#virtual-reality

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fathom temple
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I'm looking for some Quest related tutorials. Does anyone have a good recommendation for where to look? All I'm finding is Unity tutorials.

naive fern
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@fathom temple what got me started was
https://www.youtube.com/watch?v=jlcj4HB9LX8
https://www.youtube.com/watch?v=KQexLS2xjOs

Dunno how much you know already tho

Oculus Quest Basic Performance Profiling and Frame Rate Analysis: https://youtu.be/N7UfYFq2Xq4 In this video tutorial, I show you how to build the default Un...

โ–ถ Play video

Let's create an interactive watch menu with some cool 3D buttons that actually do stuff. Enjoy!!!! Head to my website for the full project: https://www.unrea...

โ–ถ Play video
fathom temple
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I'm not sure if Drawers are going to prove a problem like they are in Unity or if Unreal has some better code to handle it. It seems in Unity, when you grab an object, your hand becomes the parent of the object and therefore it then rotates freely. It caused some ridiculous movement of the drawer when sliding it out.

naive fern
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Unrealty Simon gives you a link to download his stuff aswell, I find it easier to learn that way. I am only making some very basic stuff tho

fathom temple
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I'll take a look, thanks. I'm about where you are. I was further with Unity, but I wanted to switch to Unreal.

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Are you using 1.39 of the Oculus plugin? I guess I should ask, are you building your own version of the Unreal Engine from Oculus source or are you using what you download from the Epic Game Launcher?

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It looks like Unreal 4.22.3 still comes with Oculus 1.32

naive fern
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I am using what i downloaded from Epic Game Launcher, 1.32 plugin it says

mighty carbon
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has anyone tested VT in 4.23 in VR (Quest in particular) ?

fathom temple
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That pages I posted implies that 1.32 is fine to work with the Quest., however.

naive fern
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yeah, it worked fine, but it fucked up in one of the quest updates the last week

trail shale
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@wicked oak TALl these 100%, this is basically a complete waste - do I need to make my bounds greater or smaller? My instinct says smaller, as it would be better to not even generate a cluster if it won't result in any reduced triangle count, but tell me what you think please

hallow knoll
mighty carbon
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does anyone know if people expect 100% physical interactions in PC/Quest VR games or just roll with whatever game offers ?

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for example, in my Go project to go from outdoors into indoors, you just "interact" with the door (point and click) and you get teleported into indoors (and other way around)

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there is no way to literally have indoors modeled for the houses and simply walk into them (due to art style and performance considerations)

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and it's not uncommon on Go

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However, since Quest / Rift have 6DoF controllers, I feel that people expect to physically open the door and enter inside

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any advice ?

pearl tangle
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Do what you would do in real life. Things work much better in VR when you don't need to explain to somebody how to do something because they already know how to do it in real life

naive fern
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@hallow knoll Sounds good! TY chief!

stark wyvern
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I'm trying to create an experience room in which people can interact with things but in sequence. So, I was thinking of having an arrow which guide the user to the next destination but I feel that arrows will "break" the immersion because it is an architectural project. Is there any subtle way of guiding people to the next destination or is there any game/project which does this "arrow guide" well?

dim iron
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@stark wyvern have the next object you want be seen glow a little, or if its an architectural program, have a light turn on that shines on the object, or maybe even floor lighting to direct to the next object.

stark wyvern
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@dim iron A floor lighting sounds like an interesting idea. I'll try it out! Thanks for your input!

dusky moon
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guys I'm fucked! I borrowed a friend's base station 2.0 s ... all was good with the index! today with the new fucking update, I tried to update firmware on base stations. it failed in the middle of the process. can't recover either. both stations were with blinking red light. then I tried to manually reset firmware.... now it doesnt even turn on the red light at all ! any help ?

dusky moon
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ok so I managed to recover one of the base stations... the other one is although being detected (green light) but not functional
have to send back : /

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in nutshell dont update your base stations firmware

frigid kite
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Strange that there isn't a simple factory reset option :/

dusky moon
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I bet its some HTC shit. cuz these base stations are for Vive Pro. (and It's going to be such a headache to deal with HTC's RMA)

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one question! can I use Valve index with [ 1 Base Station 2.0 + 1 Base Station 1.0 ] ?!

frigid kite
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Hmm I don't think it's possible to mix base stations, but I can't say that with 100% certainty

mighty carbon
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@dusky moon it's time to get Rift S - no base stations needed ๐Ÿ˜›

sly elk
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About to finally make hte move from 4.20 to 4.22. With 4.23 coming out soonish, is there anyhting major for VR in there?

