#virtual-reality
1 messages · Page 16 of 1
I am using 'Add loading screen splash' node and it seems to crash the editor and game if playing in PIE or a build - is anyone else experiencing this? This is in a 5.5.4 build - anyone got an idea on how I may fix this (bypassing the nodes works - but I would like an xr splash screen!)
node comes from this openXR plugin
well, that's a Meta node.. https://developers.meta.com/horizon/documentation/unreal/unreal-loading-screens/
This section describes adding loading and the splash screen to your Unreal app.
Yeah, but crashes on Meta. And crashes any headset tbh
is there a way to set the hmd's camera height?
im using gdxr for most of my locomotion but its camera height setup isn't working
my meta boundry also seems to sit above the floor of the level
please have some one here use Meta shared Space Example before ? want to figure out some process. where are the custom events in Game Instance called for execution ?
I just want to understand how it works. went through their documentation already but does not really clarify my doubts.
probably in c++ somewhere, if blueprint search fails
the second one is called in C++ in the plugin
there is a is initialized node in OVR platform that works much better
Hi!
How can I design a VR menu? I would like to see how other people have done it. To get some ideas.
Thank you.
There's a simple example of a hand menu in the VR Template
Has anyone else found when closing a UE build/running game while using Meta Quest3/Link there is a very loud and annoying buzzing sound in the headset after the game closes? trying to work out how to stop this as it is extremely annoying! I find it happens on some store games as well occassionally but happens every time with my UE builds
make a quit function that shuts down audio activity cleanly and hope the user uses it instead of quitting from the sytem menu? not sure if you can detect a system menu quit via api
Hi Guys, so i enabled FFR in my XR Game, i packaged it as Development if its matters. I use fixed Level 2 FFR , and i get better Perforance but in the Field where FFR steps in around the sight Things get Frozen and its Glitching. Its liek it wont Update the Area around the Eyes. (ITS ONLY IN THE LEFT EYE) What could it be?
Yes, but it is very simple. I'm asking about the design. Thank you.
Yeah I do have that already if the game is manually quit. Unfortunately if the user forces a shutdown in whatever way - I have not found a way of stopping the audio
Can anyone help me understand what am I missing here?
I have nav mesh added, but when it comes to teleport, the distance is very less than usual
check lumen and nanite are off? 🤪
you don't necessarily need a navmesh to teleport, but if you have a player capsule perhaps it is colliding with something in the scene
Hello! has anyone a idea how to implement a weapon slide with a full body? attachment wouldnt really work so im kinda out of ideas
Checked! 😅
Anyone know how I can set and change the app graphic and game details as it appears on the Meta link app page? All I seem to be able to get is the UE logo. This is a PCVR game that does not use the meta plugin?
Thanks for the inputs, I tried placing the Player start a bit up, but that didn't helped
Hey there I am struggling with these issue. There's like a strobing effect on my left eye. If I close my left eye its fine. I've tried disabling instanced stereo and mobile multi view with no luck. I also made sure to turn of Lumen and Nanite. Still the same result. I'm just running the demo scene with no changes. I just loaded in the Meta XR, Meta Platform Plugin, and Open XR plugin. Any suggestions? I tried 5.3 and 5.5.4. I am working on meta quest 3
https://www.youtube.com/shorts/_11bp5B0oEs
One detail that isn't quite visible in the video above is the the flashing region shows the perspective of a static camera that isn't tied to my head movement.
Hi guys, I have a small problem.
I created a pointer and I'm trying to make it collide with the 3D widget
But I don't know how
Hey everyone, I recently tried enabling the substrate materials in my project and it terribly failedloading the project and crashed. But even after revert back the changes, I am not able to load the project. Also, tried recompiling the source build and tried running the project with substrate materials enabled, still it is failing with the above error message.
Any help would be really grateful
I am using Unreal 5.4.4 and Interaction SDK 71.0.0. Yeah I was running on the editor via VR preview
vr preview should still work with the older ones, just editor standalone game was broken so must be something else
Is it confirmed if Precomputed Visibility works in Unreal 5 (on Meta Quest)?
I keep reading conflicting things
I can confirm that I've used precomputed visibility in headset successfully w/ UE 5.2 meta fork. I used RenderDoc to verify.
I do this in my GameInstance and it doesn't work - I get 72fps in my Windows build (5.5.1 Meta fork)
how do I set 90Hz for Windows?
Hey there I'm getting pretty desperate with this issue... There's like a strobing effect on my left eye. If I close my left eye its fine. I've tried disabling instanced stereo and mobile multi view with no luck. I also made sure to turn of Lumen and Nanite. Still the same result. I'm just running the demo scene with no changes. I just loaded in the Meta XR, Meta Platform Plugin, and Open XR plugin. Any suggestions? I tried 5.3 and 5.5.4. I am working on meta quest 3
https://www.youtube.com/shorts/_11bp5B0oEs
One detail that isn't quite visible in the video above is the the flashing region shows the perspective of a static camera that isn't tied to my head movement.
At this point I don't even need help fixing this issue! Just describing what the hell is going on lol
does it happen in pcvr?
No I don't think so
One strange thing to note is that the image seen in the PC VR matches the capture seend in the boundaries in the artifact i'm describing above. I.e it's a static capture that's somehow fighting for attention on the left eye. I've made sure to delete the spectator camera in the template scene. So I don't know why this is happening
you dont need any meta plugins to test if it works on quest 3, it should work out of the box. perhaps that would help narrow it down. i recon seeing stuff like that when it was unhappy with random settings, but that probably should not happen in a fresh template
Yeah I tried with no meta quest plugin at first. Then my application is stuck in the splash screen forever
After doing some reading I'm thinking it might be the spectator screen somehow lingering? I deleted in the scene but maybe there's some remnants. Chat GPT tells me to check Spectator Screen Settings
Platform > VR > Spectator Screen Mode Off
It might just be hallucinating though..
Hello, is there a preferred way to fix the character hand mesh offset that can occur in full body IK relative to the motion controller's actual positions?
If I just set the motion controller transform as the character hand mesh's transform, the hand appears slightly offset in position and rotation.
I'm trying to disable spectator screen mode, by changing DefaultEngine.ini but am getting this error:
[SystemSettings]
vr.SpectatorScreenMode=0
LogPlayLevel: Error: UAT: LogWindows: Error: begin: stack for UAT
LogPlayLevel: Error: UAT: LogWindows: Error: === Critical error: ===
LogPlayLevel: Error: UAT: LogWindows: Error:
LogPlayLevel: Error: UAT: LogWindows: Error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp] [Line: 2952]
LogPlayLevel: Error: UAT: LogWindows: Error: Console object named 'vr.SpectatorScreenMode' can't be replaced with the new one of different type!```
Hello, working in VR with Meta's own version of Unreal Engine 5.5, projects appear with Lumen selected and locked, as well as the Virtual Shadow Maps option. Does anyone know how I can modify these options to remove Lumen and select Shadow Maps?
I imagine that it can be changed directly in the project and that it will not be necessary to directly modify the ".ini"
Solution: It's because Forward Rendering was initially set, in my case, as it was selected by default when using the Virtual Reality Template. It's completely counterintuitive that Lumen and Virtual Shadow Maps remain blocked, as it would seem to indicate that they are mandatory when they indicate the opposite, that they will not be used (apart from not indicating why).
I found the explanation in this link
https://dev.epicgames.com/community/learning/knowledge-base/nzMO/unreal-engine-enabling-baked-lighting-in-ue5#disablelumen
"If your project has Forward Rendering enabled, this setting will be greyed out and un-selectable. This indicates that the setting is not supported with your current project configuration, and Lumen will not be used in your project. "
Hi, could someone tell me why when I simply launch the Meta sample for mixed reality, everything goes black inside the headset and nothing works (while in the editor everything is displayed)? I have obviously set up the project correctly following all the instructions in the documentation, but everything is black.
I discovered that by launching the game in standalone (I work on Quest 3s) it works, I can't understand why from the editor on PC, with the headset connected in Link, instead everything appears black, can anyone help me?
you have to enable special access settings for that
where? i've enabled every special access in Meta Quest Link app and follow the documentation about project setting
furthermore, i try to create another project where, if I activate the passthrough from project settings, this is the result, total absence of virtual components, on the contrary if I do not activate it everything is completely virtual and without AR
idk exactly but you have to set multiple settings on both pc and quest, see gdxr tut on youtube
gdxr is about vr, i'm working on ar, gdxr uses an own custom template, i'm using Meta XR plugin
and i was following every steps in Meta documentation
How do I go about setting this variable in my DefaultEngine.ini?
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp] [Line: 2952]
Console object named 'vr.SpectatorScreenMode' can't be replaced with the new one of different type!
Currently I have:
[SystemSettings]
vr.SpectatorScreenMode=0
So
[SystemSettings]
vr.SpectatorScreenMode=ESpectatorScreenMode::Disabled?
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp] [Line: 2952]
Console object named 'vr.SpectatorScreenMode' can't be replaced with the new one of different type!
probably just disabled
but perhaps that error means something else, checking what line might be useful
Same issue with Disabled.
Hey there I'm getting pretty desperate with this issue... There's like a strobing effect on my left eye. If I close my left eye its fine. I've tried disabling instanced stereo and mobile multi view with no luck. I also made sure to turn of Lumen and Nanite. Still the same result. I'm just running the demo scene with no changes. I just loaded in the Meta XR, Meta Platform Plugin, and Open XR plugin. Any suggestions? I tried 5.3 and 5.5.4. I am working on meta quest 3
https://www.youtube.com/shorts/_11bp5B0oEs
One detail that isn't quite visible in the video above is the the flashing region shows the perspective of a static camera that isn't tied to my head movement.
One thing I tried is disabling spectator screen mode via the blueprint exposed function (also exposed via c++) inside of my controller begin play. I also made sure to delete the spectator camera in the scene found by default
hello! whats the current method to attach the HMD to the actor so the center is below the camera? or just any method so i can rotate the hmd camera in the center of the rotation.
move the actor under the camera?
the actor is parent to the camera and the camera is lock to the HMD so if i move the actor the camera also moves
can you share a diagram?
thats how i currently rotate the character but thats obviously wrong
https://blueprintue.com/render/8m_yuj_c/ something like this might help
thank you! it kind of works but now the skeleton moves if i move my head so the hands are no longer at the location of the motion controllers
i got it like this now
ok i fixed everything, it works great! thanks for your time and help!
Great! What are you making?
im creating an fps dungeon crawler shooter with VR. im actually a guy without any programming skills and im very proud how far i have come! without the help from people like you it would be a mess. thanks again! 😅
Best wishes! It's fun to learn, and making in VR is even more fun
i very much agree! thank you!
i dont know much about technical stuff but since i kind of have the same issue maybe i can head you into the right direction: the Open XR plugin can be very picky with your Hardware for example if i dont have my headset on my head while starting the engine (the index goes in sleep mode if not on the head) the pugin wont recognize my controllers.
so i get the same effect if i close the VR preview and put down my headset to early, so my headset changes from the game into the steamVR loading screen and i get a slow flickering on one eye kind of like in your clip. so my noob suggestion would be to see if your headset and stuff is actually properly recognized by the pugin. i also extremely struggled with the OpenXR pickiness.....
Could you verify if this happens without Meta's plugins? Just create a new VR Template, package it and deploy without changing anything. Another thing to check would be to go through Meta's performance tool (I can't remember what it's called). It tells you to enable certain project settings which some of their features require
hey folks, wondering what people's experience has been using the Unreal VR Expansion Plugin for networked VR experiences. Just looking for people's impression, if it was easy to use, if the networking was good, if they noticed any issues. I'm currently considering writing a component to network hand positions based on the movement component.
I tried disabling the meta xr plugin but if I do that I can’t get passed the splash screen
build it for pc
hi
has anyone used 5.6 branch with PC VR ? Is it stable enough to start using ?
I've been developing a Pico app for over a year. Never really had an issue with it. But since the weekend I've been met with a "Verification Failed" error pop up whenever I try to open the apk. This same error applies if I try to open a once working apk from over a year ago.
This is on a Pico 4. But I also have a Pico Neo 3 Pro Eye and that headset doesn't have this issue at all? I've search all over Google and haven't found a solution. I've contacted Pico developer support and I'm awaiting a response but I thought I'd ask here in the mean time.
Any help would be greatly appreciated.
on windows with meta I think it's only settable in the airlink settings and game can't change
yep, figured it out 🥲
has this problem for a while, internet doesnt help
randomly (i tried this 3 seperate times) my hands will straight up dont work
they are on 0,0,0
brand new project, new template, added to exisitng project
0 changes
hand dont react, dont move, cant grab, no reaction
nvm unreal is just shit for vr
I am trying the Meta XR interaction SDK, and wanted to implement the object grab functionality. I have followed the documentation, but still it's not working.
Can anyone help with what am I missing here?
Screenshots and more details: https://github.com/oculus-samples/Unreal-InteractionSDK-Sample/issues/8
Got it working by reverting to Meta XR Interaction SDK v69. The later versions are not at all working(most probably the documentation is outdated now)
ok, it seems that Epic's UE5.5.4 is slower than Meta's 5.5.1 on 2060 / Win10 (PCVR)
not much, but it is
precaching works.. I guess my workstation is fast enough there precaching happens instantly (but on i7-7700/HDD it's as slow, if not slower than on Quest 3)
hey guys ! I still find it really difficult to test replications on my local computer with a single headset. please does any one have a technic or something ?
totally missed this message.
it is the best vr plugin and the networking is extremely efficient. Also the discord is great to get help directly
hmm, interesting
thanks for the reply
I asked this a while back but still not able to resolve it - does anyone get a very loud/annoying buzzing noise in the headset (Quest 3) when closing an Unreal app, using Link or Virtual Desktop? This is happening with my build and I cannot find a solution - this happens when closing the app using an Exit button (where I first stop and silence all running sounds first) and also happens if the app is force-quit.
This also happens on some other app store apps as well so I am assuming this is not just a problem with my own app.
I'm looking to do a Keep Talk style game, where I have a user interacting via keyboard and monitor, while another player is on VR using the same PC. What's my best option?
VR spectator? Web with REST?
is it for PCVR or untethered?
PCVR but with Vive Streaming wifi.
I'm just shocked at the lack of info. It seems like such a common use case?
