#virtual-reality

1 messages ยท Page 12 of 1

ashen dome
#

Its not a project , its a demo of a project , there is no editor. Its PCVR only., just make sure your headset is active and then launch from PC.

ashen dome
faint portal
#

it's like darwinism culling out those with weak stomach ๐Ÿ˜†

ashen dome
#

HAHAH!. I have zero time for teleporter

ashen dome
faint portal
ashen dome
#

BP Project

faint portal
#

from the video alone, the level of polish is crazy!

ashen dome
#

Its epics Lyra . But I just did a full VR conversion

faint portal
faint portal
ashen dome
#

I added some extra weapon types and matche types, But ALL the VR stuff is ME

faint portal
#

ok so ill need steamvr i guess

ashen dome
#

QUEST 2/3 WILL BE JUST FINE . from PC ofc

faint portal
#

wild, i didn't even know you could have multiple stream in a build

ashen dome
#

its was developed using a quest 3 and also tested on Q2

faint portal
#

can't pick up weapons

#

ui in your face sucks

ashen dome
#

need to be gripping to equip

faint portal
#

need shortcut when looking at hands

#

yep tried that, won't work

ashen dome
#

grip and pass over a weapon spawner or one of the weapon drops

#

right hand!!

#

can only have 3 weapons in inventory at once, grip and cycle weapon button to swap weapons

#

This is the only way I could get VR to work with the original lyra inventory system

faint portal
#

unclear controls, too much noodle in the weapon physics

#

but damn! the polish is incredible

#

what's the dithering in the shadow area?

ashen dome
#

Give It another try victor , download the new version, Grip with right hand! and cycle weapons while gripping. or grip while passing over a weapon spawner or a weapon pickup will work fine ๐Ÿ™‚

ashen dome
faint portal
#

yeah it's stuttering like hell on a 2060, bake the lighting and turn off lumen

ashen dome
#

I came from a 2060, but now on 4080, so I know the pain. what you thing of the VR avatar , Seen the procedural feet,?

faint portal
#

Unreal baked lighting is wild, it's like using that valve SDF font trick so you don't see the pixels

sturdy coral
faint portal
faint portal
sturdy coral
#

"Use Area Shadows for Stationary Light"

#

you can choose per-light and mix and match I guess

faint portal
sturdy coral
#

with area shadows for stationary lights off, it uses SDF and the light map pixel values in the light map guide the shape with a cutoff threshold; with area shadows on it uses the values as intensity multipliers instead and can support varying penumbras with distance and looks a lot more realistic

#

within the different color channels of the light map, the same lightmap can have some lights with it turned on and some with it turned off, so I guess that's why it is a per-light setting

faint portal
#

Light Source Angle would normally increase the penumbra but it doesn't, might have been turned off elsewhere

sturdy coral
faint portal
sturdy coral
#

I don't think so, there it just has depth info

#

they can get kind of fake penumbras there too by something like ray or cone tracing against the depth map at different mip levels to stay fast

#

there is separate 3D SDF stuff they can use too with the capsule shadow stuff or the other baked 3D SDF representation thing for cheaper shadows

#

but no 2d SDF there I don't think

digital cave
#
Epic Developer Community Forums

Ahh thatโ€™s unfortunate! Hoping the reports weโ€™ve made here will help determine what the issues are!

foggy oxide
#

does anyone knows if on htc the system menu on handtracking gestures can be disabled or inhibited while in my app?

faint portal
#

the mip trick might explain why there are abrupt changes in crispness here and there

clever stone
#

Hello all,
I am trying to understand how to create post process material effect for VR which resembles a vignette effect but it is aligned towards a given vector. This is what Ive got so far and it works in the editor non-VR camera. But unfortunately it doesnt translate as expected in VR. Has anyone attempted something similar? any guidance is appreciated.

lilac slate
#

Hello everyone, I am having issues with recentering in my build.
I have read previous posts about this and I am aware that there were some delegate issues, however in my case, I do get the delegate, I just can't reset the position and orientation.

I notice that the issue only occurs when I have a room spawned with the AnchorActorSpawner from the MRUtility kit. Is there a reason why having the room spawned would prevent me from recentering ?

Any help is greatly appreciated ! ๐Ÿ™

hallow knoll
#

I moved it to the XR Development category (it wasn't there which is why I haven't seen the post)

lilac slate
foggy oxide
#

anyone has any idea how to make a video play. i went through a lot of docs but still cant make them work.

on the log it says its opening the media and right after that its closing the media. but i have no close function in my code. any idea ?
they're in the correct folder, i forced the android media player, the functions are being triggered, i have all the possible permissions including read external data

bleak blade
#

Is there a tutorial for a gravity system for VR simillar to what VRGK had?

clever stone
ashen dome
#

Anyone here done Replicated roomscale movement, Im hitting a wall trying to get this to work, works great as standalone and listen server but If the player is client Its not able to work. how did you do it?

scarlet mantle
next crystal
#

Hi all Iโ€™m experiencing an issue with my quest 3 headset inside my scene. My scene runs great (50-60 fps) on my laptop with an RTX A3000 GPU but when I try viewing it in vr preview I get these black planes appearing on my peripherals and all around glitchy behaviour when moving my head around.

My first guess is that the fps canโ€™t keep up with the head tracking? But my fps is good on the pc?

My next guess might be draw calls Or foliage throttling performance. Iโ€™m using megascan foliage so my trees are high poly. I also have a few thousand very low poly meshes that Iโ€™ve imported from Rhino so that may impact draw calls? (Although Iโ€™ve begun to merge these in the editor)

Is far less noticeable in an empty scene but I can still see it slightly if turn my head very fast. So not sure if itโ€™s something to with the headset and my dev scene is exasperating it?

In any case would love to know if anyone has come across this and managed to resolve it. Would be super grateful for the advice.

next crystal
#

I should add that I experience similar behaviour when just inside the quest link default room as well but more inconsistently

next crystal
#

After merging my meshes and disabling my foliage I jump up to a stable 75-80 fps but I still experience the same issue. Starting to wonder if I has to do with the quest link itself.

outer flicker
#

Did you ever resolve the missing debug lines/spheres etc in 5.3? I just upgraded from 5.1. and no matter what, I see no debug shapes in the quest. I even tried the default VR Template. No dice.

buoyant zealot
#

needed it for hand spell traces, so i've implemented some user visualization which they can turn on/off

outer flicker
#

thanks for the response ... this is a big enough issue where I may try the oculus/meta fork. I do a huge amount of debugging for prototype systems in VR

buoyant zealot
#

after messing with their plugin, their engine fork is the last thing i want to do to myself ๐Ÿ˜„

outer flicker
#

I know ... ugh

buoyant zealot
#

i would rather write my own debug methods with some visualizer

#

you could use niagara or whatever to indicate what happens

#

after all those might be handy methods anyways, since in VR often you may want to visualize what happens to give the user some feedback

outer flicker
#

I suppose it wouldnt be that bad to set up some shapes with some ISMs

#

loss of line trace debug is pretty gnarly tho

buoyant zealot
#

idk if they are even supposed to work outside of the editor

#

haven't used them in a desktop build yet

outer flicker
#

they've been working all through 4.27 to 5.1 on android (I jumped from 5.1 to 5.3 last week)

buoyant zealot
#

do you use passthrough?

outer flicker
#

no, I havent set it up yet, and debug shapes are missing in default VRTemplate in 5.3

buoyant zealot
#

ok, was just curious if that might be some issue related to another problem i had with passthrough

#

as additive materials didn't render there

outer flicker
#

I have my 5.1 build on the same quest, debug shapes work no prob. So its 100% something in 5.3 (or common to my and default VRTemplate)

#

I'm shocked more people havent screamed bloody murder over this

buoyant zealot
#

may be worth to crawl a bit through the commits in the meta unreal fork, maybe they fixed it and it's easy enough to merge into the original engine branch

outer flicker
#

I'll give it a whirl, see if its still there and report back

hallow knoll
#

@outer flicker Known issue, we fixed it in 5.4

#

Debug shapes are drawn incorrectly in the right eye still, but traces works as intended. Should have that fixed on Main soon.

outer flicker
graceful girder
#

oddly enough I came in to ask about a similar issue.. I just want to render a raycast / laser pointer thing in ue4.27

#

but line batcher is broken in vr

#

I'm thinking of using a spline component.. which is dumb as hell, but that does seem like a working way to render dynamic lines in vr

graceful girder
#

particle stuff? that looks even more expensive than a spline

rocky nexus
#

You can have a ton of them, and easily get something more interesting than a spline

graceful girder
#

used a scaled cylinder to get the job done, but its ugly code

ashen dome
#

I just noticed while testing that other clients cant see my My characters arms moving in multiplayer. what do I need to do here? as All the movement is done in the animBP/CONTROLRIG

ashen dome
#

SO if my VR full body characters head is controlled by the camera and the hands by the Motion controllers How are we replicating this to other players , new to multiplayer!

urban igloo
#

How does VR Preview know to use BP_VRpawn?

#

In 5.3.2 Collb viewer

#

They switched the way gamemode is set up. I can't quite tell how it's working now.

glad ocean
#

I had a VR project for quest 2 in 4.26. I just updated to 5.2 and had to fix a few issues. I've got the apk back on the headset. But the hand tracking feature has stopped working. It appears that the motion controller component no longer works? Any ideas are greatly appreciated

urban igloo
#

@glad ocean, I don't have a quest, but I believe you need a openXR plugin now

glad ocean
#

I've got both plugins

urban igloo
#

lemme see if i can find the docs

glad ocean
#

If i try to uncheck openXR I get this message

glad ocean
#

there is a hand tracking plugin, but I'm unsure if this is used in 5.2

urban igloo
#

check the "extending" section.

#

I'm on 5.3 with vive.

#

I think i'm leading you astray. 5.2 still has the oculus plugin, as you've shown.

glad ocean
#

Getting the correct version of the ndk and sdk for android studio was a nightmare, I dread having to do it again for 5.3

#

Nothing for hand tracking

glad ocean
glad ocean
urban igloo
#

I had that happen with the VIVE, but it turns out the "helmet on" sensor was really sensitive. The hands wouldn't track unless the HMD was fully on.

glad ocean
#

The HMD is on my head when I click on the app to play. I can't see this being the issue could it?

#

I made a brand new project and when I package that. When I try to load it on the hmd, I get a pop up saying it's controller only. But I've specifed hand tracking in the plugin project settings

urban igloo
#

I was hoping I could save you some frustration, but someone with actual oculus experience will have to answer.

glad ocean
#

I appreciate your help mate. 99% of the time you just get ignored here haha

#

I might actually be getting somewhere. I enabled the open xr hand tracking plugin and repackaged. Now I can see the debug controller mesh. Slowly getting there haha

light comet
#

Is there a reason you didn't just go straight to 5.3? They've changed quite a bit

glad ocean
#

I've now got the hand tracking working again. The issue is, the hands aren't visible. But the cubes I've attached to them are visible

#

I think I may have found what the issue is.

I add the Oculus Hand component to my motion controllers. But when I try to package it says the Oculus Hand component can't be found. If I then close and open my project, the components are removed from my blueprint. Why would this happen?

#

This is how it looks after I restart my project...

rocky nexus
#

its probably oculusxrhand now, they added OculusXR to everything

glad ocean
#

I had the hand tracking plugin enabled too. I disabled it to see if it was conflicting with anything. But still getting an error

rocky nexus
#

you probably want this one in 5

glad ocean
#

Is the Meta XR for 5.3 only?

#

Is it this one?

rocky nexus
#

perhaps they dont care to support older version on the marketplace

glad ocean
#

I'm loading a test project in 5.3 with the meta plugin

#

Hopefully I can get this working and then I can update it to my new project

rocky nexus
#

im updating 4.27 project to 5.3.2 right now and handtracking works

glad ocean
#

I had a nightmare finding the right settings for 5.2

Could you share your settings for 5.3.2 please

#

This is assuming your packaging an apk for quest for hand tracking?

rocky nexus
#

using this

glad ocean
#

Thank you! What do you do for the SDK at the top? Or is that not required

rocky nexus
#

it picks it from env var afaik

#

explicit path is fine

glad ocean
#

Oh right, is that the one set in system environments in windows?

rocky nexus
#

yes

glad ocean
violet spear
# glad ocean

Maybe your plugin version doesn't match with your unreal engine version!
What version are you using for both the unreal and meta xr plugin?

foggy oxide
#

could anyone help me a bit playing a video on htc? i tried several things including using electra, smaller videos, different encodings, increasing verbosity of logs, still can't make it work.

undone coral
#

Anyone found a glass material that works well in VR? Everything I try ends up with weird reflections or double vision, etc. PCVR. Have played with anti aliasing and stereo settings. Will pay for it if needed. Is there a good solution?

digital cave
undone coral
# digital cave Have you tried the free glass materials on the marketplace ?Checkout Ben Cloward...

