below me still continues to move/adjust to reflect my real world position. So I hadn't seen this as an issue and personally cant picture how else I'd want that to work.

tired tree
#

I actually meant it killing the sliding and potentially getting stuck in a corner, but again depends on if you even have those

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For walking up inclines you have 2.15uu that the capsule hovers, so you have about that much play before a sweep of movement would hit and stop

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Likely fine with slow walking speed

#

Depending on how angled the terrain is

#

Of note, you should lower your vrorigin by that 2.15 as well btw

#

To place them feet on floor with a character

vivid spade
#

I'll set up some aggresive inclines and see what sprinting/teleporting around IRL does to my implementation, thanks for the tips.

hidden crest
#

For what it's worth I've been using the VR Character capsule offset hack for years and I haven't run into these edge cases. My use case has been more in the walking simulator realm so it's not the best stress test.
For multiplayer I manually RPC the location and it works well enough.

tired tree
#

Yeah your use is basic enough you likely wouldn't ever notice it, more so since you aren't using the cmcs replication

#

You are likely better off with the simple method

signal wing
#

Hello, I am trying to create hands for VR. Is there a video that explains how to achieve it using the bones from Unreal Engine directly ?

I have exported the hands but both skeletal meshes are together (left and right hand), and having rigged both hands with the same bones as in Unreal (same names), the hands are still not working when I import it from Blender to UE5.3

silk lodge
light hull
tired tree
#

@light hull locking the camera in xy and applying the values inside of the movement modes directly. I can pm you more info if you want, the concept is too long to put in here and I can give you example source if you know c++

#

Though as of 5.4 this all will be potentially possible in a few different ways

carmine oyster
#

Hi
Does anyone know a good-looking VR-suitable grass pack/asset. It will be used for an ArchViz project running on PC.

digital cave
violet spear
violet spear
#

I see and even meta itself offers to use msaa in ue5! of course it has a better quality with less aliasing but that's not effective and fps is low rather than taa in ue4
I migrated the vr oculus project to 5 in the fps is about 40 while it was 70 in ue4! this isn't what I was Looking for :/

violet spear
#

Thanks. read it
I did almost all of them already except t.MaxFPS 999
will this command increase the fps in oculus quest 2?

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ok I'll try it
for seeing the result in quest should I paste the command into default engine.ini?

west sparrow
#

are you using the oculus-vr fork of the engine? apparently that has some stuff that makes it run better on a quest

violet spear
ashen dome
#

forward shading . =

hallow knoll
#

That looks like auto exposure to me. In either project settings or your post process volume, set Auto Exposure to "Manual" and find values that work well.

ashen dome
#

Also Has anyone had issue with Bullet hole decals only rendering in one why with stereo instancing on. Im trying to bring down the performance Requirments, so applied the default VR template ini rendering settings. and Instance stereo in enabled

ashen dome
daring pasture
silk lodge
daring pasture
#

its done, works the same as ue4's software occlusion. i'm trying to add per instance culling for hisms currently.

silk lodge
#

nice!

daring pasture
#

I dont think I'll get the instance culling working anytime soon, may have to ditch it due to time constraints

silk lodge
#

did you ever try the snow occlusion plugin?

daring pasture
#

yeah its not that great

silk lodge
#

I've been trying to implement it and having issues with it crashing my dedicated server, so I'm keen on learning about your implementation.

daring pasture
#

mine took months to get working in 5.2 then epic moved all of the culling into tasks in 5.3 so that was a bit of a pain

silk lodge
#

did you try the meta fork of unreal's r.Mobile.AdrenoOcclusionMode ?

daring pasture
#

yeah its not near as performant as software occlusion

#

I moved away from meta fork, just moved appsw into epics release. got tired of waiting on meta to update their branches

silk lodge
#

Appreciate the insight; what advice do you have for moving forward on a project that needs occlusion?

#

I wish there was a community run fork of the engine for VR with all the fixes in it since epic and meta don't seem to have time to support VR

silk lodge
#

I've heard they have no such plans

daring pasture
#

I plan to do a pr for my changes whenever I have time to clean things up in a fresh branch, maybe @hallow knoll could have some pull there

silk lodge
#

What do you suggest I do in the meantime? Are you availble for consulting?

daring pasture
silk lodge
#

Thanks! I appreciate the help!

buoyant zealot
#

is there any way to use depth-api/passthrough on Quest3 with OpenXR? (can't use the MetaXR plugin because it's Windows/Android only...)
nvm, got at least the components compiled for linux, so i can add them in editor and when deploying to the device stuff seems to work. Kinda sad that they can't provide a OVRPlugin for Linux tho 😦

alpine arrow
#

Hey everyone, I'm trying to switch between PC and VR mode according to the EHMDWornState using the EnableHMD() function.
But when the HMD is disabled, I can't check the HMDWornState, because the HMD is disconnected from the UE5.

The only way I found so far was to toggle EnableHMD() with user input ie keyboard,mouse.
Is there any way to do this automatically without manual input so that the transition is smooth?

This is sort of where I am stuck at

//Starting with HMD disabled
    bIsHMDWorn = (UHeadMountedDisplayFunctionLibrary::GetHMDWornState() == EHMDWornState::Worn);
    //will not approach this branch because the EHMDWornState will always be NotWorn 
    if(bIsHMDWorn){
        UHeadMountedDisplayFunctionLibrary::EnableHMD(true);
    }
limpid widget
#

I'm not sure if that is even possible. When HMD is not worn and the game is started without an HMD, it's not initializing any of the XRSwapchains ... right?
As those don't exist, it's always NotWorn because it's simple not initializing those.

sturdy coral
abstract forum
#

Love it 🙂

#

Hopefully they support OpenXR

rocky nexus
#

odds are it will be Steam Link (or similar)

abstract forum
sturdy coral
#

hopefully just an adapter, I think it's VirtualLink

twin tree
#
alpine arrow
# limpid widget I'm not sure if that is even possible. When HMD is not worn and the game is star...

Oh, I'm not quite familiar with the XRSwapchains. I'll look into that as well. Is there maybe another way to change to PC mode without disabling the HMD then?

I tried the code below

    //Keep HMD enabled throughout lifecycle
    GEngine->XRSystem->GetHMDDevice()->EnableHMD(true);
    //Toggle Stereo Mode according to HMD Worn State
    GEngine->StereoRenderingDevice->EnableStereo(bIsHMDWorn);

but EnableStereo() disables the HMD as well, so I don't know what the difference is.

buoyant zealot
#

what's a good approach of mapping hand/finger poses from Oculus to my own rig?

#

my bones have a different axis setup than their skeleton, so i will have to copy over the whole pose and fix the bone axis, unless there's a easier way....

buoyant zealot
#

kinda getting the finger joint rotations each frame now, pushing them transformed to my space into an array and handing that over to controlrig to modify my bones...

#

wonder if/how well that will work with physics tho -_-

hallow knoll
buoyant zealot
#

hmm, as soon as i set a collision profile for my SKM (which contains both hands) the whole VRPawn bugs out and i spawn in the floor, what could i be doing wrong (haven't even enabled simulate physics yet)

#

when i simulate in the editor (without HMD) the pawn is just frozen in place, so my guess is that something on runtime happens on the headset (running on Quest3 Android btw.)

#

this in the pawn "fixes" it
even tho i forgot to turn on the checkbox which makes me wonder even more why it fixes it

#

now it even works without the node -_-

opaque whale
#

Hello! 👋 I have questions regarding hand tracking integration. Could I use it with meta human hands? Without controllers ideally

solid tinsel
#

This might have been asked in here, but is there a plugin for Quest or Apple Vision pro eye tracking? I haven't found much on this on my own

buoyant zealot
#

so they won't work/align with the MannyXR hands

#

but i just started a week ago, so take all that with caution, i might be just missing informations 😄

rocky nexus
#

started long time ago, getting hands to align was massive pita. rotated bones in blender till it was happy :/

buoyant zealot
#

yea if you aren't bound to a specific rig the best idea is probably to export the meta hand assets as FBX and use that rig in blender 🤷

#

i'm still not 100% there with my rig tho, finding the exact pivot is a bit of a chore, specially as i can't test in the editor because the meta plugin doesn't work on linux (the irony of dealing with a multi million dollar company and building for a linux based device...)

buoyant zealot
#

unreal unrelated, but to those who work with a quest, do i really have to plug it in daily to enable wireless adb?