So far, PC spectator doesn't have interactive menus.
Hey everyone. Hope you're doing well,
I am having this issue of the player becomes bigger in size and smaller by itself. Is there any who had this issue before or something similar? Appreciate all comments on this.
Thank you.
you sure its bigger and not just higher up
https://fab.com/s/4ec4882dfdd9
https://www.fab.com/sellers/Base Reality
VRM Physics Hands started as a small side project — something I planned to finish in just a couple of weeks. The idea was simple: break out the VRM hand system I’d been using in my own VR development for years and release it as a standalone version.
But like most dev...
that's surprising, we did this a while back in unreal 4 but we had to compile a custom engine
I thought this would be solved issue by now
anyway, in this use case, a REST api seems like the wrong solution
@jaunty fiber could you please help with my issue above?
sure, i'll give you my thoughts
Thanks a lot!! @jaunty fiber
My impression here is that you are not actually shrinking/growing. you are just being placed up high
either your spawn location is actually offset from the ground too high up, or you have a collider inside your character blueprint that is colliding with the bench behind you causing UE to find a valid position
it seems you get reset to this high position when you re-enter the first room, so it's likely NOT the spawn location but it could still be caused by a scene component set too high or a collision is forcing the VR character to spawn higher
you could try removing or moving the bench behind your even further, or simply re-placing your location marker that decides where the player should be located when they enter the room
What I'm looking is something like the Remote Control API. I'll have a little control page on mobile or desktop controlling the VR game. RC won't work for me because it loses connections when you switch levels, and you can't open levels with it. Building a listener like RC seems like my best course. Unless I'm missing something easier.
yeah i don't think remote control is the tool you want because it has a different context in mind
in your case, pcvr, both players are already on the same machine
you should approach this more like a coop game where all inputs are on the same machine
@urban igloo I did a Livestream back in 2019 with a project file download. The project files contains a VR Spectator Camera with a setup that has menu inputs. It's a bit hacky as it's using a 3D Widget Component in front of the spectator camera but the final result works as you would expect w. the mouse and keyboard player being able to click menu buttons: https://forums.unrealengine.com/t/unreal-engine-livestream-creating-a-vr-spectator-camera-feb-21-live-from-hq/122554
WHAT On this week’s livestream, learn how to create a project agnostic, VR spectator camera in your UE4 project. Our team will also demonstrate how it can be used to record trailers for VR games, or to create local asymmetrical multiplayer games. Make sure you have 4.21 installed if you want to follow along! WHEN Thursday, Feb 21 @ 2:00PM E...
The same method works in UE5
@hallow knollhave you heard anything regarding metas plans to support rgb camera access? The source code is buried in a Unity distribution, which also features a breakout to a texture node. Seems like a lot of pushups to implement the camera2 based source, which has limited documentation, and a lot of reiterated effort to have all UE devs implement it locally (as opposed to some parity in engine support from the vendor)..?
this came out in v74 and there seems to be updated v76 docs for Unity/source, and still zero info for UE
depending on what you want, you can show the environment with poke through technique
if you just want mixed reality
Anyone used Variant Managers in VR?
While trying to call getActors() from a particular variant, I am getting this:
Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetActor_ReturnValue". Node: Branch Graph: ForEachLoop Function: Call Variant Actor Action Blueprint: BP_Configurator
I tried adding delay of 0.5 and 1 second while fetching the actor from the variant, but still got nothing.
I won't be able to connect my meta quest 3S with my PC through link cable . Can anyone help?
Hey guys. Im creating a co-locarion vr multiplayer game. I want to test it with friends. I have two quest 3, logged in with the same account (mine). Ive put the app on quest3 with meta dev hub and dashboard (set up with an org).
On launching the app, it says i cant play the same game at the same time feon the same profile, so i added my friends account, but he cant see the apo even if i clicked on share apps on this device. I added him to my organization and this app, but he still doesnt have it ready to download. On his meta horizon app its says “purchased” but he cant downlaod it.
I would appreciate any help im starting to go mad.
Hi everyone! Anyone used the Oculus Fork and managed to get the tonemapper working? Or is there any other performant way to perform a fade on the Quest 3?
I used it a long time ago, i had to run r.mobiletonemapsubpass 1 or something like that.
Nowadays i just put a cube above the player camera and give it a unlit translucent material with disable depth test=true.
I then animate the opacity with a material parameter collection
Thanks! I ended going with the solution you suggested 🙂 Seems to work well, doesn’t seem to be too heavy though I’d imagine a tonemapper is cheaper.
hey is anyone here familiar with the meta movement's sdk? i'm trying to expose my wrists rotation so i can clamp it
why does this work differently in VR? client never calls it 😄
Are there any suggestions to get alpha masked materials to look better on forward render standalone hardware (Quest 2, 3) ? Looks great in editor, but terrible on device
Already using MSAA x4, they are so crispy and fit bad in the scene.
well, it's worse if the textures are not clamped
Are you using alpha to coverage?
So, anything cool for VR in 5.6 ?
Is it even released?
Anyone has experience with Mobile HDR on Quest 3 (on UE5.5) with static Lightning? this just won't work when im building, the scene appears completely black on Quest (except for Movable objects).
Me too, but, on the second launch, everything come back
@compact ravine @tall dome I heard from Meta it is not recommended to use Mobile HDR on Quest 3.
_
Guys, has anyone tried using the Meta VR Interaction SDK for Unreal Engine?
All I need to know is how to make the pointer click using the button I specify.
For example, I want the pointer to click when I press the A button on the controller.
it's fine, but it only works in Meta's 5.4.3 v68 and 5.4.4 v69 😂
it doesn't really "eat" too much of performance, but I only tried bloom and the scene wasn't that complex
@tall dome ^^
Have you ever encountered the issue of jagged or rough edges in the Meta VR app before, and do you know how to fix it?
I'm having issues with emissive textures. I thought HDR would take care of that
What is the problem?
For some reason, emissive effects aren't rendering at all on standalone builds for the Quest 3
Make sure the material and Post Process compatible with mobile
fyi, HDR hits performance hard....
No. Do you have MSAA x4 turned on ?
It doesn't in 5.4.3 v68, although might be scene dependant
What version of UE ?
5.5
Mobile HDR is broken there
I am not even sure if Epic's UE has working mobile HDR at all
With MMV enabled that is
Is there any solution ?
yeah - don't use Mobile HDR 
or downgrade to Meta's 5.4.3 v68 fork
I think it works in 5.4.4 v69 too
or wait until 5.6.x Meta released
5.4.4 is unreal version or meta plugin ?
Too long, need to publish until july
I wouldn't count on Meta though, because key Unreal Engine engineers no longer work there (either left Meta or were moved onto AI)
no, Epic's UE + Meta's plugin won't do, because Meta does changes in the engine's source.
You need to build Meta's source fork in order to get goodies (faster forward rendering with dynamic lights, Mobile HDR, etc.)
alternatively, if whatever needs to give off bloom is static geo, bake it
it won't be as actual bloom, but better than nothing
Guys, I can't believe no one has used the Meta VR SDK add-on. The documents for it are few and I need help with something simple.
Follow the official documentation instructions and you'll be on the right track. If your English is good, then nothing can stop you 👍🏻. imagine there are people developing apps without even knowing English ☠️
I mean, I've been doing this for a looong time 😅
I kinda gave up on standalone because of how Epic treats standalone and how Meta treats UE (because of how Epic treats standalone)
was there some comment about Metas UE engineers or is that your deduction from the release cadence?
no, I just checked previous engineer's LinkedIn and it says that he is in Meta's AI divison now. Previous to that one left Meta (works at Valve now). There is one dev being semi-active on github, but he hasn't replied to most issues posted.
also yeah, the timing between their releases is too long these days
also there are literally copy/paste release notes from two older releases. As if they only updated old integration to the new one without any bug fixes or/and new features.
XR gets more love than VR, that's for sure. Audio too. Interaction SDK does too.
but the core issue is performance
yes 100%
it's just not attainable for some people (like me) 😓
but, before you switch to Unity, watch this:
Unity has not been popular lately, and the latest drama will not make them very popular. Apparently they've been emailing indie devs to try and get more money from them for a Unity license fee. But when they emailed RocketWerks claiming that two employees who didn't work at their company needed to buy Pro Licenses that cost over $2000, and that ...
🤯
pft jsut roll your own engine!
hey all - has anyone figured out how to get meta's movement sdk working with vive trackers simultaneously yet? it's been a hot minute but last i checked steam vr crashes completely with unreal open and meta's xr runtime enabled
another question!
does anyone know how vr chat prevents character sliding when moving around? i figure even if i could get a vive tracker to work for positional tracking on my hip, it still would cause some movement whereas in vr chat most avatars seem pretty still if they're moving a bit while standing in one place
hey is there a reason the out of the box grab component needs to set the parent object to have physics?
i want to make it so my selfie camera doesn't collide with anything so it doesn't send my character flying if it accidently hits me
when i unpin the set the collision profile nodes in the grab component grabbing doesn't work
even if i have my make array include a custom profile preset that has ignore all
it could turn physics on after you drop it
without physics it will just sit there
also, you can never have too many offsets, until they fight eachother or confuse you later 🤪
true thing
I have an issue where when I have r.Mobile.TonemapSubpass=1, I will occassionally get what I can only describe as eye tearing for 1-2 frames every 30 seconds or so. That lens will just show black and yellow squares. If I turn r.Mobile.TonemapSubpass to 0, then I don't have the eye/screem tearing anymore. But we'd really like to use r.Mobile.TonemapSubpass so we can task advantage of CameraFade working. Does anyone have any suggestions? Currently using Oculus 5.5.1, Quest 3 standalone and FXAA (though Im attempting to investigate if the problem exists on MSAA too)
stick a mesh in front of camera if fade is all you need
That would work. But it's not exactly elegant 🤔 and a bit more painful to manage long term too.
I like simple solutions, though... Can't always be picky
I have a problem with my VR hands controllers! where the hands of the Simulated proxy and autonomous proxy on client side are both controlled by the controllers of the client at same time. meanwhile on sever side everything looks okay.
want to precise, I have separate blueprints for Left and Right hand (replicated), then spawn on begin play in character Bp (on server) and attached to Origin component.
the problem seems to be that the default grab component enables physics on grab
but when i detatch the nodes that do that, grabbing doesnt work at all
even if i have the object being grabbed's collision profile set in the objects the sphere trace is looking for
mebbe have it print whether the collisions are enabled at that instant
switching these to what they are now seems to be working for now? its still packaging but didnt stop in the first second. They used to be ASTC, Use project, Use project
Unable to find target 'UnrealGame'
might have better luck asking in VREP server or #packaging
it did not work in the end
Guys, has anyone faced the problem of jagged and not smooth images in VR and found a solution?
Do you mean aliasing?
good question, not super clear what you mean by that. can be many things, but aa is a decent guess
Yes, I have a problem with the aliasing not only in the mesh but also in the pictures and materials that contain pictures.
how would i make gorilla tag movement in UE5, I understand that in Unity you can just drag and drop a Gorilla Locomotion, but UE5 is not unity :3
Explain more
Create a VR game that uses the Hands to walk and push off of things
Like Gorilla Tag.. Or more of an Animal Company type, as Animal Company has a sort of recoil while Gorilla Tag is Stiff
You can use mipmaps to reduce texture aliasing issues. Basically the textures just get blurry as you move away from them.
any recommendations for a good sword slicing plugin?
@spiral anchor im totally going to use this as a joke
does anyone know how to change the size of BP_VRCharacter (Im using VR Expansion Plugin Example Project). I can change the cylinder collider half height and the cylinder changes size but the camera and hands are still at the same height as previous rather than shorter
I've already used them and there's still some aliasing , also in the default example project the quality of things is aliasing
I expect the quality to change after export, I think this is the likely reason.
This is PC or on standalone Quest?
Meta Quest 3 link
so, PC VR then
for those with a quest 2/3 how do you use your headset during development. do you use meta link or virtual desktop? or something else like pushing the package to the headset and running standalone? every method of these ive tried i just keep running in to issues that make developing on the headset a terrible frustrating experience.
welcome to VR development!
I use oculus link if it's a quest only project, or a bigscreen headset and index controllers.
Also important is the ability to test via pie / desktop
everything works "great" in pie with quest link but eventually a day goes by and the software decides to no longer connect to headset forcing me to reinstall software and force power off the soft locked headset...
going to try to not update link software for now and see if that fixes it. will just have to deal with snoozing every 4 hours. just seems like a software issue somewhere in the chain
like i hit launch link in the headset and then the headset soft locks loading, the software needs to force end task and then i need to repair/reinstall link for it to work again 🙃
and does anyone know a good resource / tutorial for packaging to different headsets / vr platforms. just tried to package the default vr template for 5.3 to quest 3 and failed when side loaded to headset...
You'll find some helpful links here for building for android
sorry where's here?
not gonna lie sometimes i barely know where i even am especially with the inception of vr worlds. is this even real life...
does anyone else get some jitter when using the meta movement sdk? even in their sample project i seem to be getting a bit of jitter
When did UE5 split VR motion controllers into Grip and aim for both left and right? which one should I use as subsitute in IK?
the ones that hand skeletal meshes connect to?
Designing full body animations for VR can be a pain, fortunately there's a plugin for that. The UBIK or Upper Body IK Plugin is a fantastic plugin that helps with animating the upper body of a VR character using three simple transforms. I will walk you through installing this plugin as well as how to get a quick and simple Upper Body IK animatio...
am using grip controllers and will see if it works as I need it
I'm using Instanced Static Meshes to keep performance under control, on quest3 standalone
However, when running in standalone mode on the headset, I'm getting insane lag (see second screenshot).
On PC, everything runs fine, and draw calls don’t seem high (we’re staying under 500 everywhere).
I’ve tried pretty much everything:
- Switching to ISMs
- Disabling collisions
- Using instancing via the modeling tool
- Using just a single static mesh
- Lowering texture quality and LODs
- Using Instanced Packed Actors (which actually work fine for things like shelves)
But nothing seems to fix it, and it’s putting us seriously behind on development.