Thank you @digital cave I found the cause. For anyone who stumbles on this in the future. I was using Lumen as a "Reflection method" in the projects settings. Changing this to "None" has saved me a lot of FPS and fixed all my glass/transparency issues (and a few other artefact issues too). It's recommended in the UE VR/XR guide. Use Reflection capture spheres instead if needed. I did find this free glass though: https://www.unrealengine.com/marketplace/en-US/product/advanced-glass-material-pack But ended up making "fake" glass as the cost is a lot less and looks almost identical (1670 instructions versus 263). Screenshot below if anyone is interested.

#

Cheap glass "like" material. The functions are there because I am using Ultra Dynamic Weather. You can ignore if you just want the glass style.

vagrant path
#

Hi everyone,
My question is about geo referencing a level.
I am using the VR template, I followed the documentation but nothing shows on the screen when I drag the probe into the project scene nor on the headset.

glad temple
#

Is there a way I can use a phone to see what my headset can see? Iโ€™ve been trying to use the virtual production tools for this, but I cannot seem to get it to work. Itโ€™ll run on the headset but I canโ€™t connect my phone to it.

glad ocean
#

I finally got hand tracking working with the meta xr plugin in UE5.2

My new issue is hand collisions for box collisions. My hand doesn't trigger overlap events. Any ideas? I've done all of the checking trigger overlaps box etc

lucid seal
#

Just curious What does XR Base Plugin do ?

foggy oxide
#

anyone knows how to pause the game when the system menu comes up?

ashen jay
#

Hi everyone, is there anyone that is free for 5 minutes just to quickly help me resolve an issue with a rotation in 3d with VR inputs. I think it may be a simple issue but im having an issue with a rotation due to world rotations and the previous bone.

jade kettle
glad temple
heady steppe
#

anyone here work with Pico neo for unreal? I am just trying to ensure I got my SDKs working - but when I compile I get an unknown error.

heady steppe
#

never mind - found the issue (it was that 5.3 wants JRE and JDK)

sonic fjord
ashen jay
#

Kinda, Iโ€™m trying to take an actors transforms and make the IK bone match them. However Iโ€™m having quite a few issues. As when I try transform modify bone, the bone before it causing alterations to the rotations.

glad ocean
#

Does anyone know how to fix this? I've looked at the uproject file and can see MetaHuman is missing the supported platforms, but when I add them my project will no longer open

dreamy orbit
#

Has anyone been able to get Common UI working? I have a plugin that I want to use and it relys heavily on Common UI.

proper oasis
#

hey guys, does anyone have experience with meta quests full body tracking? i wanna use it in my ue5.3 project and my headset is connected via air link.

as soon as i start the full body tracking (e.g., directly through the function OculusXRMovementFunctionLibrary::StartBodyTrackingByJointSet or if the tracking is activated in any other way, e.g., via Live Links "ApplyToClient") the framerate drops directly to 20-30 FPS, even without anything else happening in my sample project (no mannequin performing movements or anything).

I've observed this performance drop even in the sample project here: https://github.com/oculus-samples/Unreal-Movement

did anyone make the full body tracking from oculus work with 60+ fps?

highly appreciate any responses ๐Ÿ™

uncut silo
#

VIVE Focus 3 owners, need your help! How 4.26/4.27(I need those!) is friendly to this HMD? Can I package a VR game built on those to VIVE Focus 3 without OpenXR? What are the pitfalls from moving the game from Quest to Focus 3?

paper trout
#

does anyone know how quickly after 5.3's release did Meta XR plugin get updated?

buoyant zealot
#

look at the release dates then you have the answer

jade kettle
#

regardless

#

Will you be working for AIO?

uncut silo
jade kettle
#

On headset I mean

#

Not PCVR

uncut silo
#

Sorry, I dont follow

jade kettle
#

Will you be packaging your project and installing it on the headset itself?

uncut silo
jade kettle
#

Let me double check but AFAIK not many Vive Focus 3 specific features have been ported for OpenXR at the time of 4.27

#

4.27 was in the middle of the period where the transition to OpenXR was in its early stages so it was kinda jank at times

#

Like some features were supported in the older (SteamVR) API that weren't available in the new OpenXR API

#

In any case

#

I can't directly link it, but if you Google VIVERSE Discord, that's the official VIVE Discord channel

#

And there's a sub-channel for Vive Focus 3 where there are some other devs who probabl know better than me

quaint folio
#

Hi maybe you guys can help me on this one.
I am a cheap dude so i wonยดt buy a vr headseat for this one ๐Ÿ˜‰
My goal is to be able to connect my smartphone with the PC as a motion (rotation) tracking device and at the same time as a "vr-headset" to view the scene.

I think i can achieve it like that:

  1. I want to stream my Rotation Data from my Phone via an UDP input Socket.
  2. And i would use the pixel Streaming function to stream the viewport onto my phones screen

Of course some things needs to be considered. For Example i cant really use the VirtualCamera Plugin because there is the UI from the app itself. I want to have a clean screen that i can adjust.
And of Course i will have to divide the viewport in two Stereo Layers, so can use it as "vr screen".

My Problem is that i am not a programmer, not even Blueprints.
So far I tried to establish a Connection over UDP, but i cant figure out how i can connect and transmit the gyroscopic Data from my Phone over onto an UDP Connection.
Btw i want to do it via UDP because i think it has less delay.

Are there better ways to do this (?) and if they weren't can someone help me with connecting my phone (?).

Then you very much! ๐Ÿ˜„๐Ÿ™

foggy oxide
#

does anyone has any idea how to make movable spotlight shadows work on vr?

hidden lotus
#

Hi folks, Im seeking a Mixed-Reality developer proficient in Unreal Engine for an easy gig. Pls, DM me if you're interested!

wintry hedge
# uncut silo VIVE Focus 3 owners, need your help! How 4.26/4.27(I need those!) is friendly to...

Hi @uncut silo , there are two SDK for VIVE Focus 3, WaveVR(https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealPlugin.html#) and ViveOpenXR(https://developer.vive.com/resources/openxr/unreal/unreal-overview/). The current maintained version for both are in UE5. I recommend you to use ViveOpenXR SDK, the WaveVR SDK might be deprecated in a year except the features ViveOpenXR SDK offered is not fit your requirement. If UE4 without OpenXR is significant to you, get WaveVR SDK for UE4.27 here (https://developer.vive.com/resources/vive-wave/download/archive/5_4_0/). Unfortunately, we don't have the tutorial for moving from Quest to Focus3.

jade kettle
wintry hedge
#

@jade kettle Thanks for your help~

limpid widget
#

vrnotificationcomponent

#

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)

quaint folio
solid tinsel
#

My vr project has a custom player class. I am trying to use the "EnhancedInputAction IA" action events, but for some reason all of them are being ignored. Even if I put print statements as the first thing they do, nothing happens. How do I make a custom player class that uses motion controllers notice those events properly?

finite sigil
#

hello guys

#

How powerful is current VR devices?

#

I read it's weaker than android mobile devices

buoyant zealot
#

they are pretty powerful for what they are, but for a good experience you got to meet a certain stable fps

#

also they usually render at way higher resolution than a mobile phone

solid shell
#

Hi, I'm encountering an issue while submitting my Unreal Game to the Meta Quest store. The store verification process is throwing an error, specifically VRC.Quest.Functional.9, which states: 'The user's forward orientation is not reset when the Oculus Home button is long pressed.'

I can't find solution for this problem. Does the Engine and platform should do this by default or do I have to manually reset the position. If i have to do this manually, I'm unable to find how to bind to this event. Could you please assist me? I'm using Unreal Engine 5.3 with the MetaXR plugin.
This is not working in a fresh Unreal VR Project as well.

lucid seal
#

Although Single Pass Stereo rendering has been standard for a while. IDK about UE's current rendering state for VR. Haven't own VR Headset yet ๐Ÿ˜•

finite sigil
rocky nexus
#

its most popular standalone vr hmd

#

makes no sense to not support it, unless you get paid not to or cant possibly fit on mobile

solid shell
west sparrow
#

anyone ever mess with the shared spaces example project for meta quest?

hot rampart
#

Hi everyone, hope you are doing good, check it my new dev vlog using Unreal Engine, It is a VR supermarket simulator demo that I am working on during my free time.
let me know what you think..
https://youtu.be/-YHLpk9Q3mQ

Showcase demo for a VR supermarket simulator personal project in Unreal Engine 5.

Contact me:
Email: Ali.Oweidah20@mail.com
Discord: discord.gg/3pYQQknUHZ
Artstation: https://www.artstation.com/aliowediah

โ–ถ Play video
lusty whale
#

What is the UXRDeviceVisualizationComponent used for? To show the VR Controller mesh?

light comet
#

Yes

rocky nexus
#

one easy way to check what something does, is to open it up and examine its guts

lusty whale
#

#pragma once

#include "CoreMinimal.h"
#include "Components/StaticMeshComponent.h"
#include "IIdentifiableXRDevice.h" // for FXRDeviceId
#include "UObject/ObjectMacros.h"
#include "XRDeviceVisualizationComponent.generated.h"

class UMaterialInterface;
class UMotionControllerComponent;
class UStaticMesh;

UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = MotionController)
class XRBASE_API UXRDeviceVisualizationComponent : public UStaticMeshComponent```
rocky nexus
lusty whale
real needle
#

so im working on a vr project to showcase parts of my university (labs, lecture halls, etc.) the issue im facing is that i want to make the project gamepad friendly but when i run the project and the steamvr window launches, the inputs are flushed and the gamepad doesn't work unless the viewport window is in focus

#

what do i do?

#

im using ue 5.3

#

and steamvr window has to be in focus for the vr headset to work (i built the vr headset myself by following open source vr project called relativity)

urban igloo
#

@real needle, The archvis Collab Viewer template has support for Desktop/VR switching. Have you looked through that?

real needle
#

no

#

i only want to run the project on vr but the thing is that my inputs are flushed when the steamvr window is in focus. In order for the vr preview to work, the steamvr window has to be in focus but for the gamepad/keyboard inputs to work, the unreal viewport window has to be in focus

lusty whale
#

How do you debug VR games? Do I need to use the headset all the time?

#

Thanks.

rocky nexus
#

a vr game is a regular 3d game, make as much of it as possible to be played without vr

lusty whale
rocky nexus
lusty whale
#

Yes

novel forge
#

is there a significant difference between ue4 and ue5 for vr projects? is performance any better/worse on ue5?

jade kettle
#

Performance wise, if you turn off nanite/lumen then there are no huge differences

#

However, UE5 has made huge strides in the transition towards OpenXR

#

And vendors are starting to drop support for UE4

#

No reason to go for UE4

novel forge
sonic fjord
limpid widget
#

But something need to be tested with VR (like as you said interact with a menu). Luckily you can reduce this so that you don't need to always test it, sometimes only once if it does not change afterwards.

In the end it's just a UI which also works if you have a non-vr character. My Non-vr character spawns hands just like the VR character (They just dont move on their own, they are attached to the character and rotate with it), and those have a WidgetInteracter attached, so both use the same pipe. Now by pressind a button on the keyboard, either left or right hand simulates a click, just like it simulates a click when pressing the trigger on the vr controller. Thus I can test Menu Interactions without a headset.

lusty whale
#

@rocky nexus, @sonic fjord, @limpid widget Thank you.

jade kettle
#

Debugging is fun in VR

#

there are times we have playtests where my tall colleagues trigger bugs that I can't trigger

violet spear
#

can somebody tell what am I missing that I have such color difference between these two shots?
first one is in UE5 editor
second is in the oculus quest 2
I'll appreciated for any help

jade kettle
#

How are you getting the second image?

#

In-headset recording?

violet spear
jade kettle
#

And it looks like that when you view through the headset too?