#

it seems like after a night it turns it off. so each day i first have to crawl behind the PC with their 1m cable and enable wifi adb over usb -_-

rocky nexus
#

buy 10 3m cables, test with vrd :d

opaque whale
west sparrow
#

when creating a face locked Stereo layer in c++ via IStereoLayers::CreateLayer is it possible to give that layer a collision so i can raycast against it?

ashen dome
#

I Packaged My game to test and Noticed the resolution \screen quality was not a good as in the editor , I see AA on everything and the resolution looks lower. Whats going on there and what setting to I need to change

ashen dome
#

So How are people getting good quality Visuals In a packaged game. Because My edito visuals compared to my PCVR visuals are very Poor.

#

Second Pic is packaged game and its always Low res

west sparrow
#

probably stereo layers

shut bone
foggy oxide
#

does anyone knows how to do spatial anchors with HTC Elite? on multiplayer?

foggy oxide
hollow venture
#

It only works with HTC XR Elite.

ashen dome
#

still got low quality VR visuals after packaging. Whats the secret to getting vr preview quality on PCVR

west sparrow
ashen dome
#

I cant find that setting. If you mean instanced stereo then no as I had to disable that because bullet decals were only rendering in the left eye. But I just added this to a Level BP and there was a huge boost in quality but this is not ideal .

#

Just want the resolution the match what ever headset is viewing it,

west sparrow
#

oh stereo layers is a component that attaches to the camera. it's how you get sharp 2d things to display in VR (like widgets).. but if everything is low quality and blurry then that probably wont help

ashen dome
#

I will give that a try. also I have never heard of this component before and I have been using VR for a while . is there any kind of setup of is it just attatch like so

west sparrow
#

its actually a pain to use with widgets since it only uses a texture

rocky nexus
#

getting text to look half decent in vr is a real trip! good luck

west sparrow
#

if you are using c++ the FWidgetRenderer helper class is pretty useful

#

i basically copied the code off of unreal engine's WidgetComponent and made it use stereo layers instead of a static mesh

#

since that contains all the logic to render a widget to a render target

ashen dome
#

Think I have solved the issue . I kept dialing those settings back and it still looks like the viewport.think the screenpercentage was All i needed

#

I wonder if this was causing the issue in the defaultengine.ini as Im on a quest 3 which is higher resolution .

hallow knoll
#

@ashen dome For up/down-sampling use vr.pixeldensity instead of r.screenpercentage. r.screenpercentage should stay at 100 unless you're using Temporal Super Resolution

ashen dome
#

Strange that the ini has it set to 1 unless im reading this wrong, But I agree as setting it to 100 solve my issue

buoyant zealot
#

i feel like you did set that by accident or had a bad example project

#

the VR Template from Epic doesn't have it set at all

eager steeple
#

Hey everyone! I've been trying to create a teleporter for my VR pawn in ue5.
I followed this tutorial but it doesn't work. And honestly I haven't found many resources to try and fix this issue. Can someone help?
https://www.youtube.com/watch?v=cSHXFOp7Klc

In this series we will cover multiple ways and styles of teleporting the player.

https://www.patreon.com/LevelDesignGuy

Discord: https://discord.gg/kwxafXKcPw

Come check me out on Twitch: https://www.twitch.tv/thesaint_z

▶ Play video
ashen dome
#

I realized my widget interaction debug lines do not show in a packged project so just thought I would use the menu laser from the vr template. and attach it to the widget interaction , But I cant get it to show. what Did I forget?

hallow knoll
trail basalt
#

I have a 3D Widget BP attached to my VR pawn's camera. Is there a way to have it always draw over other actors?

sly lotus
limpid widget
ashen dome
#

Im having all sorts of random visual bugs in forwards shading. SEND HELP!

sly lotus
#

I want to do same in UE5 what I am doing wrong?

ashen dome
sly lotus
#

yes

#

even after disabling that it did not move

#

i just want to move the object

ashen dome
#

try higher values as UE4 AND UE5 use completely different physics systems , ue5 = Chaos

#

check mass scale and of mesh and make sure mesh has proper collisioin and is simulating, sounds obvious but its best to start from simple upwards when troubleshooting

west sparrow
#

try multiplying the force vector by your characters mass

idle osprey
#

Can anyone suggest a solution for creating player-customizable avatars? I've looked at ReadyPlayer.ME, but it's too cartoony for my assets. Character Editor from the asset store is for Desktop-only games, not VR and definitely not standalone Quest. There are some modular characters in the asset store, but they don't come with morph targets. I've looked at Fuse, but it's not possible to extract them with morph targets anymore since Adobe killed the project.

magic veldt
#

Hey, is there a way to get the direction your palm is facing using the motion controllers?
I tried using the RightPalm LeftPalm motion sources but it gives the same direction as RightGrip LeftGrip.

carmine oyster
#

Im using ue 5.1.1. Whenever I add a datasmith actor the BP_sky_sphere becomes too dark and it doesn’t go back to normal even if I delete it. Any idea?

#

And is there any alternative to the BP to use as sky?

silk lodge
carmine oyster
silk lodge
#

you'd probably want to add a post process volume and adjust the exposure after setting it to unbound

shell warren
#

Hi everyone!
I'm hoping to get some help with an issue I've been struggling for a while.
I've set up 5.3.2 with Meta XR and Meta XR Platform.
The only think I'd need before release is to set the Display Frequency, as now it is locked at 72.
The app packages but I get the awful 'Unable to retrieve OculusXRHMD' error when packaging, and as such, get and set display frequency does not work.
So far I haven't been able to find any solution for this issue.
Any advice would be greatly welcome!

shell warren
# shell warren Hi everyone! I'm hoping to get some help with an issue I've been struggling for ...

After building the app and trying to use get and set display rate functions I get the following error:
These are the errors
Warning: Attempted to access index 2 from array CallFunc_GetAvailableDisplayFrequencies_ReturnValue of length 0!

So it seems the Get and set display frequency functions have some issues.

If I try changing Display Frequency without get, I get this error message:
LogOvrPlatform: Warning: Unhandled request id: 4 type: #00436f345d

hallow knoll
hallow knoll
magic veldt
#

@hallow knoll the Palm Pose is working, what was confusing me is that its orientation is not palm-in facing.

hallow knoll
#

The spec defines it as where the palm is facing, IE, palm pose in left hand will point to the right hand, and vice versa

magic veldt
#

that is not the result I got. The palm points the same way as the grip.
I had to do an extra rotation to get the palm facing the desired way.

hallow knoll
#

Sorry I was incorrect - both left/right poses are oriented the same way (as per the spec). I also verified this is correct in UE 5.3.2. The poses are not mirrored

valid gale
#

How do I fix my height fog being thicker in one eye on Quest 2?

#

Any help would be greatly appreciated

#

I’m making a mod for a game so I can’t really mess with project settings etc

opaque whale
#

is there a discord group for quest devs?

#

i gotta say.. the setup to work with this headset is definitely not seamless yet.. I got it to work but to properly connect airlink i need 3-4 attempts each time

#

too many different softwares need to be opened in the correct order... 😦

#

just like a few years ago with steam vr and all

#

so for pcvr (or to work on my MR project) i need oculus app to be running, correct? and in this app I don't have passthrough?

hallow knoll
opaque whale
#

I got airlink to work I just hope I won’t have to waste 20-30min to get it to connect every time. I seem to get stuck in the meta quest dev hub when it asks me to confirm in the headset, the pop up in the headset won’t show up and everything is black

#

also.. no hand in the oculus app

west sparrow
#

That’s weird. I just plug in my quest 2 to usb and it auto launches quest link and within 20 seconds I can launch preview vr mode from editor

opaque whale
#

That’s my experience today so I hope it stays this way

#

It’s the link with the dev hub that was tricky even though I clicked on “always allow this device” a few times

buoyant zealot
#

updated my quest3 test project from 5.2 to 5.3 now it looks like it would use a different Mip for textures (lower resolution, visible seams) can someone give me a hint of where that would be set?

buoyant zealot
#

ah seems like my DDC is screwed because the drive was filled during encoding the textures

rocky nexus
#

anyone having trouble with oculus leaderboards? i had them working fine for long time, but at some point they broke, users cant see/submit score. dev devices work :/ only clue is warning in logs This call accesses the Deep Linking platform feature... but according to docs it should not be needed. At any rate, I did request and get it, but it didnt help. need to figure out how to repro it...

buoyant zealot
#

Does OpenXR support detection of hand poses, or do i have to rely on the MetaXR solution?