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Im not seeing anyhting major in the 4.23 preview thread when searching VR

frigid kite
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I get the feeling that I've not seen anything major for VR from Unreal in a while

mighty carbon
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under the hood tweaks and optimizations

sly elk
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4.22 had the instancing which was huge for us

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is index controller finger tracking easier to implement now or is it still a from scratch solution in unreal?

tired tree
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@sly elk you can use the valve plugin for it, but you will have to change up how you handle inputs a bit, for native to engine without their plugin? Yea would still be manual.

zealous light
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Hi all, has anyone run into the issue of VR Preview being greyed out while running ue4 on Ubuntu 18.04 with HTC Vive? I have a VR ready laptop and the headset works with SteamVR but when I try to open a project after having SteamVR running and go to VRPreview, it's greyed out. I've scavenged through the forums without much luck, I would really appreciate some help ๐Ÿ˜ƒ (I can post more specs if needed)

supple drum
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how do you detect that an image is not tracked any more
I cannot find any exposed callbacks or so in UE4.23 and before

honest mango
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Anyone here used the Robo Recall mod kit?

pearl tangle
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@honest mango I would say most people in here have at least played around with it

mighty carbon
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not me ๐Ÿ˜›

honest mango
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Idk not many people have seemed to. My question was just if anyone knew if anything changes if you actually own the game, I know with the mod kit you only can play the first level

pearl tangle
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changes in what way? You don't get more content in the modkit if you own the game if thats what you mean

honest mango
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Just if anything changes, if you can do anything different, I havent done much in the mod kit yet. Im guessing not

pearl tangle
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@honest mango nope there is no difference

slender pulsar
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Oculust Quest uses ES2 or ES3 ?

severe tide
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It can use both

slender pulsar
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Ty, And is forward or deferred rendering ?

mighty carbon
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@slender pulsar Quest can run Vulkan now

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And it's forward, always forward

real needle
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Hello everyone ! Does anyone has already used OpenXR with Unreal Engine and can explain me how to set it up and integrate it in the unreal platform?

slender pulsar
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okay ty @mighty carbon but on UE4.22 is working with Vulkan ?

mighty carbon
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You need Oculus fork of 4.22.3 with 1.39 integrations @slender pulsar

slender pulsar
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I just see your issue there on the github

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okay

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it seems like you have issues with the Vulkan

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Will use the ES3.1 then

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Go and Quest share same system ?

mighty carbon
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I do because I don't have Quest ๐Ÿ˜ญ

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Quest doesn't have any issues with Vulkan

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as far as I know

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Do you have Quest @slender pulsar ?

slender pulsar
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The company have it

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will try today

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But from what you told me should use the custom version

tired tree
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4.22 should support vulkan on quest

slender pulsar
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but from what the web list many changes are only post release on their branch

mighty carbon
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@tired tree not the stock UE4.. The whole support thing is in the integration, which is outdated in stock 4.22

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@slender pulsar it's as custom as if you build UE4 from source..

tired tree
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yeah would have to be the integration

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@mighty carbon it was 1.39 that finished up support for that wasn't it?

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4.23 ships with 1.37 currently

mighty carbon
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yeah, 1.39 added FFR, MSAA, multiview and some other things

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looks like 1.40 is coming soon too, so stock 4.23 will be so behind again :/

sturdy coral
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@sly elk 4.23 may be adding rtx support for VR, possibly usable for dynamic ray traced soft shadows

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Says it isn't enabled yet but mentions it a bit in release notes, and I think victorlerp mentioned in here support may come in a later preview

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@mighty carbon maybe support both ways, on PC stream in the level in the right place when they get near the door, while on go load into the interior level

mighty carbon
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well, I can't just stream in a level because outdoor is smaller than indoor ๐Ÿ˜ƒ Stylized art after all