#

Colour spaces are a bitch everywhere but that looks like typical sRGB fuckery

jade kettle
#

(what's that debug GUI element btw?)

jade kettle
#

Oh, Meta specific

uncut silo
#

Guys, help me with risk assessment please. What are the risks of sticking to 4.26 for standalone VR development(Quest, Pico, Vive Focus)?

limpid widget
#

It should look similiar to the one below. Then you can check project settings or material changes to make the colors match.

limpid widget
#

Also harder to support newer headsets as you need to manually add and detect them, if you want to do different quality levels for headsets (Quest 2 vs Quest 3)

uncut silo
mighty carbon
#

Also set Editor's color space to match HMD's

violet spear
violet spear
limpid widget
#

Yea, I understood, I had the same issue but I forgot which setting fixed it, but in general I wanted to point you to the Mobile Preview there as then you can directly debug your changes without needing to package to quest

violet spear
mighty carbon
#

Pp volume is for in-game, Editor viewport is different

#

Show > Post Process > unchecked everything

violet spear
violet spear
mighty carbon
#

Look at the top left corner of the Viewport

violet spear
limpid widget
#

Damn this is keeping me awake, I had the same issue but I forgot the fix ๐Ÿ˜„

violet spear
limpid widget
#

That could actually have been the fix for me too

violet spear
limpid widget
#

First is to get everything to the level of Quest (so the washed out).
Then you can change settings or lighting to match the above screenshot.

#

Well, Vulkan Preview should match Quest Look

#

It's just easier to debug

violet spear
#

vulkan preview

hearty herald
rocky nexus
#

ue5 released 2 years ago, 4.26 3,5. 4.27 will be on live support for a while probably still

novel forge
#

Any ideas why reflection capture is causing this pink look? version 5.3

novel forge
jade kettle
#

Just Unreal things ๐Ÿ˜‚

hearty herald
silver brook
rocky nexus
#

anyone got any ideas about this crash? Ensure condition failed: ((Result) >= 0) [File:E:\UE_5.meta\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD_Swapchain.cpp] [Line: 44] OpenXR call failed with result XR_ERROR_CALL_ORDER_INVALID Stack: [Callstack] 0x00007ff794b39ab6 DartRacerDemo.exe!FOpenXRSwapchain::IncrementSwapChainIndex_RHIThread() [E:\UE_5.meta\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD_Swapchain.cpp:44] [Callstack] 0x00007ff794b47b6c DartRacerDemo.exe!`FOpenXRHMD::CopyTexture_RenderThread'::`2'::<lambda_1>::operator()() [E:\UE_5.meta\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp:3869] happens after map change, meta fork 5.3.2, with steamvr openxr runtime. oculus openxr works :/

