#virtual-reality

1 messages · Page 195 of 1

granite jacinth
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that does look pretty sweet

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Looking at that video at the bottom. I mean, Just getting a motion controller's transforms should be enough to drive that IK right @tired tree @sturdy coral ?

tired tree
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well, you would have to set limits

granite jacinth
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Sure

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But, this could be something for quick prototyping, or even implementation for a game

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If you don't need anything more advanced

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(although it does look like it could get more advanced)

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@sturdy coral After you've played with it, can you do a package and see if it works in a build?

sturdy coral
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Ideally epic would include a rig similar to art tools but made in this

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I'm sure they have it, but it is on a fortnite skeleton :P

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At some point they need to release mannequin 2.0 and just make it use the base fortnite skeleton

granite jacinth
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@sturdy coral what's the difference?

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Is there a talk?

sturdy coral
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there are a couple ones on their youtube channel from their dev days thing

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probably mainly just bone names or number of spine joints, but they may have a different setup for twist correctives and stuff

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but I think just have one base male and female skeleton that things are authored to, but they use different proportions and animation retargeting across characters

tired tree
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are they x+ forward facing? @sturdy coral that would be the real question :p

granite jacinth
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I doubt we'll ever see Epic go x+ for art

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even though X+ is forward

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Nope, we'll be rotating the damn things 90 degrees everytime

fleet plume
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could control rig be used as a lightweight replacement for ikinema?

tired tree
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don't know that it would be more lighteight

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since it is a scripting language for it essentially

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but it will be really flexible

fleet plume
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guess i meant without pulling in an external plugin

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though that point is a bit moot as it's a module anyway

trail shale
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Anyone ever play with the Haptx SDK? I'm doing a demo tomorrow in Orlando and would like to know more...

granite jacinth
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Get me a pair of HaptX gloves and I'll teach you all there is to know in a day

fleet plume
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before i do this myself: anybody know of a reticle impl in one of the vr plugins?

spare yew
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Anyone know how to detect if a Vive is being worn? In the editor "IsHMDWorn" enum always returns "not worn" and in a packaged build, it always returns "Unknown"

sly elk
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I think we use the "isHMDWorn" without issue

spare yew
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And you are using a Vive?

tired tree
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@spare yew what engine version are you on

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also the vive IsWorn is on a delay after setting it down

spare yew
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I'm on 4.20.

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I figured it was on a dely like it is with the oculus but the issue is it always returns "not worn" in editor and "unknown" when packaged.

trail shale
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@clear inlet i just tried them and met with their CRO, I was pretty impressed - they definately need more work with the integration but the hardware is really precise, mainly I think the collision needs to be played with software side - they have their plugins but nothing in blueprint or code I could tweak

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Although that might still be proprietary too

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I think they are at the equivalent of a DK1 or earlier version of the Oculus and in their development

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But I would bet on them for sure, unless someone else can somehow destroy them on cost of hardware to produce Haptic gloves

clear inlet
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Wrong person tagged

mighty carbon
sturdy coral
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@spare yew there is a bug, or was, that the worn state won't get updated at the very start or something like that

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I think it may have just been the worn delegate

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steamvr doesn't send 'vr::VREvent_TrackedDeviceUserInteractionStarted' if you start the app with the HMD worn

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not sure about started not-worn

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it may only be an issue if the app doesn't have bStartInVR=true, I can't remember

tired tree
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pretty sure that got fixed though

sturdy coral
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turns out there used to be a full mannequin control rig included with the control rig plugin, but it was removed in 4.20, and the plugin was reworked so you can't just migrate

fair hearth
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@mighty carbon it’ll be interesting to see how this sensor compares to intel’s new real sense sensor

granite eagle
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I'm using F6 > Execute Console Command "Stat SceneRendering" from my level blueprint. The problem is the stats show top left in the HMD view and so I can't read them. Is there any way to centre the stats or maybe there's a dedicated command for VR optimisation stats?

sturdy coral
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@granite eagle which version are you on

granite eagle
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4.20 ( HTC Vive Classic )

sturdy canyon
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There a checkbox in rendering settings

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VR Canvas or something

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Stereo canvas?

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@granite eagle ^^

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It's still off to the left a bit, but it's better

granite eagle
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cool thanks, I found some settings

ivory flower
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Is hardware occlusion working with ES3.1 on Oculus Go? I'm doing some tests and I get the same number of drawcalls and prism when i'm infront of a wall :/

mighty carbon
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I think only software occlusion work on Go @ivory flower

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Check Oculus forum for details

ivory flower
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Thank you, I was looking but I can't find a confirmation. I'm trying with OpenGL 3.1 but it seems there isn't any difference with Occlusion Culling on/off and Software Occlusion on/of. I will try with OpenGL 2 now

ivory flower
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Umh I can't notice any difference with Occlusion Culling + Software Occlusion enabled/disabled in any case (testing a scene with almost 600 drawcalls and 300k triangles)

ivory flower
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ok, I forgot to change the the LOD for occluder mesh to 0, now Software Occlusion works for 2 and 3.1 but it renders 3 times slower :/ I unchecked software occlusion for 3.1 and it does nothing, I guess there is no hardware occlusion for Oculus Go

mighty carbon
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Yeah, that's what I keep saying, but some folks swear by ES3.1

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Hopefully when Quest is out, we get Vulkan on Go/Quest

ivory flower
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yep, they announced roborecall for quest so I hope we will got a ton of improvements for mobile VR, I'm having problems with some models with ES2 (meshes are not visible on the device) but I can't switch to ES3.1 because then some of my shaders break 😦

sturdy canyon
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Vulkan works for me in 4.21, but multiview doesn't and fixed foveated rendering doesn't.

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Tested on both the Go and the Quest

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Render thread time was about even since you lose multiview. But GPU time worse since you lose Foveated :-(

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I believe Epic is waiting until after the render graph refactor to fix multiview in vulkan.

mighty carbon
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Vulkan is missing critical extension that Oculus requires to render in VR (that's my recollection of it after reading stuff and listening to Carmack).

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And without it there are no performance gains compare to ES2

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Mobile VR without multiview and FFR is horrible idea kappa

wicked oak
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@mighty carbon probably its an extension for the timewarp or similar

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the idea of vulkan is that you dont even need multiview

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becouse you can just record the command buffers from one side and run them again

mighty carbon
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Maybe, I don't really know all the details 😊

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Apparently you can connect mouse via OTG and Bluetooth keyboard and work on your PC using Go

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Lag free, virtually

mighty carbon
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Has anyone tried using Go with Virtual Desktop ?

dusky moon
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guys, I want to release a private early access VR project on Oculus store .. any1 knows if its possible ?!

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I mean I'm thinking of preparing it for Patreon and only give the key/access to my patrons ....

sturdy canyon
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Yeah you just add emails to a beta branch

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Once you have a developer account, you just spawn a new project in the dashboard and invite people with email addresses separated by commas

ripe lotus
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having a lot of issues with the BP_MotionController

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for one, GetHand is deprecated apparently but I don't know how to fix this

unreal robin
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Hi, i've accidentally done something very stupid and deleted an important file from the engine which i don't know how to get back. I'm not very experienced with this so help asap would be much appreciated

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sorry wrong chat ffs

mighty carbon
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reinstall the engine? @unreal robin

sturdy coral
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@ripe lotus use 'get motion source' instead; it is an FName instead of an enum and can be things other than left/right (mainly for vive trackers)

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you can just convert it back to your own hand enum if you know you don't need to represent things like vive trackers

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I think EHand already had some tracker related stuff, but wasn'tt flexible for the future if new devices are made

ripe lotus
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can you send me a picture of what that node looks like so I can make sure I'm using the right one and using it correctly?

sturdy coral
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@ripe lotus cpp UPROPERTY(EditAnywhere, BlueprintReadWrite, BlueprintSetter = SetTrackingMotionSource, Category = "MotionController") FName MotionSource;

ripe lotus
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alright thanks

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just paste in unreal right?

sturdy coral
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node might be called tracking source

ripe lotus
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what would that look like in the node editor?

wheat holly
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Hi, I've got a question. Let's say I want to learn working with VR. Would it be handy to first work / learn the engine on just a flat screen and later move to VR, or could I start with VR without running in to problems as someone who is really new to this engine and only made a flying cone? 🤔

jaunty shell
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@wheat holly I'd say get to learn the engine first, then move on to VR

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VR has a lot of technical subtilities that will need you to know at least the basics of Unreal

wheat holly
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Alright, thanks for the answer! Than I'll start working with that 😃

bitter perch
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Yes, I'd spend at least two weeks deep in the engine / VR optimization before touching VR

warm lion
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Is anyone able to add OculusAvatar (and set to true) plugin to their uproject file and build? I get a Unhandled exception at 0x00007FFB17635299 (KernelBase.dll) in UE4Editor-Win64-DebugGame.exe: 0xC06D007E: Module not found (parameters: 0x000000D360ECD690). occurred when I try to build

mighty carbon
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VR project immediately crowdfunded

tired tree
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"anime" project immediately funded

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its a known franchise

granite jacinth
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Aye

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No surprise there

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If anything, it's the low budget

mighty carbon
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so, is it because it's anime or because it's a known franchise or both ?

tired tree
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both?

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that fanbase would have funded just about anything instantly

mighty carbon
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I see

unreal robin
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@mighty carbon ye i ended up doing that didn't want to cuz of time but meh its done now thanks tho

sturdy canyon
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Generally camera effects are turned off in VR

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But that general rule dates back to the same time frame when everyone was certain that artificial locomotion was not okay

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So maybe it has its place. But probably it doesn't.