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so it's either way have to be a sub-level

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I am wondering whether to fade view to black when player swings the door open using 6DoF controller and then load indoors level or keep it the same as on Go - point and click to enter

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@sturdy coral ^^

sturdy coral
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Point and click to enter is probably fine if it is loading them anyway

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That's how rec room does it

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I think

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Or it is like put hand over it and click, but not grab doorknob

tired tree
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in recroom the door opens slightly based on proximity and glows

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it shows it being more of a portal that way

sly elk
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neat. We are talking about doing our own system for low density ray traced ambient/reflection occlusion. Basically it would modulate the existing lighting and reflections on the assembled parts of the car and help with longer range occlusion that SSAO can't handle well.

carmine moon
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@sonic lake I was hoping to ask you a question about the VR climbing system on your youtube channel.

slender pulsar
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@mighty carbon well does mobile hdr works with this?

mighty carbon
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it does, but it tanks fps

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don't use mobile HDR in mobile VR

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oh, and I don't know if it works with Vulkan (works with ES3.1 though)

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@slender pulsar ^^

sonic lake
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@carmine moon sure, feel free to DM me

slender pulsar
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@mighty carbon too bad the HDR turns all black

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so cannot use bloom or alike

mighty carbon
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Even if it worked you wouldn't be able to use it @slender pulsar

slender pulsar
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why ?

mighty carbon
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I guess you missed my chat about performance cost

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On Quest you have to hit 75 fps or else. With HDR you will never hit 60.

slender pulsar
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yeah seen that one

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can use ES3 rather than ES2 ?

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without the tonemapper ?

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I mean there is a huge problem or something ?

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in performance

mighty carbon
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I use ES3 on Go

slender pulsar
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oh okay

mighty carbon
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No HDR

slender pulsar
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yeah yeah no HDR or tonemapper but ES3

mighty carbon
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But I am not sure if mobile tonemapper works in VR

slender pulsar
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Will try to edit the engine sources myself

mighty carbon
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I have it on and off and I see no difference in performance

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You could have LDR bloom, but you'd have to mess with engine/shaders

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It would be nice to have Doom 3 lighting with LDR bloom. I am sure it would perform ok on Quest

slender pulsar
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I have to check these things

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play with the code

mighty carbon
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@wicked oak did something with lighting and shaders for VR

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@slender pulsar ^^

slender pulsar
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ty

mighty carbon
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Oh, if you want to see great graphics on Quest, check out Red Matter @slender pulsar

slender pulsar
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Yeah I know

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actually the clients wants something like that lol

mighty carbon
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Just hire them to get it done ๐Ÿ˜‚

wary onyx
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hey guys i am testing out the handheld ar template the two features i am interested in is the plane detection and hit testing. I wwill like to know if it is possible i can spawn 3D objects without touch input, is it possible to trigger a hit test after a plane is mapped and not via touch input?

spiral oasis
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does anyone happen to know if it's possible to get overlap events out of an MRMesh component? physics collision is working, but I don't seem to be getting anything on overlap. generate overlap events is checked, collision channels should all be fine, static mesh overlap events are working between each other ๐Ÿค”

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@wary onyx there's no need for touch input or a hit test to spawn an object on a detected plane.

wary onyx
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@spiral oasis how can i make a mesh spawn on a detected plane?

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cause i want the mesh to spawn the detected plane.

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cause i am making an ocean floor that covers an actual real world floor

spiral oasis
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I've mostly been working with magic leap and not mobile, so i'm a little rusty on what exactly you would need to do. ๐Ÿ˜ฆ

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essentially it should give you an event with all detected planes, and you would need to loop over them and decide what to do with each one. mobile AR might have semantic tags like horizontal, floor, wall, etc, but I don't remember 100%. in the past I have used the lowest detected plane as the floor with decent results.

the planes will have location, orientation/rotation, & dimension values. for an ocean plane i'm guessing you'll ignore the dimension and just make it huge?

wary onyx
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yes

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precisely

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@spiral oasis i am new to ar so what would be the nodes i would have to fire to get what i am looking for?

spiral oasis
wary onyx
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@spiral oasis yes exactly what i am using

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except it has the user touch input

spiral oasis
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then you can decide which one you want to use as the floor

wary onyx
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Awesome, what exactly would i plug this with?