buoyant zealot
#

also are sphere traces showing ingame in some build target? only tried development so far and they didn't show up but debug messages do. (when running on Quest3/Android)

rapid tapir
#

What are best practices for working with assets and especially their materials? For example I have a simple alley and a 2x2m wall asset. Should I just duplicate it or make one perfect fitting geo and adapt the material to it?

buoyant zealot
#

duplicate is probably better because it can be instanced

restive arch
#

Hello! Does anyone have any idea how to use the XRScribe plugin? Tried using the built-in emulations via CLI with -xremu=mq1 & -xremu=vi but doesnt seem to work at all?

signal bane
#

Hi, after i build the game my left controler stops working (no inputs, no movement, but it still exists but just floats at the place where my hand was when the game loaded) in editor and other games it works fine, any help?

sonic fjord
rapid tapir
sonic fjord
#

you could, yeah. you can also simply scale them and rely on the material to handle the texture mapping, mainly if you don't need lightmap UVs.

foggy oxide
#

Hello ppl. Does anyone knows if HTC' s wave sdk is actually required if i want to do things like hand tracking?

sonic fjord
#

last time I worked with it, wave plugin was required to do anything, but they may have updated and improved OpenXR support. you should test it out to see if it works!

carmine palm
#

hey guys im having a issue im trying to make archviz in vr again, and im suffering from screen tearing

#

its visible in this video that i made a while agohttps://www.youtube.com/watch?v=NP9yW6clfqo&embeds_referring_euri=https%3A%2F%2Fwww.artstation.com%2F&feature=emb_title

Showcasing my recent projects for VR; feels good coming back to VR.
I used my previous scenarios to train my skills, but a lot of work as to be done.
More VR projects coming soon.

LinkedIn: www.linkedin.com/in/rodrigo-valentim-6a7a2b220
ArtStation: https://www.artstation.com/artwork/1x3lEG

▶ Play video
#

heres a frame

carmine palm
#

anyone?

native tiger
# carmine palm
  • Try lowering the settings in the engine scalability settings
#
  • Project settings > rendering > default settings > anti aliasing > set to TSR
#
  • Try baking lighting
#
  • Also check your internet if using air link
#

Try all the above one by one

#

This might fix it

carmine palm
#

its on medium, its on tsr, i tried on baked light, and optimizted alot another thing that i use was teh metaxr plugin

#

its a life saver i reccomend

#

ty @native tiger

native tiger
#

So what was the issues @carmine palm

native tiger
carmine palm
#

according to the plugin there where multiple factors that was making screentearing

#

screen scyn was one the bigest one

native tiger
#

Kay so what was the fix .?

#

@carmine palm

carmine palm
#

it was like 9 diferent stuff i dint memorize all sorry, i will provide you a doccument and a video that i watched hold up

native tiger
#

Cool that might help me sometime 😂

#

Thankyou buddy @carmine palm

buoyant zealot
#

anyone worked with the Meta API and can confirm that the whole PopulateScene() stuff is semi async without providing any real feedback of when it's complete?

#

and/or what is a sane way to populate the scene correctly when i only want it for occlusion and collision?

#

my idea was to let it populate and disable render in main pass on the static mesh components, but since i don't really know when populate is done this plan got screwed a bit....

buoyant zealot
#

also while i'm asking stupid questions... what's the best way to detect a switch between controller/hand tracking?

native tiger
#

Any idea on how to download a 360deg video from YouTube to use on quest.??

sonic fjord
buoyant zealot
#

from a quick look at the CPP stuff it's an callback hell in C++ so there isn't really a good way of adding a event either without refactoring quite a bit

#

as much as i want to dev for quest, their API is really my worst experience in UE

#

yesterday figured out that we can have simultaneous hand/controller tracking if we expose the necessary API calls for OVRPlugin, which seems to be there for at least 2 months but no update for the UE Plugin yet -_-

sonic fjord
#

yeah, they're much more focused on unity, it looks like.

buoyant zealot
#

yeah downloaded the unity sdk to get an idea of what's going on, then checked the method list in the ovrplugin and noticed they are there

sonic fjord
#

heh! ugh.

this may also explain why the body tracking sample was very clearly not tracking my body, and just using IK.

foggy oxide
#

does anyone knows if i can use openxr instead of wavesdk on htc elit xr? im looknig for hand recognition, passtrough, and LBE mode.

jade kettle
#

It allows you to work with VIVE HMD-specific features in OpenXR

alpine arrow
west sparrow
#

Turn off auto activate on the motion controller component and have it activate in the pawns Restart function

alpine arrow
silk lodge
#

in multiplayer, there are even more issues with this

#

but if you're in single player you should be fine

shut bone
#

@buoyant zealot - I mentioned the other day you could enable wifi on the headset w/o using a usb cable. I couldn't say anything until they released it today... 😉 Go here, https://sidequestvr.com/setup-howto and use the WebADB installer to sideload the newest SideQuestVR app, the newest version has the ability to enable/disable wifi on the device with the click of a button. Along with being able to change settings in the app. 😉

buoyant zealot
#

thanks, my "issue" was probably because i powered the headset off at night

#

so it's only after every reboot that you have to attach the USB cable to enable it

shut bone
#

Yes, well this will no longer require you to use the USB cable. you just start the app, and hit the wifi button, and then you can quit the app. It will tell you the ip:port to connect "i.e. adb connect a.b.c.d:12345" and you are done. 😄

alpine arrow
# silk lodge in multiplayer, there are even more issues with this

Yeah, it didn't work like you said because it just seems to turn off the component. My game is in fact multiplayer, so it seems to be more complicated than I thought. Is there way to some how disconnect the tracking for pawns that are not possessed by a local controller?

hidden crest
silk lodge
alpine arrow
# hidden crest

oh... so if I understood this code correctly, if it is not a not a local player's controller, then destroy the motion controller? But what happens if it is a listen server? Wouldn't it destroy the other client's controller on the server side? Or is it okay because the position of the hand meshes are replicated?

alpine arrow
hidden crest
carmine oyster
#

Hi
I’m using UE for ArchViz VR, and I’m having a problem regarding the movement method. Some people find the default teleport a bit hard, since they have to control and move, especially the old people. I tried smooth locomotion and the customer felt dizzy. I made a way of teleporting the client along a spline, where I use the spline points as a teleport locations. But this method results in them being confused about the design, especially houses where they move from one room to another, even though I added a lot of points along the bath. Does anyone have any suggestions regarding that?

foggy oxide
#

hello,
my game is not launching in vr mode, it launchs as 2d app.
i cloned the vr template, but added a new normal map and set it as default. is it because the pawn is not a vr pawn ?

rocky nexus
#

did this?

foggy oxide
silk lodge
foggy oxide
foggy oxide
#

my app is running as vr on device now, but itś not stereo. itś the same image youll see on desktop but shown fullscreen. can´t focus on anything. any ideas?

alpine arrow
hidden crest
reef breach
#

Guys I'm trying to enable multimodal features from meta in UE5. Unity seems to have it already built in. Unreal doesn't seem to have an option to enable it but I was told else where i can do it natively by calling/adding openXR entensions. I don't know how that works and where to do it. If anyone can shed some light on this I would really appreciate it. Here's the Meta multimodal ref:

https://developer.oculus.com/documentation/native/android/native-multimodal/

marsh salmon
#

Would love to know if anyone else here has made custom skeletons/IK for upper body tracking of hands. Most of the tutorials I've found seem to assume you are using the same Mannequin skeleton when importing a new character mesh. I'm finding that when I do this and try to use the FABRIK nodes in the AnimGraph, certain bones like the clavicles get really distored (if my hands are idle at rest near my hip, the clavicle is angled downward very awkwardly). I don't know enough about how UE handles skeletons yet to know if this is due to some kind of default bone constraint being too loose or something to do with how I've set up the IK. Are there any good resources that cover this? Would I need to import a new custom skeleton to get the finer level of control I need here?

#

I should add also that some of the characters I'm creating will have different proportions to the default mannequin. Again, a lot of tutorials seem to assume your character will match 1:1 and explicitly tell you not to alter the skeleton in Blender. But I'd like to know how to approach this when the proportions are different

sturdy coral
#

Lyra has example assets for retargeting the old mannequin to the new one and vice versa

sturdy coral
#

@marsh salmon this was the stream https://www.youtube.com/watch?v=5O-nTNMB19Y

This week we’ll be sitting down with two of our own incredible animators who helped shape the Lyra Starter Game as we know it, and walk through the process of best utilizing all the animation tools that both the engine and the project itself have to offer. Don’t miss the live Q&A at the end of the show!