#
OpenXR call failed with result XR_ERROR_CALL_ORDER_INVALID
``` also trips, same reason probably. perhaps steam runtime is more up to spec so it complains?
charred portal
#

before you guys move from UE5.4 preview to UE5.4 be aware CSM in 5.4.0 is busted in forward rendering.

#

Update: set vr.InstancedStereo=False to work around this however it will drastically impact performance

dreamy ivy
#

Hey everyone, I know 5.4 has been out less than a day. Im trying to get the default template to launch on my Quest pro, standalone APK However when i launch it on the headset, All i get is the Unreal Engine logo with the 3 loading dots. Anyone have an idea? I assume if my sdk and ndk were incorrect i wouldnt get this far.

#

im also using only OpenXR so its possible that we now need the Meta plugin to be updated. I'll keep looking though.

rocky nexus
#

didnt you check the logs? :p

dreamy ivy
#

I did, but im not seeing anything. It's like the load screen just wont hide.

west sparrow
#

do you have bPackageForMetaQuest=True set in your android platform settings?

lucid seal
rocky nexus
bleak blade
#

When i grab a simulated skeletal mesh it makes it not simulate untill I let it go how do i keep it simulateing even when grabing?

worldly peak
#

You can't attach it the normal way

vague wadi
#

Has anyone managed to use GetGuardianPoints? I'm using the virtual reality template from 5.3.2 configured with MetaXR and packaged/installed onto a Quest 2 -the resulting array always returns 0.

bleak blade
#

Why cant I add an input?

mint path
#

anyone have a clue to why es3.2 can't be enabled in my project? targeting quest

cursive swallow
dreamy ivy
paper trout
#

has anyone had luck porting the meta xr plugin to 5.4

mint path
#

i wonder why the application is complaining that vulkan is unsupported on the quest 3 here

quiet swan
#

I heard on a GDXR live on YouTube that we can now have mobile HDR on 5.4 on quest? Is this true? Has anyone tried? Is it smooth or laggy ect

atomic drum
hot rampart
#

I need you help as well with figuring out a fun system to place items on the shelves, I was thinking about player holding the package that contains the products in one hand and in the other hand he can pick the items and place it on the shelf but that would be tiring and boring since he will place like 100 and more items each day.
what do you guys suggest?

lusty whale
#

Hi!

#

I've got this warning mensage: LogHMD: Warning: No UPlayerMappableInputConfig provided in the OpenXR Input project settings, action bindings will not be visible to the OpenXR runtime. Action/Axis mappings from the Input configuration are deprecated for XR in favor of Enhanced Input.. Any idea? I'm using Enhanced Input.

#

I'm using Unreal 5.3.2.

#

Thanks.

#

I've found it here:

#

It uses something called "Player Mappable Input Config".

faint portal
#

i've tried setting up 5.3.2 and 4.27 to build to quest and failed. how did you guys do it?

silk lodge
oak ridge
paper trout
oak ridge
#

oh awesome Ill check it

oak ridge
#

if you want to use it on launcher 5.4 then make a C++ project, add the files to /Plugins in the project. Then you need to comment out a deprecated module in these 2 files:
OculusXROpenXRHMD.Build.cs:108
OculusXRHMD.Build.cs:102

#

then it should build for 5.4.0

#

I will try to update the v64 plugin and make launcher binaries later

paper trout
#

saving this for later so excited to test it out

novel nimbus
#

On windows, VOIP works as it should, but on vr (Oculus Quest 2), the microphone just doesn't want to work, despite the permissions I set (android.permission)
and changes in the ini files, unfortunately there is little information on the Internet (

for the test, I attached an Audio Capture to the pawn and it shows that the sound is being captured, but the OnBeginTalk event does not work in MyVOIPcomponent

I will be grateful for your help

grizzled pewter
#

Hello everyone! This is my first post. I can't get a UE5.3.2 VR_Template (or any starter project) to run on an HTC Vive XR Elite. I'm running Windows 11 on a new computer at home and I have it building and installing on the headset. However, it shows up on the headset as a 2D game and will not run other than display a window stating that there is no 2D application (or something like that) and then exits. I've built dozens of applications for this headset using UE5.1 on my work Windows 10 laptop without issue. I have tried 3 different version of Android Studio. All build and produce the same result. However, if I build the example Vive VR project, it builds and deploys. I'm using the Vive OpenXR plugin. When I try and run it within UE, I get an error at launch time stating that the XRBase plugin can't load but I don't know if I have that workflow set up correctly. Anyway, I'm over 3 weeks into this and I can't get any template project from UE5.3 to run on a headset. HTC has been trying to help but they say they can build my project and deploy it just fine. They did say that they unpacked an APK I sent them as stated that the ViveOpenXR plugin wasn't enabled but I'm 100% sure it is enabled in the project. Anyone have any ideas or debug tools to suggest. I've spent thousands of dollars on this project and I'm at a dead end.

To add a little more information... I don't know how to get logs off the headset yet, but maybe I can figure that out. The only log I get is when I try and launch the project from the Unreal Editor is that the XRBase plugin can't load and things like this:
LogPlayLevel: Error: UAT: 04-26 17:33:29.555 8891 9015 D UE : LogAndroid: Error: === Critical error: ===
LogPlayLevel: Error: UAT: 04-26 17:33:29.555 8891 9015 D UE : LogAndroid: Error:
LogPlayLevel: Error: UAT: 04-26 17:33:29.555 8891 9015 D UE : LogAndroid: Error: Assertion failed: false [File:./Runtime/Launch/Private/Android/LaunchAndroid.cpp] [Line: 554]

Thanks!

copper palm
grizzled pewter
#

So sorry. Ran into character limit. I'll do a fresh build and run when I get home from work today. I'll attach the text files to a post.

polar junco
#

Hello there, quick question: Let say I have 10 peoples in a room and I want them to enjoy a VR experience together with a quest 2. Would it be possible for each people to run their own instance of the game, but also see the people around them so they dont bump into each other ? Im trying to find documentation on such a system but cant find anything

polar junco
#

I wasnt sure as both are involved, but you are right, I m gonna ask there too, thanks ๐Ÿ™‚

copper palm
light hull
#

do IA for gamepad transfer to quest when built? like if I make inputs for controllers and then connect a bluetooth device to the headset why doesn't it work?

sonic sierra
#

Hey there, does anyone know why the Navmesh gets ignored on *.apk builds? Simple move actor to location works fine when the navigation mesh is active, and it works well on PC builds, however when building on Quest 2 and 3 apk it seems like it's not there at all. Anyone experienced such issue and if so have you found any solutions? Thank you for your time, hope to get a reply soon ๐Ÿ™‚

grizzled pewter
#

Here are my build and run log files. I have not been able to get any new UE5.3 project to run on the HTC Vive. I have created a Blank project, 3 VR_Templates and have even created a VR_Template in UE5.1 and opened it in UE5.3 to see if that was the problem. I have been able to run the Vive example, but I have copied the VR content into that project and can't get it working. I even copied the settings within the DefaultEngine.ini file from the Vive example into my project (all but the project specific content like levels and maps) and that doesn't help. I can use the ViveOpeXR plugin or not and I get the same result. HTC suggested I use the Meta OpenXR plugin. So I tried that plugin and got the same result. Without the Vive and Meta OpenXR plugins enabled, I still get the same result. If those platform specific plugins are "required" then they must not be getting included in the build. Like I said, I have built dozens of working projects for the Vive XR Elite in UE5.1 on another computer without issues. It's probably something simple that I can't put my finger on. Thanks for the assist. I'm looking forward to learning!

sturdy coral
copper palm
primal skiff
#

hello guys , i have this issue with arm twist that i've been tweaking and editing and nothing worked ,
i used control ring and rotation constraint node to rotate my tiwst arm it works fine untill the hand is pass 180 degrees , and then the wrist will snap , i tried to hack it using blend space and have a twist poses i blend between them using rotation value taken from the bones using get socket transform , also has it's bad effects , but i think control ring is the way to go, but i couldn't find any resources about using it to implement arm twist for VR games , i hope someone here could point me to right direction , thanks in advanced

grizzled pewter
# copper palm Live Link plugin causing issues. Try turn Off the plugin and try again. Clear In...

Thank you for the response! I have tried this "trick" to get plugins to enable a number of times but I tried it again and it didn't fix my issue. LiveLink is required for hand tracking, at least that is what the Engine states when I disable it, and I will be using hand tracking in my applications. My main issue is that I can't get the UE5.3.2 VR_Template to install as a 3D game on the Vive XR Elite headset. It installs as a 2D game and then it will not run in the headset. I'm not sure if running inside the Engine is the best way to debug this but that is what I was trying. I have been in touch with support at HTC. After about 2 weeks, I suggested that they try using UE5.3.2, the VR_Template and their Vive OpenXR plugin and get it deployed and running in the headset. They initially had the same problem as me. They were finally able to get it to run as a 3D application by setting the Java SDK to jdk-11 (not the jbr within the sdk as specified in the Unreal documentation). So, they sent me their project and I installed the Java 11 sdk and tried it and that didn't work for me either. I have tried 3 different versions of Android Studio (4.0, Flamingo (specified in the UE5.3 docs) and Hedgehog (which is what HTC is using)), Java 11, Java 17 and jbr. All combinations build just fine. None of them install as a 2D game on the headset. I have built with UE5.1 on a Windows 10 computer and installed on this same headset dozens of times. My only thought at the moment is that since HTC could finally get things to work by tweaking their Android NDK/SDK/JDK setup that maybe there is a specific combination that I need. I have tried everything in the UE docs as well as many on-line variations. So far, nothing had worked on my Windows 11 computer using UE5.3.2. UE5.1 builds from my Windows 10 computer install and run just fine. Upgrading them to 5.3.2 doesn't work. Is there a better way to debug the APK other than running the project in the Editor? Thanks again!

copper palm
grizzled pewter
# copper palm Meta provides emulator. I am not sure about htc providing emulator. Contact the ...

I've contacted them about an emulator. Can anyone recommend a **definitive **guide to setting up Android in Unreal? I have followed the UE 5.3.2 documentation exactly (multiple times as I have changed Android Studio and I have also reinstalled UE 5.3.2) and it doesn't run for me. HTC is doing something different, (newer Android Studio, settings, etc.) so I tried that and that doesn't work for me. My HTC Headset is running Android 10 which the Device Manager in UE says requires SDK 29 and I honestly don't know where to set that and HTC set the NDK level to android-28, SDK to match the NDK, and the minimums to a much lower version. It seems that I can use "almost" any setting/version and the project will build, but not run. I have made sure to run SetupAndroid.bat every time I change the version of Android Studio, like the documentation states, but is that right? Unless UE 5.3.2 can't build for HTC Android headsets (which I don't think is the case) there must be an Android setting of some sort that is not right. UE 5.1.1 was SO MUCH easier.

rocky nexus
#

see what the setup android bat actually does. it just installs few things, no magic. for stuff to work on htc android hmd, it needs their plugin. if there is no plugin for 5.3 or whatever, good luck

#

eliminate variables, make 5.1 build on win11

sonic fjord
#

if you're dealing with having to build 4.27 and 5.x on the same machine, good luck. usually have to uninstall/reinstall things or possibly set up a new windows user.

#

there it is

grizzled pewter
# sonic fjord if you're dealing with having to build 4.27 and 5.x on the same machine, good lu...

Agreed. UE 5.1.1 required Android Studio 4.0 an "supposedly" 5.3.2 uses Flamingo (a 2022 version) but HTC is using Hedgehog (a 2023 version) but they also have different SDKs installed because they also build with Unity. I have tried all 3. I would rather it fail building rather than build and not run without a way to effectively debug. I've spent a LOT of time on this. I'll research the link you provided. Thanks!

rocky nexus
grizzled pewter
#

Was getting these errors during building:
UATHelper: Packaging (Android (ASTC)): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance chained CreateInstance call failed
UATHelper: Packaging (Android (ASTC)): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : xrCreateInstance failed

Uninstalled SteamVR and reinstalled it and those build errors went away. Still loads on the headset as a 2D application and will not run.

When I ran in the editor it first barked about XRBase plugin failing to load (disbled and re-enabled, restarted), Then it changed to LiveLink plugin, (disbled and re-enabled, restarted), Then it said hand tracking, (disbled and re-enabled, restarted). Now it says OpenXR failed to load because the OpenXRHMD module could not be found. Haven't and found a solution for this. UGH!

sage gulch
#

How can I set the app name shown here? 4.26

idle osprey
sonic fjord
#

I'll have to try that next time. I don't see env variables for build tools, might have to hunt down the docs and set it manually. I suppose a similar solution should work for Linux builds for referencing the correct version of clang.

idle osprey
#

I used to do it this way on my Mac, too, when you could still build an APK for a Quest on a Mac that would work. But Epic "broke" that in 5.2 or 5.1.

copper palm
#

If you don't find. Go to engine --> options and make sure templates and feature packs are checked

grizzled pewter
coarse creek
#

hi guys ima newbie here ! is there any chance develop a game for meta quest 1 ?

sturdy coral
# coarse creek hi guys ima newbie here ! is there any chance develop a game for meta quest 1 ?

Meta announced last year it was sunsetting the original Quest, which was first released in 2019. While many developers of new apps have since stopped including the nearly five year-old headset as a supported device, now the company says itโ€™s taking choice out of the equation, as no new apps will be able to offer โ€ฆ

silk lodge
stone lark
#

I'm having some odd issues with texture quality on Quest 2 builds. I'm using a rough geodesic sphere for a background. The sphere is unwrapped with each tri split into its own UV island. Player spawns near the center of it:

#

the texture is a 64x64 tile. For some reason it looks like it's downscaling the texture randomly depending on UV location.

#

Anyone have an idea what's going on here?

silk lodge
#

are you tiling the texture? Is it mip mapping? Did you do Customized UV channels? @stone lark

stone lark
#

yeah, I'm tiling it, it's using mips, no customized channels

stone lark
#

this is the tile

silk lodge
#

@stone lark I think you need to use custom uvs to get it to tile, or modify your UV map beyond 0-1 to get tiling effects

stone lark
#

I think the tiling is fine, it's the difference in res randomly across the mesh faces that I don't understand. I even tried disabling mips on that texture but it didn't fix it.

stone lark
#

unwrapping so each tri/island is centered at .5,.5 and scaled to fill the UV space as much as possible fixed this problem

eager pine
#

Anyone know why im getting these crashes on a clean VR template map when im trying to launch with VR?
Ive tried increasing the cacher pool size to 10gb
Added tdrdelay and increased the page file

#

You can see that its not using anything when this crash is happening

silk lodge
#

what headset?

grizzled pewter
#

Hi again. Synopsis: UE 5.3.2 VR_Template will build, but shows up as a 2D game on Vive headset and will not run.

So, I think the reason why my 3D applications are deploying as 2D applications and not running on my HTC Vive XR Elite headset is that OpenXR isn't getting packaged/included in the application. I have the plugin enabled and if I disable it, UE barks at me. I have disabled/enabled it multiple times. Also, the kind folks at HTC pointed me to the AndroidManifest.xml file and we were able to verify that OpenXR was not being included. What a "valid" xml file contains:

  <intent-filter>
    <action android:name="android.intent.action.MAIN" />
    <category android:name="android.intent.category.LAUNCHER" />
    <category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
    <category android:name="com.oculus.intent.category.VR" />         -- this was a UE plugin that was disabled in this project
  </intent-filter>

What my xml file contains:

  <intent-filter>
    <action android:name="android.intent.action.MAIN" />
    <category android:name="android.intent.category.LAUNCHER" />
  </intent-filter>

My Build Log states the plugin Content folder is getting mounted, but then it's not mounted and being skipped:

UATHelper: Packaging (Android (ASTC)): LogPackageName: Display: FPackageName: Mount point added: 'D:/Unreal_Projects/Unreal Projects/VR_Template_5_1 5.3/Plugins/vive_openxr_plugin_UE_5.3/ViveOpenXR/Content/' mounted to '/ViveOpenXR/'

and then:

UATHelper: Packaging (Android (ASTC)): LogPackageUtilities: Warning: Engine.ini:[Core.System]:Paths entry 'D:/Unreal_Projects/Unreal Projects/VR_Template_5_1 5.3/Plugins/ViveOpenXRAndroid/Content' is not mounted. Skipping it.

Anyone have an idea what might be preventing OpenXR from getting put in my game? Maybe another software package that I have installed that could be blocking it, maybe?

Thanks!

winged burrow
#

I also need this, did you receive it/ figure it out?

bleak blade
lime crystal
#

Hi! I'm using Metaquest 3 + UE 5.3. I have a project I'm working on that needs to use spectator mode to be displayed on a stage screen while the player is on stage playing the actual science.
I have my spectator mode working when using the game in editor connected to the MQ in USB using Quest Link.
My question is: is there any way to cast the game running from the PC to the Quest, or the other way round, so that the player will be able to play and the spectator mode to be displayed on the screen?
Thanks!

snow shale
#

Hi, may i ask something, so i have this VR project in unreal engine i finish it. how do i package it so i can play my project in my quest 2 individually without cable connected to my pc

lime crystal
snow shale
snow shale
#

ok thank youu i will give it a try

bleak blade
grizzled pewter
winged burrow
#

Hi guys, how can I rotate the player's view towards an object in VR?

#

Like, when the player collides with a trigger volume, he'll rotate towards a specific object

#

I've been trying to google that all day but I have no luck

#

This is what I made in UE 5.1 but in 5.3 it just doesn't work

whole radish
sonic fjord
# coarse creek hi guys ima newbie here ! is there any chance develop a game for meta quest 1 ?

aside from being unable to upload them to the Quest store (and having to use Sidequest or sideload directly), you can develop Quest 1 on 4.27. 5.1 and above has major issues with reflection capture probes, not sure about 5.0 but presumably also has these issues. you'll need to use the legacy Oculus plugin, which won't have most of the latest features.

with that said, you might be able to dig up an older version of the meta SDK plugin, that still has some features that made it to Quest 1, i.e. hand tracking, passthrough, and local spatial anchors, for example.

shell warren
#

Hey everyone!
Does anyone else have the issue where the packaged app for quest 2 ( UE 5.4) does not have the virtual keyboard? Had no such issue in 5.3.

winged burrow
vagrant path
#

Problem with navigation
Now I am working on a project, navigation was working just perfect, suddenly when I am walking around the virtual environment I find myself on a highly level than the normal, maybe sometimes in different places I am under the ground, in some areas I canโ€™t teleport even the green layer is working in these places
I have Geo referenced the virtual environment, and also added the sun sky

vagrant path
#

Why I am having this problem?
I changed the navigation mesh several times and it is always like this in this area there are 4 tall objects
No big collision , everything is normal, how to modify the navigation area here?

rocky nexus
#

move the tall object, see if that helps. if it does, you have your culprit

vagrant path
#

@rocky nexus thank you! I add another Navmesh in this area, there was no solution than this so navigation works

tardy storm
#

Can someone tell me how to make VR choppable trees?

sturdy coral
#

that lets you slice procedural mesh components

#

you can convert your static mesh into a procedural mesh and then use that

shadow nimbus
#

Hello! How can I edit the scene while in play mode in VR?
In flat mode I can just start in "Selected Viewport" mode and hit F8 to unpossess and edit objects, but it doesn't seem to work in VR because I can only play in "VR Preview" mode that doesn't seem to allow unpossess.

rapid tapir
shadow nimbus
# rapid tapir I usually just press the window key and get back to the editor.

But the scene displayed in the editor is just the default scene, it doesn't actually show the game from the VR preview. Like if do things that affect the world in VR, that doesn't show in the viewport.
I'm trying to like adjust the positioning of some elements relative to the motion controllers, but motion controllers don't show in the viewport, I cannot inspect the position/rotations of the different elements of my character and so on.

rapid tapir
shadow nimbus
shell warren
carmine oyster
#

UE 4.27.2 VR Template in the editor
I'm trying to increase the pixel density. I used the "vr.PixelDensity" console command and it made no difference even if i set the pixel density to 2, although when I use the "Get Pixel Density" node and print the output it shows what I entered. I tried the same command in 5.1.1 and it works fine.

charred granite
#

Hey all, Im trying to port my 5.3 (focused on quest 2 and 3) vr app to 5.4 and I'im running into issues. I'm using VaRest and I need permissions ACCESS_NETWORK_STATE and INTERNET which I have added in the project settings "extra permissions" (DefaultEngine.ini) but they never make it to the android manifest xml file. So my app starts and terminates right away with the logs telling me I need ACCESS_NETWORK_STATE. Anyone managed to get it going on 5.4? Should we stick to 5.3 until a good tutorial for 5.4? @shell warren next I'll try the virtual keyboard 'cause I need it to! ๐Ÿ˜‰

shell warren
charred granite
#

@shell warren Ya, I just deleted all my intermediate folders (just left content and Config) and it now gets my permissions but still crashes later. Still investigating... btw, have you done the ManifestRequirementsOverride file trick for the virtual keyboard?

charred granite
#

Well turns out using the ManifestRequirementsOverride was messing up my Android permissions. That was the culprit. So maybe making sure that file is not there on 5.4 may fix my issue instead of deleting all the tmp folders. Or maybe that file needs to be reformatted. ๐Ÿซค

sturdy coral
# carmine oyster UE 4.27.2 VR Template in the editor I'm trying to increase the pixel density. I ...

not your issue, but they do cap pixeldensity to 2.0, you can raise it here:


--- a/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/HeadMountedDisplayBase.h
+++ b/Engine/Plugins/Runtime/XRBase/Source/XRBase/Public/HeadMountedDisplayBase.h
@@ -92,7 +92,7 @@ protected:

        // Sane pixel density values
        static constexpr float PixelDensityMin = 0.1f;
-       static constexpr float PixelDensityMax = 2.0f;
+       static constexpr float PixelDensityMax = 4.0f;
shell warren
real needle
#

hello guys. with the 5.4 update now standalone packages are supporting rtx, lumen, nanite ?

rocky nexus
#

neat stuff, cant wait for quest 6 for them to be usable

shell warren
charred granite
#

@shell warren I have tries the virtual keyboard and same as you, it is not working. I get this in the quest dev hub logs: "16:28:55.637 31915 31915 E ThemeUtils : View class com.epicgames.unreal.GameActivity$VirtualKeyboardInput is an AppCompat widget that can only be used with a Theme.AppCompat theme (or descendant)." Dunno if its relevant though...

charred granite
charred granite
shell warren
hot rampart
charred granite
lone parcel
sonic fjord
#

^hmmm, I wonder if it's worth the time for me to try implementing that with IK rig. I'm using meta movement sdk at the moment, nice for getting upper chest rotation and elbow position, but everything else has been a PITA.

tired tree
#

the arm positioning in that gif is tragic, but the mid to lower body looks great

polar junco
#

What would be the best way to connect two headsets (quest 2 and 3) to ue 5.3 simultaneously please ? Im looking for documentation but cant find anything

rocky nexus
#

you dont, you do multiplayer

polar junco
#

would not work to just add two vrSPAWN in the scene ?

nimble nacelle
#

I have a quick question regarding height matching and best practices. I noticed some differences of my initial spawn height in editor vs a packaged game. I've looked at a couple tutorials and I am using the seated position (Eye level) as my VR Origin point. I am noticing height discrepancies between editor and packaged builds. Also when teleporting I'd like to match the height with an offset I am initially spawning with.

#

Any best practices to achieve a 1:1 relationship between the package build and the editor VR Preview? I was thinking to throwing debug logs to output offsets for both versions and maybe match them that way.

#

The end goal is to ensure when I am debugging in the VR Preview the player and movement height matches the packaged game.

solid drift
#

Iโ€™m experiencing a notable issue in Unreal Engine 5 when playing videos using the Vulkan API, where the frame rate drops to around 20fps. Interestingly, the same video plays at a much higher frame rate of approximately 70fps in Unreal Engine 4.27, but this is achieved using OpenGL. Additionally, Iโ€™ve encountered a limitation in UE5 where it seems impossible to package projects using OpenGL. This discrepancy in performance and the lack of OpenGL support in UE5 is quite concerning, especially for projects transitioning from UE4.27 to UE5. Could you provide any insights or solutions to address this significant frame rate difference and the unavailability of OpenGL packaging in UE5?๏ผˆMeta Quest3๏ผ‰

rocky nexus
#

profile and reduce stuff or dont upgrade, the required perf floor increased with 5.x sadly

sturdy coral
#

@solid drift

66:             if (GSupportsImageExternal && !FAndroidMisc::ShouldUseVulkan())```

probably doing extra copies or something worse when on vulkan, elsewhere:

```cpp
#if PLATFORM_ANDROID
    bUsesImageExternal = !Owner.NewStyleOutput && (!FAndroidMisc::ShouldUseVulkan() && GSupportsImageExternal);
#else
#

GL_OES_EGL_image_external is the extension on opengl, it does seem to avoid extra copies
VK_ANDROID_external_memory_android_hardware_buffer on vulkan

shell warren
#

Hey everyone!
Does anyone have any good pointers on how to package a VR app for Steam release (UE5.4)?
There is a course on Udemy but it seems quite outdated.

west sparrow
#

what would cause FPS to be locked at 36 FPS on a meta quest device? disabling VSync doesn't seem to help and I dont think its a performance issue as its locked to 36 solid, doesn't go up or down no matter whats on the screen

rocky nexus
west sparrow
#

oh thanks! looks like exactly whats going on

#

oof i have to use the oculus branch if i want it to work right huh

rocky nexus
#

dunno, might be enough to use the metaxr plugin

native tiger
#

Which among these two TAA and TSR is best for Anti-Aliasing in a vr project for high quality light baking based application

#

And why

#

Does anyone know.?

sturdy coral
# native tiger Does anyone know.?

With baked lighting TSR is usually too expensive; with more expensive lighting like lumen etc. it can pay off; depends also what you mean by baked lighting, static or stationary (stationary is a bit more expensive)?

native tiger
#

Static lighting in major areas in a scene

#

And few stationary lighting

sturdy coral
#

very likely TSR is too expensive, but you can just test and visually compare at the same GPU load

#

with an optimized mostly staticly lit scene it will probably be over 50% frame time

#

one problem is the TSR/TAA passes don't use the hidden area mask, could be 10-20% faster

solid drift
# sturdy coral <@358468038888128522> ```AndroidMedia/Private/Player/AndroidMediaPlayer.cpp 66:...

Regardless of whether the engine version is 4 or 5, the issue persists whenever Vulkan is chosen as the graphics API.
I have learned that the Vulkan API version on the Meta Quest system is 1.1.x, and the operating system is Android 12. Notably, the official Vulkan API introduced video hardware acceleration in the Vulkan 1.3.x series.
I believe that if we are to continue using Unreal Engine with Android Vulkan, a solution would require either an upgrade of the Meta Quest system to Android 13, or an update from Meta Quest to support OpenGL ES 3.2 in UE5. Alternatively, using OpenGL ES 3.1 in UE4.27 could be considered. Even extending video decoding, in my view, would not resolve the issue. This problem appears to be fundamentally tied to the graphics API. Given our project's reliance on new features in UE5 and the latest SDK support updates from Meta Quest, reverting to version 4.27 is not feasible. This issue has been troubling me for two months, so I am eager to explore any viable solutions. I would be immensely grateful for any advice. Thank you for your response.

buoyant zealot
#

considering that they plan to support nanite/lumen on mobile vulkan, i guess that they are moving forward with the vulkan version in one of the next versions (not an immediate solution though as there is no date scheduled)

solid drift
# buoyant zealot considering that they plan to support nanite/lumen on mobile vulkan, i guess tha...

I believe that this issue cannot be resolved solely through updates to Unreal Engine. Meta Quest first needs to upgrade the Vulkan API to version 1.3.x. This means that they would need to update their system to Android 13 or higher. I can distinctly feel that when using the Vulkan API, software decoding is employed, which consumes a significant amount of CPU performance. In contrast, when using OpenGL, hardware decoding is utilized, which generally allows for full-frame rate performance. The video resolution is 8K.

sturdy coral
solid drift
#
sturdy coral
#

also decoding, but I think with that other extension you can already get textures from the hardware decoder right?

#

I don't think opengl exposes anything like that and just uses GL_OES_EGL_image_external right (which I think can be done with vulkan 1.1 VK_ANDROID_external_memory_android_hardware_buffer )?

solid drift
# sturdy coral that's encoding

Currently, I do not have the capability to handle the functionality of retrieving textures from the hardware decoder. Thank you for your valuable suggestion; I will look into it further.

sturdy coral
solid drift
shell warren
whole radish
west sparrow
#

hmm is there any way to manually disable application space warp? oculus quest 2 seems to be forcing it on.. i only have the openxr plugin enabled

amber trail
#

<@&213101288538374145> They did it in multiple channels

compact matrix
#

Hey, is there any good c++ template / tutorial for pc vr project in ue 5.3 + ?

neon geyser
#

Is anyone else experiencing flickering when launching a PCVR build on Windows? This issue persists until I put on my headset

#

ue4.27 oculus fork

sturdy coral
shell warren
sturdy coral
lucid seal
#

Does vertex lighting a good choice for VR platforms ?

proper oasis
#

hey, has anyone tried the meta movement sdk (full body tracking) so far and had good performance with it?

west sparrow
#

man its weird how oculus quest seems to force my game into using application spacewarp no matter what

rocky nexus
#

make it run better, than it wont

west sparrow
#

huh

neon geyser
west sparrow
#

thats the weird thing, i only have openxr plugin and no oculus plugins, so no settings or nodes that could.. but i am reading mixed messages on if Oculus auto kicks in AppSW when your rendering can't keep up

pulsar coyote
#

Anyone have a good handle on where you can write files to the storage on a Quest 3 so the user can see it. I am not sure if its a permission thing but UE is reporting that the file has been written but i am having no luck seeing the file.

My preference would be to write it to the Documents directory but for the life of me I can't seem to get it to work.

delicate nimbus
#

Hello, I was wondering if anyone knew how to recognize a button click from a Vive Tracker 3.0 in Unreal 5.3? I am able to use it as a Motion Controller Motion Source fairly easily and track its position. In 4.27, using SteamVR you could manage the button bindings and it would be recognized as a Vive Controller Trigger Click. UE 5.3 uses the new Enhanced Input, and it doesn't seem to recognize the tracker as a vive controller. Any advice here? Is it recognized as a different Input, or how to get it to recognize them as an input? I'm trying to recognize either the main power button press or a pogo pin, either one.

sturdy coral
faint vapor
#

Guys, I was getting src\main\java\com\epicgames\unreal\GameActivity.java:797: error: cannot find symbol error and I found out that it was related with "Mobile Location Services" plugin.
I installed
latest Android Studio (2023.3.1 Jellyfish),
NDK 25.2.9519653
Latest command line tools
SDKs from 28 to 34

neon quest
#

hi, I wonder if anyone has run into this white screen freezing issue with Meta XR simulator in the "Run As Client" Mode? The issue just occurs with 1 player, not with 2 players
My set-up:

  • Meta XR Simulator version 64
  • Meta XR plugin version 64
  • Oculus fork UE build. [However, the issue happens with both UE 5.3.2 too]
  • Play as client, 1 player.

The issue can be reproduced with the VR template in UE 5.3.2 too. Just create a VR template project, start the simulate in the Play As Client mode, 1 player and your app will freeze

lucid seal
faint vapor
lucid seal
faint vapor
lucid seal
#

Please note the above solution is based on forums. I haven't tested out and I don't have VR headset

neon quest
neon geyser
fleet marsh
#

if I understand correctly, using OpenXR, you can build cross-platform for both AR handheld devices (ARCore/ARKit) and Meta Quest for example?

hallow knoll
# delicate nimbus Hello, I was wondering if anyone knew how to recognize a button click from a Viv...
cursive hill
#

Just so that I know whether I'm insane or not, does any one know if theres a version of the Meta XR plugin compatible with Unreal Engine version 5.0? I can only find version compatible back to 5.1. I'm trying to get eye tracking working with UE5.0 with the quest pro

maiden fulcrum
#

Quick question. What would be the absolute cheapest way to make a day/night cycle?

buoyant zealot
#

i guess different prebaked lighting scenarios (you wont get a smooth cycle tho)

delicate nimbus
# hallow knoll https://forums.unrealengine.com/t/how-to-use-vive-trackers-in-ue-5-2-and-later-v...

Thanks @hallow knoll, I thought I had solved it, that's my forum post where I got it working. It was working for a day, however I'm finding that either UE or Steam or OpenXR wants to ignore the binding and overwrite it. I'll assign it as I set it up in the post, then if play in VR, something seems to overwrite my binding back to default, I view the C:\Program Files (x86)\Steam\config\openxr\system.generated.openxr.uts53.unrealeditor.exe_vive_tracker_right_foot_1_binding.json, and my bindings are not listed, if I add them in, save the file, hit play, view the file again, they are removed.

delicate nimbus
#

posting an update if anyone needs it. At the moment it seems that the role "right foot" doesn't seem to recognize the bindings - assigning the tracker the role of "Camera" it will recognize pogo pin input.

white gulch
#

Anyone ever have issues getting the Meta XR project samples opened in Unreal 5.3? Documentation claims they were updated on the github repository, but when attempting to open them, I get the message saying they were built in an earlier version and need rebuilt. When I direct it to rebuild, it indicates that a number of the project's assets couldn't be rebuilt, and refuses to open.

sturdy coral
sturdy coral
# white gulch Anyone ever have issues getting the Meta XR project samples opened in Unreal 5.3...

change it like this (or just .Latest instead of .V4 and .Unreal5_3):

index cb4fcdc..1c5175d 100644
--- a/Source/Phanto.Target.cs
+++ b/Source/Phanto.Target.cs
@@ -8,7 +8,9 @@ public class PhantoTarget : TargetRules
        public PhantoTarget(TargetInfo Target) : base(Target)
        {
                Type = TargetType.Game;
-               DefaultBuildSettings = BuildSettingsVersion.V2;
+               //DefaultBuildSettings = BuildSettingsVersion.V2;
+               DefaultBuildSettings = BuildSettingsVersion.V4;
+               IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3;

                ExtraModuleNames.AddRange( new string[] { "Phanto" } );
        }
diff --git a/Source/PhantoEditor.Target.cs b/Source/PhantoEditor.Target.cs
index 6f33eb8..ea7190d 100644
--- a/Source/PhantoEditor.Target.cs
+++ b/Source/PhantoEditor.Target.cs
@@ -8,7 +8,9 @@ public class PhantoEditorTarget : TargetRules
        public PhantoEditorTarget(TargetInfo Target) : base(Target)
        {
                Type = TargetType.Editor;
-               DefaultBuildSettings = BuildSettingsVersion.V2;
+               //DefaultBuildSettings = BuildSettingsVersion.V2;
+               DefaultBuildSettings = BuildSettingsVersion.V4;
+               IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3;

                ExtraModuleNames.AddRange( new string[] { "Phanto" } );
        }

#

oh wait that wqas a slightly different issue, where building them would cause a build loop (complete engine rebuild if you built one and then build another with different build settings, then would rebuild the entire engine again if you went back to the first one), but definitely something to watch out for as it will waste a lot of t ime

#

When I direct it to rebuild, it indicates that a number of the project's assets couldn't be rebuilt, and refuses to open.

try converting the ones that did that into source projects and then building, if they were pure blueprint. there is also an -allmodules and I think -allplugins command line option if building the whole engine from the command line that I think can help for similar errors, post the exact message

west sparrow
#

i wonder how long it will take meta to update their UE source fork to 5.4

whole nimbus
vocal musk
solid tinsel
#

I'm having a problem where I'm trying to get the velocity vector of the controller in a VR project. For some reason Get Component Velocity just isn't working and always returns 0

#

Is there another way to do it?

solid tinsel
#

Ok nevermind I found a really stupid solution

buoyant zealot
#

iirc i had to use the delta of the LastFrameTransform and the currentFrameTransform

solid tinsel
#

I ended up getting linear velocity

#

For some reason that worked

ebon scaffold
#

Any idea why my VR camera has black borders when looking around, almost like looking through a window that lags catching up?