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Follow your heart. Test with experienced VR players as well as with newbs.

frigid kite
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I think a strong vote against it is that our eyes don't work that way - when we look at something, it comes into focus. So until we have eye tracking, I would personally steer clear from DoF in VR

fervent shoal
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hey guys, so I'm trying to get the default vr locomotion working in my scene, i got the hmd and hands working but the teleportation isn't working at all. any tips?

granite jacinth
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@fervent shoal Nav Mesh

fervent shoal
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can you elaborate please

granite jacinth
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Nope

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No one here knows what you did

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My assumption is you don't have Nav Mesh

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If you don't know what that is.

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Just Google it

fervent shoal
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figured it out, thanks @granite jacinth

granite jacinth
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@fervent shoal what was it?

fervent shoal
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I copy and pasted the navmesh from the motioncontroller map into my scene and then scaled it up to fit

atomic spire
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anyone else having issues enabling mobile multi-view in 4.21?

mighty carbon
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not if you are using ES2

quiet swan
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ok I have a question, I am working on a survival horror game and I want to be able to have people to crouch and hide under desks and such, what would be the best approach to this, a button to crouch or an actual crouch in real space?

fleet plume
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i'd personally go for real crouching., though i guess you'd have to make sure that the desks aren't too small

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would be amazing if players not crouching actually generate noise and attract enemies

quiet swan
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but since everyone is a diffrent size will it work?

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like a 6 foot 5 guy might not be able to fit into the area?

dim iron
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if its based of the height of the hmd then it wouldnt matter as long as they got there head close to the floor?

pearl tangle
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if the guy is 6 foot 5, then he is not going to be very good at hiding under a desk. Which makes things accurate

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same way that if you put a bunch of items on a high shelf then a short person isn't going to be able to reach them

sturdy coral
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crouch button can be nice if allowing seated play

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skyrim has it

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I think they needed it for sneak too, kind of annoying because you wouldn't enter sneak when naturally crouching

granite jacinth
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@sturdy coral yeah, but how would you even do it? I guess if you measured constantly if the height of the HMD is below a certain point , they are crouched/stealthed. Maybe it's not that costly as I am envisioning it

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get user height in beginning. maybe do 60-70% of height as crouched

sturdy coral
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yeah

granite jacinth
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I'm over here trying to crouch, it's hard

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lol

sturdy coral
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calibration step at the beginning would be best probably

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but you could also try and work it out over time

granite jacinth
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Yeah, I mean, the thing is

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People like to dodge

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Weave

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It may trip that crouch logic

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Who knows, never tried it.

mighty carbon
wicked oak
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thats pretty much supergrid

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and no, its not very useful

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you cant edit verts nor do booleans

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so its usability is really low

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just think of it, how do you create a window?

mighty carbon
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it's initial iteration as I understand

wicked oak
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supergrid does it better

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i wonder if he is going to implement soemthing

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if he adds booleans, now shit gets real

mighty carbon
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well, Trenchbroom 2.0 does it better

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and that's what UE4 needs

wicked oak
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i wonder about integrating a BSP editor like that into unreal

mighty carbon
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first issue would be license incompatibility

tropic zodiac
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Hey there, currently working with ARCore, quick question: Is there any good way to scale and position a level ?

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I do have a "normal" scaled level and want to spawn it in my AR Map, right now I use "World To Meters" to reduce the size of the whole world, so the spawned level is small

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but that will also hurt the accuracy of the ARCorePlane

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So I was wondering, if there is a good way (besides designing the map on a smaller scale)

sly elk
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question for you all on vive controller mapping. I am planning to bind what were the analog sticks on the rift to the touchpads on the vive- By default when you touch part of the touchpad it reads the location of hte touch, and treats that as an analog input of that direction/scale as if it was a stick in that orientation. My plan is make the touchpad input work like a swipe where it only registers teh relative change in touchpad position (so it subtracts teh starting position). This is so I can use the button inputs on the pad at the same time as the analog inputs

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thoughts?

mighty carbon
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Quest 2 or Rift 2 ?

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btw, only one article about 855 reveal mentioned VR/AR

sturdy coral
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@sly elk I think that would work well, but may take some tutorializing or help text

mighty carbon
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I don't know where they got those numbers

sturdy coral
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is that PC VR or everything?

mighty carbon
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the article is about everything, with breakdown for each segment

sturdy coral
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@mighty carbon more "superdata" data:

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says vive outselling Rift 2 to 1 but that doesn't seem plausible

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except possibly because Rift doesn't sell in China?

mighty carbon
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I wonder if these numbers indicate that PC VR gaming market is indeed doing really bad

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and Go breaking 1M units is good news, if that's anywhere near the real number

tired tree
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go shipped with some phones didn't it?

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that would skew things a lot

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also none of these stats are official

mighty carbon
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never heard of Go shipping with phones

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Gear VR did (with Samsung phones)

tired tree
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oh yeah

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that was gear

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oops

mighty carbon
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😃

mighty carbon
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basically, damage only happens when actual mesh overlaps player's capsule. I don't get why box collision hull I have in the sword's model is ignored

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any ideas?

ivory flower
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@mighty carbon have you tried to set the weapon static mesh to simple collision?

mighty carbon
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@ivory flower I did, but same issue

ivory flower
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umh you can try to create an actor only with the sword mesh as a root and check the collisions, I have found some weird problems with that before, at least you can see if the problem is only with that mesh or with the character

fleet plume
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wanted to play a bit with the Oculus Go but get "oculus app update required" when starting my app (or just trying to run YoutubeVR)

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the oculus software on the go is on version 3.38 (probably the release version, the newest seems to be 3.45) ... how do i force an update?

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seems like after charging >50% and/or a reboot and/or pairing with the oculus app, the 3.42 version appeared 🤷

ivory flower
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I think it only updates while charging

mighty carbon
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you have to leave it plugged for charging and leave it on. Updates will propagate eventually. 3.47 was the last version I had and that was a few month ago.

fleet plume
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thanks guys

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in the meantime i noticed that 3.42 is also outdated and won't run with oculus sdk 1.29 😭

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after another 15 mins and a reboot i'am on 3.45 now

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i'am torn between amusement and irritation 😛

mighty carbon
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haha

fleet plume
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currently toying around with a unity3d prototype, but will switch to ue4 most certainly

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at least the demo/hello world app runs now on my Go

mighty carbon
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eww, Unity

real needle
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more simple question: How does one record the inputs of a motion controller

sturdy coral
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@real needle there are some guides out there on doing it with sequence recorder

wicked oak
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@sturdy coral those numbers are just guesstimates

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they arent very well backed at all

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Focus selling 100.000? no way in hell

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with such a terrible headset

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specially not similar numbers as oculus, who is quite popular and got in a lot of sales

mighty carbon
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but if it was sold in China @wicked oak ?

wicked oak
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it has something about 3 apps

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even in china, i doubt the 100.000

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unless they have some amazing store there or something?

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you cant sell 100.000 units with the store that i tried

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it has nothing

mighty carbon
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I see

quiet swan
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is anyone using an market place inventory system in VR?

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im looking for an inventory system that works in VR

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or is VR friendly

granite jacinth
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@quiet swan what are you looking for exactly?

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"vr-friendly inventory" isn't really any different than any inventory system

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If you mean socketing, I guess that the only big difference

surreal hearth
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We would like to start a cardboardVR app in 2D mode with "hmd-like" tracking and allow the user to switch to VR mode for cardboard in the app. This seems to be quite an annoying challenge with UE4 though. If we have googlevr support enabled, our display goes to stereo automatically. We've checked off "start in VR", thrown BP nodes like EnableHMD off and Stereo Off, and nothing seems to work. We'd like to harness the hmd for tracking purposes, but toggle stereo display on and off at will. Any thoughts as to how this might be done? The project is built in 4.19, btw.

sturdy coral
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@wicked oak yeah, I think superdata's numbers have been way off in the past too

quiet swan
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is there a way I can put some kind of static mesh on my VR character and then when I over lap on the static mesh it will put it in my inventory?

mighty carbon
jaunty shell
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aah the US and their weird shows

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is that a givaway show ? 🤔

abstract forum
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@jaunty shell It is a battle royale but IRL

median dragon
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I'm working on an AR app for android that allows a user to view models in both AR, and non-AR modes. Everything works as expected until a user load an AR enabled map, then swtiches to a non AR map. It appears that the world transform of the AR map is preserved when opening a non-AR map. Has anyone experienced this? and does anyone have any ideas on how to fix it?

mighty carbon
jaunty shell
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still better than the 835

mighty carbon
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there is no way 855 can be used in Quest CV1

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it's coming in May or something like that and it's quite pricey

jaunty shell
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845 should be fine for CV1

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855, maybe for CV2 at some point

mighty carbon
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CV2 might use hypothetical 865 or 875 😛

jaunty shell
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😄

mighty carbon
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finally

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Transtar VR

alpine torrent
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the new version of UE4 add cool devices to list

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what have being used with SteamVR before in UE4

quiet swan
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did they break something @alpine torrent ???

alpine torrent
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windows mixed reality headset added

quiet swan
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im starting to see alot more vr commericals

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hey @alpine torrent are you working on a VR game?

alpine torrent
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kinda as working to get indoor bike to vr ready so my parents can use it and keep healthy

sturdy coral
mighty carbon
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nice find @sturdy coral

alpine torrent
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@sturdy coral also facebook is making AR glasses too

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not coming out for consumers soon

alpine torrent
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it was from Slush18

sly elk
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For those that have released on steam. Can someone share information about how the store approval process works? How thorough are they? What are they looking for? is it just making sure the game launches correctly and the features listed on the steam page are in the build?

wicked oak
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How thorough are they? "does it open when i click play? if it does its good enough"

sly elk
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lol

wicked oak
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pretty much

sly elk
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okay

wicked oak
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also lenguages

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thats pretty much all they care about

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probably not even that, given the state of steam lately

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basically, they will take about 5 minutes to "review" it

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tops

sly elk
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Our plan right now is just get a store build approved so that we can then update to our release build whenever we want and launch

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and not have out launch window hinging on waiting 3-5 days for an approval

sturdy canyon
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They actually have someone test the game and make sure your store claims are accurate

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I'm sure it's farmed out to china or whatever, but they apparently at least try to verify your store descriptions aren't total horse shit

granite jacinth
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@sly elk @wicked oak lies

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They were pretty damn thorough for CVR

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They check Store Page

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You have to make sure what you put on Store Page matches in game

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Specifically, if you say you have coop MP, they want to see that option in a menu or something

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Other than making sure it "works" and in-game matches Store Page I don't think they do too much more

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@sturdy canyon Ah, you pointed out the store page stuff already

sturdy canyon
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Apparently if you claim "9 unique boss battles!" They will play your damn game until they get to each one

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That was the exact example given in a Valve speech yesterday

granite jacinth
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@sly elk Did you all set up different branches for Oculus Store and Steam?