ANNOUNCEMENT POST:
https://forums.unreale...

▶ Play video
marsh salmon
# sturdy coral There is a retarget asset you can create and node you can use, there was a strea...

After playing with it a bit more, I'm wondering if it's an issue with the FABRIK node and the way I'm using it. Here's a screenshot showing what's happening to the default mannequin when my hands are lowered. You can see the clavicles bending downward in a way that seems to be breaking the joint constraint-like it just shouldn't be rotating that aggressively. Do you know if the FABRIK node breaks these constraints, or any kind of workaround?

sturdy coral
#

control rig's full-body node might be the better solution now but I haven't gone back to IK in a good while

marsh salmon
sturdy coral
#

I think neither CCDIK or FABRIK could do the kind of constraints you would need for elbows, with 2-bone IK I'm setting the elbow direction roughly based on the paper linked in here https://www.youtube.com/watch?v=oFWKp4UiuFk

Early experiments with an Inverse Kinematics-driven upper body model, based purely on tracking data available from commodity VR headsets, namely head position and orientation, and position and orientation of two hand-held controllers.

This work was inspired by the following recent publication: Parger, M., Schmalstieg, D., Mueller, J.H., and Ste...

▶ Play video
#

@marsh salmon the lone echo GDC paper is good too

#

I think I combine head and hands into a torso direction based on similar to what they go through there

kindred girder
#

Hey people. How can I determine the ACTUAL VR device name being used on Windows? Using OpenXR I can get garbage (for example, with the "Vive Business Streaming" installed and the Vive Focus 3 in use, it will return as name Vive OpenXR: Vive SRanipal which is completely garbage).

Is there a realiable way to determine the actual device in use? I'm losing hope here

sturdy coral
#

but it's an openxr+runtime thing and not really the engine

vivid spade
foggy oxide
#

anyone has experience with htc vive openxr? im struggling to get the motion controllers to work. but i know they do.

marsh salmon
#

@sturdy coral , @vivid spade , I did some research today and the DragonIK plugin has an example project which integrates with VR Expansion plugin. The example project has a really solid setup for full body IK, including legs, body, head, fingers, and arms. I'm probably going to use this as a base and tweak parameters to get it to my liking, but it looks great out of the box. FYI in case you're interested

undone coral
#

Any idea why I would get weird distortions in Quest 3 when walking over grass on a landscape? Basically if I move fast(ish), at the bottom of the screen, I get crazy distrortions/artefacts flickering up from the bottom. Only happens on Quest headsets (2/3) and not WMR, HTC, Pimax, etc. I tried changing anti-aliasing methods, turned off WPO in material, but this didn't remove them. It's PC VR not mobile. Very strange. Any help/tips/suggestions/ wild guesses 🙂 appreciated. UE 5.3.2.

foggy oxide
#

ive spent 16 hours meticulously copying the settings for android, android sdk, openxr various settings, and vive settings, and editor settings. and testing.
finally got a basic version working! seems like i had to also copy and use the mapping context and the mappable input context. why. i have no idea.

low crag
kindred girder
kindred girder
jade light
#

is it possible to develop for both quest and pico in a single project?

buoyant zealot
#

i don't see why not

rocky nexus
#

you might need to juggle the plugins when you build, which can be annoying on bp side

sturdy coral
silk lodge
foggy oxide
undone coral
# sturdy coral can you get a screenshot of what it looks like?

Ok, This is very strange. I recorded this footage for you . When I am wearing my headset the discortions (yellow grass shooting up and bluring out appears at the bottom of the screen) However, it doesn't appear in the footage at all! None of the distortions record. They stop when I reach the sand inside the headset.

sturdy coral
#

I think those won't show in the mirror

undone coral
rocky nexus
#

that runs directly on quest? it happens when it cant keep up, you can use ovr metrics tool to easily check how it runs, if its not 72fps+ it will drop to half and reproject up

sturdy coral
# undone coral Can I disable in a UE project? Or is it built into a quest?

not sure if quest has its own built in one now, here's the stuff to turn it off on the PC side: https://communityforums.atmeta.com/t5/Get-Help/How-to-turn-off-asw-for-oculus-2/td-p/1088084

#

probably better to try and hit framerate

sonic fjord
#

does anyone else get a crash on PIE and Standalone, etc. in 5.3 with the OpenXRViveTracker plugin? this hasn't been fixed yet in 5.3.

undone coral
sturdy coral
#

you might want to see how your frame timing is to verify you are missing the cutoff

undone coral
robust talon
#

it's a pita to get ue working with meta quest. Maybe just me.

smoky swan
#

Im curious if anyone here has ever got PSO caching to work with android/Meta Quest. I can't seem to get the documentation to work for me in UE4.27

gaunt pumice
#

I am helping a colleague with a simple VR setup where he imported a keyframe animated car as fbx, which came in skeletal animation.

We attached the Player Pawn to this car via "attach actor to component" and provided a socket.
Works fine in Preview, but only as long as the Player keeps looking around and moving the headset. When he stops, the attachment seems to break and jumps back into position once he starts moving again.

Does anyone know what could be the reason for this?

undone coral
tired tree
#

@gaunt pumice he is likely using a character and the character movement component to move with, it has no concept of attachment to a parent body

gaunt pumice
#

Hey @tired tree, its been a while. 🙂
Thanks for your reply. Just checked... Setup is using a Pawn-Class, do you think it is the same issue?
I remember setting up something similar a while ago, where I attached the VR-Player to a moving plattform... Guess I have to dig up that project...

I was thinking there might could be a problem with parenting to a skeletal mesh/socket... but in the end I can't see a difference from parenting it to a procedurally animated actor...

solid helm
tired tree
#

@gaunt pumice no a normal pawn shouldn't have that issue, at that point it wouldbe down to his locomotion code and what it is doing

gaunt pumice
robust talon
#

Anyone know what may cause this error in unreal? I've reinstalled android studio like 3 times now. I think it's something to do with UE being installed on a different drive maybe?

#

I was editing the setupandroid.bat file because I think that may be related, but I'm not entirely sure either.

rocky nexus
#

reinstalling wont help when unreal expects one thing but current thing is different

robust talon
#

I do have the SDK in a custom location (C:/AndroidDev), but I point at that location in the project settings

gaunt pumice
tired tree
#

@gaunt pumice ah so the entire bone was being moved. Yeah there isn't anything in the tracking itself that would have caused that

gaunt pumice
#

makes sense in 99% of skeletal animation uses cases in terms of performace, except when the player is supposed to move with it.. 🙂

hallow knoll
sonic fjord
# hallow knoll Could you write up a post on the Forums w. reproducible steps (fresh project)? T...

I submitted a bug report the other day. basically, you open up the VR template in 5.3, enable the OpenXRViveTracker plugin, restart editor, then attempt to launch PIE or standalone, then get the crash.

I found that the issue doesn't occur when the metaXR plugin is enabled, until closing the editor.

if no one else is having this issue, it may be specific to my setup, but it doesn't happen in 5.2. I need to try to reproduce on my other systems. I'll go into the forums with more details when I can.

hallow knoll
#

Is your active OpenXR runtime SteamVR?

#

I'm not able to reproduce it. Do you have any OpenXR API Layers installed (Vive/Lenovo/Ultrealeap)? What does the log say?

sturdy coral
#

opps just saw you already fixed

sonic fjord
#

disabled ultraleap OpenXR layer, and ultraleap service. here's the log


UnrealEditor_OpenXRViveTracker
UnrealEditor_OpenXRViveTracker
UnrealEditor_HeadMountedDisplay
UnrealEditor_HeadMountedDisplay
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor```
#

I've still yet to test on another environment, but this issue was not occurring in 5.2, with the same things installed.
will still try to isolate it though, which could help the team debug it.

buoyant zealot
#

guess it would be better if you had engine debug symbols installed, so it would show where exactly it crashed

sonic fjord
#

whoops, could've sworn they were installed. my apologies.

gaunt pumice
sonic fjord
#

on the other system (windows 11, just meta and vive runtimes), it will have a long hitch on first launch, but doesn't crash. during the hitch, a vive runtime UAC prompt appears despite the fact that the default openxr runtime is set to meta. not allowing the prompt will cause it to reappear on each first launch of PIE, but subsequent PIE launches in the same session are unaffected. okaying the prompt will prevent future UAC prompts, but the same hitch occurs.