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would a screenshot help? i have the project open on my side

spiral oasis
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i would run it in tick or on an event when a new plane is detected. find the lowest plane, and move the ocean plane to its location & orientation. handheld AR has a tendency to drift pretty bad and will sometimes put the floor 20 feet below you or something - so that's something that would need to be handled in a perfect world.

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not having a whole lot of luck digging around the documentation, but to be fair all documentation regarding AR is pretty bad across all engines ๐Ÿ˜„

spiral oasis
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so nobody knows anything about MR Mesh Component? ๐Ÿ˜ฆ

mighty carbon
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@spiral oasis it seems that no one here is really big on AR (perhaps because you have to hold a phone with tiny screen vs wear VR HMD)

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not as exciting as VR imo

spiral oasis
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i develop using AR headsets primarily ๐Ÿ˜„

mighty carbon
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which ones?

spiral oasis
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magic leap is the main one

mighty carbon
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I see

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that's another thing - most people can afford Go/Quest/Rift. Less can afford Vive/Index and very few can afford Magic Leap / Hololens 2 (which isn't out yet anyway).

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Plus, AR is still isn't as exciting as VR ๐Ÿ˜›

spiral oasis
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not the biggest fan of VR, personally. but yeah, totally on point with the pricing, it's not really consumer friendly yet

trail shale
spiral oasis
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looks like a problem with HDR to me, but i couldn't tell you why

trail shale
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I thought so too...although I realized just now I never updated the Ultra Dynamic Sky....I'm thinking that it was foolish to assume it would update when I converted the project

spiral oasis
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4.19 to 4.22 is a pretty big jump ๐Ÿ˜„

trail shale
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I think my dynamic resolution or me using this is broken...what are the correct VR settings for 4.22?

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I think steam VR is causing issues actually, I can't see the distortion in the spectator screen

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yeah motion smoothing

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Yeah, performance is shit and I'm not sure why...the motion smoothing was an easy fix but I'm pull up my previous build for 4.19 and it runs 3x faster

mighty carbon
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Has anyone tried Steam Audio on Quest?

tired tree
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granted that is the same setting in 4.19

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so shouldn't have changed

trail shale
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I'm trying to determine what's so different and why am I frame rate drops big time did they change something with particles?

spiral oasis
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@mighty carbon quest is powered by android so if it runs on android, then it should be ok. i never had any luck with steam audio but haven't messed with it in at least a year.

mighty carbon
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I see

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I only messed with FMOD

dim imp
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anyone familiar with Mitch's vr content examples?

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I struggle with adding a hand to it

slender pulsar
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@mighty carbon Using the today oculus branch one eye works the other is black with Vulkan rolf

mighty carbon
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Not for me - everything works out of the box

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I downloaded zip from Releases btw, not the master.

mighty carbon
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@slender pulsar are you sure your Quest isn't botched ?

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also, make sure all the render project setting are in order

slender pulsar
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@mighty carbon 40fps with hdr

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On Vulkan disabled the multiviee

mighty carbon
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lol, multiview is a MUST

slender pulsar
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Multiview don't work with hdr

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Turns the screens black

mighty carbon
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right, and you were told not to use HDR at all in mobile VR ๐Ÿ™„

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4.23p5 is out

mighty carbon
trail shale
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so how does screenpercentage vs pixel density work in 4.22...i think they ar the recent for my performance tanking when i updated from 4.19

sturdy canyon
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Now a 1.0 is what 1.4 used to be

trail shale
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wait so what should I put it on then if I want 1.0? .75?

sturdy canyon
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Probably

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This varies by platform

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Sort of

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The new system varies less by platform

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But the old system was crazy

trail shale
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what about Get GMDstate...that seems broken too

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that and my particles (which I didn't change or even open) seem to be more expensive...what should I investigate as the cause?

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could ray tracing have been turned on without me knowing?