Any help would be massively appreciated
time to run unreal insights! but it looks like game/draw is fairly okish, so it probably wont help all that much
might try to disable occlusion culling, see if it changes anything
pictured scene doesnt look like it should take .25s to render ;d
afaict, instancing doesn't really work well with culling. if you have instances all around the camera, the actual actor is always visible to the camera
one other thing that is kinda busted, is dynamic resolution. if you use forked engine and have it enabled, it is stuck at max, which is way to high
Has anyone written any Vision Pro arkit/room API plugins? If not I'll do it
Guys, if I have the apk+obb file, how do I install it in Meta Quest 3?
Guys, it turns out that MetaQuest doesn't support HDR.
Also, using Sphere doesn't give me good results for 360-degree backgrounds.
Any solutions to display a 360-degree image as a background properly?
has anyone got experience with upgrading vr projects from 5.2 to 5.3, if so what is the best way while keeping all the blueprints intact, any sort of advice would be more than welcome
I'm having a similar issue.
I have a simple map with a terrain (i tested both with a static mesh that mimics the terrain and a actual landscape actor [which i've heard is bad])
I'm instancing some trees and rocks. (tried instancing both via PCG and with the foliage tool)
Sometimes when i turn around my head i have a hitch and it freezes for a few seconds, sometimes it crashes the game.
When i debugged the frame via Renderdoc, each frame taking was much more time in the precompute stage than the actual rendering stage.
Yep, any help would be great
@pale hull Yes, I still have the problem but can you answer here ?
which option do i want to choose for quest 2/3?
Texture compression: ASTC
Shipping/development will depend if you will debug your project in headset or not. Read more here
https://dev.epicgames.com/documentation/en-us/unreal-engine/build-configurations-reference?application_version=4.27
On quest standalone this drops the fps straight to 30fps no matter how simple the niagara system is
Is it just me or can it be an engine bug or smth
usually particles are a big performance hit on the headsets
i have plenty of them, certainly shouldnt just drop to 30 with a simple one
We had this debate internally, conventional logic is that ISMs are the way to go. Experience however shows that merging meshes is faster. I’ve also discussed it with Meta and they agree that in most cases mesh merging will be better than ISMs. We initially were doing a bunch of ISM/HISM generation on our buildings and while it was obviously better than no batching, the perf wasn’t where we expected it to be. When we switched to mesh merging performance started hitting what we expected
Have you tried SideQuest or MQDH? We use an internal tool I wrote that wraps adb
HDR in what sense? We use Mobile HDR and it’s fine.
Has anyone had any issues with jitter or eye de-sync when using widgets/umg.
In the VR simulation editor it works fine but once I download to the quest 3 the right eye jitters/de-syncs. I have been messing around with various render settings and UMG settings to try to resolve the issues but haven't found the solution. It only shows up when the program is being ran locally on the device.
####### Semi Resolved ##########
Removing the debugging line trace to make a pointer has fixed the issue but not sure why a line trace would cause this issue
Have you tried stripping the level down to its bones and slowly building it back up? While time consuming it might provide you some insight into what piece exactly is causing the issue. Naturally it could be (and likely is) a combination of things.
You mentioned draw calls. Keep in mind that not all draw calls cost the same. Simply hitting the target draw call does not guarantee performance. Unreal insights will give you an in depth look at what's going on under the hood. Could be unrelated to the GPU pipeline...might have something going crazy on tick! You'll want to make sure you're perf testing on the actual headset as you'll get different results between PC and standalone as you already noticed. Perf test early and often.
Hey guys
Have anyone ever set up a co-location game with unreal?
I tried almost all of the sample projects from meta and im even more confused than before. Could anyone help me set a project up or guide me to any reference explaining colocation multiplayer?
Thanks very much
Has anyone had trouble with loading levels on Android builds for the Quest 3?
I'm loading levels in my project by using the 'Open Level (by Name)' node and it works on Windows builds, but it doesn't work on Android for the Quest 3. I whitelisted all of the maps that I need, and have double and triple checked the level names that I'm passing in the blueprint, but still no luck. I've also tried packaging all content in the project directory but that didn't work either. Has anyone successfully used the 'Open Level (by Name)' node on Android?
I've also tried opening levels by reference but I get the same result
it works fine. make a dev build and check logs
Is there a better method for checking logs from the headset besides the oculus log gatherer? (https://developers.meta.com/horizon/resources/log-troubleshooting/) Sorry for the basic question, pretty new to Quest development and it's been tough to find info on debugging
Describes the tools to obtain log files for your app for troubleshooting purposes.
sure, plug it in
that will show real time device logs for that app
you can also use logcat, one way or another, to get full device logs. sometimes unreal filtered one doesnt show everything that might be relevant
there are also logs saved on device in your apps folder
Silly oversight on my end: I was using 'On Clicked' rather than 'On Pressed' on the UMG button that opens the level 😑
I mean HDRI background
Did you try turning on ASTC HDR? Alternatively I’m not sure if Unreal supports RGBM encoding
Actually, I already found an answer to this question.
But now I have another very important question.
I have aliasing in the VR app.
Have you encountered this problem before?
So... passthrough camera API... it supposedly is finally available
Is it actually available?... got the latest Meta branch of UE to see if I could get it working... no dice yet... No sample project yet either 😢
Anyone else dabble with it and get it working? If so, I'd love to see a screen shot or something of the most basic way to get it work (e.g., identify a QR code or something)
What I tried so far is the approach that worked for the HoloLens 2 using the ARTrackableNotify component. Figured this would work as its not HL specific. Not shown is ToggleARCapture node being used at BeginPlay
IIRC it’s exposed through the Android Camera API, not something specific to Meta’s SDK
if you want to poke at bleeding edge stuff without a ton of effort, unity is the way to go
Booo. UE4Life 😄 The announcement made it seem like it was out of the stage of black magic voodoo.
seems to be an opportunity for a plugin at this point
Well if you remember any more specifics please share. It does seem the base functionality has been exposed in v76 but it hasn't made its way to unreal classes/functions to expose things in a friendly fashion... hopefully unreal gets its own passthroughcamera sample project soon
What I heard from a reliable source was that it just uses the native Android APIs for webcam. I'm not sure any Unreal samples are in the works, but I would think that if you took a look at the Unity sample that may give you some leads on how to accomplish it in Unreal. My understanding is that the API is already fully accessible in native
This looks promising: https://developers.meta.com/horizon/documentation/native/android/pca-native-documentation/
Camera Access to Quest 3 and Quest 3s is via the Android Camera2 API, which is included in the NDK.
Go for it
Can someone help me make a VR game or the basics for it?
Hey, everyone! I'd like to add VR support for my flat game. One thing I'm not finding anyone talking about is how to package the game so it can run in either VR ot flat mode. I see some games that initialize in VR if a command line argument like -vr is passed in otherwise they initialize in flat mode. Does UE offer such argument handling out of the box or do I need to implement it myself? Also, is there a way to swap between VR and flat at runtime without having to restart the game? Thanks in advance!
afaik you cant change at runtime, but -vr is indeed the flag to enable it. xr plugins wont do anything unless that is enabled. you can set it in steamworks settings for example so users can easily start in desired mode
additionally, pretty sure if there is no headset connected it will start in flat mode either way
in some places i use different pawns based on vr/flat, in others just different enhanced input bindings.
Thanks, @rocky nexus!
has anyone had to deal with the meta store verification process for themselves and their business? It seems like its a nightmare or worse an impossibility. Are folks just not making apps for the meta store these days?
Nightmare? Checks out
Hello, I have a problem with the panorama image.
In the MetaQuest 3 emulator, the image looks fine.
But in the MetaQuest headset, the image appears too large.
Hi, how to fix this graphics problem in VR
The VR collab examples have switching between flat and VR during runtime.
Thanks for pointing that out! ❤️
Looking for some advice on stuttering issues. I released my demo and I seem to have a lot of people who are playing it smoothly with no problems but I am getting a small amount of people (the most vocal) who are reporting issues with the game stuttering so badly from load-up that it is unplayable for them. They do seem to be varying setups but more are Win 11 based players and wondering how the hell I diagnose that. The game is PCVR, UE5.5 - anyone have any suggestions on how I go about solving these particular issues when it runs fine on all the setups I have tried?
First thing I'd try is to ask some of the players who are experiencing the problem to run a dev build on their machines and give me the logs. I'd then check if the logs gives me any hint.
If the logs aren't helpful, you can try to get a PC with the specs that you know is presenting the problem and troubleshoot locally.
Good idea on the Dev build - although trying to get the screaming critics on Steam to do it might be difficult 🤣 - will give it a go - and have tried it on a couple of matching Win11 setups and I cant replicate the issue unfortunately 🤦♂️
Players are usually happy to help if you approach them asking for help to debug a problem. I hope you can find one. 🙂
What do you think I should look for in the logs for this issue - if it is a performance/stuttering issue would that show up in logs at all?
Just read everything and try to find any useful lead. At first, just look for errors and warnings. If they aren't helpful, take your time and read through all info messages. It's a detective job now.
Do you know if they are PSO stutters?
I don't think so. I do have a shader precompuler plugin that runs on startup. Now wondering if I should disable that and see if it helps
many people simply dont see/notice the stutters, without perfromance metrics running or other objective way to measure seems quite trick to fix
perhaps ask them to record some gameplay with steam performance overlay visible, to see if it actually runs at 20 fps or some such...
perhaps they cranked their resolution scale to 5000%, you never know with them pesky users!
Prolly with vr.bEnableStereo and vr.bEnableHMD commands
does anyone know if antinnit's guide for 5.5.x would work for 5.6? it seems meta is still on v76 https://dev.epicgames.com/community/learning/tutorials/PYP7/unreal-engine-5-5-x-for-meta-quest-vr
@atomic drum do you think this would work?
sure why not, you dont need the meta plugin to run on quest
i mostly need it for the movement sdk since i use the quest for face and body capture
Waiting on Meta to rebuild and deploy the plugin, current one is for for 5.5.x, so its version error fun in 5.6; hitting the ever hopeful "rebuild" fun will also fail.
fair enough. usually takes them a few months right?
and thank you for all of your incredible guides on the setup process
Lets hope someone still owns UE builds at Meta 🙂
oh god it really be like that these days huh?
as of a week ago they are hiring someone for engine integrations in the vr dpt so who knows
Not like we can build all levels in the current release of UE5.6, no rush.
yeah its not the end of the (vr) world just yet
https://www.linkedin.com/jobs/view/software-engineering-manager-ar-vr-–-engine-integrations-at-meta-4236335604/ @atomic drum apply and be the hero we all desprately need
Posted 11:34:02 AM. Meta Reality Labs’ mission is to give people the tools to connect anytime, anywhere. We create new,…See this and similar jobs on LinkedIn.
Could be longer if they're needing to hire someone, maybe some AI can hullucinate that its built a 5.6 version, hahaha
lmao 2026 5.6 here we come!!
🤣 another non existent person; manager and an integrations engineer, crazy
I could mess around an build the plugin myself- but distrubuting it would get messing for people
yeah i imagine it would lead to you spending hours a week answering questions
I did fix UE a few years ago for AR mobile, it was a lot of upset people from Epic, Google and Apple for doing that in a few days instead of months. So I roll with shipped versions these days, happy campers.
wild they get mad for you doing the work for them
I create assets while I wait, so much other fun to be had.
i guess maybe they don't want their managers seeing it
Job security is a real thing, I understand
I don't think anyone cares beyond the devs tbh
oh and building in UE5.6 for Quest does work, just no Meta plugins supported yet
that's good to know. unfortunately i need the movement sdk for my vtubing stuff so i'm stuck waiting for that to be updated
i really wanted to integrate locomotor but oh well
locomotor does look cool
its awesome and physics based rigs so the arms won't swing into the body in vr
Beta substrate claims to be supported on all Unreal platforms... Has anyone had experience using it for VR projects? Has the performance been affected?
@atomic drum no chance the update today was actually it right??
it still says 5.5.0 so i imagine its not but crazy nonetheless
It’s cool Meta updated for Microgestures. I’m sure they’re also looking at UE5.6, it’ll turn up 🕺
Nice to see software occlusion coming back in the new update. Though we’re sticking to Fast Travel’s Snow Occlusion for now
Are you finding that as working well? Some people were mentioning they were experiencing game crashing
Made in Unreal! https://www.youtube.com/watch?v=3e6fTaskThU
Rewrite the Past. Save the Future. The Phoenix Gene is an adrenaline-fueled VR quest for immortality. Control a fierce phoenix, Firestorm, and genetically enhanced Jackie, bonded by fate and driven by the collapse of the Slipstream multiverse.
This is my first impressions gameplay but does it indeed rise from the ashes? Let's find out!
For mo...
I've been using it for awhile, was ok (keeping in mind Android limitations).
Huh
Maybe it's time I move my stuff to it
fog was the only issue i had, that's been fixed i think
Interesting
I thought substrate mostly does the blending between materials
But then again, I was looking through the engine's shader files yesterday, and everything has a #if substrate switch everywhere
lots of #if all over everything in the UE fun
Yeah it’s made a substantial difference for us. I think we have made some edits to it but I don’t recall us needing to fix a crash
Holy smokes
5.6 is way faster in DX11 SM5 forward
I haven't seen 1.9ms frame times in a looooong time
Like since UE4 😉
Just be aware of this little bug
you'll likely need to pass a command to keep your screen percentage native
comes in wrong from the constructor for some reason in forward
😆
good luck with that
he removed it 😄
long time I dont have such a good laugh.
the only thing missing is that you need to do his groceries and cook too 😄
Hey folks, does anyone know what version of unreal performs the best on VR with nanite and lumen, IF it’s supported yet? Thanks
Hey there, I am trying to open an rtsp stream on a Quest 3 in 5.4. I am currently using FFMPEG with MediaMTX (I couldn't get VLC to work at all) and I have it working in editor. But whenever I put it on the headset and try to access the stream, it fails to open with:
"LogAndroidMedia: Warning: Failed to set data source for URL rtsp://(my rtsp stream address)"
Does anyone have any experience or knowledge and getting rtsp streaming to work for Android/Quest? I am using an .mp4 video with H.264.
I can access the machine as I have a WebSocket connection that is successfully able to connect to a different port.
Hi
"vr.PixelDensity " does not work in 4.27.2. Is there any alternative? I want to reduce the pixel desnity for preformance.
hallo? 5.6 ??? all that bec just switch from 5.4 to 5.6??