I still need to do additional testing and get the debug symbol logs. I suspect it's being caused by the vive runtime, but I still had a crash after uninstalling it on the other machine where the crash originated (windows 10).

more to follow.

hallow knoll
#

Well, you can't use the Vive Tracker Plugin w. Meta's runtime as they don't implement the extension. However, I'm using Oculus as the Active OpenXR Runtime and I'm not seeing a crash or a hitch.

#

HTC's runtime does have API layers that have caused other issues

low crag
#

Hi, is there any way I can get the pose of lighthouse base on my room set up pose using steamvr runtime? I’ve looked on openxr spec it seems like there is no way to access through openxr to get this, all I can get is the room set up stage pose (0,0,0).

hazy trout
#

Does anyone know what determines / can override the resolution of the VR headset?
My current project, and all new projects I make have a terrible resolution when using Standalone game, and on builds. VR Preview looks normal though.
If I had to guess, the cause of the terrible resolution was resizing the preview window of what the HMD sees.

hazy trout
#

Changing Screen Percentage Mode for Desktop Renderer from Based on Display resolution to Manual fixed the low resolution. But that is really weird, as the default is Based on Display resolution.
I wonder if that means that my UE now uses the desktop renderer screen percentage for VR instead of the same option for VR

undone coral
old cypress
#

Hello, when meta tested my app and also testing in my android I had this message: No OBB found and no store key to try to download

I'm uploading this to the meta store, I need to have an OBB, so is not an option package all the game data in the apk or, I guess, disable verify OBB.
I already signed the app, I even used the MetaXR plugin to check android packaging, not sure what I'm missing

twin tree
#

Why Meta XR version 54.0 doesn't have option Meta Quest 1 at Supported Devices? Does Meta XR still support Quest 1 with full of features as Quest 2, Quest Pro?

rocky nexus
#

Did you try to press the +. At any rate Q1 is ded

hidden lotus
#

Hey guys, does anyone know of a beginner-friendly tutorial for MR prototyping in Unreal?

ashen thunder
#

Hello, I get this everytime I exit VR Mode:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
OVRPlugin
UnrealEditor_OculusXRHMD

Can someone give me a hint on how to deal with this?

buoyant zealot
#

no, since that crash is in the meta plugin

#

and the final crash happens in their closed source plugin dependency

#

so the only way to debug is would be compiling the MetaXR plugin on your own to see which call to OVRPlugin is causing it

#

and/or running unreal with a debugger which can show you the callstack of the crash

ashen thunder
fast quail
#

Hello! I want to use the movement sdk for quest pro in unreal engine 5.3.2. Can anyone help me out with this?
Is there any tutorial where i can learn the basics of implementing this?
I want to learn the hand body and eye tracking through this.

twin tree
nocturne copper
#

Oh there is a Show package details checkbox with version selection, ambiguous

nocturne copper
#

Is there any working guide for quest3 standalone setup for 5.3.2? Im getting black screen on a default vr template, tried everything theyve wrote on forums, didnt help

nocturne copper
buoyant zealot
#

try disabling OpenXR if you use MetaXR

#

they seem to bite each other under some circumstances

foggy brook
#

What’s everyone’s experiences with DLSS for VR ? Do you disable TSR ?

nocturne copper
#

I'll stick with OpenXR for some time, just being curious about vr developement, nothing serious in plans anyway :)

sonic fjord
fast quail
#

I am quite confused from where to begin, i have download all the things required Android installation and oculus software meta developer hub. All of it which is required. Now I am not sure why the MetaXR option is not displayed in the plugin windows. I can only find openXR plug in.

sonic fjord
#

you need to download and install the metaxr plugin accordingly to meta's instructions in their docs

buoyant zealot
#

or your engine plugins directory (but i prefer to put such things in the project so they persist engine updates)

fast quail
#

Okay I will do that. As far as i remember on Friday in the lab I have tried integrating the movement SDK to y third person perspective for my metahuman. I can only get my avatar moving its head but the hands were not moving (I think because the animations for third person are conflicting with the body tracking). I will remove it and then try to implement it again.

buoyant zealot
#

well, i would start small to get the hang of it

#

instead of trying to get a meta human rig working from scratch

fast quail
#

Just to be really sure are these steps correct for my project (I just want to test body, hand and eye tracking for my MetaHuman Avatar for embodiment)

  1. Download and install everything that is required for VR development and oculus integration for the project
  2. Build a blank project on UE 5.3.2
  3. Import the MetaHuman Avatar through QuixelBridge
  4. follow all the instructions for the Movement SDK from the meta website
fast quail
reef breach
#

I just want to clarify that mobile rendering settings apply to standalone headsets like the quest 2 and 3?

hazy trout
#

When you guys build the VR template project for windows without changing any settings, does the result look like this? For me the rendering resolution seems way off. I tried this on a PC that hasn't been used with VR before, and it looked the same

nocturne copper
#

1 message upper

misty halo
#

Anyone ever deal with LINK 2019/1120 errors in visual studio when setting up OVR_Platform and using anything in its module? Already added to build.cs and did typical link errror fixes.

torn crescent
#

My buttons etc have stopped working on the Quest 2 controller in VR Preview - ue5.32 - very frustrating. I had the same problem last week but they started working again... somehow. But despite various restarts of everyhing today and re-enabling and disableing the Open XR plugins I can't get them to work... Anyone had this issue?

torn crescent
shut flicker
#

Hey guys. I'm having weird problem with MSAA and Unreal Engine 5. So we're doing the migration to 5.3 meta fork's. All went well, except when I set the MSAA sample rate tp x4 as it used to be, performance is reaaaaaaaally bad on the Quest 3. While setting the sample rate to MSAAx2 performs super well. The thing is for our project that MSAAx4 UE4.27(meta fork) works pretty well. What happened under the hood?

tranquil geode
#

Sup guys, I made a simple recoil system by lerping a mesh rotation for my gun. But now my vr hand doesn’t move with the mesh. Does anyone know how to get them both to move together?

reef breach
hazy trout
#

Does anyone know what should I set these values to, or what they do in the first place?
I can't see any changes when I change the value "... for VR" and the manual screen percentage.

light comet
#

Hi all, I'm still struggling to get a "portal into a virtual world" through passthrough effect working on the Quest 3 with the latest Meta Plugin.

  • There does not seem to be a working "inverse" Punch-a-hole material that punches a hole through an overlay passthrough layer, which would be basically ideal.
  • Alternatively, I tried to use an underlay passthrough layer and get a regular portal effect via custom depth & stencils, but that just does absolutely weird things when deploying on the Quest itself, I assume because post processing / mobile deferred rendering is really not well supported.

Does anyone have any other pointers into what could work? I kind of just want my real window/door look out into a virtual world, no more interactions needed

sturdy coral
# reef breach I just did this recently and my thought is that since the gun follows the hand t...

I wouldn't get too bogged down in the object relation/heirarchy stuff like that, just get it working and you may need to change things around later for tick order, vr late update, networking, physics sim reasons etc. (if your weapons can physically push things around in the world). It can be really hard to get it all right at first so better to get it working and then test out your approach against all that stuff.

You still do probably want the recoil pattern in the gun, so it can differ by gun type, but you can chose hand (or common scene component root) querying the recoil from the gun each tick, or gun telling the recoil to the hand

hallow knoll
# hazy trout Does anyone know what should I set these values to, or what they do in the first...

Those settings primarily affect how Temporal Super Resolution behaves. Stock VR Template is using the Forward Renderer, which doesn't support TSR. The cubes aren't the best models to determine AA and/or resolution quality as they're not perfect cubes (there's more geo around the edges), I've wanted to change them to "default" cubes due to this. However, what you might be experiencing is your OpenXR runtime dynamically lowering the resolution to maintain framerate. You can disable that and see if it solves your issue.

warm spire
shell warren
#

Hey everyone!
How would you go about resetting the user's forward orientation when the Oculus Home button is long-pressed?
It was requested by the App review team, but as far as I know, the Oculus Touch (R) menu button is not exposed in UE. (using 5.3.2)
Any ideas?

tired tree
#

the recentered delegate

worthy quest
#

Hi, I'm trying to use the VRTemplate on standalone Quest 2 and Quest 3 but the controllers aren't tracked there, Pico 4 works though. Using the MetaXR Plugin. Would appreciate if anyone has an idea for me! Thanks!

light comet
#

Do you have the OpenXR Plugin disabled?

worthy quest
#

no OpenXR is enabled as well, should I try disabling that?

light comet
#

Yes, afaik with the current Meta Plugin you need to disable the native Open XR Plugin

#

Not neccessarily the reason for your input issues though

worthy quest
#

alright, thanks. can't hurt to try that out 🙂

worthy quest
#

disabling the OpenXR unfortunately did not work, app just crashes on startup then.

shell warren
light comet
worthy quest
calm orbit
#

Hey! Is it possible do read in blueprints the adb device number from Oculus Quest 2 in unreal engine 4.27 ? I would like to create an app with simple protection that will work only on selected quest devices and I figured that adb device number could work for that

real needle
#

MY GOATS

shell warren
boreal trail
#

Hey Guys!