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also, what about this : 06-04-2019, 07:47 AM

Last edited by User-970075953; 06-04-2019, 09:31 AM. Reason: Add fix```
fickle sky
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small question. Is it possible to see what happens on an android device in the editor? or is it cut off and basically android studio is the best I could do?

tired tree
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@trail shale always keep SP at 100 now

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and adjust pixel density

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read the blog post I linked you last night

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regardless, this would have been the same in 4.19

mighty carbon
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@fickle sky why?

trail shale
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SP at 100 now @tired tree ???

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@tired tree I never messed with it from 4.19 to 4.22 so that's why i was looking for other causes

tired tree
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SP 100 is 100% resolution, no scaling with it

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you adjust the pixel density now, as it is a static scaler for all of the HMDs and is a lot better

regal cape
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Anyone using the OpenXR Plugin Yet?

regal cape
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@real needle did you find out how to set OpenXR yet? anyinfo on this?

clear abyss
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Hey, can i change the radius of the navigation arch for VR example?

real needle
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@regal cape No I d'ont have an answer yet about that

warm lion
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So I've created a reach and pull movement system similar to lone echo. When you reach out and grab you grab the world and pull the camera through. This works really well but I notice that there is some small shaking (from my hand actually shaking) that causes a small vibration in the camera as it is pulled through the space. I know altering the natural camera can be dangerous in VR so I'm wondering if anyone has any experience with smoothing a camera in VR and what you experienced. I'm wondering if adding just a small , very small amount of jitter reduction would be beneficial or if it gets weird in VR with motion sickness etc..

sturdy coral
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@warm lion gorn has movement like that, you may want to test that and see if it has the same kind of jitter or if they are doing some smoothing

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also be very careful of tick order and tick dependencies as that may be your true source of jitter

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depending on how severe it is

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does echo arena have the same jitter for you?

trail shale
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55.4 m/s

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i'm "pretty sure" it's the VR but I'm not sure

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dynamic resolution not supported? I've read only the consoles have it in, could that be my probleM?

mighty carbon
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Turn on particles cutouts in the render settings of the prpject

trail shale
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I haven't messed with those particles in a year though, but standby

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it wasn't on but i don't think that was it

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no particles there

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I think I know what that is

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I have a VR function that toggles binoculars ....it also drops pixel density to compensate for the 2Dcapture component used to create the effect of binoculars

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going to disable and see if that changes

trail shale
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could some change in the VR stuff have caused this change in the render?

quiet badger
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posted this in #work-in-progress by accident, but looking for feedback on this mock up of wind waker vr menu/inventory

fickle sky
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@mighty carbon no for pure android. To debug. I would like to have the ability to see how things are from not the user point. see what gets created and so on.

cold siren
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@trail shale sort your profile GPU by time and expand them one by one and see what's taking so long?

mighty carbon
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@fickle sky there is #mobile chat, maybe they know..

mighty carbon
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so, back to my question about audio in Go/Quest - has anyone tried Steam Audio and/or Resonance ?

little scaffold
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Has anyone used Vivox plugin in VR?

sturdy canyon
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I requested access to vivox and got immediately denied

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I think their business model is laaaarge user bases so they reject all VR titles

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The vivox plugin doesn't work without an approved vivox account

little scaffold
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Ho I see that's why it's free under 5000 PCU thanks for the info but that's ashame because it seems to work pretty great

spiral oasis
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doesn't sound like a company worth supporting imo.

wicked oak
fleet plume
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@sly elk nice effect. dissolve shader?

sly elk
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yeah

valid estuary
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Hey all. I was wondering if you could help me figure out how to make apk packages. I'm working on the Quest.

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The project builds fine and I can play it on the Quest, I just need to package it and send it off to a team mate.