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If not, how did you set it up in your project for ease?

sturdy canyon
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The only thing you have to do is toggle on Oculus DRM and delete the Steam and OpenVR folders from your build

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So if you set up a config var for whether to run the DRM, that's all you need to change between versions

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Everything else we do at runtime

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You can't do runtime checks for DRM, because some Oculus users might buy your steam version

sturdy coral
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@sturdy canyon where is valve giving speeches?

sturdy canyon
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This was a local IGDA meeting. Video will be posted soon

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He also had a pretty good answer (imho) justifying Valve's 30% cut

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And he hinted that there will likely be another Steam Dev Days in 2019

mighty carbon
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so much trash talk in the past how they hate walled gardens and will never release on Oculus store 🙄

jaunty shell
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💵 💵 💵

north relic
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is there anythinig in the engine preventing player rotation?

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I tried adding something that rotates the player in bits of 15 degrees when they use the left joystick but it seems to instantly put me back

tired tree
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@north relic sounds like you are rotating the camera instead?

north relic
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don't think so.. can't check atm my brother is trying out my VR

tired tree
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if you are using a character base set to use control rotation then that won't do anything

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I don't know what your pawn setup is

north relic
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I used the default VR demo

tired tree
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@north relic looked fully at that BP graph...you aren't rotating by 15 degrees, you are SETTING rotation to that rotation amount value. You aren't sampling the current starting rotation anywhere.

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also in roomscale that won't be the result that you intend, you need to offset by the hmd location as a pivot

north relic
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it's relative location, so shouldn't that work anyway? and why would I need to offset the HMD? because the pivot point is not at the centre of your head?

tired tree
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@north relic relative location of the actor...is the actors world position, its not relative to anything but the world. Also the actors zero point isn't the same as the HMD location, so rotating the actor with the HMD offset will move the hmd in space around the actor zero point

sturdy coral
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@north relic yeah relative means relative to parent

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it if was relative to the same component itself it would work as you have it

granite jacinth
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GGWP StarVR, cya

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We regret to inform you that the StarVR Developer Program has been put on hold until further notice.

We believe it is the most responsible course of action to put the StarVR Developer Program on hold while our key overseas shareholder has filed for reconstructuring, and also while our company is in the process of going private, which may entail some changes to our operations.

Your interest and support for StarVR is greatly appreciated. We understand that many of you were looking forward to purchasing the StarVR One headset, and apologize for any inconvenience this may have caused.

Sincerely yours,

The StarVR Team```
frigid kite
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Anyone have experience with blurring in VR?

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I've put a cilinder around the player's head which is only open on the end and points along the player's velocity, as a comfort measure

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I want to try spiral blur on it, but on forward the result is just black

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I've never used the node before though, so I'm not sure if it's just not supported without taa/deferred, or if I'm doing it wrong

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Ah nevermind, got it working

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Ouch, rough on the performance

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Hmm but actually really nice even with less samples

fleet plume
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@granite jacinth if they're flogging their headsets, i'd buy one

trail shale
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Trying to figure out opening a goddamn valve lol....am I supposed to update the location of the motion controller itself (not sure how that would work) or the actual valve (I'm using set attach)

rigid lodge
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Wow. I'm excited. I got a Oculus Rift to work with. What's shown on the different media doesn't do it justice 😀

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Anyway, on Oculus GitHub account they have examples that we are free to use. One in particular, the HandSample, seemed like a good starting point for me. I was able to run the project flawlessly using the Oculus branch. After migrating the VRCharacter blueprint and the associated assets to my project. . . I can see the hands but not the animations. I've been looking through their project, which is BP based, but can't figure out how the map the motion events to the animations. Does anyone know how this done?

thorn cedar
#

Hey guys,
I built an application with VR and non-VR mode which works as expected when using the VR preview mode. In the packaged version I get a side by side video output in the non-VR mode when the headset isn't connected and works correctly when the headset is connected.
The IsHeadMountDisplayConnected() and IsHeadMountDisplayEnabled() both work fine in the editor/VR preview but always returns true in the packaged version.
Using UE 4.18 and HTC Vive. Any suggestion on how to solve this issue ??
Edit : Resolved ! Disable the SimpleHMD plugin before packaging.

sage gulch
#

any metrics on average network bandwidth requirements per vr motion controller player versus 2d joypad players?

sturdy coral
#

@rigid lodge I haven't looked at it but I bet they are running into the issue of the Hand property on motion controllers being deprecated without the right kind of redirector

sturdy coral
#

look into it and see if you can change the hand left/right references to motion source (or may be called tracking source in BP)

rigid lodge
#

Thank you @sturdy coral . I'm looking at it now.

trail shale
#

Anyone feel like sharing a BP example for constraining movement of an object against an axis while it is being pulled by the VR player (grab a lever and pull down) (actually it's pulling a valve out)

sturdy coral
#

@trail shale there is that blueprint-only weapons range thing free on the forums

#

I think their gun has a slide

#

the 'project vector onto vector' node can be used for the main part of that

trail shale
#

AH....and you only plug in the axis you want to actually move along...

#

I'll play with that blueprint that sounds great, I'm hoping they have some tolerance examples as well

rigid lodge
#

@sturdy coral I'm not certain of what I'm doing. Is this the Motion Source that you are referring too? I tried changing it to LeftHandCenter, tried checking Disable Low Latency, and tried changing the Player Index. Nothing worked. The settings in the image do work as far as rendering the orientation and tracking of the hands. But unfortunately no animations. Am I looking at the right place? Making the right change? Any other suggestions? Shoot what you stated sounded promising 😃

sturdy coral
#

@rigid lodge yeah, look into the blueprint nodes for references to motion source, tracking source, or hand

#

I'm not sure that it is what is the issue

#

find where it queries cap sense values to animate the fingers and add breakpoints etc.

#

but always google a lot before going that far, to see if anyone else is running into it

sturdy coral
#

@rigid lodge I might be sending you down the wrong track since they seem to just use a separate left and right class and don't distinguish the hands other than in the motion controller parent of those classes

#

you'll probably have to break out the debugger

rigid lodge
#

@sturdy coral I did notice that the Migrate asset left out quite a few animations. Closed my project and copied everything manually. No luck though. Should there be any mappings in Project Settings::Input?

#

Are you thinking that it may have something to do with the Oculus Plugin code?

sturdy coral
#

@rigid lodge did you try it as just a template project without migrating?

rigid lodge
#

@sturdy coral Do you know if creating a VR template from the Oculus branch will include the hands too?

#

I'm loading the Oculus code via Visual Studio now.

sturdy coral
#

I think it will

#

I have it migrated to my stuff but am just using the animated controllers and haven't tested it in a long time over a couple engine upgrades

#

and I'm feeding in the data to it a little different than it was by default I think

rigid lodge
#

Got it. Good to know too. In either case, if the hands aren't there it does give me another opportunity to test moving the assets to my just created VR Template using the Oculus branch. It would be reasonable to expect the hands to work using the same baseline (plugin, engine source, etc.)

#

Btw, I'm using the latest UE4 4.21.1

#

I need to head out. . .but I'll let you know the results when I can. Thanks for the help 🙂

rigid lodge
#

@sturdy coral the VR Template generated by the Oculus branch is the one from Epic. It has the UE mannequin hands and animations. The newly generated project did work.

#

So I decided to try and move the UE4 mannequin, blueprints, animations, and input mappings into my own (existing project). Sadly, the animations still didn't work. As with the Oculus version, I can see the hands and the track properly but the animations aren't there.

#

There is a BP_MotionController blueprint class in the same folder where the MotionControllerPawn is. What I don't see is where the pawn uses the blueprint. Do you know where that assignment is?

rigid lodge
#

.

quiet swan
#

hey everyone im making an inventory and the teacher says do a line trace by channel to pick up the inventory, willl this work with the lazar beam?

sturdy coral
#

@rigid lodge not vr template, it is called hand template or something and I think it is a separate template you choose

#

I don't have their branch built right now'

#

(that's 4.16 but should be there in newer ones)

#

maybe it doesn't show up as a template in the engine launch, but it has a .uproject

#

and should have HandSample.umap

#

I don't have the oculus branch built right now

fleet plume
#

thanks for posting the link to the OVR examples @sturdy coral

#

i went on their github page and found it to be empty

#

though the deeplink works for me (i'am a member of the epic games GH org)

rigid lodge
#

@sturdy coral yea, that is the one that I started with: HandSample. Now it gets a little more interesting. Neither set of animations are working for me in my own project. I can open and run the Oculus HandSample without issue. I can create a project using the UE4 VR template and it works without issue. The problem I have is after copying/migrating all the assets into my own project, from either version, the animations don't work. The hands are visible. Moving the hands show correctly. But I cannot close the hands, or point, etc.

rigid lodge
#

.