Is there a way to use Motion Controls outside the VR Modes?
Ive seen some expamples already, like the Puppeteering presentation on UE YouTube channel, where they use Motion Control Data to drive a Control Rig (using Motion Control Component in the Character Blueprint).
I have my Controllers setup and everything works like it should in VR, but only in the VR Playmodes.

shell warren
# tired tree <@280415268616798209> https://docs.unrealengine.com/4.27/en-US/API/Runtime/HeadM...

Hey MordenTral!
According to this, delegates do not work in 5.3.2
https://forums.unrealengine.com/t/recenter-event/747484/12
I this is true, would there be any other way to fix this?

alpine hound
#

Hey everyone, currently working in UE4.27 using the VR template. I was wondering if anyone could provide any tutorials that tackle what Im trying to do. Essentially, I want to move the VR perspective without the controllers following, so I essentially teleport HMD somewhere else, and in the distance, I can still see my motion controllers working and moving with my hand movement. Is this possible? Been really stuck on this for a while so if anyone could end my suffering I would appreciate it! 😄

hallow knoll
# shell warren Hey everyone! How would you go about resetting the user's forward orientation wh...

Note that recenter is only required when in LOCAL or LOCAL_FLOOR tracking spaces. By default, VR Template is set to STAGE, which does not require a recenter. As such, in 5.4 we updated the logic (and fixed VRRecenteredDelegate as there were some runtime changes that broke it) to not call any recenter logic "automatically". Mordentral is correct that you should use the delegate to recenter, but remember that it's only if you're in LOCAL (what we call Eye in versions prior to 5.4) and LOCAL_FLOOR (implemented in 5.4)

limpid widget
#

Is there an explanation somewhere, what is Local, what is local_floor and what is stage?

#

Like, what should I use when?

hallow knoll
silk lodge
stone lark
atomic drum
reef breach
#

@foggy brook @hallow knoll Can you guys plan a UE5.4 VR specific 'TedTalk'?

shell warren
fossil axle
buoyant zealot
#

you got any errors in the log when you launch it via project launcher?

#

or warnings which stand out?

#

i sometimes have the black screen too, but usually it's related to some issues with the packaged project, which show up in the log (e.g. missing plugin, or whatever)

#

also sometimes it seems to help to do a full cook and to remove the app from the quest before deploying)

nocturne copper
reef breach
#

I'm learning how to use Epic Online Services and I see that the oculus OSS is deprecated. I can't find anything online about what's replacing it? Does it mean that I can't use EOS for quest development?

reef breach
#

I'm not sure if it's Meta that doesn't want to participate in EOS or if it's EOS that doesn't think it's worth supporting the small quest market but it seems like there won't be any new OSS to replace it in the future?

After a lot of digging, I found some alternatives such as PlayFab and SharedSpaces (Previously known as Photon?). The space feels so disorganized it's frustrating. Can anyone confirm what they're building on to support multiplayer?

shell warren
#

Setting it up was admittedly very challenging, but I'm a beginner so that is probably 50% of the reason

shell warren
reef breach
shell warren
# reef breach Thank you and congratulations!

You're welcome. 100 CCU (Concurrent Users) is enough and designed for publishing. You'll need to buy the photon plugin from the marketplace and it is at times rough around the edges, but the developer is very helpful

copper palm
#

bad_blueprint So, there is no mobile (android & iOS) VR support in UE !
Why sweeney_activate

shell warren
copper palm
buoyant zealot
#

quest is a mobile android device

#

why should they support a piece of cardboard?

rocky nexus
#

cardboard or plastic attachment vr was worthless from the start, no 6dof tracking or controllers

#

no reason to care about that when you can get real mobile vr hmd for $200

buoyant zealot
#

which at the point of the quest is a android "phone" with some plastic and more sensors around it 😄 (and obviously some software stack for tracking, etc.)

rocky nexus
#

some sensors make all the difference

#

perhaps they could use phones lidar and stuff like that for proper tracking, and with some magic lenses it just might work

reef breach
#

I'm not sure who's trolling here and who's not

errant badger
#

Hi, idk if this is the right place for this, but I'd greatly appreciate the help if anyone is able.
I've been working on the base VR template in UE4 and I've been able to test and play everything on my Quest 2 via Oculus Link & VR preview in editor. But whenever I try to build the project as an APK on my headset using project launcher, I always get errors that I don't understand.

#

These are the SDK, NDK & JDK that I'm using, though I've tried a lot of different combinations to no success. If anyone could help me figure out how to build this to my device I'd be really thankful.

stone lark
#

fwiw I just followed the Android install guide in the Unreal 5.3 docs and am not having problems building for Quest

#

the thing I stumbled on is making sure there is an enhanced input profile set in the OpenXR setting. This is not covered by the Meta config tool in 5.3, so make sure you are using enhanced input AND have that OpenXR setting pointing to the profile, otherwise your controllers won't be tracked

errant badger
#

if i try 25.1.8937393 than i immediately get an ERROR: Android toolchain NDK r25b not supported; please use NDK r21 to NDK r23 (NDK r21b recommended)

I'll give a look at what you sent, though it looks like its for UE5 and not UE4

rocky nexus
#

for ue4 its ndk r21b. launcher is pretty trash, build apk and install that

shell warren
# finite sigil What improvements?

According to GDXR, 5.4 packages for android out of the box, (as long as your environment is set up) faster build time, plus other fixes.
But keep in mind that my knowledge is limited.

rocky nexus
#

its also a preview version

errant badger
#

I tried packaging for android ETC and now its compiling thousands of shades which I'm hoping is a good sign

#

It's taking a while, I'll post what happens when it's done

foggy brook
errant badger
#

I tried building, but now im getting a Java error. I'm using jdk-11.0.13 with NDK 21.1.6352462 (which i assume is 21b but im not sure)

#

I also tried jdk-17 like the guide suggests and now im getting a groovybug error

errant badger
#

I tried to follow the guide, though I got an error installing the android emulator hypervisor driver because "Unable to install Android Emulator Hypervisor Driver for AMD Processors
HAXM can only be installed on Windows or Mac.
Please file a bug against Android Studio." (even though im using windows)

and also using SetupAndroid.bat always fails, though the message changes depending on if i have JAVA_HOME assigned or not. idk why nothing works lol

stone lark
copper glacier
#

Hey guys, has someone had success with the Meta Quest 3 and VR Preview? The oculus plugin seems to dont work with the OpenXR ones and they seem to be needed for the VR Preview? I was able to enter into it, but cant interact with anything

copper glacier
#

If I do a full build, everything works as expected but the workflow is less than ideal as the feedback loop is too long

errant badger
silk lodge
errant badger
rocky nexus
errant badger
errant badger
#

Nvm I got it, it's working, I just needed to add the android:exported="true" as a UE4 extra activity tag.

The game launches and builds, though nothing happens if I try to run it. It just ...s for a few seconds before booting me to main menu

#

Still, I have an APK that builds and launches on my device 😁

opaque crystal
#

hey there - not sure if this is the best place but i'm just trying to install UE 5.3.2 on a Mac M1 using macOS Ventura 13.6 and building straight to the device (no Editor or Link play options). so far i've tried to install via the Epic Launcher and also build from source, which failed to build. the Launcher version starts up fine and i can create a basic 3rd person template and AR template as well, but it crashes when creating a VR template project. i have installed Android Studio and downloaded and configured the command line tools for 8.0 and 9.0. any tips or assistance is appreciated! i'm not sure what to do at this point...

light comet
ashen dome
#

whats the best method to keep the experience consitent for people of different heights for a full body character are people scaling characters or is there a way to keep all characters the same height

ashen dome
#

Its early But I thinking that taking the manny height . and either scaling the world up or down by the factor of the different height between the manny head height and the player using these nodes might work , But what about multiplayer , how would that be affected.

light comet
#

If you wanna dive down the rabbit hole: Space in a virtual world is generally perceived slightly different than in reality, which makes the whole thing even more complicated

worthy fjord
#

Hello there, Thanks in advance for the help. I am a bit stuck. I was trying use Meta XR Simulator for my project as don't have a device to test it. I successfully installed it in my UE5.3 project. I followed this link
https://dev.epicgames.com/community/learning/tutorials/3Vx6/unreal-engine-5-3-2-for-meta-quest-vr

how ever I am not able to enable the VR preview as it says to connect the quest headset in the process and I don't have one.
I am nit sure how to use this meta XR simulator in current situation.
Any suggestions would be very helpful

Epic Developer Community

XR Meta Quest setup guide covering everything

copper glacier
copper glacier
light comet
#

did you set an IMC in the openxr settings?