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Or is there a way to extract the build in the Quest itself?

valid estuary
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UPDATE: Never mind, I was doing it right the first time, I just needed to remove an unsupported plugin .

pearl tangle
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@sly elk Have you tried doing that with an attachment to the hand so that you can peer inside things individually? Works really nicely

lethal delta
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Hey I'm doing some dev on quest and I'm noticing that only one motion controller works at a time. Using an input on that motion controller component will swap to that motion controller component being used. I've searched around on the web a bit and I'm pretty stumped on how people got this fixed. Apparently it showed up in the last firmware update. Anyone have any ideas or know what I'm talking about?

sly elk
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@pearl tangle We have bee talking about doing that and/or having it on a slider per axis

severe tide
lethal delta
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@severe tide ok thanks, I tried these fixes already and its still not right. I think have to upgrade the project to 4.23 because the OculusQuest Dropdown doesn't exist yet. Ill try that out next and see what happens. Ty for the response!

severe tide
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I didnโ€™t, itโ€™s ok with 4.22

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But the built in fix is only in 23 yes

pearl tangle
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@sly elk It's quite cool doing with the sphere mask and then you attach it to the hand and look inside the engine, then you can configure it to only affect the engine block but not the pistons etc so you can see it all moving

lethal delta
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@severe tide thanks bro switching to 4.23 worked. Apparently the previewer for android shaders is causing a crash in 4.23, so I'll have to preview the style in a different version of ue4 until an update rolls through. Thanks again for the help.

severe tide
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I can show you my manifest file tomorrow to show how I got it to work @lethal delta

dusky moon
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Guys! I'm having an issue with Exponential Height Fog Lately in VR. It renders quite noisy (static noise) any1 else encountered this ?! (Volumetric Fog is Off - 4.22.3 )

pastel palm
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When running the VR Preview the editor does not show what's happening in the preview, does anyone know if it's possible to turn a feature like this on? I'd like to see the headset move around in the editor in real time when the VR Preview is running. (using 4.21.2)

cold siren
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@pastel palm You're probably looking for the spectator screen

pastel trout
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the picture looks scary

subtle raft
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Im tryign to have stat fps run on begin on my pawn but it's toggling the command

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Get Console variable bool value doesn't help

sullen vortex
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@mighty carbon have you succesfully used fmod for quest? Every time i build with the plugin activated, the app crashes on quest

mighty carbon
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I don't have Quest

sullen vortex
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Oh, my bad, thought you been talking about audio on Quest

mighty carbon
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yeah, I was talking about Quest, but GearVR is where I had FMOD working

brittle ether
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Does anyone have experience with the scaling of the VR world being off in an Unreal project? I am using Oculus devices and made a child pawn from the MotionControllerPawn so in the begin play it is calling Set Tracking Origin to Floor Level. My scale for the world is 100 but my actors that are 180 units (1.8 Meters) are showing up as super small. Are there any other settings that I could mess with to fix this?

slate widget
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Are you sure your models were imported correctly? Drag a standard Unreal cube in the scene, it's default size equals to 1m x 1m. Does it also appear too small?

brittle ether
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When I add the cube it comes up to the characters chest so the character seems to be correct

slate widget
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It should go to the hip, chest seems too high

brittle ether
slate widget
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Yeah that looks correct

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Maybe these settings will help

brittle ether
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Yep I got it set to 100

slate widget
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You can set it lower to make the world apper larger

brittle ether
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Yea I have been getting around it by scaling things up but I would like to figure out how to get the scale correct because the modelers I am working with are using the 1cm to 1 Unreal unit for the scale so it would be optimal if we are all working in the same units

slate widget
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I don't think the problem lies with the models, but with your set up of your oculus

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I didn't have the this issue neither with the Oculus or Vive

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Maye just redo the whole set up process?

brittle ether
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Yea definitely problem is with my setup some how so Ill just keep trying things / create a new project and see if it is replicated there

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Thanks for the help!

slate widget
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No problem hope you'll get it figured out

flat shoal
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@pastel palm that's a Unity only, feature unfortunately (but try the Visual Logger... it can be made to do something similar)

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@cold siren what is the "spectator screen"?

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oh... looked it up now... that's for a build, not for debugging

cold siren
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@flat shoal can use it to see 3rd person view of yourself acting wierd in VR

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I did it a lot when I was trying to optimize my IK for my VR charector

mighty carbon
hallow knoll
flat shoal
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ok, I'll have a look

polar valve
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Anyone developing with the Vive Focus plus? How do you open your own APKs on it?

severe tide
#

APK? I thought the Focus ran on HTC's own operating system and not android

#

Oh no I might be confusing it with the SDK

polar valve
#

Maybe I need to use their SDK for it to show up

severe tide
#

I'm still waiting for my job to buy one so I don't know unfortunately

mighty carbon
#

4.23p6 is out

#

looks like there are still 7 unresolved bugs in 4.23 and a crap load of bugs were moved to 4.23.1 :/

wide tundra
#

Is it possible to build a Pure blueprint project for iOS from Windows without a mac??

mighty carbon
#

oh wow, Nate Mitchell departed Oculus

jaunty shell
#

oh where is he moving to ?