#

Making progress now. On a game level I can see the animations of the mannequin hands from the UE4 template. On my menu level though no animations. Getting closer 🙂

quiet swan
#

ok guys for the first time ever I think I ALMOST figured something out

#

I have a cube box and its on my VR guy

#

I have a working code that overlapts and destorys my pickup item after I walk over it

quiet swan
#

does anyone know how to add a catagory to the collision area? I would like to add my box

royal finch
#

Yes, go to: Project Settings -> Collisions.
@quiet swan

quiet swan
#

yeah but how will the engine know that its my box?

rigid lodge
#

.

#

My MainMenu screen widget, based off of UUserWidget, does render in the scene. It has a lot of controls: texts, buttons, images, and a widget based off of SCompoundWidget.

#

.

#

This was a first stab at seeing if it would work. And as I mentioned it does render but has a side effect of stopping the animations. Have you done any UMG or other UI elements with VR? Did you use the 3D widgets approach as shown in the link? Can compound widgets work in this manner?

sturdy coral
#

@rigid lodge I don't understand how that could mess with hand animations

#

the workaround is to disable widget fast path

#

and I think you have to disable it in code or it will get wiped out in standalone or something, can't remember the exact details

#

it was only for comboboxes that I ran into it

rigid lodge
#

@sturdy coral That does give me something to go on. I'm baffled as to why it would interfere with the animations too. As I mentioned, my class structure is based off UUserWidget, and I do have SVerticalBox, SListView, SHeaderRow, etc. contained on one Widget Blueprint. Is it your opinion that this should work?

sturdy coral
#

Seems like it should, but I haven't done much UI stuff

rigid lodge
#

I'll keep you updated. Thanks.

mighty carbon
#

UE4's VR branch seems to be stale as far as any new features and whatnot for desktop/mobile VR..

quiet swan
#

@mighty carbon so basically what your saying, when it comes to DEVELOPING VR, its not really worth updating to the newest unreal engine with its bells and whistiles because there will be no game changing updates to VR anytime soon?

rigid lodge
granite jacinth
#

Should still be relevant, nothing's changed since then

rigid lodge
#

Thank you @granite jacinth

#

I have a UUserWidget that, when loaded, stops the animation of the hands. I'm trying to figure out what happened. I do have a custom widget based on SCompoundWidget that contains an SVerticalBox, SListView, and others. In my UWidget that contains the SCompoundWidget, the code is pretty light. However, the UUserWidget, which is the outermost class, uses native functions such as NativeConstruct, NativeTick. And my question is. . . could these cause the hand animations for the mannequin to stop.

sturdy coral
#

@rigid lodge I don't know if this is it, but make sure you are passing FReply::Unhandled on the motion controller key events if you are doing stuff in slate, so you don't consume them before oculus gets them

#

I think they are polling key status and not using events though

#

and if it is in a WidgetComponent it shouldn't get them anyway, since that should be through a virtual slate user

#

just make sure if you added it to the viewport too or something you aren't consuming the motion controller events

#

does other stuff work, like trigger?

eager pine
#

soz im having a huge problem for the AR part

#

the camera on the android phone wont focus, is this ue4 related?

#

as for changing distance to object, it keeps 1 focus setting no matter what, always

gleaming river
#

Hey is there anyway I can unequally identify Vive tracker pucks?

dusky moon
#

Heyy... any1 with Asus Zephyrus GX501 here ?! I just ordered the beast and wondering how it handles VR and shit 🤔 🔥

jaunty shell
#

@dusky moon We run a laptop with similar specs (Alienware 17r4), and it runs almost on par with the desktop equivalent hardware wise.

#

Ah actually yours is a maxQ GPU, so it should be a little slower

abstract panther
#

From the results of VRMark it marks it as vr ready

jaunty shell
#

the 1080 maxQ is between the full laptop 1080 and the desktop 1070 in terms of performance

#

soo 1070ti equivalent I guess ?

dusky moon
#

@jaunty shell ah yeah, the 1080 stuffed alienwares are almost out of stock in Netherlands. also I hear a lot of heating problems with new alienwares

#

From benchmarks the 1080 Max-Q seems like 15 percent better than desktop 1070

jaunty shell
#

Havent had any heat problems (yet) with mine

dusky moon
#

I should have it shipped today ... will share impressions once tested it

jaunty shell
#

you wouldnt expect these kind of GPUs to run cold though

#

considering the dumbed down cooling system in a laptop :p

dusky moon
#

hmmm lets see how it goes. another question .... are you fine with the ports on your alienware ?

#

enough for 3 oculus sensors for example ?

jaunty shell
#

nah

#

we're using the vive

#

so one USB only

#

but yeah, two full size USB ports is too short

#

there's an USB C port and a thunderbolt enabled usb C port in the back though

dusky moon
#

ok I see ... good for next-gen stuff

jaunty shell
#

video ports are good (HDMI + miniDP), although the vive wont work with the HDMI

#

we have to use a miniDP to miniDP to plug the breakerbox

dusky moon
#

why the vive shouldnt work with the hdmi ?

jaunty shell
#

no clue

#

actually

#

afaik the HDMI is linked to the intel GPU

#

where the miniDP is directly linked to the Nvidia GPU

#

VR headsets hate integrated GPU ports

dusky moon
#

ah that's actually stupid to have it connected to the intel 😐

jaunty shell
#

welp

#

thats how they can claim good charge duration

dusky moon
#

hah true!

tropic oracle
frigid kite
#

Unreal has the philosophy to be easy to pick up by new developers, which means leaving common features active by default

#

I don't think they would choose to make vr opt-in

tropic oracle
#

Yeah.. let us just give up, even before we tried to change anything.. 😄

frigid kite
#

But I don't want this change

#

so, yeah

#

good luck I guess 👍

tired tree
#

@frigid kite they could generate the template project for VR with VR plugins enabled still

frigid kite
#

Oh I guess that's fair enough then

granite jacinth
#

@tropic oracle sounds familiar. Oh wait

#

That has Epic reply also

jaunty shell
#

I support this, steamvr starting up all the time is a pita 😢

sturdy coral
#

Probably need something similar for oculus

#

Well that probably won't fix all your issues

mighty carbon
#

is the saga really over ?

sturdy coral
#

the carmack thing was settled, so seems like this is the last part

mighty carbon
#

probably decided to save money for potential upcoming Fallout 76 lawsuit 😛

#

I finally built 4.21.1 and I wonder if round robin occlusions work on Oculus Go (and if it helps with performance)

atomic spire
#

source code doesn't seem to exclude round robin occlusions for Oculus GO. should work

mighty carbon
#

does anyone know if any VR goodies will be coming to 4.22 ?

#

@wicked oak ^^

wicked oak
#

@mighty carbon if render graph is finished for 4.22, then HUGE memory improvements

#

and the possibility of literlaly turning off render passes at will

mighty carbon
#

@wicked oak how is it going to affect mobile VR and devs who don't dig rendering code ?

wicked oak
#

for mobile vr, nearly nothing

mighty carbon
#

then who cares.. Mobile VR seems to be where you want to be to make money

#

(besides PSVR of course)

wicked oak
#

well

#

epic games is preparing robo recall mobile

#

so something will likely show up

mighty carbon
#

I thought it was all done at Oculus, since Oculus bought out the IP

#

(with all the assets and related stuff)

#

(don't ask me where I got the info - it's 100% accurate, coming from the original source)

rigid lodge
#

@sturdy coral thank you very much for your help. I do have the animations working. My blueprints were setting the input mode to UI Only, which I removed completely. Sadly the BP OnClicked event isn't firing. The WidgetInteraction is clearly working in my scene using the same control as described in the UE4 docs (https://docs.unrealengine.com/en-us/Engine/UMG/HowTo/InWorldWidgetInteraction). Every time I pull the trigger on the controller the count increases without fail. But an UE4 button contained in a vertical box doesn't trigger the on clicked event when pressed. I know it is pressed because the Pressed Sound is played. And I've looked through my code for the FReply as you mentioned above and made sure to return FReply::Unhandled() to give Oculus an opportunity to respond to the events.

sturdy coral
#

@rigid lodge you may need handled for it to trigger the on clicked , but only for the mouse events and not others

#

I'm. It sure, I haven't done user widget stuff, mostly just slate stuff

#

The widget fast path problem could also be part of your issue, it was something with compound widgets throwing it off

#

I can't remember all the details

sturdy canyon
#

Yeah Epic is not doing the Robo Recall mobile port

#

Also, I think the rendergraph refactor even helps mobile

#

Epic is waiting to bring Vulkan Multiview to mobile until after the rendergraph refactor, for example

rigid lodge
#

@sturdy coral Oh, okay. Yes, I can see the connection you're making. I'll give it a try and let you know my results.

granite eagle
#

Anyone know if it's possible to use UE4 levels / assets for SteamVR home environments? (No special game mechanics)

mighty carbon
#

I am building for Oculus Go, first time build with 4.21.1 (full rebuild). It's been sitting on:

#

UATHelper: Packaging (Android (ETC2)): --------------------Project: Env_0---------------------------------------------
UATHelper: Packaging (Android (ETC2)): ** For UnrealPak-Win64-Development
UATHelper: Packaging (Android (ETC2)): PCH.Core.cpp (0:04.43 at +0:00)
UATHelper: Packaging (Android (ETC2)): SharedPCH.Core.cpp (0:01.54 at +0:04)

#

for like 2 hrs

#

is this normal ?