#

that was one fairly undocumented tripwire for me, though I thought it would also not work in standalone mode

#

trying to find where it was

copper glacier
#

I didnt but Im using the VR Template, shouldnt have it setup already? I see how it binds to the input mapping events

light comet
#

hm yeah I'd expect that to work out of the box

copper glacier
#

This is so bugged.. Got it working momentarily by setting a breakpoint in the bp before assigning the IM. But it only worked once :/

shell warren
#

Hey Everyone!
I'm wrestling with the Oculus source build of UE 5.3.2. managed to set it up, and converted my project which opens without issues. When packaging however, it seems it doesn't build one plugin that a lot of functions depend on. The plugin is enabled and is in the plugins folder of the project. It is enabled in the .uproject file. What else should I do to allow it to build?

shell warren
halcyon island
#

anyone getting this error today

#

worried it has something to do with meta update, i've tried 2 pcs

#

but my project is basically unusable now, didn't think i changed anything at project level that would make this kind of error

foggy oxide
#

did anyone experience input being consumed when using vive wavesdk on editor? not even esc key works.

dreamy ivy
#

I'm probably going to get told off for this one but since it was a Epic Mega Grant backed project I'm hoping it's cool to show you all.

An AR project I've been working on for the last 6+ Months is currently in the news. I used Unreal Engine 5.2 to create a Google AR Core based application which is being used in schools to help teach about science.

https://uk.news.yahoo.com/augmented-reality-brought-science-alive-060000665.html?guce_referrer=aHR0cHM6Ly90cmFuc2l0aW9uLm1lbHR3YXRlci5jb20v&guce_referrer_sig=AQAAALBAZOLoVFyn07qkK2kaurEiRBqEaMXfBiQxRj2QoSvAMNTb5M1oJNL5Y6F2wTYHkCA98poW_AG3UBmZy7Dqchywt8J6qQepLL26hmf5szJk-O2lhomTs8pH743qycLoF3ABmE0_QmfCkdlnLzbbFsJwk7MPqVFwBoobET055nS4&guccounter=2

Yahoo News

Augmented reality brings science to life for York primary school kids

ashen jay
#

Can anyone assist me in figuring out how to get the Flexion/extension (Wrist Up and Down), Radial Deviation/Ulnar Deviation (Wrist Left and Right) and Pronation/Supination (Wrist Roll Left and Right) of the wrist/forearm.
From a Valve Index Controller. Whenever i get the Palm rotations from the break XRmotioncontrollerdata i get 0's.
However if i use the method of getting the component rotations i can get values. However these are effected by the "aim" of the contoller.
Is there a way of getting these rotations without worrying about the orientation of the controller.

I have attached an image of the layout. Hopefully this will help.

So basically i need the wrist movement based on (from what ive been told) the forward vector of the vive and valve trackers. I have tried to implement a few things but have been unsuccessful.

If anyone could help i would be very appreicative.

dreamy ivy
ashen jay
#

Ive tried to get the wrist/palm readings from the debug data in the break XRmotioncontollers data but not created a new component.
The index Controller is currently "left".
With a new component set to be "left Wrist". Would i feed that into this blueprint?

Thanks for your insight 🙂

#

So what im aiming to get is the "local" rotations of the controller ignoring its orientation in the 3d space. I hope that makes sense. (im still kinda new and learning)

shell warren
hallow knoll
#

The reason why it stopped working in 5.3.2 was because of a runtime update. In 5.4 we've done changes to make the delegate work w. the new runtime.

tired tree
#

@shell warren if those plugins are binary (pre-built) plugins then they won't work because they were compiled against a different engine version, the meta branch is an entirely new build of the engine and those plugins would have to be re-built against it.

foggy brook
carmine oyster
#

Hi
I have made these fishes using a niagara system a while back. At the start they looked normal, but now they look as shown in the video.
This issue happens only standalone on the Quest 2. No proplems in the editor. Any idea?

sturdy coral
ashen jay
#

So the hand and forearm act as they would on a human arm

#

As currently I’ve only got the hand moving around with the rotational data

reef breach
#

Any ideas on how to make this more efficient?

It starts with a HISM which constructs a grid of 50x50 static mesh instances. To drop the mesh it hides the SM instance and replaces it with a SM component so that physics can be applied. I had one idea to replace the static mesh physics with a niagara system, would that be more efficient? Otherwise I'm not sure where to go from here.

Side note: I saw an old video tutorial creating an asteroid belt with 3.5M SM using a HISM. I seem to get significant lag at around 10k SM so I'm not sure If I'm doing something wrong there.

shell warren
shell warren
buoyant zealot
#

only thing i can think of as issue is that you used a different target for your engine than for the plugins

#

but without any errors this is like fortune telling

sturdy coral
# ashen jay As currently I’ve only got the hand moving around with the rotational data

I haven't dealt with vive tracker yet, but I would look around and see if there is already a library or API for building pose from it.

Otherwise, take vive tracker transform (end of upper arm), and fixed offset it into the center of the elbow based on expected placement, and use the delta of the position of that to a fixed offset of the controller position that is expected to be center of wrist. Using that delta position vector you can figure out the elbow flexion angle and get a new transform (full transform, not just vector) for the upper forearm (part of forearm near elbow that doesn't twist).

With the transform of the upper forearm instead of what the vive tracker gives (upper arm), now your three rotations (wrist pivots and forearm roll) can all be determined from putting the controller transform into upper forearm's local space and taking its rotation (ForearmTransform.Inverse() * ControllerTransform to get it into local space; you may need some additional fixed rotation offset after to get clean euler angles).

You could also just use them as effectors on an IK model, add constraints and it will figure all that out.

A library or API would be better because would probably include more calibration and stuff instead of fixed offset estimates.

ashen jay
ashen dome
cloud prairie
#

I'm currently developing a VR project for the Quest 2 using UE 5.0. However when it comes to building, this is the error/s I get..

#

If anyone has any clues I would really appreciate the help!

buoyant zealot
#

any reason you stick to 5.0?

royal plume
#

I'm hopeful someone can help me out on this as I'm a bit stumped. I'm targeting mobile with forward rendering, I'm trying to find a way to do character occlusion masking to basically create an x-ray character ability to see teammates and enemies through objects. I got a look I liked in a PPM but that won't work for mobile (since MobileHDR isn't compatible with Mobile VR), I think I could solve it if masked materials had access to the depth and stencil buffers and I could just do it at the material level but afaik I can't access the bufferes I need in masked materials/they don't exist on mobile, any help/alternate approaches is extremely appreciated!

[Solved: https://www.reddit.com/r/unrealengine/comments/1bodg72/comment/kx3gh8z/?utm_source=share&utm_medium=web2x&context=3]

Reddit

Explore this conversation and more from the unrealengine community

light comet
light comet
rocky nexus
#

sometimes there is no solution, unless you make a bunch of custom engine code

royal plume
royal plume
celest socket
#

maybe some one know, about a VR Videogame or software or pluggin or blueprint that let me connect one or more virtual reality device to a PC? , the PC is the server and VR de ices are the clients

shell warren
# buoyant zealot but without any errors this is like fortune telling

Those issues were eliminated when I rebuilt the plugins.
The error messages are similar as to when a plugin you previously used was disabled.
Every node connected to the plugins is missing or wrong:
Example:
Sctruct property 'XY' unknown structure
In use pin 'XY' no longer exists
Invalid array of structures,
etc.
Every single plugin related node comes back with an error message (over 15 000 in total).
When looking at the blueprint in the editor, everything is there and BP compiles without issues.

I'm fairly certain the problem stems from me being unfamiliar with the process of project conversion to source Engine.

shell warren
wide bough
#

hi, has anyone manegd to stream mocap data to mobile, so standalone VR? I currently use Xsens, but it only works with PC VR

latent flume
#

Is there a way to spawn both a regular character and a vr pawn in a level, and switch between using them, using blueprints? For instance, the player character could be played on a monitor, while the vr pawn could be played in a vr headset, and running a function switches between using those two.