There are so many settings it is hard to say
Wild ox studios had some breakdowns and on PC saw some perf wins in 5.6
Comparing UE5.5 to UE5.6 across DX12, DX11 & Vulkan Deferred rendering.
WildOx Studios Patreon - https://www.patreon.com/WildOxStudios
Discord - https://discord.com/invite/JTBBm5bzUP
DX11 SM5 Lumen 5.6 - https://youtu.be/Nw8gn7Vih8I
Join this channel to get access to perks:
https://www.youtube.com/channel/UCaLf83HDd_8nAVeScuN0eFA/join
Does anyone how to to add/fix meta quest 2 hand tracking, im trying to add physics to my hand, im trying to grab objects with hand tracking, i grab them by pitching my middle finger but I can't let go the object
Does anyone know if the Meta XR platform function calls the work editor side if everything is setup correctly?
Hello! We're in the process of having to roll back to Unreal 4.27.2 for our VR project as we can't get the dynamic shadows (1 directional light) to work well on 5. As a last desperate request, is there anyone here working on a VR or Mobile project in Unreal 5 where they are happy with the dynamic shadows and would like to share how they got there? (We're developing for the Meta platform so Mobile VR)
are shadows absolutely critical to your project? It's not a completely straight ahead process to ship 4.27.2 to the Meta store afaik..
Might get resolved soon?
spotlight shadows worked on quest in 5.6 last ive tired, dunno about other light types
We already got a live alpha of the game on Meta using 4.27. We then upgraded the project to 5.3 (the same version of another project we're working on) but realised the shadows become so much worse and then been trying to see what we can do. We've tried both 5.5 and 5.6 but haven't been able to get the shadows to the same quality as 4.27
Is there any roadmap for planned XR / Android features improvements for UE 5?
yeah, unfortunately we can use that though 😦
It seems like Epic broke the eye tracking function library in 5.6: the code is still there but it's very much not available in BP anymore. Can someone confirm that, and if so, how do I raise that issue to Epic?
Not sure but does this help?
Confirmed, and we have a fix here: https://github.com/EpicGames/UnrealEngine/commit/0c412301327cd1363ad8556613de0f7fb1fcb208
@quick dirge I frequent this channel, but the best place is to post on the Forums in the XR Development category
Thanks! I did initially post it on the forums, but since it didn't seem to be noticed I also posted here (and filed a bug report, and started activating backchannels to get answers 😄 ).
Ah! I found the issue when I was on the Expo Floor at Unreal Fest, showing someone "how easy" it was to do Eye Tracking 😅 I saw your forum thread a few days later, but wanted to respond when we had a fix
Does anyone know how to fix this texture issue on the Meta Quest 3 in standalone mode? Depending on the headset's orientation, the textures behave erratically...
Hey! I'm looking for MetaXR Unreal SDK 7.6 (v61) for UE 5.5.
Meta Developer site is down and I can’t download it.
Does anyone have the official ZIP from March 2025?
Maybe it’s a normal map issue? Have you tried the material with a base color texture only?
Maybe you are right, i will check thuesday when i get the Quest back and i came back to tell you
Unfortunally, it's still here
- What is your model/material setup? lods? zfighting in the roof mesh?
- how are these meshes spawned? hand placed? pcg?
Hey friends!
I'm implementing a VR mode for my flat-screen game.
In flat mode:
- The main menu UI covers the entire screen.
- When the game is paused, the pause menu covers almost the entire screen, but the game world remains visible in the background with a blur effect.
In VR:
- For the main menu, I’m presenting the UI on a world-space Widget component in front of the player.
- For the pause menu, I’d like to replicate the flat-screen experience, keeping the game world visible (but blurred) in the background, while showing the pause UI floating in front of the player.
Here’s the problem:
If I use a world-space widget for the pause menu, it also gets blurred along with the game world and can be occluded by objects that lies in between the player camera and the floating menu. Ideally, I want the pause UI to render clearly on top of the blurred game world, unaffected by world occlusion. I suspect this would require rendering the UI on a separate layer or using a special overlay technique. I’ve started looking into OpenXR stereo layers for this, but I’m not sure if I’m heading in the right direction.
Any advice or tips on how to approach this would be much appreciated!
Does it happen with all the materials in the world or with specific ones?
With many material. Maybe not all but in so much case
It's from FAB and this happen only on Quest3 standalone or mobile preview vulkan generic
And it's hand placed, it's a static mesh. Not only this mesh bug, but, for screen it, it was easier to show this by the roof
anyone else having issues while trying to update Meta's Quest Link app? tried also using their installer from website without any success
https://x.com/TechIssues2day/status/1934941115041628469
is the mesh complex? does it have lods with a different materials?
uh, mine didn't tried to update today, hope it doesn't break here
This mesh does it too
make a new material with only the albedo texture, see if the issue persists
23 material to change...
Let's goooo
change the roof material first, just to debug
4 roof mat btw
I will try tomorow, thanks for your time
From your description seems like stereo layers are indeed the way to go. Just rember to composite the depth pass for the stereo layer otherwise it'll render over you characters hands
Nothing is plugged, it's juste a empty material
Weird, but I asked back there, how is the LOD setup in these meshes? i would check that, otherwise no idea
Certainly a fun pickle to figure out! If simple material breaks, meshes could be the problem indeed. Few seconds of video would also be useful, always amusing when someone post a two screenshot of find 10 differences puzzle. We dont know what it is supposed to look like
5.6 doesn't include Swarm? I can't build lighting?
Source build or launcher build?
Launcher. I found a solution on the forums, copying the Swarm bits over from 5.5 in to 5.6.
@rocky nexus It's supposed to look like this. it's hard to captur, because i need to bowed my head in a certain angle. It's happen not only on this mesh, but on so much mesh too
start recording on quest, it should be easily visible no?
how does the wireframe looks like? eg of that chair? 7k triangles for such a simple mesh on quest is quite a lot. That alone should not cause texture issues, but might indicate that the meshes are not intended as is for games or something @compact ravine
Eek, is instanced stereo completely broken in 5.6? Using the launcher version of 5.6, if I create an empty project and set vr.InstancedStereo=True, I get a hard crash opening the Niagara editor (even with a blank system).
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 533]
Shader compilation failures are Fatal.
BTW this is using all the other default settings for a blank project, including the deferred renderer.
I haven't tried PCVR, but mobile multiview doesn't crash on standalone Quest 3 (but also it might not be working cuz it's slow 😦 )
so far, I discovered that Mobile HDR doesnt' work and dynamic shadows from movable spotlights still broken on Android Vulkan with mobile multiview.
try setting Instanced Stereo in the project settings window and see if Niagara respects that
Once Instanced Stereo is enabled you have to restart the editor. At that point any niagara system, even an empty emitter, crashes.
are those completely new systems or saved over from before you altered the settings?
- Create a blank project using launcher version of 5.6.
- Enable instanced stereo and restart.
- Create a new niagara system, even an empty one, and open it. Instant crash.
ouch
Anyone have issues getting the Splash screen to face the users on meta standalone hmds?
works fine in PC VR with Niagara particles
in forward
I don't do deferred
Hey has anyone ever achieved colocation multiplayer with quest 3? (or any meta device)
Actually after doing more testing the splash when doing tracker locked variant (default via plugin) sets the forward at whatever the player was looking at on HMD boot. After that it is forever locked at that spot no matter where the player looks on app launch unless you reboot again to refresh it.
Resolved by updating the OculusXRHMD_Splash.cpp DoShow() to get the latest actual HMD Pose everytime rather than a cached one.
Is there a known 'smearing' issue in 5.6? Even when I start a new template I can see it (more subtle since there isn't much in the scene, but it still exists.) Admitedtly I am running Lumen in VR, but I didn't have this issue in 5.4.
see if you have motion blur enabled or if your gpu is running frame interpolation / upscaling
good work, but can you get the tracker and lock / forward the view after splash? then you wouldn't have a source mod you need to carry around..
Not sure I follow?
me either 😂
what do you mean 'tracker locked variant'?
there is more than one place to set splash screen configs #virtual-reality message
if you have to modify the engine source to get it to work, it's less than ideal because you'd need to port that source code change to any future engine version that you update to
I made sure Motion blur wasn't on. If I load it into 5.4 it runs just fine, but that same project migrated to 5.6 is all smeary. If it's not a known issue for Lumen, etc. then I will keep hacking away at it.
It's a tweak to the MetaXR plugin. There is World Locked, Tracker Locked and Face locked. It's just an enum to define how the splash sets it's position and orientation and the tracker Locked is supposed to show in front of the user relative to the tracking space but it was getting the HMD transform relative to how it.was tracked on first setup of tracking space on Android package but was working fine in editor. Patched it and it's working well on Android too.
I have it on git so when I get their latest I'll just merge my changes with theirs if they don't ever resolve it
Which renderer (deferred vs forward) and which AA method are you using? Might be worth double checking those didn't get changed when you updated. [EDIT] I suppose if you're running Lumen then you're on deferred.
I've been using MetaXR and struggling to get it to work with Virtual Desktop. Now I see that Meta seems to willingly block anything else than Quest Link and their own headset?
Explanations here:
https://mbucchia.github.io/OpenXR-Toolkit/ovrplugin.html
This seems to explain a lot of things...
Will probably switch back to vanilla OpenXR.
Is there any strong reason to really want to keep MetaXR for a game that's both for standalone Quest and PCVR?
It's crazy that they implement the new big open standard for VR and then decide to block everything else. What a disaster...
Yup, on Defered and I tried all the different AA methods, including None but still saw it. I am now doing a progressive upgrade (previously I jumped from 5.4 to 5.6) and everything is working and looking great in 5.5. I’ll post here for posterity on what happens when I jump to 5.6.
Oh weird. Do you see the blurring on your monitor as well, or is it headset-only? If you can see it on your monitor it might be helpful to do a quick screen capture so we can see what it looks like
It’s headset only. The monitor looks great. The smearing ‘lags’ behind headset movement. I tried all kinds of settings for shadows and reflections in case it was somehow involved in that.
Hopefully this new migration will work.
@dreamy orbit It has nothing to do w. project migration as I can reproduce it in a fresh 5.6 project. We're looking into it. What's interesting is that it goes away if you limit frame rate to 20 fps, which obviously isn't a solution, but I suspect there's something hardcoded that we can hopefully hotfix or change w. a cvar
Oh thank god. Thought I was going crazy. Keep us all posted.
Has anyone used the ISDKControlelrRigComponent? I got it looking right in VR Preivew in editor but pacakged to Quest 3 as an APK and the Controller and hands are offset.
that's by design 😂
Hi. Any developer who is developing for Quest? Is there a way to to connect Quest to MQDH using wifi?
I think you gotta connect via cable first, then turn on adb via wifi. At least thats how i got it working when i need to use it via wifi
Hi. Is there a way to sync RenderDoc capture with Unreal Insights? Afaik toggledrawevents set markers, but how to sync them with the proper frame?
https://video.twimg.com/amplify_video/1938710008935419905/vid/avc1/1280x720/wDHJ8_EGGa3S6rBR.mp4?tag=14 Dropping this here. Seems like we might be getting an open source SLAM tracking system soon
From the Eyetrack vr dev
Hello!
I'm having some difficulty with the position of my camera..
I attached the vr camera to the bone of a model in the VR pawn, so that I can rotate the bone to also rotate the camera, seperate from the player's regular view.
Problem is, as soon as I link them, the camera's transform and rotation get changed.. so the camera is super high and now facing 90 degrees to the left..
How can I fix this?
in blueprint it's like this
but when I spawn and attach to the turret it goes like this
Another one of those discord rubber duckies I guess, found a fix
There is a mechanics in VR that I have seen in few training simulation videos, where a screwdriver is placed on the table and you are supposed to pick it up and place it in the desired location. The moment you pick it and move to the highlighted area, the hand kind of snaps to that position for a while, and then the screw is unscrewed.
I wanted to know what do we call it in Unreal Engine and how this is achieved.
Thanks for the help!
@polar basin Not a direct answer to your question, but there is a good talk by Survios on this topic you may find interesting if you haven't seen it https://youtu.be/6JSRve6nTq8?t=1796
Watch this recorded session from Unreal Fest Seattle 2024 that explores how Survios built an immersive tech stack for 'Alien: Rogue Incursion' using Unreal Engine 5.
Co-Founder and Chief Technical Officer Alex Silkin reveals how the team created a foundation to build action games that align with the high expectations for user experience of mod...
Much thanks for sharing, will have a look at it 👍
Hello. I'm trying to access console on Quest (Dev packaged). I can open it but the focus is not there, so no input is working. Is there any way to set focus to it?
So that you can send commands?
you can send them via adb:
adb shell "am broadcast -a android.intent.action.RUN -e cmd 'CONSOLE COMMAND GOES HERE'"
thank you, I'll try in the morning
will it echo in the adb window?
I still need to attach to it via RenderDoc and Unreal Insights -_-
The other way is to Launch to the device via the editor, but can have it's own issues. I only launch via editor if I need to run unreal insights
yah
use the project launcher and do it via that
yep, i generally do...in case of renderdoc, unfortunately, it only works if launched from it
you need both renderdoc and Insights at the same time?
I'm not sure you can do that
well, it depends, but yeh...you can use unreal insights later, just attach to launched session
this way you will have cpu frame data and gpu one...but...renderdoc causes HUUUUGE lag when capturing
It did work, but there is no echo. I.e. unreal messages do not pass through back.
a lot, for testing how different settings affecting performance
for example, if i run "sg.EffectsQuality"
echo will be sg.EffectsQuality = "0" LastSetBy: Scalability"
ok I figured it out
run:
adb logcat -s AndroidRuntime -s UE
In one cmd window, this will output all the normal UE output you're used to seeing in the editor,
Then you can run your commands from another window using this
adb shell "am broadcast -a android.intent.action.RUN -e cmd 'CONSOLE COMMAND GOES HERE'"
Thank you, appreciate the time, really.
What reasoning do folks have here when deciding to make their game/app VR instead of classical non-vr?
vr is cool
I bet most(among VR devs) people still believe in the future of augmented/virtual reality etc. not just for gaming. But now it's the only way.
AR glasses are def the future
More platforms are perceived as more sales, but sometimes the cost of building doesn’t bring a return. Marketing and awareness can be a reason to build for VR. AR isn’t really meeting expectations yet and still needs a lot more tech and software to mature before we see the benefits.