#

I never had this issue with 4.19

mighty carbon
#

nm, now it continues building

sturdy canyon
#

Not normal, no..

mighty carbon
#

soo, it failed due to some navigation system bullshit in the ini

#

fixed that, tried building again

#

it went better than before, but failed to build

#

has anyone had such issue ?

compact kettle
#

Hello everyone! By any chance someone here available that worked on the WMR implementation into UE4?

#

It appears to me there is no way in the Plugin nor the Windows MixedRealityInterop API to fetch the press amount of the select-trigger

#

Is this correct?

#

Calling WMR "Experimental" is still exaggerated ..

dim iron
#

does anyone know of any tutorials/links for hand interaction on objects? so things are held correctly with the fingers?

mighty carbon
#

There are none

#

Either preanimate poses or make some crazy elaborate system with IK for each finger

mighty carbon
sturdy coral
#

@dim iron lone echo GDC slides have some stuff for that, it is pretty complicated stuff though

#

you could just make a few grip poses around different sized cylinders and lerp between them depending on size of object, but that won't work for all objects

mighty carbon
#

I really hope it will be whole a lot better on Rift with Touch

noble crater
#

is anyone using VR splash to show a progress bar via UMG widgets or anything like that?

rigid lodge
#

@sturdy coral I have it working now. Thank you again. I need to change my focus for a few weeks and won't be able to return to this until late January. Have a happy holidays.

sturdy coral
#

@rigid lodge great, glad you got it all resolved

granite jacinth
mighty carbon
#

alright, I finally managed to build for Go with 4.21.1

#

had to install r17 NDK

dim iron
#

@sturdy coral thanks for that, interesting read!

sly elk
#

retroactively added part painting even though the materials weren't built with a mask to support it:

#

leps in a new albedo using inverse roughness pow2 * inverse metalness. Basically, areas that are shiny and not metallic get paint. Rough areas dont, and machined/metal surfaces don't

frigid kite
#

Sweet, those parts still look amazing!

wicked oak
#

@sly elk awesome trick

#

and it gets a great effect

#

so 10 out of 10 from me

sly elk
#

Thanks. Doing some hacky stuff now to make a few objects get paint that werent. Cast aluminum parts were both too metallic (metalness 1) and too rough to get painted. So the paint component on each object is going to get a switch to deal with the roughness issue and then im hacking the metalness of areas I wanted painted from 255 to 245

mighty carbon
#

imagine that

slow swift
#

Is there a way to adjust the interpupillary distance of a VR camera in Unreal? To make a particular pawn feel bigger or smaller than the others?

sturdy coral
#

@slow swift there is a world to meters scale node that does it

#

it will scale up and down head and hand movements too

slow swift
#

That does it globally though doesn't it? Won't all the pawns get that?

sturdy coral
#

you definite want the head movements scaled like it does or it will cause sickness

#

@slow swift it is global, you'll have to write some management code to switch it on and off when possessing different pawns

#

loading levels, etc.

#

if you always use camera components you can probably make a derived camera component that handles it and can be set on placed objects in map etc.

slow swift
#

Hmmm, bummer it's not camera specific by default. I'll give that a try @sturdy coral , thanks

sturdy coral
#

@slow swift since it affects hands too the pawn or some other management layer will probably want to be aware, if it is displaying motion controller representations it needs to scale them up etc.

sly elk
#

about a year and nine months leading up to that..

slow swift
#

So close! 😄

#

Congrats!

sly elk
#

Thanks. Hopefully people like it. Its very much going to be early access. Not anywhere near where I want it to go

mighty carbon
#

right about now I hate UE 4.21

sturdy canyon
#

It's my favorite of all the updates since like 4.15 (or whichever one added multiview)

#

mostly because it didn't break anything

#

but also package times on android are down like 50%

mighty carbon
#

well, I couldn't build for Go with the same setup I had for 4.19

sturdy canyon
#

Oh what's borked?

#

I can probably help

mighty carbon
#

finally got that sorted out just to see my app crashing right after launch on Go

sturdy canyon
#

😦

#

Let me look back at what changed I had to make

#

Vulkan does not work with mobile multiview, so if you have vulkan on, you need to turn off multiview or it'll crash

mighty carbon
#

ES2 armv7 is what I've always built with

sturdy canyon
#

I think you're failing entitlement

#

turn the entitlement check off

#

or fix up your INI

#

it's no longer OculusAppId now it's RiftAppId and GearAppId, I think

mighty carbon
#

why? Gear VR as good as dead

#

plus, Oculus docs say AppID no longer required for Go

#

(only when submitting to the store)

sturdy canyon
#

Then turn off the entitlement check, yeah

#

Are you running it in a blueprint?

#

I run it manually in my character blueprint for some reason

mighty carbon
#

I run it in the level BP and right now it set to keep going whether it fails or passes

#

I had no issues with 4.19

#

and I did not change anything in my project

sturdy canyon
#

ok that might not be it, then

mighty carbon
#

well, logcat is there.. I can't tell much from it besides it crashes on render thread

sturdy canyon
#

Hmm yeah from an arrow component I guess?

#

Those usually package out in a shipping build, I think

mighty carbon
#

I am packaging dev build

sturdy canyon
#

Oh my Go build only runs in shipping

#

actually my Quest build only runs in shipping.. I haven't test Go in a while

mighty carbon
#

ouch

#

odd

#

I guess I'll try building shipping build

sturdy canyon
#

it hits a check() in initiating the viewport. Apparently width/height 0 are passed in

#

I haven't tried commenting out that check to see if it can just run a dev build without it

#

instead I just flipped the bool bUseLoggingInShipping = true;

#

But you also have to make a change in AndroidMisc.cpp for that bool to do anything

#

line 106 is:
#if (!UE_BUILD_SHIPPING)
it should be #if (!UE_BUILD_SHIPPING || USE_LOGGING_IN_SHIPPING)

#

(that took me 6 hours to figure out)

mighty carbon
#

aye, I don't want to mess with all that

#

hopefully Oculus will fix dev builds

#

how did you manage to get Quest btw @sturdy canyon ?

sturdy canyon
#

I had an app on both Go and Rift and it's unique enough for Oculus to want it as a launch product

mighty carbon
#

cool

sturdy canyon
#

Let me know if a shipping build works for you, though. You're hitting a different issue than I did, so I might be sending you on a wild goose chase

mighty carbon
#

aye, thanks

mighty carbon
#

so, I upgraded to i7 7700, added more RAM (32Gb now total) and it still takes forever to build for Android 🙄

mighty carbon
#

hmmm, same crash with ES3.1, but not quite

#

all the issues with arrow are gone

#

@sturdy canyon when you build shipping builds (for testing, not for submission to the channels/store), do you check "for distribution" option ?

sturdy canyon
#

Yeah, but only because I'm too lazy to flip it back and forth

mighty carbon
#

@sturdy canyon somehow it fails building shipping builds :/ Unknown error

sturdy canyon
#

Whaaaat

#

In which step?

mighty carbon
#

not sure.. .Disabling signing for Gear VR is what I saw before BUILD FAILED and Unknown Error

#

I remember I has some issues with Gear VR where I had to generate some key / token as if I was packaging for Google Play

#

but I didn't think I needed all that got Go

#

looks like I have to do that for Go too (I am guessing it won't package without keystore)

sturdy canyon
#

Yeah the Android pipeline needs a keystore if you click "For Distribution"

mighty carbon
#

lol, wtf.. fails building even with keystore

#

the step is "performing final APK package opertion"

#

@sturdy canyon

sturdy canyon
#

Bleh. I don't know

#

You're almost there, though

mighty carbon
mighty carbon
#

so, finally fixed that crap based on this

#

successfully made shipping build ... and it's still crashing

sturdy canyon
#

Nooooo

#

I'll send you my engine ini tomorrow maybe one of your rendering parameters can be flipped

#

Like do you have mobile HDR off?

mighty carbon
#

yeah, I have it off

#

I just noticed I had an experimental feature enabled - something something foveated rendering

#

maybe that's what crashes it

#

I'll test tomorrow, gotta hit the sack

mighty carbon
#

I give up.. Fuck UE4 and Oculus Go

#

(I'll wait for Oculus to respond to my report, which now maybe a few week after reporting since bunch of people who took care of connecting devs with engineers left Oculus not too long ago)

fleet plume
#

@mighty carbon are these project specific settings or does an empty project (but with oculus sdk) also not compile/build/run on oculus go?