A video explaining a possible solution would be nice.

hallow knoll
#

Testing on Quest 2

lunar juniper
#

I'm trying to help someone out who is using Linux. Is there an easy way to access marketplace content?

lunar juniper
royal plume
rocky nexus
#

does that work with forward renderer?

light comet
#

I actually tried using a transparent material by just drawing a cube/plane around the head, but got insanely weird artifacts when moving

#

I'll try this asap, thanks for the update!

light comet
royal plume
royal plume
rocky nexus
#

if that works on quest, it would be very useful indeed!

light comet
#

Yeah, hopefully the passthrough compositor won't fuck it up for me, but I'll have to test that next week

royal plume
#

Yeah, just as long as the vulkan pipeline behaves how it does in editor and we really do get those buffers on the HMD we're off to the races

rocky nexus
#

ah some ue5 stuff, annoying!

#

i wouldnt trust that for a second though

royal plume
# rocky nexus ah some ue5 stuff, annoying!

In theory you could get around it by just duplicating the mesh and scaling it up slightly and applying the translucent material to that, a little more fuss but not necessarily a deal breaker

royal plume
finite sigil
#

Hi

#

So Deferred Shading is more performant than Forward?

limpid widget
#

it is if you use a lot of lights and post Processing

#

but in general forward is advised for VR

#

especially on standalone platforms

paper trout
#

hi there - i’m having a bit of difficulty getting the movement sample to open inside my Quest Pro - does anyone have advice for this?

#

it’s been getting stuck on a loading screen with the unreal logo and a loading screen that is some corrupted squiggle line

narrow moth
paper trout
narrow moth
paper trout
young elk
#

can someone help me with one game?
dm me so i can say what game is it and some information

ornate arch
#

I can't seem to get the eye tracking to work with oculus 2.
I have added the Meta XR plugin, disabled the OculusXR, and add the Eye tracking component in my pwan (Default VRPawn with 2 hands).

Gaze (stereo) Data nodes don't return anything.
Anyone got this working?

buoyant zealot
#

only the quest pro has eye tracking from what i know (for the meta/oculus headsets...)

light comet
#

Yeah quest 2 absolutely has no eye tracking

rancid plover
#

Hey everyone trying to create a VR full body with arms and Feet IK What would be the best way to go about that

rancid plover
#

Just needing someone to point me in the right direction.

buoyant zealot
#

are viewport widgets and billboard sprites not rendered at all on mobile VR like quest native?

vivid spade
# rancid plover Hey everyone trying to create a VR full body with arms and Feet IK What would be...

IK Rig. Control Rig. Probably go with control rig, its receiving significantly more updates and attention in later unreal versions. Personally I still love IK Rig. Anyway, create an IK rig for your VR character mesh and create solvers for both of the players arms.

On tick get the locations of the controllers in world space. Set these locations as IK targets for each corresponding arm.

From there tweak the control rig/Ik Rig constraints and relationships in order to get the arms to bend in the way you'd want.

halcyon island
#

anyone having issues with their game auto quitting on quest suddenly? I am having libUE4.so errors. very weird because i actually rolled back the days work i was doing and my game still auto quits so, quite bad.

cloud phoenix
#

how to i expand the navigation mesh to the entirety of the brown platform

#

you can see the huge wireframed boxes (those are the nav mesh), shouldnt it be valid? I'm using VRTemplateMap

copper palm
#

Is the mesh single object ? If so make collision complexity as " Use complex collision as simple "

#

The other outliners ... blocking volumes ?

#

And try to build level once if you haven't this will update nav mesh

buoyant zealot
#

there's probably some collision there, i wouldn't recommend to set the collision to complex as simple

copper palm
sonic fjord
# rancid plover Hey everyone trying to create a VR full body with arms and Feet IK What would be...

adding to Wyit's reply, at a cursory glance, it looks like IK Rig is simpler to use than Control Rig, and is overall easier to work with. I am finding its feature set very sufficient for a full body setup, both in conjunction with Meta's Movement SDK, as well various sets of Vive trackers. read the official docs and play with it. you'll need a combination of most solver types it offers for a full implementation, including several limb IK solvers or a full body IK solver, as well as pole solvers for elbows/knees and such, while using a simple set transform for a root bone.

control rig appears to give you a lot more lower level control over the specific FABRIK algorithms and logic used to solve the rig. I'm finding IK Rig sufficies so far, but have not finished my implementation yet.

sonic fjord
violet spear
bleak blade
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Can someone take a picture of the node called "Get hand from motion source" its in the grab component its only in version 5.0 and bellow and i dont want to install a version that i dont need.

mystic cairn
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Hello !!.. I am working on an oculus Quest project using shared spaces and anchors, I have the company registered, the project created and I have the Oculus AppId for the API connection, but my project keeps giving me an ENTITLEMENT ERROR in the Quest3 (using the Administrator account of the project in the HMD) .. is there any other step involved to pass the entitlement? As far as I know there is no need to publish the app (not even alpha) to test it. Thank you !!!

mint path
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Does anyone have eperience with 5.3 VRPawn? I haven't had luck with teleportation working but it used to work in 5.2. Not sure if there's some sort of new input system that I'm not hooking into or some other fundamental change I'm unaware of.

I am using all default template stuff, and out-of-the-box it won't move. I can try that, do I use a command line option to enable verbose logging?

mint path
#

i wonder if it's because of this

#

looks correct in the VRPawn so far... wonder why it doesn't seem to fire

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Tried it on Quest 2, Quest Pro and HTC Vive Pro Eye. None work out of the box

buoyant zealot
warped ridge
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Hey, i have a small question regarding the actual grab component with the motion controller, Is there a way to grab a whole actor instead of the mesh that i have spawned in my world because that mesh actor has scripting added to it to do stuff but when i throw it in-game it doesn't fire off the scripts at all, would I have to reparent my mesh to my actor manually when i release my object after it was held or is there a simpler way 🙂

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To also provide context, Im using the provided by Unreal template of the VRPawn and its corresponding grab components and such if that helps

tulip atlas
wanton yarrow
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Hello everyone! I'm developing a VR game to train miners. I'm testing it with Meta XR Simulator. I want to know how I can test the real game performance on an Oculus 2 to see if it will work well on that device. ¿Is there any way to do that inside unreal?

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The question would be, how do I see within Meta XR Simulator how the app will perform when I export it to an Oculus Quest 2? What performance will it have? What frame rate?

rocky nexus
#

you dont, you run on device

wanton yarrow
faint portal
#

Hey everyone, I'm getting Error 3 in 5.4 when trying to install Android SDK. Is that due to 5.4 being beta?

warped ridge
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Is anyone knowledgeable about the VR Template's GrabComponent component? I have a suspicion it's messing up with my collisions and overlap events but there is no real documentation to read through for it

urban igloo
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In 5.3.2's collabviewer the IA_VR_MoveObject_Right event in BP_VRPawn has a print string node connected. Is this the case for everyone else, or did i mess with an engine BP?

violet spear
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is there anyone who works with meta xr Plugin (hand tracking) ?
when I choose controllers and hands through the meta plugin for hand tracking support, I face with a really annoying bug in some levels which I don't want this feature!

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In the sixth second, once I put down the controller two others are attaching to my hand!! and maybe the old ones reattaches to my hand with wrong rotation and location!

if you have any idea I'll be happy to hear you and let's find each other if you're working on the same thing!

foggy oxide
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im having trouble to get markers working on htc with wavesdk. (it just doesnt start, same with demo project) does anyone has some hint?

foggy oxide
digital cave
foggy oxide
gloomy zephyr
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hello im having an issue whenever i enable the Google VR plugin to test a cardboard project for mobile the project wont launch and wont package when i disable it, launches and packages with no issue but cardboard view doesnt work at all, im using unreal 4.27

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could any1 give me a hand?

wild gorge
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does anyone know how to implement the MiVRy plugin, a vr gestures system, in UE5? its supported but all information or guides i found were for UE4.

ashen dome
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So Im trying my hand at getting my VR solution working in multiplayer and trying replication But Im getting a lot of stutter. My vr setup is physics based and used a procedural foot system so Is there anything I need to think about here?

ashen dome
lavish phoenix
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Hello all, I have been struggling with using my quest 3 in vr preview UE5.3.2. Anyone have an export of working config?

light comet
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Check the meta/oculus samples

hallow knoll
hallow knoll
faint portal