I see the bigscreen beyond 2 form factor as the kind of thing i’m excited for
And predict to see more of
Same, tho i think glasses are what is going to get mass adoption. My guess is it'll start to happen in like 3-5 years.
while i agree thats what consumers want, i wonder if most people will actually see them, due to the price
maybe they are cheaper, but i think the best ones use a fancy projector that can be expensive
dual wielding just doesn't work well with a mouse 🙂
also, house and arena scale games are a blast
also, ease of access of games is super high for non-gamers
Ooh so many reasons
For me it’s using both eyes
In 2010 people shilled thousands for 3d tv and stereoscopic games arent supposed to interest me? Nooo.. it’s just a mistake to not put SCALE in a vr app! I want to use both my eyes! I want to see big mountains!
Also weapon sandbox has so much more potential in vr i thinks
Hi,
I'm trying to package my VR project which is around 2.7 GB as apk(with OBB). Build successful and I transferred it to my quest 3, when I try to run the app, for some reason there are no visuals. It's just black with audio. I have gone through the forums and few youtube videos on this but didn't helped me much. OBB is there in correct folder and no error showing up. Anyone please give me a lead. Thanks.
I have build an exe of the same project which is working completely file. But apk is having the issues. Using UE5.2
it likely complains about something in logcat, in dev build
Do you mean using logcat to detect the errors in apk?
I'm checking the paklog.txt file. But I couldn't find what was wrong..
you run the thing on quest and its black, it likely is not happy with whatever, assuming it worked before. it might log what exact;y it is not happy with, like missing assets or whatever
I see the same issue after upgrading my project to 5.6... it's all a smeary mess with TAA or TSR active in VR, making it completely unplayable in VR. in 5.5 it looks fine. my best guess is that the motion vector calculation is somehow broken in VR. do you maybe have any update on that issue yet? is there an entry for it on issues.unrealengine.com yet that I can follow to cherry pick the fix as soon as it exists?
I had looked at issues.unrealengine.com and couldn't find anything about it
I also found these two forum threads about the issue: https://forums.unrealengine.com/t/vr-in-5-6-has-a-smearing-no-matter-what-settings-i-use/2551877
https://forums.unrealengine.com/t/rendering-with-tsr-antialiasing-in-vr/2549080
Hello. I have a VR project which I converted from 5.5 to 5.6. The performance increase was noticeable so I stuck with it for a bit but once I replaced proxy geometry with proper meshes I started noticing a “smearing” effect as I move my head. The smearing was probably there with my grey box geometry, but as it all had the same material, it ...
Hello community, Since upgrading from Unreal Engine 5.5.4 to 5.6, I’ve encountered a major visual issue while using VR with TSR (Temporal Super Resolution) under DirectX 12 and without Forward Shading. When turning my head inside the headset (Pimax Crystal Light), the scene becomes heavily distorted during motion. It looks like all objects, ...
use MSAA
this is often a result of using incorrect Android packaging settings, check UE docs and make sure Android Studio is set up the same
I believe @hallow knoll said its known bug and should get patched in a hotfix.
Sure, I'll redo the whole setup including android studio. Will update after that
oh sorry, I guess I kinda skimmed over your post.. if you get 3 dots but it fails to load, it's likely android config, but if you can hear audio, you are packaging ok.. sounds more like using deferred/nanite/lumen etc instead of forward, msaa, etc
whoops
Is the reset orientation (Quest 2) still broken for vr standalone builds - i.e the user ends up spawning in a wall instead if the player start location etc, if anyone has the code fix for me i'd really appeciate it because im really a noob at implementing C++
I have did the whole android studio and sdk setup now it's packaging and running on quest 3. But the rendering is completely broken.. Any Idea How can I fix this?
I have changed the viewport preview platform to Android Vulkan.. which is used by quest. I can say that this is eactly what I'm seeing in the headset. There's a weird shadow on MH characters and the whole environment is pinkish including their skin tone.
disabling all shadows is a decent start
dunno if there are rendering differences, but packaging only for ATSC textures will make a smaller APK/OBB
Hey @jagged vale - Got a question about your FBIK plugin that you just put up on github. Does it work with VR Setups? For context I want the lower body to do an animation based on the players movement. Idle, Walk, Run, Climb, etc. while the upper body is controlled by the players Motion Controllers. I am more concerned with the lower body than the upper body.
BTW thank you for making those plugins 🙂
It is the same behaviour as the control rig node
Literally the same
I just converted it 1:1
I don't do VR so I don't know
Fair enough 🙂
I hate control rig 😄 That's the only reason it exists
Makes sense. I am not the biggest fan of control rig either apart from making animations in unreal.
I just converted all of my stuff away from it
Its so clunky
The FBIK was the last hold out
Such a relief
Got it 🙂
@abstract forum btw I think there is a very rare edge case crash, probably related to deinitialization or something where the bones become invalid, I haven't quite caught it yet, so just be aware it is beta 😄
Noted. I just downloaded the plugin so yeah
Will post logs to github if I encounter it
I only ever got the crash once and have been working actively on the animation side of a project that is using it for >20 hours so it is very rare 😄
If you do get it, note if it occurred when you end PIE, or when you recompile ABP, stuff like that
Understood
I added a check yesterday to help catch it
I think I found it, pushed a fix
Awesome
Yeah, It was the directional light issue. Deleted that and added a new one. It fixed the issue somewhat. Thanks.
Hello.
r.mobile.tonemapsubpass - requires Mobile HDR? I see it can work w/o one on Meta Fork. What about vanilla Unreal?
Hi i have a issue with my meta quest 2.
I use unreal 5.5 and i installed the meta requirements for that. I got the android build and I installed that to my headset through the meta quest developer hub. But when i opened the program inside the project build inside the qust it showed me the ubreal engine logo and name and after a few seconds it closed the program. I tried a few times but a pop up tolled me that the app keep stoping . I have tried many solutions but they didn't work and i don't know what to do now.
you check the logs to see what it explodes on
AFAIK just works on Meta fork
I have spent a few days looking into it now, this is the exact commit that introduced the issue with VR rendering in 5.6: https://github.com/EpicGames/UnrealEngine/commit/bb68600a4517a960260ba93aad2b4c3fcf7a9c73
Move configuration of view state / view rects into a task that operates on all renderers and overlaps with the scene update.
a small commit, so should be not too difficult to fix
I have found out that i have the same problem with some other apps in the quest to so im looking for solution for them. maybe it is not my builds problem
if random store things just close, device restart might help
I have done many things i have reset every thing in my quest. you know somebody gave that to me two weeks ago and as soon as i got that i used factory reset. i have serched every where and the last solution is factory reset again.
Is that a common thing on quests ?
I was using the deeper search option of grok that i found this :
The evidence leans toward the user's Meta Quest 2 being affected by a known software update issue from December 2024, which has caused similar problems for other users, leading to app crashes even after factory resets. Given Meta's replacement program and the persistence of the issue, contacting Meta support is the most effective course of action. It is unlikely to be a virus, and while hardware issues are possible, the software update problem seems the most probable cause based on current information.
ZDNET Article (December 30, 2024): Reports Meta offering free replacements for Quest 2 headsets affected by a software update issue, suggesting a widespread problem zdnet.com.
PCMag Article (December 30, 2024): Confirms Meta's replacement program for bricked headsets, noting that some devices remained unresponsive post-update pcmag.com.
Meta Community Forums: Threads like "Quest 2 Applications Keep Crashing" (March 7, 2023) highlight similar user experiences, with suggestions for factory resets, but persistent issues post-reset communityforums.atmeta.com.
thank you guys but it seems that i can not fix it
not reset, just restart, unless you already did that. Factory reset is a last resort, I did that once or twice before. If device is at latest os version and fresh out of factory reset and stuff crashes left and right, it might be hardware issue. Not much you can do in that case. Maybe check if you can hear the fan spinning? If its not, it might be overheating or something. My Q2 is gathering dust for the most part, but builds of my game work fine last ive checked
well i can hear the fans working well and i have restarted many times and tried many ways. but it didn't worked
did you actually factory reset it? if that didnt help you are probably all out of luck.
yes i have done that and it didn't work i should talk to its owner you know because it can not help me with the project
faulty device will certainly make work difficult. getting 3s would make things easier probably
of course thanks for help
i've done some searching but i don't see any recent discussion:
are we still manually offsetting vr controllers to get them to line up with the irl ones? my quest 3 controllers are pretty off in passthrough in 5.4.3 and I'm wondering if I'm just on a bad version. not really willing to use the meta fork (if it's even better there).
don't compare with passthrough alone, it can be a bit distorted, instead compare with where the controllers are when you open the system menu
Hi all
I'm quite familiar with Unreal Engine and decently with VR dev.
I want to make a standalone VR experience with heavy VFX (Particle Systems) and high quality visuals.
This will be for the Meta quest 2, 3 and 3s.
Imagine I'm trying to make a "creation of the universe" "big bang" kinda experience.
Clouds, smoke, post processing, glow and glare, explosions.
Not much game logic or interactions needed.
What UE version would be best for this - what tools and resources can I use to optimise the hell out of the app to make it as stunning as possible.
Like which are more performant - Particle Systems or Niagara Systems?
if you get PP to work at all on quest, let me know! would be useful
i would love to know as well. developing vr for quest standalone with ue for the past year has been an incredibly disappointing experience. its like the perfect venn diagram overlap of everything epic doesn't care about. i've been dealing with constant broken ue features.
You can bake your sim if it isn't interactive
hmm ok, thanks. i'll take a look at that. i kind of gave up on it though, because I'd get the offset dialed in but then after building with the new values, it'd be way off again, like it's not consistent between runs.
It may be something else, but if it was based on looking at it in passthrough, it can also be off by 10s of centimeters between runs on some meta headsets like the Quest Pro because they have frequent tracking calibration bugs, but should match the system menu between runs. Also Quest 3 can be off by a good bit, but doesn't happen nearly as often as with Quest Pro
Thanks John we have a fix for UE5/Main that's currently being mirrored to GitHub. This link should no longer lead to a 404 once it's uploaded: https://github.com/EpicGames/UnrealEngine/commit/7102abc215e872b12afa60a5e245622d5e25e27e
great, thanks for the info! 😄
I can package a Windows version of my project (5.5.4) but if I try to package an Android/Meta version I get this message in the output just before fail - - Can't make an APK without the compiled .so' - any ideas what this might be? I have all the correct Android studio versions installed according to the docs and all the Android/APK/Java project settings for this UE version.
This is my log
hey guys got a question regarding vr grab component, im trying to make a rotating cabinet door for my kitchen vr, but what happens is when i grab the door to try to open, the open just snaps to clamp floats, i dont know whats causing this issue since i created a normal door before and worked out fine, i checked the coordinates, axis and even created a scene as a pivot, does anyone know how to fix this?
did you check that it's set in Android prefs in Editor? There are 2 tabs of settings
that's, uhh, one way to do things I suppose.. try printing the relative rotation of the object in question, you might be trying to rotate from 180 to 270 for example and so it just snaps
You mean in Android and Android SDK? Yes both set. I have followed multiple tutorials on packaging for android as well as the official docs from UE. Tried many different settings
I will check when I get home from work, thank u in advance
i tried still nothing [i dont know what im doing wrong here)
hmm, source build? I have ran into this error before;
https://forums.unrealengine.com/t/cleaning-project-sometimes-removes-engine-files/375040/11
https://issues.unrealengine.com/issue/UE-23624
you could try using Add Relative Rotation node
Interesting. Thanks for this. I actually cleaned/rebuilt my project as well and now I wonder if it had removed some files. It seems to be missing the file I get the fail on
Hey, this is driving me crazy but I can't seem to get any shadows to cast whatsoever from my single movable light source (directional light) in my APK build for quest 3
oddly, the game doesn't launch in the quest if I build with 5.5, it does with 5.6 but no shadows
5.4 supports shadows, even has a setting for it:
but in 5.6 it's missing:
here, in red, could be Add Relative. tbh all the stuff in the blue box looks like a recipe for trouble, though
any recommendations how would u do this?
are they actors or just random bits of stuff in the level? I'd make an actor and then use Set Relative Rotation on the geometry within the actor (and not try to set Actor rotation directly)
I do a lot of weird stuff tho 😅
your problem might stem from subtracting the Location outputs and using them on Rotation, perhaps it will work as intended if you use Rotation as a source
e.g. Relative Location - Relative Value Location should instead be Relative Rotation - Relative Value Rotation.. but if you just do this within an Actor you don't need to try and transform a World to Relative etc.
Hi all! I am using 5.4 and I have this weird problem where my player doesn't spawn on top of my player start. I have a room scale (Stage based origin) app and I am moving the player to a PlayerStart location from a menu. However, the user doesn't move to that point exactly and is instead sometimes a good few meters away. It is very jarring as the user is expecting to be spawned in front of a doorway but is instead thrown down a hallway. Any ideas as to what might be causing this? It seems like there might be something weird going on with the meta guardian system maybe? Any ideas or tips to troubleshoot?
does anyone know how to work with physics contrains in vr?
Anyone got movable lights to cast shadows in 5.6 yet? I have no movable shadows in my APK for the quest
does it do the same thing if you start in a place where you don't have the room set up? meaning the quest just uses the quick standing room guardian.
i'm guessing you're confusing the player location with the headset location. the root of your pawn is probably in the right place, but your HMD component is offset from there in your physical space. try logging both and comparing to your player start location. you might have to calculate the difference on begin play and move your pawn to compensate for that offset.
Hello guys, I am using meta movement sdk it's working fine but when I tilts left and right, It kind of doing the sliding because of the fact like capsule is tracking the HMD location. I want some leg movement there for side ways with animation or IK which works best there. Can anyone help me on that or have a good leg IK tutorial for VR?