#

i'am asking as somebody who wants to port a unity3d/oculus go prototype of mine to ue4 over christmas as a fun project

mighty carbon
#

why would I care for an empty project?! 😃

#

everything builds now just fine.. It crashes on render thread immediately after launch on Go

#

and I did not change a thing (related to rendering) in the project since 4.19

#

I am gonna try disabling multivew and other features that used to work and then see if that works..

fleet plume
#

yeah was just wondering whether it was a specific (non-default) setting that crashes the game

mighty carbon
#

nope, still crashes

#

so same project doesn't crash in 4.19, but crashes in 4.21

sly elk
granite eagle
#

To be honest I would be happy if I could just disable every popup

#

@sly elk Damn man, I'm creating a wipeout style racing game and this is exactly what I wanted to do in terms of being able to build / modify spaceships.

mighty carbon
#

@fleet plume @sturdy canyon what version of JDK and Gradle do you use ?

sturdy canyon
#

I do my Android and windows Dev at work and my PS4 and Linux Dev at home

#

So I can't check my jdk/Gradle

#

(until Monday)

mighty carbon
#

np

fleet plume
#

i'am still on unity (with this prototype) so i guess my jdk etc won't help you

mighty carbon
#

it might

fleet plume
#
java version "1.8.0_60"
Java(TM) SE Runtime Environment (build 1.8.0_60-b27)
Java HotSpot(TM) 64-Bit Server VM (build 25.60-b23, mixed mode)
#

pretty old afaik

#

android studio 3.1.2 with the 7.1 and 8 android sdk's installed

sturdy canyon
#

Ah I did have to set r.AllowOcclusionQueries=False

#

That caused a crash in 4.21 on mobile

#

But I think it was in the preview version. It may have been fixed

mighty carbon
#

where do I put that @sturdy canyon ?

sturdy canyon
#

I put it in AndroidEngine.ini

#

If you don't have one specific to Android, you can put it in default engine

#

I turn off almost all rendering capabilities. Every one of my shaders is unlit with no shadows, etc

mighty carbon
#

that's going overboard IMO

sturdy canyon
#

I just meant, maybe I don't crash because all my shaders are simpler

mighty carbon
#

I doubt that.. I have my project with default lit materials released on Gear VR using 4.16.x and it even worked on Note 4

sturdy canyon
#

There's also a suspicious "use legacy shading model" check box

mighty carbon
#

tried that - still crashes

#

it could be issue with JDK/Gradle/NDK/SDK combination

sturdy canyon
#

My min is 24, Target is 27

mighty carbon
#

but, since neither Epic doesn't care much about mobile VR nor Oculus care much about UE4 (for mobile VR), docs are always outdated and there have always been issues with deploying /running UE4 apps on Gear VR / Go.. That's why 99% of project there are Unity-based

#

I am going by the docs - 19 for everything

sturdy canyon
#

Oculus actually does a ton in UE4 mobile nowadays

mighty carbon
#

where?!

sturdy canyon
#

Docs might be out of date, though

mighty carbon
#

Unity has always been their in-house engine and when I ask Carmack any question about UE4, he doesn't have any answers as he doesn't touch UE4

#

I'll try 24/27 for the next attempt

sturdy canyon
#

Oculus has their own branch of UE4. They have teams of Dev rels doing UE4 Dev on mobile

#

I've been really impressed

mighty carbon
#

I don't know about that.. I really can't stand working with UE4 and Go

#

used to be much better (prior to 4.19)

#

but we are in the different leagues - you are probably on top of their priority list and I at the very bottom

#

so you might have better dev relations with Oculus than I do

sturdy canyon
#

A lot of the ue4 talk is in private forums, yeah..

fleet plume
#

somebody posted a link to their repo some days ago

#

didn't find that repo just by browsing github

sturdy canyon
#

The Oculus repo is public, yeah

mighty carbon
#

I don't even have access to private forums

sturdy canyon
#

It's usually a couple SDK versions ahead, but doesn't have too much different in my experience

fleet plume
mighty carbon
#

the latter one is the thing

#

I've been using their fork since 4.17 as I recall

sturdy canyon
#

I actually don't use their fork

mighty carbon
#

why not ?

#

it has latest SDKs

sturdy canyon
#

It caused issues packaging to PS4

mighty carbon
#

especially Platform and Avatars

#

I see

sturdy canyon
#

But that was in 4.20, so maybe that's no longer an issue

#

But I'm not using any of those new features anyway ;-)

fleet plume
#

there's value in not riding the bleeding edge 😄

sturdy canyon
#

When you're on so many the platforms, it's really hard to make use of any platform features

fleet plume
#

do you have the same project for psvr and rift/quest?

#

as you mentioned the ps4 devkit

sly elk
#

Is there an easy way to force oculus SDK instead of steam VR for steam releases?

mighty carbon
#

@sturdy canyon trying 24/27 now (failed again with occlusions set to false)

mighty carbon
mortal zodiac
#

All of a sudden I can't run my vive in unreal anymore, it worked all day and then suddenly not anymore. The screen just instantly blacks out and steam vr says unreal is not responding. The vive works fine with everything else and nothing I am finding on any boards seem to work. Anyone else had this issue?

sturdy coral
#

@sly elk if you have both included it picks native oculus with a higher priority

#

There is a command line option to force it too, -hmd=Oculus or something like that I think, that you could put into a steam launch option

sly elk
#

okay. so if you play on rift through steam it should default to running oculus?

#

thats good

#

thanks

sturdy coral
#

@sly elk yeah, you can override it in your engine ini too, but the engine's BaseEngine.ini should already have it

#

[HMDPluginPriority]
; Since SteamVR also works with the Oculus Rift and Windows Mixed Reality, give priority to the native Oculus and Windows Mixed Reality plugins before trying SteamVR
; Since OSVR also works with either Oculus Rift or SteamVR, give priority to either before OSVR
WindowsMixedRealityHMD=40
OculusHMD=20
SteamVR=10
OSVR=5
WindowsMixedRealityHMD=3

#

that's from my BaseEngine.ini, windows mixed reality showing up twice is a bug that they fixed in a later 4.21 revision

#

congrats on getting everything finalized and getting a release date before christmas!

sly elk
#

thanks. Finalized is a strong word 😃 Early access, not anywhere near where we want it to be for a full release but its far enough along

trail shale
#

Can anyone show me a good implementation of attaching the motion controllers to open something while constraining the direction of movement? I tried the VR interaction one that uses a drawer but they use a different method and hide the motion controller I believe

sly elk
#

oops, I thought this was our PM chain still 😃

trail shale
#

I've tried SetWorldLocation and only updating the axis I want movement in based on the WorldTransform of the Motion Controller, and then using the fixed axis that is saved to a variable once you grab it

#

no worries, let the world see, someone else might learn too

#

I'm trying to 'grab' a valve and pull it out with the motion controller, by constraining two of its axis of it to a previously saved ValvePos variable (once you grab it) and then updating the movement axis from the world position of the motion controller. However, WHICH motion controller element do I use? Do I use the base motion controller, or the hand mesh, or the root, or the collision box? It seems to do...weird things.... not sure which order to attach either, I feel like one way would be hiding the motion controller and spawning a grabbed hand mesh and just taking the position of the now invisible motion controller. But again, some direction would be greatly welcomed

glossy agate
#

@trail shale on guns I just snap the hand mesh to a gun socket while it’s gripped then on release it goes back to the original location

#

If you have a master grippable with the logic all you need to do is update the relative vector and hand anim for each item and that goes pretty quick

trail shale
#

@glossy agate Thanks - I'm using an interface for grabbing and I have event ticks on each one but I think I could probably keep it on a master grab with the logic, that makes sense. I was getting thrown off by trying to attach the item to the controller or vice versa, using SetAttach, but it seems to be easier and probably more performant, to just hide the motion controller itself and toggle visibility of a hand mesh gripping said object (otherwise the movement of the MC while holding the item was confusing and constraining the motion controller proved difficult)

What is the best practice for clamping the movement based on the scale of the object (so you can't pull a valve further than it's length, and probably a little less) ..... I want it to be relative but the implementation of GetRelativeScale of the static mesh is proving unclear.

#

Right now, without the clamp, the movement implementation is the single SetWorldLocation pulling 3 inputs from two actor worldloc variables, so it is nice and simple

#

I'd like to use a constraint for the size that is relative so if I resize the object the logic still works

sonic lake
#

@trail shale For VR interactables like drawers, levers etc. I would stay away from the idea of attaching them to the MC and use a MC tracking method instead. That makes it easier to set limits/constraints and respect them because each interactable actor is responsible for its own behavior.

trail shale
#

@sonic lake Yes that seems to be the best way; ca you tell me what is the best way to get the size of an object so I can clamp the axis so you can't effectively pull a valve out of a socket???

sonic lake
#

@trail shale You don't need to know the size. You can use something like two arrows inside your interactable actor to set the max and min limit, but that depends on exactly what you want to implement.

#

I saw a good tutorial some time ago about implementing an interactable button. I think it would fit to what you are trying to achieve, let me look it up.

mighty carbon
fleet plume
#

he cooked his oculus go

#

mentioned in the article

#

now that's a lightweight HMD

jaunty shell
#

thefrick

fleet plume
#

it's actually pretty monstrous

#

a WMR headset had to die for that frankenstein Go

jaunty shell
#

kind of a waste of money for 3dof

#

oh well, for science I guess

fleet plume
#

yeah

#

also can't imagine the experience being great with all the leaked light

real needle
#

What's the best way people have used 2d UIs in vr? My only idea is to spawn it infront of the headset, and attach it to the root component so you can move around it in world space.
Should I be rethinking UIs completely for vr? Instead of doing a flat 2d ui, rendering things in 3d and attaching to world space?

sturdy canyon
#

Attached to one hand is my favorite

jaunty shell
#

@real needle diegetic UI is the best for VR

#

forget about flat screen displays (unless its environmental)

#

be creative ! 😄

loud badger
#

Dont know i this is the right place to ask but her goes 😄 I have been working on a small tutorial for a customer on how to setup the Oculus go and run into a small problem, when i try to screenrecord the wifi setting it shuts down, its a security thing but i wonder if anybody have a workaround to it ?

real needle
#

@jaunty shell I've never heard that term before. Thank you!

jaunty shell
#

@real needle diegetic UI is awesome :p

real needle
#

Holy shit yeah. This is the term I've been looking for all this time

fleet plume
#

they really like it and see the future of learning in apps/games like that

sly elk
#

cool. I have been trying to put together more media this week with ourl aunch but it is a struggle

#

most gaming sites think its too niche 😦

fleet plume
#

i wonder whether they said the same thing about the pc rig building simulator

#

maybe the same outlets reporting about that game would be interested in reporting about yours

granite jacinth
#

@sly elk your game is very niche

#

But doesn't mean it's not cool

#

Marketing is hard. Especially if you're not paying someone else to do it for you.

mighty carbon
#

@sly elk well, it is

sly elk
#

RPS covers car mechanic sim and my summer car

#

so do a bunch of other gaming news sites

mighty carbon
#

then what's the problem ?