The borders only show in the HMD, if I record desktop preview it doesn't occur there. I'm running vanilla Lyra project, enabled instanced stereo and OpenXR, hit play in VR and the issue occurs.

buoyant zealot
#

that sounds like lag, too low fps to keep up with the movement

ebon scaffold
solid tinsel
#

They have nothing to do with the game

ebon scaffold
#

I think you're referring to the playspace boundary grid, but that black sliding border on the right is what I'm calling out. It kind of resembles this but this one is framerate issue https://www.reddit.com/r/oculus/comments/15dk6pv/black_edges_in_vd_please_help_specs_in_post/

I'm not getting it in the UE VR template, just Lyra which makes me think some kind of space warp or FOV issue that's project specific ๐Ÿคท

Reddit

Explore this post and more from the oculus community

hot rampart
#

Hi everyone, New Update on the market simulator I am working on.
I am showcasing the placement system which will allow players to create custom layouts for their own markets
let me guys know what you think
https://youtu.be/QQ-gzWU2Gtc

Showcase demo for a VR supermarket simulator personal project in Unreal Engine 5.

Contact me:
Email: Ali.Oweidah20@mail.com
Discord: discord.gg/3pYQQknUHZ
Artstation: https://www.artstation.com/aliowediah

โ–ถ Play video
lusty whale
#

Hi! I want to get an effect more or less like this, not exactly this, for VR. I think I can do it with Post-Process Volume, Convolution Bloom and using a convolutional kernel, but it could have a high impact in performance. Do you know another way to get this effect? Thanks.

#

I need a Glare effect.

rocky nexus
#

yes, you could use very expensive way, or the simple one that will work everywhere

lusty whale
rocky nexus
lusty whale
#

Maybe it is a texture to add to an emissive material.

#

OK

rocky nexus
#

many ways to do something like that, i use something like that for sky material, when camera point at sun it gets bigger/brighter

lusty whale
#

Great! Thanks a lot, @rocky nexus

polar junco
#

Does someone would know why when I move my head the scne move too ? its a weird feeling

solid tinsel
#

That shouldn't be happening

digital cave
west sparrow
#

oculus quest link sometimes does that

hallow knoll
bleak blade
#

Does anyone know why my capsoul is on the side of my camera and not in the right place?

weary swallow
#

silly question if anyone knows really quickly- when using the VRE, how do I lock the motion controller modes for the left and right stick (so the buttons don't cycle them) and how do I remove the caption too that shows up above the controllers in-game?

bleak blade
#

You should prob watch a vid on VRE to understand it.

weary swallow
#

@bleak blade thanks much!

bleak blade
scarlet glade
#

Has anyone here gotten hand tracking to work simultaneously with controllers on quest 3?
I saw meta added multimodal support for this but can't find any resources on a UE5 implementation. Is it only available on the meta branch? Any direction/resources would be appreciated.

dawn violet
#

Anybody here made full body IK for Vr? I got it for the base ue5 manny but my rig is not working

bleak blade
# dawn violet Anybody here made full body IK for Vr? I got it for the base ue5 manny but my ri...

Yaro makes a good one could use some tweeks as there are no leg animations you can prob search up procedural leg anims with it but idk https://www.youtube.com/watch?v=ewbTmD3af_k&t=723s

Want to accredit @JakePlayable and his IK FULL VR body for taking main concepts.

I will show today how to do FULL VR IK BODY with custom hand animations and ability to recalibrate your height in real time!

Got Questions? Join Discord Community!
--------------------------------------------------------------------------------------------------...

โ–ถ Play video
dawn violet
#

Thank you so much @bleak blade

bleak blade
#

No problem man ๐Ÿ™‚ If you have any other questions @ me ill respond eventually lol If i know the answer Ill tell

sullen vortex
#

Trying to compile my project for Android (quest) im getting the following error during packaging:

"Cannot make APK with UPL errors"

It compiles fine Windows Server & Client, only happens with Android. Any ideas? thanks!

light cradle
#

Quick question: Does the ipad pro 11 inch (2nd gen) support livelink for facial animation with metahuman in ue?

polar junco
#

Is it possible to get a room scan (from a Quest 3) and import it as a model (fbx) to a computer ? Thanks

sturdy coral
#

.obj is probably the simplest if you end up needing to write a way to save it yourself

whole radish
#

Hey! recently try to implement Hand Tracking using Meta Xr plugin. it only work correctly when i disabled Open Xr. Now the problem with this is that when try to package without open xr enabled, it gives errors. any idea on a better approach ?

#

am using UE5.3

polar junco
#

Which error does it gives you

#

@sturdy coral Thanks, I'm gonna take a look

polar junco
#

God, I find it difficult to develop in VR

whole radish
tired tree
#

@whole radish that is an issues specifically with 5.3, oculus openXR integration is broken in 5.3

proper oasis
#

hey guys, im curious what the best practices are for graphics in virtual reality. does anyone of you know a sample project for example where i could look into?

sturdy coral
carmine oyster
#

Any idea how can I increse the visual quality in UE 4.27.2. I used to use vr.pixeldensity in 5.1 but the command doesn't work in 4.27. All my projects are archviz running on desktop and i'm using quest 3.

#

The problem i'm facing currently is AA. Switching from MSAA to TAA make it better but the scene become a bit blurry.

#

Also tried screenpercentage, no difference

sturdy coral
#

and if you ever installed wmr and are using steamvr you have to uninstall it and remove a resolution cap the wmr drivers automatically put into the steamvr.vrsettings file every launch even if the WMR driver isn't active

hallow knoll
#

We didn't have support for vr.pixeldensity w. OpenXR in 4.27. It was added in 5.1

restive arch
#

@hallow knoll, I was wondering if you knew of the CLs that fixed the VRNotificationComponent to correctly receive the HMD Orientation Reset event?
https://forums.unrealengine.com/t/recenter-event/747484/13

----- Edit -----
Looks like it's this commit.
https://github.com/EpicGames/UnrealEngine/commit/7039a760293a26cee53367053aa44209b7904d76

Epic Developer Community Forums

Already responded in the Unreal Source Discord Virtual-Reality channel (non-shameless plug, come join us) but doubling down here for visibility. Iโ€™ve reproduced this and weโ€™re looking into it. Weโ€™re most likely not doing another hotfix for 5.3 but I will provide the CL on Main when itโ€™s committed.

native tiger
#

Hey am having issues with packaging, When I set up a scene file for packaging it's packages and when I install the apk inside quest it doesn't work ,Every thing is blank ,Any suggestions to fix

jade kettle
#

I might be starting a project for the first time with the Meta Quest 3

#

Can someone exactly explain to me what the Meta branch of UE5 exactly is?

#

Is it absolutely necessary?

rocky nexus
#

it has some extras, you can use the plugin instead for the most part

west sparrow
#

you can make a game for meta quest without using anything other than the openxr plugin

#

but there are a few things that only work on the meta branch of ue5

#

app SW seems to be bugged out if not using meta branch

jade kettle
#

Or relatively niche features

#

Ah I found some documentation

west sparrow
#

mostly performance stuff

jade kettle
#

Indeed, stuff that's way over my head

west sparrow
#

application spacewarp is the most annoying one cause it makes the game run at half speed without correctly smoothing it

jade kettle
#

Ah that's what you meant with App SW

west sparrow
#

yeah I havent been able to figure that out, and im on UE 5.4 so i cant use the meta branch until they update ๐Ÿ˜ฆ

delicate isle
west sparrow
#

either that, or its not generating inbetween frames at all

buoyant zealot
#

first time i hear about that feature, i guess it improves fps a lot?!

rocky nexus
#

it doubles it, for the cost of looking bad for fast moving things

open pawn
#

Hi, is it possible to somehow stretch a widget to fill the entire screen in VR without having to do it yourself by adjusting its size?
I have a blueprint of a character in which the widget is attached to the camera. I need the size of this widget to be the same as the size of the entire screen. Partially the effect I need is achieved by changing Space from World to Screen, but the problem is that the widget is displayed only in one eye

sturdy coral
#

How do you make a project plugin be build with debugging when building with DebugGame Editor? Or is that already the default?

bleak blade
#

I hate to be that guy but I have a good game idea. Does anyone know how to do gorilla tag like movement? I'm not going to make a clone or anything as I have a actually good idea but it requires that type of movement and I cant find anything telling me how besides a 80$ asset and I cant afford that....

wind plover
#

Hi, I'm a noob, so this is probably a stupid problem, but when I play the default vr scene through vr preview on the quest 3, the player camera is correctly placed, but when I package, install and launch it on the quest 3 , the player cam is around 12 feet in the air (the guns are under my physical floor. I also tried moving the player start above and even below the floor so it didnโ€™t say bad size, but the player cam is always around 12 feet from the floor.

wind plover
#

it was because Iโ€™d disabled the boundary in meta quest developer hub! The instructions donโ€™t mention that will stop the floor working.

nimble nacelle
#

Question about stereo layers and UI widgets. I am rendering to a stereo layer with the world lock setting. The issue I am having is my stereo layer is occluding my player mesh (Hands trace) and layering it on top. Looks the same as this image below

https://i.redd.it/wmymgx89nfj61.png

#

I assume it must be a headset specific thing

#

Has anyone had this issue or a work around without any custom solultion rabbit holes.

buoyant zealot
#

they probably dont report a correct floor position to the engine/game

rocky nexus
nimble nacelle
#

@rocky nexus You mean supports depth setting. I did try that with no result I didn't test in package build just VR preview

native tiger
#

Hey any idea on how to fix anti- aliasing issues for quest 2 in ue5.2 build .?

urban igloo
#

What performance are people getting with a fresh CollabViewer? 45 fps with a 4090 on a Vive Pro seems low.

tardy storm
#

bro check this out:

cursive swallow
#

I have recently moved a project targeting quest 2 and pico 4 from 4.27 to 5.3 and I'm getting about half the framerate I had in ue4... I tried checking all the cvars that get dumped on the log at startup and there are barely any differences. I was able to replicate it in a new project as well as the Sun Temple example. Has anyone experienced anything similar or has any idea of what could be happening?

west sparrow
#

is it hard locked to 36 fps?

#

that might be application spacewarp.. gotta use the meta quest source branch for that to work

#

and im not sure how to disable it (or if you can)

buoyant zealot
#

how likely is it that all the space warp stuff will arrive at the official engine at some point?

silk violet
#

Hi everyone! I'm trying to test the VisionsOS on AppleVision pro. I'm getting the following error when I try to package: UATHelper: Packaging (VisionOS): <unknown>:0: error: error opening input file 'Games/UnrealEngine-5.4/Engine/Source/Runtime/Launch/Private/IOS/UECppToSwift.h' (No such file or directory). The file is in that exact path. Has any got this error? If I'm correct, xcode comes with the last swift version right? I'm using UnrealEngine5.4 from github and xcode 15.4. Thanks!

hallow knoll
hallow knoll
digital cave
native tiger
#

Could some one help me with 4.27 apk packaging.?

digital cave
bleak blade
#

How do I make my hand move my character it has physics I want it to move player when it collides with the world like in gorilla tag

sturdy coral
bleak blade
sturdy coral
bleak blade
#

How do I get the velocity of on hit?

sturdy coral
#

there are ways to query velocity of the controller but they aren't always supported on every vr runtime I think; track the velocity of the controller frame to frame by subtracting prev frame position from cur and multiply delta time on tick

bleak blade
#

Alr ill try that meathod Idk if it would work though

mystic idol
#

Hey, does anyone have any ideas on how to optimise the ue water plugin ocean surface + buoyancy for rendering in VR? A stable 30 fps would be fine. So far the only thing thatโ€™s worked is reducing engine scalability to low but maybe someone knows a way I could do this only for the ocean surface? Or alternate solutions for using the buoyancy component / rendering an infinite ocean in vr

sly ridge
cursive swallow
cursive swallow
# sly ridge I have a similar issue at the moment. Did you try profile it with unreal insight...