Actually, I am very confused now because I am pretty sure it is the Show/Hide Loading Screen that is causing the issue... which makes absolutely no sense to me. I turned off the fade to black I had turned on and it is like launching the player in random directions when there is a loading screen toggled. If I remove the loading screen, it doesn't throw the player anymore which is so very odd. Not entirely sure what could have changed between 5.3 and 5.4 but, looking at the source code for it. None of the code should affect the player location. I can only guess there is some hitch happening which is causing some weirdness on placing my player in the correct spot
Has anyone got the MetaXR Plugin to work with UE5.6? I know I can wait until Meta releases their update, but I was just wondering.
worth keeping an eye on https://github.com/Oculus-VR/UnrealEngine/issues sometimes people fork it and update it on their own (if possible)
Meta usually takes months to do their job
Hi there. Thanks! This is what I was looking for 👍
As a follow up in case anyone else finds this interesting, I was able to resolve the issue by zeroing out the velocity and the acceleration of the character's movement component during teleportation. I think when the loading screen was active the Meta OS or Engine somehow took some tracking away from the HMD? Not exactly sure but it essentially added a whole bunch of velocity once the loading screen disappeared in some circumstances.
Yo! Anyone have any idea about how to make custom ADB commands for Quest? (or maybe even take a screenshot 😭 😭)
I've tried taking screenshots using this commmand 'adb shell screencap -p /sdcard/Oculus/Screenshots.png', but end it up with what I think is a corrupted file, its 0 bytes. Did it using Windows terminal and SideQuest Application, result is the same 😦
you can take a screenshot and do many other things in meta quest developer hub application
in that case shouldn't it be working with the Side Quest application as well?
probably
I am using the latest MetaXR plugin on UE5.5.4, using a Quest 3 headset with Link. If I try to do a VR preview the editor crashes immediately. Also if I try to start Unreal Engine with Link running it will not start and crashes with the same error message. I can only get the editor running if I disable link - anyone had this problem and have a fix?
I have a non-MetaXR plugin version of my project and can preview on that via Link no problem
hey there - how would i make a widget visable to a scene capture component and the hmd?
Looks like you have an OpenXR API layer installed? "LIV_OpenXR_Stabilizer_Layer". I would uninstall that and try again
Hi. I noticed brutal smearing when looking around in VR using UE 5.6 and Oculus Quest with Link (same in a shipping build). I've also found this forum post about this: https://forums.unrealengine.com/t/vr-in-5-6-has-a-smearing-no-matter-what-settings-i-use/2551877/9
Has any of you guys faced the same issue and found a solution to this?
I ran some more tests in a very simple test scene for 5.4, 5.5 and 5.6: Blank project template with a few cubes and a spotlight, SM6 only for DX12; see also attached TSR Test.zip (250.7 KB) Hardware: Meta Quest Pro with Quest Link, Nvidia RTX 5000 Ada with driver 573.42 My findings in 5.6.0: The jittery/smearing effect is immediately notica...
TSR / TAA are clearly broken in VR for 5.6
Fingers crossed for a fix
thanks for this! I had totaly forgotten I had installed LIV a last year. Removed the app and now it works (kind of) now dealing with another crash but at least this one is solved!
Does anyone know which 'preview platform' setting gives the closest preview to MetaQuest3? I assume it is Vulcan mid or high?
Interestingly enough, this also happens with Forward Shading using MSAA for me.
But FXAA in deferred works right? In any case it's borderline unusable as is.
(also disabling antialiasing altogether works for me)
Vulkan Mid is what all of the Quest device profiles are based on
Thankyou. Although that preview does not seem to match what I get in my packaged game annoyingly.
In UE 5.6 there was an issue introduced that broke camera late updates and caused images in the HMD to look “smeared” when using DX12 and the Deferred Renderer. We were able to fix the issue but it was too late for the 5.6.1 hotfix. If you’re working with a source build of Unreal Engine you can cherry pick this change or use UE5/Main. Let...
Should this also help with Forward Rendering? Because I'm facing glitching issues using Forward Rendering and MSAA.
Is it possible to use websocket plugins with an android packed build? I'm using a custom one made in python but gettting packagin errros
sure, if its made in c++. unlikely that python one would work
Hi guys, hope all is well! I had a quick question regarding lumen in pcvr. Im working on a vr configurator (is aging me like fine milk) and i need lumen for interactive light changes.
I followed this tutorial on youtube: https://youtu.be/wqjJU4V6bGM?si=UJ5is4zXQ8gPe_VB (timestamps: 08:00 - 20:00 ish minutes) and i made these changes to have lumen active (basically the changes from the yt video timestamps)
[Targeted RHIs]
Default RHI - DirectX 12
[D3D12 Targeted Shader Formats]
SM6 - enabled
[Target Hardware]
Optimize project settings for - Desktop, Scalable
[Misc Lighting]
Allow Static Lighting - disabled
[Forward Renderer]
Forward Shading - disabled
[Global Illumination]
Dynamic Global Illumination Method - Lumen
[Reflections]
Reflection Method - Lumen
Reflection Capture Resolution - 64
[Hardware Ray Tracing]
Support Hardware Ray Tracing - enabled
[Nanite]
Nanite - enabled
[VR]
Stereo Foveation Level (Experimental) - Medium
Dynamic Foveation(Experimental) - enabled
Instanced Stereo - disabled
[Default Settings]
Auto Exposure - enabled
Anti-Aliasing Method - Temporal Super-Resolution (TSR)
MSAA Sample Count - No MSAA
[Shader Permutation Reduction]
Support Sky Atmosphere Affecting Height Fog - enabled
My problem is that with these settings or not i still get very very shitty visuals (nonexisten antialiasing and the textures look like theres vaselline smeared on them). The antialiasing seems to be nonexistent and presistent (ive tried all options of antialiasing, dx11, dx12, vulkan, screen percentage etc) and keem getting ps2 graphics.. (my workstation: 16core cpu, 3090, 126gb of ram)
Anyone has any idea as to why? Its always the objects in the distance that have this issue. If i get close they seme fine.
I must say its not a shadow issue or a raytracing one.
Maybe its the glasses? We are waiting for the quest 3 to arrive to the office but im stuck on a loop of looking into fixes for the graphics..
Any help would be greatly appreciated
You can support the channel here: https://www.patreon.com/gediminas3
(As a benefit you'll get access to all of my 3D models / scripts)
Unreal Engine 5 For ArchViz Beginner Course:
https://youtu.be/bT8aSTkpkDY
For more Virtual Reality experiments with Lumen and Nanite check out: https://www.youtube.com/@ibrews
MERCH STORE: https://my-store-cf2...
search up the chat a few messages for the one on TAA in 5.6, there is a git commit you can cherry-pick to fix it
Man thank you so much!
anyone here work on quest 3? i need to scan a QR code but i think its not currently supported right?
not unless you implement it yourself, still... .... ....................................
any bilion now metas fancy ai will upgrade the stuff so it works out of the box! 😄
Yeah... Meta hasn't grace UE folks with that gift yet... Unless you love yourself Android/native code as @sage gulch hinted at...
https://developers.meta.com/horizon/blog/new-era-mixed-reality-passthrough-camera-api-machine-learning-computer-vision/
The Passthrough Camera API provides access to the front-facing RGB cameras on Quest 3 and 3S so you can unlock advanced mixed reality use cases supporting machine learning and computer vision....
did you end up implementing it?
Random loading freeze on Quest3
Hi guys I have an issue with VR game on Quest3 with Meta-forked 5.5.3. Basicaly the packaged and installed game sometimes starts in a second, sometimes hangs infinitely on a splash-screen and i have to turn it off and on again few times. Any similar bugs or tips that would help me debug this?
Also something similar happens on VR Preview from engine, game just freezes on first frame and glitches with hourglass icon.
I based my game on MovementSample from Meta, because it has retargeting and i need it
Basically when it froze in VR Preview it had this output:
{!ERROR!} [BodyApiPlugin] Error initializing BodyApiEventInterface!
LogOculusXRRetargeting: Warning: No valid delta rotations or skeletons
Unable to bind OpenXR entry xrSetSpaceComponentStatusPrivilegedFB
entryIndex < 0 || entryIndex >= numEntries_ || entryIndex >= trustedMaxEntries
These are hand picked output lines to not clutter the channel with the full log
I'm trying to measure the actual time a function/node runs by using the Now node and difference it when it finishes - this works fine in PC, but in Quest it doesn't seem to work - is there a high precision timestamp method to get to measure how long these are taking on a quest?
The documentation here is missing the console command, but you can call the console command trace.bookmark w. the Execute Console Command blueprint function to add a bookmark that will show up in Unreal Insights when it's called
No. I looked a bit to see if it was something within my current capabilities/availability and landed on waiting for Meta to be the most prudent choice for the moment.
Has anyone got bloom working with Mobile HDR on Quest 3? We have it working, just wondering if anyone has any tips from a performance pov
Hi, I have a working game on PCVR via SteamVR. I am trying to port it to the Quest. It crashes as soon as I change the map.
From the crashlog I get from adb I surmise that some latent function reference null pointer is causing the crash. ChatGPT says it is most likely some latent function that is waking up in the new level and referencing something that doesn't exist anymore.
It is even before any fade in occurs. I have checked everything that is happening in the entry level and I am stopping all timelines and clearing all timers in End Play in all blueprints I have in that level.
Does somebody have any idea what this might be or how I can investigate further? Thanks!
are you certain it is packaging out the map in question? In Packaging settings there is an option to specifically list what levels are included.. works best to embrace it, ime
“Yo, I’m building Unreal Engine 4.18 from source and getting a 403 error on this dependency file:
UnrealEngine-3512933-b8c77e7698834899a8e99121bf377ee8/0938f9e1ba8268f71da4612cd39cf4f06f6974fc
If anyone has this cached locally, can you please share it? I just need the file to put in my DependenciesCache folder.”
I don’t think anyone will have that. My guess is it’s local to you
might need to build with an older version of VS?
that's good to know. i ended up writing my own locomotion from scratch because like pretty much everything in unreal the template ships broken.
too many people focus on ue's graphics issues. not enough discussion on horrendous usability of the editor
cant wait to ship this project and be done with this thing haha
i hear ogre3d supports vr
@hallow knoll 5.6.1 seams to have completely broke android APK builds everything was working perfectly till yesterdays update.
here is the fix for anyone else having the same issue. We seam to have fixed it. If you update to 5.6.1 you will need to do the following steps to get the android package to build again.
Close your project and delete the following files,
Delete intermediate folder,
Delete saved.
Delete Derived Data Cache
Delete binaries
Delete Build
Keep the project closed and got to your main hard drive min is C Drive.
C Drive > Program Files > Epic Games > UE5.6 > Engine > Extras > Android >
Run SetupAndroid.bat wait for it to unzip and complete then press enter. Re launch your project and it should work.
5.6.1 require the new NDK and your steps are the right way to update it
Good morning everyone, I hope yall doing well! Quick question: I am trying to activate rotation of the grabbable cube but it seems to now be working. It only wokrs if I have the "RotatingMovement" activation to "autoactivate" but thats not what I need
Thanks for removing the time out.
The time out? 🤔
I was timed out yesterday for 7 days but its gone now so its all good.
I have no powers here 🤷
hi everyone
i have a question
can i mocap a character using slimevr
if yes how to do that
and if its possible to do that without using VR headset just get data and sent it to unreal engine
thanks
Wondered if anyone could help me with this error. UE5.5.3 project with Meta PLugin. Whenever I try to PIE I get a crash with this message?
Assertion failed: (ImageBarrier.oldLayout == VK_IMAGE_LAYOUT_UNDEFINED) || (ImageBarrier.oldLayout == SubresourceLayout) [File:D:\build++UE5\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanBarriers.cpp] [Line: 1491]
UnrealEditor_VulkanRHI
UnrealEditor_VulkanRHI
UnrealEditor_VulkanRHI
UnrealEditor_VulkanRHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_RHI
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll
I managed to resolve this by changing my RHI to DirectX rather than Vulcan. I am slightly confused though if anyone can help. Looks like the MetaXR simulator does not support Vulcan in a lot of cases but I thought it was reccomended to be using Vulcan as my RHI for Quest 3 development? Does this mean I have to change the RHI to vulcan every time when compiling builds?
They are set separately, per platform
Does anyone know how i can track gestures like i want to do pointer finger swipe down and it opens a menu
I followed the Meta documentation on setting up the Meta XR Platform. For some reason the oculus oss in my package fails to initialize and I can't find anything on what the problem is. Anybody ever had this problem?
'UATHelper: Packaging (Android (ASTC)): LogOnline: Warning: OSS: TryLoadSubsystemAndSetDefault: LoadSubsystemModule([Oculus]) failed
PackagingResults: Warning: OSS: TryLoadSubsystemAndSetDefault: LoadSubsystemModule([Oculus]) failed'
You can track the controller velocity and do a dot product with world down vector. Then if that value crosses a threshold and a button is pressed you trigger the event.
Idk if this is the proper way for recognizing whats pressed but i added bools for all the keys pressed and released and checking if the buttons i needed to be pressed are then like you said checking the negative velocity because i want to swipe down then if all are true i spawn the widget infront of the player
looks cool, I guess a "right" way would be to use enhanced input actions with custom triggers. Then you can build combos and so on. But whatever works works
Like this?
its just the deafult action mapping i just added Booleans at the end for true and false
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with this you might not need the booleans
Thank You!!!
Has anyone had a problem where the CPU **framtime **is high until you press the steam menu button to open the steam VR window and then the CPU frametime goes down 50% of what it was
Unreal Insights shows that this is taking a lot of the frame time
STAT_FEngineLoop_Tick_SlateInput (6.4 ms)
└── STAT_FEngineLoop_Tick_PollGameDeviceState (6.3 ms)
I just changed the viewport scalability from cinematic to high and it seemed to fix the issue
@worldly peak
I already have it on high, lowering it also doesnt help
Sometimes there are also some stutters like this where the STAT_FEngineLoop_Tick_PollGameDeviceState takes 100+ms
Are you using Canvas panels?
Canvas in UI... Yes
I would do your research on wrapping your canvas panels with Retainer Boxes canvas panels capture the UI frames at full tick speed if you use retainer boxes you can limit the amount of frames your UI Captures which will help the FPS drop your getting
What is the UMG Retainer Box Widget in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
@worldly peak
Ok I will try to disable all UI, I think I only use it for the blood effect in camera
This is how i did one of mine i still have the canvas panel but i have a retainer box as the parent
Yeah I removed all UI elements and it didn't solve it
I saw that but I don't think that is the case for me here, it also happens in an empty level
Just tested with an empty level and the default empty spectator pawn and it has the stuttering, CPU frametime is normal in empty level until the stutter comes in
Found out that -NoGamepad launch command gets rid of the lag and stutter completely but now the VR controllers don't work
https://www.youtube.com/watch?v=O_Pt1lH0Lgw
^ We're hosting a VR Game Jam and everyone is invited!