#

or do you mean they cover all that, but not your VR game because it's too niche ?

sly elk
#

yeah

mighty carbon
#

I see

#

really odd

sly elk
mighty carbon
sly elk
#

The nice thing about being a very small team is that our threshold for success is super low

mighty carbon
#

I feel like someone always sabotaging UE4 on the inside. How else can mobile VR break from release to release?!

#

@wicked oak any idea how much 4.21.1 is better than 4.20.x for mobile VR ?

wicked oak
#

zero idea

trail shale
#

Anyone advise the proper way to convert a motion controller's position to a blueprint's relative position?

sturdy coral
#

@mighty carbon does it break that often when you stick to the oculus branch?

#

@trail shale more details

#

you want what the motion controller's relative position would be, if it were attached to something else?

trail shale
#

nope,

#

I was using it before to take it's X location when it is grabbing a valve and use that to set the location of the valve itself...worked great but wasn't a relative solution, so if you rotate the actor, it breaks

#

So I'm trying to convert the hand's world position to a relative one but am having issues

#

@mighty carbon

mighty carbon
#

@sturdy coral apparently it also breaks for stock launcher for folks working with Google VR too (4.21.1 at least)

#

but yes, every release there is a major issue with mobile VR (but this is first time I think when it outright breaks no matter what options are used in the project settings)

#

Unity has issues too, but they aren't show stoppers usually

#

(because Oculus makes sure Unity works)

sturdy coral
#

@mighty carbon but do the releases on the oculus branch break often too?

#

couldn't tell if you were covering that, cause you mentioned stock launcher

mighty carbon
#

pretty much... Since Oculus doesn't fix UE4's bugs, unless it's SDK related stuff..

sturdy coral
#

ah ok

mighty carbon
#

like ES3.1 issues were not fixed until Epic fixed them

sturdy coral
#

@trail shale compose transforms is probably what you want, compose hand's world transform with valve actor's world transform

#

can't remember the order, but I'm pretty sure the compose transform node's documentation has it backwards

#

that should give you back a transform relative to the valve, same thing you would get if you attached the motion controller to the valve and told it to keep it's world location instead of snap to location, and then queried relative location.

trail shale
#

the docs are backwards!?

sturdy coral
#

I think one of the examples or both had the parameters backwards, can't remember. there is an answerhub thread about it somewhere

tired tree
#

the docs aren't backwards

#

the NODE is backwards....

#

parent transform is actually the child

#

I remade it for my plugin just so people wouldn't be as annoyed since heavy use of relative transformations is common with VR

mighty carbon
sly elk
#

is there a profiling command that shows GPU memory usage?

frigid kite
#

stat rhi maybe?

last sky
#

has anyone tried developing for windows mixed reality and encountered weird visual distortions compared to the Vive or the Rift?

I'm talking stuff like it looking like the camera's pivot is now slightly offset creating inaccurate rotations, and the color being lower in contrast. the first one kind of makes sense since the windows MR headset uses a different form of tracking to the Vive and the Rift, but the color stuff is bizarre

sturdy coral
#

@last sky most WMR uses LCD so that might be the cause of the contrast thing

#

however, after a recent update I started having my main monitor lose range everytime WMR started up

#

@last sky here was my thread on it with link to a fix if on nvidia, but I don't think the HMD's range was affected

last sky
#

ah thank you, so does that mean oculus and rift have LED displays?

sturdy coral
#

@last sky yeah, OLED on both of those

#

and on samsung odyssey and odyssey+, which are WMR

#

you should try with the steamvr plugin and compare with native WMR plugin and see if there are differences in any of the things affecting you too.

last sky
#

where exactly do I find those settings in the above image? ^

sturdy coral
#

you can just uncheck the wmr one and it should use steamvr instead

last sky
#

yeah, unfortunately my project is locked into 4.18 so I don't know if WMR was a thing back then

sturdy coral
#

@last sky it's in the nvidia control panel, under resolution

last sky
#

thanks

sturdy coral
#

if you are on 4.18 you doing it through steamvr

last sky
#

yeah

#

we're trying to support oculus rift, vive (the original platform it was developed for), and WMR

sturdy coral
#

it might have been an earlier release, but I believe 4.18 has a bug for WMR

#

that messes up the alignment of the views

last sky
#

oh boy...

#

that certainly sounds like it

#

4.18.3 is the version we're on

#

we also encountered crashing with the steamvr compositor that was fixed in newer versions, but we were able to copy and paste the engine code and manually patch it

#

if it is indeed an issue with the engine version hopefully a fix like that is feasible

sturdy coral
#

@last sky I can't remember if they fixed it in a hotfix or not

#

but I have a pull request here that fixes it:

last sky
#

I haven't tried using the engine from the repository before, only the native binaries. how exactly do I incorporate the fix into my project?

sturdy coral
#

@last sky if your repo is hosted on github you may be able to do it all through the web UI, I'm not sure

last sky
#

yeah it's definitely not

sturdy coral
#

for mine I add remote repos that have someone's pull request and then do a 'git cherry-pick [commit_hash]'

last sky
#

that's an excellent idea actually, how do I get the remote info for that particular pull request?

sturdy coral
last sky
#

@sturdy coral thanks so much for your help! hopefully that fixes the feeling of it being like the camera pivot is off

sturdy coral
#

np, I'm not sure it will

#

what it was was viewport misalignment

#

I think maybe only when changing resolution but I can't remember

last sky
#

the perspective did seen kind of funky in the headset, so it could be related

sturdy coral
#

@last sky does the main cliffhouse area seem ok?

last sky
#

yeah, I'm looking at it now, I doubt that it's the headset itself

sturdy coral
#

ok yeah, unreal should look pretty close to that

#

a while back wmr through steamvr was always a little blurrier but they fixed that few months ago

last sky
#

definitely noticing the more dull colors of the LCD now too, so at least that wasn't just our app

sturdy coral
#

even if supersampled it always looked a little worse

last sky
#

yeah, is it a higher or lower native resolution compared to Vive and Oculus?

sturdy coral
#

they should be higher

last sky
#

because I was kind of judging it by Vive standards (the regular one)

#

oh okay, yeah there would definitely be some resolution issues then

sturdy coral
#

and if it is an LCD one it should be rgb stripe which makes apparent res even a bit higher

last sky
#

yeah it looks equal to the Vive Pro, if not slightly better

sturdy coral
#

I should have the pimax headset pretty soon, supposed to be about the same but across a much bigger FOV

#

I think its colors and contrast will be washed out similarly to WMR LCD stuff though

last sky
#

oh yeah, more FOV is great

I tried out the Star VR at a VR expo here and that had an insane fov and resolution

#

pity they're only using it for non-interactive experiences

#

@sturdy coral I don't seem to actually have Nvidia Control Panel, just GeForce Experience

sturdy coral
#

@last sky doesn't show up in start menu search for me

#

I right click this to get to it

last sky
#

oh wow I'm blind

#

been using AMD for too long t-t

#

do I need to restart the WMR app to notice a difference?

sturdy coral
#

@last sky you may want to do a full reboot

#

I'm not sure you are seeing the same thing though

last sky
#

wait hang on, this is just the display settings for my monitors not the headset

sturdy coral
#

but for me, once I started WMR my main monitor with a black background would flicker and become brighter

#

yeah I'm not sure if it has any effect on the HMD but it might

last sky
#

oooh this is a fix for the monitors

sturdy coral
#

it used to on oculus with DK2

#

somehow it would apply to both

last sky
#

yeah no I haven't encountered that, but I suppose its good to have on as a precaution

#

I'll try restarting though

sturdy coral
#

@last sky you'll need some other stuff to gett joysticks working, I think someone has a pull request for it

last sky
#

yeah I did notice that

#

@sturdy coral so is the intention of even UE4.18 that you just use SteamVR and then that is supposed to make your app compatable with Oculus, Vive, Windows MR without requiring additional setup?