I didn't have much luck profiling with insights, as I thought the bottleneck was the gpu and Insights barely gives any info on android vulkan rendering, but I tried disabling culling as suggested in the forums and there was no significant change in performance. I also remember seeing large waits on insights, but I can't be sure, as I checked a couple of months ago. Tomorrow I'll try to create new projects to test it.

lavish phoenix
#

Hello everyone, does anyone know of a plugin sold for hand interaction in UE5+ ? I only know of Unity solutions. No good tutorials and this is very difficult to create from scratch.
The only solution I found is the pinch grab system. Any ideas would be appreciated.

digital cave
lavish phoenix
sturdy coral
#

mordentral's has stuff like hand gesture detection, physics, etc. though, everything you would need and I'm not sure how tied to the oculus specific plugin that one is

zealous torrent
#

in C++ I created a class derivative from UMotionControllerComponent. Im curious, does anyone know the best method to smooth the tracking of a motion controller component?

zealous torrent
unborn nest
#

Hello!
Does anyone have an idea why the shadows have those artifacts on the left eye of my vr glasses? This appears in 5.4.2 VR mode
(Edit 1: Disabling dynamic shadows seem to solve the issue)

cursive swallow
sly ridge
digital cave
zealous torrent
#

anyone know how to properly set the spectator screen mode and texture in C++ for VR?

#

Ive tried these functions but I continue to get unresolved externals, I have the module included in my build.cs file, and the header files, but it still wont build because of these two functions lol

UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenMode(ESpectatorScreenMode::Texture);
UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenTexture(SceneCaptureComponent->TextureTarget);
zealous torrent
#

ok figured it out! it turns out I needed to include the "XRBASE" module

trail swift
#

Hi,

I'm working on UE 5.3.2 and using Meta SDK for VR hand tracking and grabbing. The grabbing isn't accurate with respect to the mesh. How can I perform an accurate grab using the grab gesture?

Is there a way to record the grab gesture and use it for grabbing so it looks like I'm actually grabbing it? If not, does Unreal provide us with Oculus Hand R (gesture) and Oculus Hand L (gesture)?

Thanks!

rocky nexus
#

you would need to override the pose with animation you make, tricky stuff

west sparrow
#

Oooo I see there was a meta quest stereo rendering fix in the latest hot fix ๐Ÿ˜„

undone coral
#

Anyone know how to deal with this VR/OpenXR error? Driving me nuts. Only happens if I try to Preview my project in VR:

Assertion failed: IsInGameThread() [File:D:\build++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD.cpp] [Line: 1545]

0x00007ffba8323adc UnrealEditor-OpenXRHMD.dll!UnknownFunction []
0x00007ffba831f555 UnrealEditor-OpenXRHMD.dll!UnknownFunction []
0x00007ffba6f5da39 UnrealEditor-Oceanology_Plugin.dll!FOceanologyWaterMeshSceneProxy::GetDynamicMeshElements() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Oceanology_Plugin\Source\Oceanology_Plugin\Private\Components\QuadTree\OceanologyWaterMeshSceneProxy.cpp:244]
0x00007ffbb2c8b827 UnrealEditor-Renderer.dll!UnknownFunction []
0x00007ffbb2c63919 UnrealEditor-Renderer.dll!UnknownFunction []
0x00007ffbb1dcae3e UnrealEditor-Renderer.dll!UnknownFunction []
0x00007ffbb1d84804 UnrealEditor-Renderer.dll!UnknownFunction []
0x00007ffbd62a24c5 UnrealEditor-Core.dll!UnknownFunction []
0x00007ffbd62a21ff UnrealEditor-Core.dll!UnknownFunction []
0x00007ffbd62ca155 UnrealEditor-Core.dll!UnknownFunction []
0x00007ffbd62923d0 UnrealEditor-Core.dll!UnknownFunction []
0x00007ffbd6497c93 UnrealEditor-Core.dll!UnknownFunction []
0x00007ffbd68fc93d UnrealEditor-Core.dll!UnknownFunction []
0x00007ffbd68f02b7 UnrealEditor-Core.dll!UnknownFunction []
0x00007ffcd096257d KERNEL32.DLL!UnknownFunction []

Crash in runnable thread Foreground Worker #1

cursive swallow
sly ridge
#

That just refers to this in the source code

#

So its still unclear what exactly its waiting on (found some posts on the Unreal forums that suggest it might be related to garbage collection but havent had any luck there)

cursive swallow
#

Ah, I see...

#

I do have the same WaitFrame wait for 16.9 ms on quest 2 and 9.4ms on quest 3, but on Pico, since it doesnt use OpenXR, the timer isn't there

sly ridge
cursive swallow
#

Yes

sly ridge
#

building with the PicoXR plugin still gives me a big Waitframe but its not clear where its coming from

cursive swallow
#

for quest are you using epic's openxr or the metaxr plugin?

mystic idol
sly ridge
urban igloo
#

Can I use HW raytracing reflections with static lighting and forward render?

cursive swallow
sturdy coral
# sly ridge

I think usually a large waitframe indicates you've already missed framerate somewhere else on previous frame and it is skipping the next frame, or sometimes several missed frames has caused runtime to go into a kind of half frame rate forced reprojection mode

hallow knoll
hallow knoll
sly ridge
native tiger
#

How do I add a static mesh to this target, Btw am using the widget in the default vr template .!

sturdy coral
# native tiger

target type is widget so you can't put a static mesh there, you need the visibility node for meshes

west sparrow
sinful finch
#

How do people typically test on an Occulus? Making and uploading a test build is not very efficient, is their any reasonable link cable or virtual desktop setup people would recommend? Cheers

rocky nexus
#

you make a build and install it on device, faster with iteration link/vrd or a proper headset :d might use psvr2 for that soon

west sparrow
#

i just use VR preview mode and occasionaly package it for the quest to make sure its still working

sturdy coral
clever needle
#

Hey, for our openxr based game, we had to switch to UE 5.4.2 because we have some other issues that are fixed in 5.4.2.. however since we updated we encountered some weird artifacts on some headsets (like the Valve Index), it seems to be specifically on the right eye. I managed to record this. does anyone have an idea how to fix this?

sturdy coral
#

what do you have that set to?

#

(clear scene)

clever needle
glad temple
#

Has anyone run into the problem where adjusting a materials/textures brightness doesn't change how it looks in the headset? I'm so confused as to why it looks darker on my monitor but on the Vision Pro it changes nothing.

digital cave
#

Steam next fest doesnโ€™t have a vr section. Incredibly disappointing

digital cave
hallow knoll
buoyant zealot
#

tin foil is a metal, too ๐Ÿ˜›

sturdy coral
reef willow
#

For Android on the Meta Quest,
The Web browser Widget is unable to scale the website to fit inside the 3d Widget Component. In desktop it looks fine.

reef willow
hallow knoll
#

@reef willow The Android webview texture resolution defaults small to save memory. You can change the size in your project's Config/DefaultEngine.ini. Under the [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] section add:

WebViewTextureSize=1024,768

Or the resolution you prefer

shell warren
#

Hey everyone!
A question for those developing for steam, how do you handle verification?
On the quest there is a simple verify entitlement node. Is there something similar for steam?

shell warren
foggy oxide
#

does anyone knows how to get the username or device name ?
im looking at a htc xr, but android would suffice.
i just need to deterministically identify multiple devices.

digital cave
foggy oxide
limpid widget
jade kettle
#

I borked the MotionControllers in a project based on VRTemplate. It works on a fresh VRTemplate but not in this prjoect. As far as I can remember, I didn't even touch the VRPawn

#

The controllerrs just lay on the ground, undetected

west sparrow
#

turns out my FPS issues on the quest 2 were due to the fact i didnt have "Start in VR" set in project settings... weird

prisma sapphire
#

Hey everyone, I'm encountering some significant challenges with hand tracking replication in my VR multiplayer game setup, and I could really use your insights. Hereโ€™s whatโ€™s happening:

Setup: Iโ€™m testing with two VR headsets. The first headset (server) starts the session, and the second headset (client) joins in.

Client Side: The client sees their own hands perfectly overlaid with their VR hands but can't see the server's hands.

Server Side: On the server side, I observe two pairs of hands; one pair tracks the clientโ€™s movements accurately. However, the other pair, which should track the server's own movements, is flickering and remains stationary.

Replication Settings: Both my left motion controllers are set to replicate, as well as the hand meshes. I've checked all settings related to replication and authority, but the issue persists.

I've attached screenshots of the BeginPlay event setup in my HandsCharacter blueprint for clarity. Any guidance or suggestions would be greatly appreciated!

prisma sapphire
sturdy coral
jade kettle
#

Thanks, but I just migrated the assets to a new project haha,

#

Possible not UE specific, but I've been working with a Quest 3 over AirLink. I've noticed that at times, the left eye would exhibit slight corruption and tearing, until you briefly take the headset off and on again

#

Then the issue is fixed

worn oak
#

How do ya'll generally test your game? Like I'm trynna make some quick changes and testing them, but this building and installing apk on a Quest 2 is way too irritating..

digital cave
digital cave
limpid widget
surreal spire
#

Hi all guys, I have just published my vr game on itch.io, if you want to try it I leave you the portfolio link and the trailer.

Link Portfolio: https://sites.google.com/view/francescocimino/trying-is-believing
Link Trailer: https://youtu.be/7W6GzomklTE

What is Trying is Believing? is a virtual reality product designed with the goal of significantly reducing kinetosis during gaming sessions.
It revolves around balance and fluidity of movement to provide a comfortable VR experience even for gamers sensitive to motion discomfort.
The main goal is to provide immersive entertainment without compro...

โ–ถ Play video
unborn nest
unborn nest
#

@hallow knoll The shadow issue is only visible on my Quest. It looks great on my Vive

neon geyser
#

Hello @hallow knoll, by any chance have you heard about an issue causing Quest 3 controllers tracking to stop working? (Tracking and also input) It happens very randomly sometimes when launching my game. The only way to get them back working is to trigger a bug report by pressing really fast several times the oculus menu button

#

I'm currently behind a version or 2 on the unreal engine oculus fork, so I'll attempt getting the last version but apart from that I have no idea what's going on

lime crystal
#

Is there somewhere a documentation about rendering best practices for VR? I managed to find bits and pieces, but you know, there are so much things to tick.
My current problem is bad texture rendering, like aliasing.

#

I'm using MSAA with forward rendering but it still looks pretty bad

digital cave
digital cave
# digital cave If your problem is specular aliasing then you can use this technique: https://ww...

It is good that you posted this aliasing question today because I have actually been trying to reduce specular aliasing today. Looking around it seems unreal might have the same technique as from the above video, but now as a checkbox. In your maerial try checking normal curvature to roughness. I have yet to test it...hopefully it helps https://www.reddit.com/r/FuckTAA/comments/174s5qr/specular_aa_functions_for_unreal_materials/

white junco
#

My Vr Preview is greyed out even when my device is connected, I enabled Opex XR Related plugins and Oculus sounds and Oculus online subsystems plugin too

digital cave
white junco
#

oh so if i connect it after opening unreal it will work?

abstract forum
#

Just make sure your VR is connected

limpid widget
# white junco oh so if i connect it after opening unreal it will work?

In later Engine versions (I think starting 5.2?) it detects when you connect an hmd and it will be no longer greyed out, on earlier versions you had to restart unreal.

But to be sure, try restarting unreal after your hmd is connected & openxr runtime is correctly setup (so if you use Oculus, you can use the Oculus Runtime and have the oculus app open. If you use SteamVR Runtime, make sure to have SteamVR running).

So you Also need to have Oculus Link or be in Steam VR Home depending on the Runtime.

white junco
#

it is working, i forgot to launch the quest link

lime crystal
jovial grove
#

๐Ÿ˜ฎ

west sparrow
#

ohhhh geeeez

#

hopefully 5.4.2 is around the corner :>

torn valve
#

Can I simply install UE5.2 + MetaXR, pick Unreal level and package it for Oculus Quest 2 without any issues? kappa_ross

#

i.e. without any startup crashes, without playing with SDK and NDK API levels

keen prawn
#

whats the default settings ppl use for VR these days? still forward shading and stuff?