There will be prizes and we plan on playing and giving feedback on all submissions
We are excited to announce that we are hosting a VR game jam on itch!
https://itch.io/jam/reality-jam-2025
Plus 2 Studios' Discord: https://discord.gg/H2FQW76DMA
There will be prizes for 1st, 2nd, 3rd, and the Community Winner. All games will be given feedback and judged by us! We're excited to see what you can make!
Is there a way to block all of these extra OpenXR API layers for the player. Enabling even 1 of those causes massive lag spikes and CPU frametime
I have all hand tracking, eye tracking etc. plugins disabled
search in OpenXRHMDModule.cpp for "problematic", there is somewhere in the ini you can mark extensions problematic but I'm not sure if it is only for ignoring when they fail to initialize or can ignore them outright
if (Result == XR_ERROR_EXTENSION_NOT_PRESENT)
{
// An extension we requested is not supported, but we normally only add extensions that must be supported and extensions that were listed to us by the runtime, so how did we get into this situation?
// A badly behaving layer might add an extension into the available extensions list, but then not remove it before the runtime sees that list causing the runtime to fail instance creation with XR_ERROR_EXTENSION_NOT_PRESENT.
// Therefore we have a ProblematicOpenXRApiLayerInfos config setting to define layers that might give us bad extensions which we can then try to create an instance without.
// Read the ini. This code can run so early that we cannot use a default object to load this more easily.
TArray<FProblematicOpenXRApiLayerInfo> ProblematicOpenXRApiLayerInfos;
{
TArray<FString> ProblematicOpenXRApiLayerInfoStrings;
GConfig->GetArray(TEXT("OpenXR"), TEXT("ProblematicOpenXRApiLayerInfos"), ProblematicOpenXRApiLayerInfoStrings, GEngineIni);
ProblematicOpenXRApiLayerInfos.Reserve(ProblematicOpenXRApiLayerInfoStrings.Num());
for (FString& Str : ProblematicOpenXRApiLayerInfoStrings)
{
ProblematicOpenXRApiLayerInfos.Emplace(Str);
}
}```
Quick update to this, our prize pool is now $700 total with a prize of $300 for first place and with only 22 people entered so far, your odds are pretty good!
Hey all!
I am having a very hard time trying to do what I want to do
I have the VR template where I have generated the physics bodies for the hands so that I can detect overlaps with skeletal meshes and colliders (which after many tries did work)
After that I want that the VR Hands should be blocked when they are touching only that skeletal mesh, therefore not go through it
For that, I have made
- Custom object channels for both hands and the skeletal mesh that block each other
- Physics bodies that (should) have collision
- Physics and Query is enabled
- CCD is on in both the physics asset and in the blueprint
But all efforts seem to be in vain
The hands still go through the skeletal mesh
my end goal is to be able to detect which part of the skeletal mesh did I just touch and to be able to block the hands going through
stretch goal would be to have IK in the fingers so they adapt to the surface
I would appreciate it if someone can guide me a little here
the hands by default are locked to the motion controllers. you need a separate mesh that tries to follow the hands but then has its own behavior
This started today! There's a $700 prize pool and the theme is "Trials of the Heart". You can use any pre-existing assets or plugins you have, you just have to list them on your itch page so we can judge on what you made during the jam period (which is 1 week). You can go here to read more details/sign up! https://itch.io/jam/reality-jam-2025
Hi guys, question about using CommonUI with VR.
From what I know, CommonUI works great for regular 2D platforms (PC, console, mobile) since it handles navigation, ties into Enhanced Input, and gives a consistent UI setup. But in VR, UI usually works through raycasts (Widget Interaction Components, world-space widgets) instead of normal input.
So I’m wondering:
- Has anyone tried using CommonUI in VR and how did it go?
- Is it better to do a hybrid setup (CommonUI for flat screens + world-space widgets for VR), or are there ways to make CommonUI work nicely in VR?
- What are your best practices if a project needs to support both flat screen and VR?
I too would love to know the “best” way to juggle UI in an app that works with boat desktop and vr
umg doesnt care much if its in a world space widget, common ui is usable
i had most issues with the opposite, world space widgets in flat. commonui cursor from common ui viewport doesnt seem to like that, had to tweak it to make it work (all ui in game is world space, for flat and vr)
also center of screen likes to be a cursor in vr and hover stuff, annoying
Is there a rundown list somewhere of Unreal Engine project settings to make a project work to work standalone on a VR headset?
nvm I should just google it
Valve filed a patent for the "steam frame" which could be their upcoming VR headset
https://uspto.report/TM/99370857
Do people use the built-in VREditor?
Are there any VR games or software you guys think have top tier VR UI/UX?
Lone Echo is still one of the best IMO
It doesnt work for me, i mean it appears but the focus of the shadow and light is wrong compared to 5.3, the shadow feels far away than the surface it casts on
@hallow knoll do u know if 5.7 will fix movable spotlight shadow?
5.3 was the most feature rich version for Quest3 in deferred mode
I could run full hdr with spotlight shadow at 72fps
5.6 seems faster with less stuttering but the shadow feature is broken still
Hi, I’m making a VR project for Quest 3 in Unreal Engine.
Whenever I use the Open Level node (for example when entering a portal), the app freezes for a second and then crashes with a “not enough memory” error.
The level I’m opening is very small (just a black space with one mesh), but it still crashes every time. This problem only started after I updated the Quest 3 system software a few months ago.
Has anyone else had this issue? Is there a fix or a better way to change levels on Quest 3?
You sure that it was packaged properly? Probably unlikely that your first level is just at the edge
Waiting months to fix something critical like that…
Months !!! but why
yeah the same app was working just fine a few months ago and now its not
We finished our VR game for the Reality++ Game Jam and we're looking for feedback on it - mostly if the game is fun or not. We're trying to decide if this should stay as a game jam game or be made into a complete game. If you've got the time to play it, we'd appreciate it! https://plus2studios.itch.io/curse-of-nowhere (I realize this is essentially self-promo, so, apologies for that, but I cant find an actual self-promo area on this discord, if there is one, then I'll post there instead - its quite possible Im just blind today)
Ive run into this too, I don't remember the exact fix for it, it just kinda went away (I know.. not helpful - sorry). But I do recall switching to meta's fork of UE and that help. Again, I don't recall if that was the specific fix, but it did fix other things and help with performance
try a full rebuild
So after testing around i found that mobilemultiview is the main reason alot of things are busted in Quest 3
For deferred renderer
First the post process color is not correct and too dark
Along other things that no longer works (which used to in 5.3): movable spotlight shadow, FXAA, TAA
Disabling multiview would fix all this but have a big performance hit
5.3 had none of these issues, but i dont remember if it supported multiview on deferred mobile
For our VR experience, dynamic spotlight/ shadow is an important pillar, so right now it's kinda no go, may have to go back to 5.3
how to fix shaders or objects taking too long to apear in quest 3? the first time i enter a map it starts to pop up actors. how can i cache the shaders before the first time ?
im gonna give the meta fork a try
Are virtual textures still not recommended for VR games in UE5.5?
is VR pixel streaming with passthrough even possible?
Sounds impossible
What is the current best version of UE to use for a Meta Quest 3 game? My Game is on 5.4 currently but I am wondering if I should move it to a more supported version?
has anyone else noticed that HZB Occlusion (r.HZBOcclusion 1) is broken with Instanced Stereo in 5.6? it uses the left eye occlusion check to make objects on the right eye invisible, so if you e.g. hold your hand in front of the left eye, almost everything in the right eye becomes invisible. at least with non-nanite meshes. I have not tested with nanite, which might use different culling code. this is a new issue in 5.6, in 5.5 and earlier (also in 4.27) HZB Occlusion worked correctly with Instanced Stereo.
very easy to reproduce, just create a VR template project with 5.5/5.6 , go into VR preview and enable r.HZBOcclusion 1 and move your hand in front of the left eye while looking at those cubes in the VR template
5.6 in general seems to be quite a bad release for VR with instanced stereo unfortunately 🥲
here is a commit from April this year (which is in 5.6) that seems to have fixed the other occlusion path (r.HZBOcclusion 0) not working correctly with instanced stereo, so that seems like a very related issue. so something before there probably broke both occlusion paths, and with the fix it was just forgotten to also fix the issue for the HZB Occlusion path? https://github.com/EpicGames/UnrealEngine/commit/d9abb091793a90f1268f5db0e5b32e96eadd4066
@hallow knoll could you check if this is a known issue? I understand it's too late for a 5.6 fix, but it would be nice if it would be working in 5.7 again
the instanced stereo hzb stuff also is what is breaking lighting and reflections in instanced stereo, default enabled r.forward.lightgridhzbcull gets wrong culling in one eye's lightgrid or something so you see slices of the wrong reflection captures and lights in the scene with instanced stereo turned on (command is r.forward.lightgridhzbcull but also affects deferred lighting). turning off the light grid cull fixes it but can make volumetric fog slower.
=5.6 isn't set for the oculus plugin yet
thanks - I guess 5.5 it is then. Does anyone know the Meta fork of Unreal actually worth using in terms of improvements? I cant actually see anywhere what those improvements are and I am also not sure if I want to get into having to compile the engine to use it
I tried it a while back for ASW but got tons of artifacts that made things unplayable
Interesting, so 5.5 with the meta plugin might be a better option?
https://developers.meta.com/horizon/documentation/unreal/unreal-compatibility-matrix/
here is full feature matrix comparison
Differences between the Meta XR Plugin and the Oculus-VR GitHub Fork.
Amazing - thanks for this, super helpful
Im using 5.6 with unofficial community plugin, had to modify some C++ code myself to make it work tho, the community plugin itself wouldnt compile.
As long as u dont need fancy lighting/shading like me then 5.5 should also work
Hey Everyone, I'm trying to setup a new (PC) VR project in 5.6.1 and I'm having a bit of trouble with the templates.
I have a feeling it's an easy fix so I thought I'd ask here in case someone could save me a bit of time 🙂
If I make a new project based on the VR template everything works fine.
If I make a new project based on the Third Person template, then add the VR template from the content browser, the teleporting doesn't work 🙁
(I'm using the default example level from the VR template).
Any suggestions?
in project settings maps & modes change default player controller to the one from the VR template, or make sure it is overriden to it in the world settings
Question: If I wanted to import a point cloud element in VR, what would be the best memory performance methodology to do so ? I guess niaguara and particles are out of the equation.
I did it with Niagara however, I was culling points once they hit a threshold. Another iteration I also made it so the points reset every frame (real time with a LiDAR cam). I didn't have any performance issues with a Quest 3 in standalone
Wondered if anyone could help me with
hello everyone, I am still on unreal 5.4 and was wondering if it was ok to upgrade to the newest engine version for unreal? Any new features for VR or anything broken?
All versions kinda has its pros and cons for vr, some of them might be broken, some versions fixed the previous problem but created another huge one. I use 5.3 and I’m chill
I'm having issues with the latest 5.5 MetaXR plugin on the Quest 3 headset. Obviously not applicable to other VR platforms.
unless there is actually a problem with all VR in the engine, but that is the only VR platform I have tested
What problems are you having? Just wondered as I am also using 5.5.4
PC Link to Quest 3 doesnt work properly, I press "Play in VR" and it brings up the VR window, but it doesnt play on the device. 5.4 worked with no problems. Happens in packaged builds too. I'm using the same unchanged project, just "upgraded" to 5.5 and 78.0 MetaXR plugin and it's borked.
Same happens in the Oculus 5.5 fork compiled from source
oh - I am using the same setup and PIE/VR is working fine
sorry - not helpful to hear that but it can work I guess is the takeaway from that
how so? I created a blank project and enabled ONLY the MetaXR plugin inside the default VR template, no bueno... disable MetaXR and use OpenXR plugin, it works fine
obviously not what I want (disabling MetaXR) because I need features from it
Just checking - have you put the MetaXR plugin in the project plugins folder and built in VS? I have read there can be problems if you only have the plugin in the engine plugins folder
ya, that's how I do it. Also the Oculus fork source build doesnt use the plugin, the code is integrated into engine code... both fail equally
Just tested it out and 'play in VR' works for me using wi-fi link but does not work using a link cable and does as you descrubed above
I can see debug text in a meta app in 5.4 but no rendered images, I think it's a layers thing which broke (inverted) in 5.6 with the community plugin hack
have you shared your fixes anywhere?
I have seen this question asked everywhere and no-one seems to get an answer. Can you use Virtual Textures with a UE/Meta Quest project?
Or I should say what is more performant, with VT or without?
I try wifi link in a bit, I never use it because my PC is always connected to ethernet
anyone tested yet if nanite foliage in the 5.7 preview works correctly in VR? 😄
ok, just tested it. unfortunately it does not work properly in VR. with instanced stereo off it looks slightly wrong on the right eye with some low frequency noise visible on the voxels in the right eye. with instanced stereo on, it looks competely wrong in VR with some high frequency noise visible on the voxels on the right eye.
Doesnt work for me in wifi link either
Try checking the settings of oculus link app, and ensure you're using the correct runtime, had this issue before
Something changing in how meta did open xr standards last time
Just checked the settings both on device and in the PC link app, not really much there, all pretty basic stuff
I dont think it's the link app though, older Unreal 5.4 builds still working using the same version of the app
I've seen this when using MetaXR Plugin in earlier versions, disable MetaXR and enable OpenXR. If you rely on fuctionality on the MetaXR Plugin, maybe try alternatives I have seen this before with not displaying PIE Preview etc.
No cus it seems to be my case only, other people seem to compile it fine. There was a breaking change in 5.6 that broke async task
Just passing this on in every Discord I am part of.
If you are a registered PlayStation dev working in VR please respond to the survey in your email box. It helps a lot to drive Visibility for VR on Playstation.