#

I just want to make sure that we're not missing something (beyond different controller input ofc)

last sky
#

@sturdy coral hmm, I tried pulling your fix but that only seemed to make things worse. now when I roll my head it looks like the screen is being stretched out and compressed

#

this is in VR preview of the editor though

last sky
#

sorry my bad, it seems like it was doing this before as well so your fix didn't affect the initial issue

sturdy coral
#

@last sky hmm, not sure why it didn't fix it for you

#

I do remember that the VR editor (not VR preview) would still have the issue even after my patch and I never bothered figuring out why because 4.19 came out and fixed it all

#

I had this change too, but I think it maybe only improved things for Oculus and not WMR:

#

--- a/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRHMD.cpp
+++ b/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRHMD.cpp
@@ -1683,9 +1683,26 @@ bool FSteamVRHMD::Startup()
                FrameSettings.RenderTargetSize.X = RecommendedWidth;
                FrameSettings.RenderTargetSize.Y = RecommendedHeight;

-               int32 ScreenX, ScreenY;
                uint32 ScreenWidth, ScreenHeight;
-               GetWindowBounds(&ScreenX, &ScreenY, &ScreenWidth, &ScreenHeight);
+
+               vr::ETrackedPropertyError WidthError = vr::TrackedProp_Success;
+               ScreenWidth = VRSystem->GetInt32TrackedDeviceProperty(
+                               vr::k_unTrackedDeviceIndex_Hmd,
+                               vr::Prop_DisplayMCImageWidth_Int32,
+                               &WidthError);
+
+               vr::ETrackedPropertyError HeightError = vr::TrackedProp_Success;
+               ScreenHeight = VRSystem->GetInt32TrackedDeviceProperty(
+                       vr::k_unTrackedDeviceIndex_Hmd,
+                       vr::Prop_DisplayMCImageHeight_Int32,
+                       &HeightError);
+               if (! ((WidthError == vr::TrackedProp_Success) && (HeightError == vr::TrackedProp_Success) && ScreenWidth > 0 && ScreenHeight > 0))
+               {
+                       // Fall back to getting the native screen res via the ext display query;
+                       // Windows MR doesn't support Prop_DisplayMCImageWidth_Int32 as of 12/19/2017
+                       int32 ScreenX, ScreenY;
+                       GetWindowBounds(&ScreenX, &ScreenY, &ScreenWidth, &ScreenHeight);
+               }```
last sky
#

@sturdy coral all good, I realised that I didn't rebuild my engine properly. thanks for all your help, one of our team members is going to rebuild our source with either your hotfix or one from unreal engine itself

#

at least now I know that it has nothing to do with our app, because I encountered the same problem with the VR template level on 4.18.3

#

and on 4.20.3 it was fine

sturdy coral
#

without that last change I think Oculus will use a vive-like aspect ratio, even though oculus provides a recommended target with a different aspect ratio than screen ratio

#

(probably the lenses stretch things more in one direction)

last sky
#

thanks, we'll keep that in mind if we run into any issues with rift

sturdy coral
#

everything will still look ok though without it, I think just the pixel allocation won't be ideal

last sky
#

yeah WMR is the only device we've encountered that's been messed up

sly elk
#

Does "bUseDesktopResolution=true" work in current unreal builds? Is this still the correct way to make sure fullscreen runs native res?

robust orbit
#

has anyone else seen assertions in 4.21 for "InOutSizeX != 0 && InOutSizeY != 0" in CalculateRenderTargetSize on Oculus Go?

#

For some reason, the Oculus SDK is returning a zero eye viewport rectangle size for me.

gleaming river
#

Hey all, has anyone noticed that with the wireless VR adapter, unreal games will crash after 120 seconds of being still

mighty carbon
#

@robust orbit I can't even run 4.21.1 project on Go - inta crash

#

(same project built with 4.19 runs fine)

robust orbit
#

@mighty carbon what's your crash callstack?

#

same for us... works on 4.19

mighty carbon
#

I already submitted bug report to Epic and Oculus and heard nothing back..

#

same as yours ?

fleet plume
#

which is funny, because they're supposedly working on robo recall for quest

mighty carbon
#

well, they have some private private branch of UE4 most likely

#

or maybe they even ported RR to Unity, for better performance

fleet plume
#

lol

#

you don't believe that, right?

mighty carbon
#

Carmack loves Unity a way more than UE4, so I wouldn't doubt such turn of events

fleet plume
#

carmack isn't the epic owner

mighty carbon
#

he hasn't touched UE4 with a long stick

robust orbit
#

@mighty carbon you have a number of exceptions in the log, but I don't see a crash callstack. you might have attached the wrong long file.

mighty carbon
#

Carmack is CTO of Oculus and basically the one who can call shots for mobile VR division

#

on top of that Oculus bought out everything RR related from Epic

fleet plume
#

we'll see, but my money is on RR still being made in ue4

#

😛

mighty carbon
#

yep, wrong f'ing log

#

ah, no, it's the right one

#

download it and search for "beginning of crash" @robust orbit

#

Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 12045 (RenderThread 1)

#

backtrace:
12-14 17:53:31.818 12061 12061 F DEBUG : #00 pc 05885f94 /data/app/com.Supranormal.AlbergateGo_03-1/lib/arm/libUE4.so (_ZNK16FArrowSceneProxy22GetDynamicMeshElementsERK6TArrayIPK10FSceneView17FDefaultAllocatorERK16FSceneViewFamilyjR21FMeshElementCollector+700)
12-14 17:53:31.818 12061 12061 F DEBUG : #01 pc 04b935b0 /data/app/com.Supranormal.AlbergateGo_03-1/lib/arm/libUE4.so (_ZN14FSceneRenderer25GatherDynamicMeshElementsER6TArrayI9FViewInfo17FDefaultAllocatorEPK6FSceneRK16FSceneViewFamilyRKS0_Ih18TMemStackAllocatorILj0EEESF_SF_R21FMeshElementCollector+3272)

#

and there is some more after that

robust orbit
#

ah, Google Docs preview cut off the file

mighty carbon
#

yeh, it did

#

for a moment I thought I submitted a completely useless log to Epic and Oculus 😛

robust orbit
#

your crash is different

mighty carbon
#

btw @fleet plume there is a chance that Oculus started working on RR for Quest a way before 4.20 and thus they don't really care at this moment about issues in 4.21

#

hmm.. Epic just got back with me and said they built my project and had it running on Go without any crash (although they used launcher version and didn't use "adb install"; instead they used Launch on the Device option).

#

I am gonna have to try that

fleet plume
#

@mighty carbon that sounds more likely than porting it to unity 😛

tired tree
#

@fleet plume considering that oculus internally uses UE4...even more so

mighty carbon
#

but they only use it for Rift projects

#

anything mobile is powered by Unity

tired tree
#

then wouldn't it be in their best interest to port it using UE4 to make sure it is up to snuff with their new hardware? 🙄

mighty carbon
#

it would be in our best interest 😃

wicked oak
#

@mighty carbon oculus has implemented a bunch of good shit for mobile vr

#

they did all the work for monoscoping render and multiview mobile

mighty carbon
#

yeah yeah.. and a lot of people have a ton of issues with 4.21..

#

they sure did the work, but to make it work 100% from release to release is whole different story

flat shoal
#

does oculus exist anymore? I've seen them being referd to as "facebook vr"

sly elk
#

I posted this in blueprint chat but someone here might know as well

#

My package builds are running a fixed resolution in fullscreen mode (that is smaller than native). I gather bUseDesktopResolution=True is what I want but It doesn't do anything when added to my packaged builds. Where do I need to set it?

sturdy canyon
#

In VR you use a different setting for resolution

#

It's vr.pixeldensity, I think?

sly elk
#

my game is both VR and desktop

#

this is for the desktop launch mode

#

on my 4k display

#

alt enter to get to windows

#

and the windows up key to make it big, its clearly just resizing the same res

frigid kite
#

Maybe you can get around bUseDesktopResolution not working by manually setting the resolution to the max allowed resolution of the monitor?

sly elk
#

yeah, i supposed that is hte best solution

dusky moon
#

Guys I'm getting this really weird editor crash on 95% when I load my project. It's something with OculusSpatializedAudio and somehow when I enable "Mirror Audio" on my Oculus plugged-in the crash goes away! does it sound familiar to any1 here ?!

sturdy coral
#

@sly elk GameUserSettings has some stuff around fullscreen/windowed

#

so when you resize, it is scaling the pixels instead of using more pixels?

sly elk
#

Thanks. finally fixed it. Jim's computer had some old config files getting used in the build

#

prevent those settings from working

mighty carbon
#

I have an interesting development - if I use stock launcher and instead packaging the game and manually installing it using adb, I do Launch on the Device from the Editor - the game runs

#

I am going to try to do the same with Oculus fork

fleet plume
#

@mighty carbon does it still not crash when you start the game from within the Go after the first "Launch on device"?

mighty carbon
#

@fleet plume not when using launcher version of UE4

fleet plume
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too many not's

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so does it work for you when you launch on device? also on subsequent starts from within Go Home?

mighty carbon
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It runs when I use 4.21.1 launcher version and Launch on the Device button

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I didn't try launching the game from Home after that

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But I tried building as usual and installing manually - crashing

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Is that clear enough? 😅

fleet plume
#

yes

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i wonder if the manifest etc is different

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afaik at the end of the day in both cases an .apk gets deployed on the device

mighty carbon
sly elk
sturdy canyon
#

Woooh! Congratulations!

sly elk
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THanks 😃

sturdy canyon
#

Are you collecting stats about what portion of your users are VR?

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I would be really interested to hear if you get many pancake gamers or not

mighty carbon
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has anyone been using UE 4.20 / 4.21.1 with Oculus Go ?

sturdy canyon
#

sonic lake
#

@sly elk Congratulations Alec! 👍

sly elk
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Thanks. This project seems kind of nuts when I started it taking apart my car. Sticking it out has been worth it

sonic lake
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I believe you have been pioneering a VR genre that will steadily gain popularity.

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Enjoy the moment and the well deserved holidays!

sly elk
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thanks. Also lol holiday. Now there are going to be people asking us to fix and add things

wicked oak
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@sly elk i wish you luck, given the state of current indie games in steam 😦

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your project is amazing

frigid kite
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Congratulations Alec! 🎉