#

the latest default VR template pretty much set up or do ppl change a lot on the settings?

#

havent used unreal in a long time and havent tried UE5 much at all.

#

might just pick up some of my old project again sometime

lime crystal
#

Does anyone knows why my Material Collection Parameters work in editor but not in shipping build on the Quest 3? Are there known problems with MPC and VR?

torn valve
#

okay so I tried UE5.2.1 VR template + MetaXR plugin + OpenXR but I'm getting

Plugin 'OpenXR' failed to load because module 'OpenXRHMD' could not be found.  Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

Is using MetaXR / OpenXR the only way to launch VR app on Oculus?

winged burrow
#

Hey guys, quick question: How Do I reset the player's view when starting a level?
When I start the level, my view rotation is off by like 30-60 degrees and clicking this fixes everything. In my VRPawn, the VROrigin and Camera have the rotations set to 0 0 0.

Can I reset the view when starting a level, like in blueprints? I looked all over the internet and even asked chat gpt but no luck. Thanks in advance!

bleak blade
#

Figured it out just set grab component to static

#

weird fix but fixed it nontheless

charred portal
#

Just to update ppl that instanced stereo appears to be broken for dynamic shadows in 5.4.2 forward rendering (VR)

#

You can disable instanced stereo as a workaround

#
r.Nanite=0
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
vr.InstancedStereo=False```
#

I was able to find a similar issue in UE5.4.1 ShadowProjectionPixelSHader.usf at line 149 which missed the mobile shading path.

#

Was wondering if anyone has run across a fix just yet?

charred portal
#

nvm found it... should have a patch soon ๐Ÿ™‚

#

@hallow knoll do you know if the multiview fix will make it in as well?

#

I can confirm manually patching these even in the launcher version of 5.4.2 works like a champ

#

๐Ÿ‘† Epic Games/UE5.4/Engine -> Replace shaders

keen prawn
past veldt
#

Is there a good starting point video on how to get started with vr in ue5?

sonic sierra
#

So many questions so few answers! ๐Ÿคฃ

buoyant zealot
past veldt
buoyant zealot
#

it's BP only

#

if you enable starter content you should see it, and afaik it's also an option in the launcher to create a project based on it?! ๐Ÿคท

past veldt
#

Btw does anyone know if the unreal-arduino bridge still works in the newest versions?

buoyant zealot
#

may be more fun to pick any mc which has wifi and use something like mqtt to talk to it

west sparrow
#

Arduino bridge? What could UE want to interact with an arduino for?

buoyant zealot
#

actual things ๐Ÿ˜›

#

bored of standing up to turn off the light? just make a virtual switch ๐Ÿ˜›

west sparrow
#

haha i also forget UE is used outside of game dev

past veldt
buoyant zealot
#

a protocol used for embedded devices, and UE has an MQTT plugin

#

and i'm certainly sure that for most microcontrollers there's also an implementation

past veldt
#

Hm wifi might be bad to work with with latency and nasty interferences

buoyant zealot
#

๐Ÿคท in my experience it was always quick enough

#

but i'm only testing like 2m away from my access point, still better than a cable tho ๐Ÿ˜„

west sparrow
past veldt
west sparrow
#

commited to memory

dreamy ivy
#

I created a tutorial showing how you can add VR to Epic/unreals new Game Animation Sample project. It's really cool to play around with in VR.
https://youtu.be/L9b6tHZwSns

#UnrealEngine #VR #VirtualReality #animation
โ–บ Join the Discord: https://discord.gg/gdxr-415153324099371008

โ–บ Description
Do you want to create a third person VR project using UE5.4? This this is probably the easiest way you can do it.

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

โ–ถ Play video
half geyser
#

very cool @dreamy ivy !

#

hey all,
i'm still super-stuck with making an APK for Quest3. I only have AndroidSDK 32 installed

#

but I get an APK out that throws this error when using sidequest:

Error
A task failed. Check the tasks screen for more info. PTSamples-arm64.apk: java.lang.IllegalArgumentException: Error: Failed to parse APK file: /data/local/tmp/_stream.apk: Requires newer sdk version #33 (current version is #32)

#

When I open the APK in Android Studio:
android:minSdkVersion="33"

#

in UE:

#

@dreamy ivy , it's 32 max for Quest3, right?

dreamy ivy
half geyser
#

thanks for this @dreamy ivy

urban igloo
#

I want to make 5.4 project for Vive Focus 3 standalone. Am I stuck waiting for Vive to update their plugin?

#

Docs are pretty scattered because of their multiple plugins. It gets confusing.

paper trout
#

hi there - can someone point me in the right direction for using my quest pro to track my position in my room and apply it to my position in a game level?

atomic drum
#

updated, back to work for me tho ๐Ÿ™‚

#

The only real difference in setup is that the JAVA_HOME configuration does not need to be adjusted, and there is no need to disable OpenXR when using MetaXR for stuff.

past veldt
atomic drum
paper trout
#

im wondering if this is because i didn't install ue4.2 to C:

atomic drum
#

What step are you on?

paper trout
#

Unreal Engine Android Setup

  1. Launch the โ€œUE_5.4\Engine\Extras\Android\SetupAndroid.batโ€
atomic drum
#

Did you reboot your computer after installing the Android fun?

#

Thereโ€™s a few bits of Android you need to install, like the sdk, tools etc; lots of Android stuff

paper trout
#

so i had followed your previous guide for 5.3 a little while back and it seemed unchanged from that documentation

atomic drum
#

Just a few minor changes

paper trout
#

would it make more sense to uninstall everything and start fresh?

atomic drum
#

nope you should be ok with updating

#

Epic updated the SetAndroid.bat so it doesn't need any fun JAVA_HOME editing

paper trout
#

ah okay

#

so would i update JAVA_HOME? or just ignore runing that bat?

atomic drum
#

You should be ok to just run the SetAndroid.bat without doing anything these days

paper trout
#

so when i run this one, its giving me that error

atomic drum
#

I tested it both ways, without doing anything after installing Android stuff, and with editing the JAVA_HOME (incased people wanted to do that)

paper trout
#

so i can ignore that error?

atomic drum
#

nope

#

what does your JAVA_HOME point to?

paper trout
atomic drum
#

did you install the JDK 17.0.10?

paper trout
#

ugh i am so dumb

#

so i change it to point there

#

?

atomic drum
#

Edit it to this

paper trout
#

cool that's set up but im still getting the error

atomic drum
#

you need to reboot

paper trout
#

okay brb

#

thank you

atomic drum
#

Don't thank me yet, could be you found an issue

paper trout
#

okay i am back

atomic drum
#

wb

paper trout
#

so running the bat

atomic drum
#

yay

paper trout
#

results in the same unable to locate sdkmanager.bat error

atomic drum
#

boo!

paper trout
#

ha!

atomic drum
#

And you have all the SDK stuff installed, nothing new from 5.3.2 tbh

paper trout
#

i think so

#

how would i double check

#

my android studio version looks right

#

Android Studio Flamingo | 2022.2.1 Patch 2
Build #gameplay-ai-222.4459.24.2221.10121639, built on May 12, 2023
Runtime version: 17.0.6+0-b2043.56-9586694 amd64
VM: OpenJDK 64-Bit Server VM by JetBrains s.r.o.
Windows 10 10.0
GC: G1 Young Generation, G1 Old Generation
Memory: 1280M
Cores: 24
Registry:
external.system.auto.import.disabled=true
ide.text.editor.with.preview.show.floating.toolbar=false
gradle.version.catalogs.dynamic.support=true

atomic drum
#

in the Android Studio, theres a little gog in the bottom left

paper trout
#

check for updates?

atomic drum
#

on this screen, see the gog down there?

paper trout
#

bottom left? yeah

atomic drum
#

of fuck they moved it!

#

lol

#

its under the menu top right now

#

SDK Manger

paper trout
#

ooh ok i have sdk manager up

atomic drum
#

looks good, and under the SDK Tools tab?

paper trout
atomic drum
#

Under the Android SDK Command-line Tools?

paper trout
atomic drum
#

looks ok

paper trout
#

maybe android emulator and hypervisor being - instead of check

#

?

atomic drum
#

lets do the old fix

#

open your enviroment vars again

paper trout
#

opened!

atomic drum
#

delete JAVA_HOME

paper trout
#

gone!

atomic drum
#

ok that window and ok the System Props window

paper trout
#

ok^2

atomic drum
#

then Run the SetupAndroid.bat again

#

(it'll recreate the JAVA_HOME)

#

...should, maybe

#

lol

paper trout
#

im not sure if that meant it worked or not

atomic drum
#

Do you have the NDK_ROOT and NDKROOT set ok?

#

All this stuff

#

As in stuff related to Android and JAVA fun

paper trout
#

oh i dont have those whatsoever

#

i wonder why i dont have those

atomic drum
#

Epics script adds them

#

But it can't find Android Studio

paper trout
#

snake eating its tail

#

would it have to do with android home's path?

#

or these being ticked and not checked / needing updates?

atomic drum
#

You can check in "C:\Users\cianf\AppData\Local\Android\Sdk\cmdline-tools\latest\bin"

atomic drum
paper trout
atomic drum
#

theres the sdkmanager it can't find

paper trout
#

is there a way to tell it to look there

atomic drum
#

in the comandline-tools folder was there a "lastest" foder?

paper trout
#

there wasn't

#

it just says 11.0

#

should i rename or create a latest folder

atomic drum
#

hmmmmmmm

#

what if we install the latest?

paper trout
#

13?

atomic drum
#

I'm installing 13! fck it

paper trout
#

do i check that

atomic drum
paper trout
#

okie dokie installing

#

skratt as the kids say

atomic drum
#

try now SetupAndroid.bat

paper trout
#

IT WORKSSSSSSS

#

OMG

atomic drum
#

yay

paper trout
#

@atomic drum ! @atomic drum ! @atomic drum ! @atomic drum !

atomic drum
#

so it was the "latest" issue, come on Epic spash a fix for next time ๐Ÿ™‚

paper trout
#

i really can't thank you enough

atomic drum
#

I'm doing a APK build now to test we didn't break something

paper trout
#

the effort you put into helping people doesn't go unnoticed and you're really doing wonders for the community as a whole

#

it's shocking how little epic puts into explaining how to get vr dev up and running

#

same with meta

atomic drum
#

I'm just sharing what I learn on this setup stuff, maybe more people will make VR stuff and help me, I get stuck all the time ๐Ÿ™‚

paper trout
#

hoping i can pay it forward in full real soon

atomic drum
#

Epic and Meta are busy; they could pay me to update the docs, lol

paper trout
#

they really should lmao

#

i imagine you're one of like 15 people who know how to get it working and why it works

atomic drum
#

Looks like it all built ok, so I'll update the guide

paper trout
#

appreciate you! gonna try to get it working

atomic drum
#

I worked at Sun Microsystems on Java back in the day, so was forced to understand all this Java stuff. I also worked at Google and was made to learn all this Android noncense - its never big things, just little gotchas.

paper trout
#

that's wild!! you've really seen the whole story from a birds eye view then

atomic drum
#

Basically nobody has a clue where there doing, including me haha

#

Just tested the APK on the Quest and its running ok, all golden

paper trout
#

just on this step

#

does this mean leave the edit/plugins window open, then open the oculus desktop app, then put on the headset and do that

atomic drum
#

you can close the edit/plugins window

#

Meta keep telling us the VR Preview is a bit of a mess currently

paper trout
#

you'd think making that not a mess would be the most important thing haha

atomic drum
#

Getting it to work at all seems to be tricky

paper trout
#

on the meta xr simulator part - i am extracting meta_xr_simulator_v66

#

then im going to a folder with that name, and taking the .tgz file out and into the unreal projects folder

#

and then when i extract that file i get

#

"com.meta.xr.simulator.tar"

#

is that right?

atomic drum
#

tar is a compressed file, you need to uncompress it

#

they .tgz it again, hahahaha, that team are muppets

paper trout
#

so i just extracted it with 7zip

atomic drum
#

I wouldnt even bother with the simulator

paper trout
#

okie dokie!

atomic drum
#

It still works and stuff, but dang

paper trout
#

what does the simulator do?

atomic drum
#

It opens an app where it simulates the controller movment etc, so you don't need to use the Meta Headset, hardly works and not very useful.

#

No idea why they keep making it tbh, but they do so I show how to set it up

paper trout
#

so im trying to press the play level in vr button and it takes me to a black void

#

and seems to also open steamvr

atomic drum
#

VR Preview?

paper trout