Ehh I don’t think nanite even worked in VR lol, correct me if I’m wrong
nanite got official VR support in 5.3, since then it works in VR:
even with good support for efficient instanced stereo
Thanks 🙏, have to try it. I’ve been told nanite won’t work with stereo rendering 🧐
Hello!! I’m working on a multiplayer MR setup in Unreal. I’m apwning grab able actor from server and saving the floor transform in the GameState so when clients join, the spawned actor align with the server’s floor, keeping the passthrough world consistent. The issue I am facing is with grabbing. Right now, when the server grabs an actor, it replicates properly. But when a client tries to grab, the actor either doesn’t stay in their hand or starts drifting away. My grab flow is: 1. client input → server RPC (validate + SetOwner to client PC) → client RPC. The actor has replication and replicate movement enabled.
p.s sorry for spaming 3 channels as its VR/MR and multiplayer issue
Have you tried debugging nodes one after another one to find the issue yet
hey all - does anyone here ever have trouble with a quest headset loading into unreal super glitchy? typically the solve is restarting the headset and reopening unreal but trying to get to the bottom of the problem
when i look around in unreal while the glitch is happening the side view is black with glitched images in the corners
on a separate note - does anyone know how to get water body ocean working on a vr enabled project? it crashes the engine when i try in 5.4.4
lol is it even legal to use water body ocean for VR project😁
haha it’s for a personal live production thing so it’s not with any intention of being built for anything but pcvr on my rig
does anyone have any idea what setting might be causing the water bodies to crash the engine? or how id investigate further? im not using forward rendering and am on dx12 so im a bit at a loss why its not working
try without instanced stereo
has anyone had issues toggling VR during runtime? my boss said "we're not going to do that because they didn't build that for that intention"
I have been facing some screen tearing when I move my vr hands and my environment experience tearing issues for a split second when I pan my head issues in my editor preview in ue5.4.4. I am using deferred rendering and lumen for reflections and instance stereo turned off if I have it enabled I have it enabled I have some wired artifacts like shining or sparking on edges of objects how do I fix my screen tearing
Any suggestions on how to fix.?
the engine should support that correctly
two interesting commits today in the 5.7 branch:
I am switching over to Forward Shader for my VR game (in the process of converting my PCVR game to Meta/Android) and I have a weird shading issue.
I migrated my defferred shader project to an empty VR (5.5.4) template project file using forward renderer and everything has very odd shadows and lighting now. Using the Android preview in the editor everything looks fine (top) but the packaged build looks totally off/different (bottom).
Parts of my meshes are rendering black and other parts of the mesh semi-lit with weird shadows?
Any ideas what might be causing this?
I thought so, I got a bizarre amount of pushback on it.
forward looks very different, you need to pretty much relight everything
and good luck with shadows lol
@hallow knoll Is it known, in 5.7 preview, playing as client results in an immediate crash.
Looks like its coming from openxr updating the spectator mode too early
I was getting a crash with that in 5.6 too
did this to turn it off as a workaround:
@@ -2287,7 +2287,7 @@ bool FOpenXRHMD::OnStereoStartup()
if (!bUseExtensionSpectatorScreenController && !bIsStandaloneStereoOnlyDevice)
{
- SpectatorScreenController = MakeUnique<FDefaultSpectatorScreenController>(this);
+ //SpectatorScreenController = MakeUnique<FDefaultSpectatorScreenController>(this);
UE_LOG(LogHMD, Verbose, TEXT("OpenXR using base spectator screen."));
}
else
turning it off from config console commands didn't happen early enough
We fixed it here but it didn't make it to the preview: https://github.com/EpicGames/UnrealEngine/commit/3ea133a230215e59cd5f97570c61d6a66ce7f173
Will it make it into 5.7 or dev 5.7? As of now it is not
It'll be in 5.7
Pretty sure I've seen... Adult games do that exact thing, so
If they can do it, so can you ✊
Awesome thanks!
Question about anyone who's implemented EOS voice chat in Android specifically with meta quest. What is the best practice to prompt new users after their first install of the game application? Whereby microphone permissions are first requested? I have issues where permissions are granted when loading into a specific map. What I find is that the permissions work however it requires a full application restart. I did some digging in the Android documentation and I suspect that when the prompt activtiy is shown it suspends the game activity which may interfere with initializing voice stuff or the android permissions are just not carried over when game activity resumes?
is it at all possible to make a spectator camera that doens't rely on a scenecapture2d component? i just want my monitor to show what a cinecam sees and not an hmd but scenecapture2d is really limiting me
alternatively is there a way to get custom depth passes to appear in the render target texture? my oceans look like this
the one on the left is how it looks through my capture component at runtime and the right is how its supposed to look
Hello everyone, I’m beginner in game development. I would like to create small things in PCVR with quest 3. I have problems with quality and fps (in vr template), quality is awful especially at 5 meter it’s start to be pixelized, when I upgrade screen percentage I have better quality but 35 fps, I try severals settings but I don’t understand how I can do something good (even in VR Template). I have very good computer if someone can help me with this I would appreciate it very much.
Thank you for your answers
what are your pc specs?
I have,
GPU : Nvidia GeForce 5070ti
CPU : intel i9-14900kf
RAM : 32Go
Motherboard : Gigabyte B760 Gaming X
SSD : 2 x 2To
Power supply : 850W
Watercooling
can you share some screenshots
Hi, HeterogeneousVolume is visible only in the left eye, does anyeno know hot to fix this problem?
instanced stereo on/off?
@full junco both way not fix the problem.
which engine versions have you tested it in?
@full junco 5.6.1
try 5.7 preview as well
I will.
Hi all, can anyone confirm if latest MetaXR plugins are working fine with 5.6.1? I've seen troubles reported in this reddit and could not find any confirmation elsewhere https://www.reddit.com/r/vrdev/comments/1lok3gj/where_are_the_unreal_engine_56_vr_tutorials/
they dont, latest version they support is 5.5, like it says in the docs. im sure they will be updated at some point or another
you dont need the plugin to run on device, vr template should work out of the box
The latest Horizon Integration SDK for Unreal Engine 5 for developers bundled with OVRPlugin, Audio SDK, and Platform SDK.
Thanks, I was not sure if in that page they were mentioning the minimum required version, or the latested supported one...
So, to package an Android version of a project to run on Meta Quest standalone, MetaXR plugin is not needed? I just want to understand if I should better use 5.6.1 or 5.5.0 to cope with MetaXR
Afaik its different plugin for each engine version. Its not needed, but it has some exclusive features
I see, I'll try to look for the extra features which come with MetaXR plugin and if I need those in my project.
I'd say I just need basic support: rendering, tracking, controllers, "regular" audio output.
In my case would you suggest to stay on the latest version for which MetaXR is available or moving to 5.6.1 to get the latest improvements of the engine?
Thank you for take time I succed to fix it finally, instead of upscale quality from Meta Quest Link App I just put higher PixelDensity and I keep max fps this time. But I have second problem, task under objects don't disappear when I delete it (photo 1). I try to remove "Allow Static Lighning" and it's works but now shadow is too strong (photo 2/3) and I don't find soluce. Thank you for your help
It's my Render Settings
I did this. It changed a lot through versions, but we are now using a prompt in a menu that allows users to start the voice permissions process once they are in world and the HUD is initialized
having this tied after the player loads into a world didnt create issues or inconsistency for new players was this tested? More specifically with EOS voice would always properly capture audio from the mic after perms were granted.
we don't init eos voice unless permissions exist
No init meaning no interface not even connecting?
I mean if you don't have voice perms on device we don't try to enable eos voice
So for example someone may want to login without voice right and still hear people talking
that's not an option for us
might be possible to implement, but I am not sure. I'd probably get permissions and allow users to mute
hmm yea maybe its possible to still connect get the voice from others and not active the mic in a perma mute state
I am learning EOS
with VR
to understand how it works
was curious if anyone else in their games came to the same road
Does the Mixed Reality Thumbstick 2D axis work on HP reverb? I don't have it so I can't test it
There is a plugin for the HP Reverb input but it doesn't show thumbstick 2D-Axis after enabling the plugin.
Hi everyone,
I'm new to Unreal Engine (and game dev in general), but I've been tasked at work with creating a simple 360 degree video player in UE 5.5. WIll be using the application for the quest 3. Which I dont have at the moment so I've been testing with the Meta XR simulator. My issue is that QA reported that the 360 degree video has bad image quality.
My setup so far:
-UV Sphere mesh
-2 sided 360 material to attach to the Sphere mesh
-Media Texture for the material
-Meta XR Plugin
Video Playback in the Meta XR Simulator has no issues in quality, but when packaging the application and installing into Android/Quest 3. There are some very large pixels visible.
Would appreciate any advice on what I could do to improve this 🙂
make sure you materail uses full precision for every float on mobile, there is a checkbox for that. still, getting it to look nice will be tricky, you need huge resolution to cover 360 degrees with decent quality and q3 will probably not be happy with that
Disassembling the Meta Quest 2 controllers has to be the worst thing I've ever had to do
hey guys anyone have experience with using 5.6 for VR? specifically is it easy to upport the oculus plugin?
last i check the meta plugins are still on 5.5
yeah that's what I mean
like has anyone tried to just build the meta plugin on 5.6
yeah it doesn't work
my boss told me they had it working just via OpenXR 1.1
i'm sure someone might be able to but it would take a lot of effort and changing stuff
but I know in our code we use some specific features from oculus api like the black screen thing
and maybe a few other things
yeah if you're working on a production product it'd be best to wait
ok thanks
yeah also I have a limited time to actually do the upgrade
so I'd rather play safe than sorry
or I'm missing my vacation
i'm hoping its ready by novemeber maybe but they've been taking their sweet time
ive grown to truly hate developing with meta in ue
I'm still on 4.27 right now
mostly cause im a moron but man is it a whole thing
oh yeah stick with that 4.27 has been the go to for a hot minute
you think it's still better for VR?
I wouldn't be shocked if it runs better on like quest 2
depends on what you're making
but we want some of the art workflow stuff from ue5
i use meta for vtubing so im on 5.4 and it took a loooooong time to figure out how to get it functional - granted im not a skilled dev by any means and much of it is just cobbled together
mmm
one of my co workers says the editor runs like ass on 5.4 but it's fixed in 5.5
but i do love ue5 for some of the workflow qol stuff
and in the other channel they're saying 5.6 runs better too
yeah im waiting to upgrade to 6
5.5 was a pain in the butt when i tried it but i think it's gotten better
for my setup i try to update every two versions just cause the hastle of converting everything isn't worth it to do once a year
ok I think I'll play it safe tho
5.6 has a few nice things but I don't think it's worth struggling with if its hard to compile oculus plugin
yeah id stick to 4.27 for now maybe try 5.6 when they update it
can't really I am only getting a specific time to do the upgrade
In case anyone need it, I made a few little change to the MetaXR v78 plugin so we can use it in Unreal 5.6 release. Just unrar in your Engine/Plugin/Marketplace folder inside your Unreal 5.6 installation location. I have tested it and everything work so far and compile without any issue. Meta XR plugin v78 I posted the binaries for the MetaX...
which is now till february
this guy got it working in 5.6
oh ok
wait nice find
thanks
still a bit sketchy though but I'll have a look later
my method is unless @atomic drum is posting, i do nothing
Thank you so much! I will try this suggestion!
For Quest (Meta XR), I'd use UE 5.5.4 if you need to upgrade and ship soon. UE 5.6 has solid improvements, but Meta hasn’t officially supported it yet and the timeline is unclear, especially with UE 5.7 likely arriving soon innit
it's probably the precision, but also you can try turning off the fixed foveated rendering of the quest somewhere in the project settings, which will also make the edges blocky and probably isn't needed if all you are doing is playing a video
In general on low precision you get 16 bit math and only 10 bits of significand to work with, 5 bits of exponent and a sign bit
10 bits of significand is only enough for 1024x1024 textures (2**10 == 1024), after that it starts getting blocky and even after 512 I think it starts to get bad linear interpolation if the texture is viewed up close magnified.
One trick that will let you go to around 2048x2048 with low precision is to lay out your UVs from -1 to 1 instead of 0 - 1, and then you take advantage of the sign bit to get double the precision but have to be careful with any math that comes after that in the material. Still not enough res for most 360 video but can be good for other stuff.
Are there any good free ways to do sbs (side by side) vr?
I tried the simplehmd plugin with Lyra and one eye was garbled purple textures
if you mean just SBS 3d without head tracking and stuff launch with -emulatestereo and modify virtual FMatrix GetStereoProjectionMatrix(const int32 ViewIndex) const override in UnrealEngine.cpp with the projection matrix
if simplehmd did what you needed, try with something simpler than lyra like the vr template
would anyone be willing to teach me a lil bit of the basics to ver unreal engine? ive been trying to learn by brute force and its not working for me lol
ive looked up a few youtube tutorials as well and they dont seem to be helping me out to be honest
starting with VR right away is probably a bad idea to begin with. Start with normal small simple projects. https://learn.unrealengine.com/ has some good tutorials for starters. read the pinned messages in #ue5-general and#blueprint and when you feel confident in using the engine you can move on to VR. (imho)
vr in unreal is just like regular 3d first person in unreal, just harder! so indeed better to start with that
كس
starting with VR right away is a great idea because it's more fun! Don't get stuck learning and making something you don't care about. What are you trying to make?
thats a good point too! if it lets you keep at it, even if harder, might be a better choice overall
A specific game I've had layed out for a long long time
@left edge almost everybody starts out trying to make the most complex games ever, and has to learn to try to make a simple game to learn the tools and how to complete a game. Is you game simple or huge?
@left edge sure! Hit me with the log line
Anyone here ported their game for PSVR?. Looking around I can't see many guides/docs on the process? Was also wondering whether the graphical limitations are closer to PCVR than Quest 3 or somewhere in middle?
All that stuff is behind cool sony nda.
How can I make a "roomscale" third person camera for vr? Virtually all tutorials are either first or third person that is parented to the character. I want the camera to be disconnected from the pawn but still be controlled by the hdm 6dof
you just... dont parent it to the character
It's in the same actor...and the capsule is the root..I can't make the camera the root. So make a new scene component as a root? Sorry I'm still trying to get into UE
Making the character you move a different pawn probably makes most sense
That makes sense. I'll give it a go, thank you
Trying to make a macro. If I make it with a camera, the input is "camera component". If I make it with an arrow it's an "arrow reference". Is there no "general component" so it can be a more useful macro?
Scene component
beyond PCVR for a PC roughly matching the same rasterization specs, because of the foveated rendering, but raytracing/ai upscaling perf etc. isn't as good as an equivalent nvidia (maybe addressed on PS6 https://www.youtube.com/watch?v=1LCMzw-_dMw)