#

ah taking some time off

mighty carbon
#

not really sure how to take news like that

#

on one hand it makes sense to take a break and spend some Fb cash ๐Ÿ˜ƒ On the other hand, it feels like they are pivoting to AR and VR will remain where it is now

#

(which I am not happy about at all)

chilly ocean
hallow knoll
#

@chilly ocean Yes I forwarded it and the team is looking into it

chilly ocean
#

Sweet, thank you ๐Ÿ˜ƒ

ember forum
#

@chilly ocean have you tied set input mode game and ui in mouse lock mode / lock always

#

or set input mode game only if you dont use the mouse for UI interaction

#

i've definitely had this be4 in a packaged non-vr game where the mouse left the game screen, doing that fixed it

chilly ocean
#

@ember forum Yes, that is one of the first things I tried

#

I think the headset is overriding that functionality somehow

copper stag
#

How can I attach a mesh to my VR hands? I made a socket but I can't get anything to attach into it.

real needle
#

@regal cape did you find any information about OpenXR on your side ? ๐Ÿ˜ƒ

wide tundra
#

I was just wondering if ARKit (ARCore if it works on iPads/iPhones) supports model targets similar to vuforia

#

Basically looking for this:

cold siren
#

@brittle ether Its definitely a setup thing. I am an architect'landscape architect by degree and I used to exclusively do archviz VR until a year back. This was a big problem for me. What I like to do is place one of the motion controllers on the ground to make sure my height is accurate. Most of the times I was too tall and hence everything looked smaller.

pearl tangle
#

@wide tundra yep it does. You just need to initiate a mode where you scan the object, and then go into the other mode where you are referencing it for placement

mighty carbon
#

@pearl tangle how (to do that in Blueprints) ?

pearl tangle
#

you have to provide a candidate object, so you can do that by scanning it in the app or from another app, then you set the session type to object scanning

wide tundra
#

Is there any point in me scanning the object which then exports the .arobject ??

#

I assume Candidate Object Data -> Array are the points within the object I scanned.

mighty carbon
#
wide tundra
#

@pearl tangle I see that you mentioned that I can can scan it within my app, but I would prefer to provide the data object rather than scanning it first.

fleet plume
#

with the support of vulkan on quest/go, does that mean geometry shaders would also work now?

mighty carbon
#

while support is there, it's not 100% usable

#

so I'd wait for them to fix it before asking for geometry shaders ๐Ÿ˜›

fleet plume
#

just wondering if (limited) tessellation might be feasible now

mighty carbon
#

try it? ๐Ÿ˜ƒ

fleet plume
#

๐Ÿ˜„

pearl tangle
#

@wide tundra Yep thats just gotta be referenced properly. From memory there is no way in the blueprint to define it in editor, so it can only be loaded up at runtime so just need to grab it from the file storage. As long as it's the correct format and you created it with the iOS app specifically designed for it, it's not just a 3D model you upload

pulsar dome
#

So does anyone have experience setting up a door that can be interacted with in VR, I'm trying to use a physics constraint and use the below pickup drop code so that the player can open the door.

wide tundra
#

@pearl tangle Is there some sort of sample, resources or blog post on how to create a Object Recognition app in UE4. I looked around but I couldn't find anything specifically aimed for UE4 only Xcode

#

@pulsar dome Can you not just call a Raycast from the specific hand to the doors collider and when hit do something.

dim iron
#

Morning all, I've just installed 4.23 source from Oculus github, on the Quest and the Rift, grasp no longer works and the hands are 90 degrees out. anyone else tried 4.23 built from source and had same issue?

#

this is a fresh VR template too

pearl tangle
#

@wide tundra not that I can remember. Pretty sure that you could just toggle the AR mode from "scanning" to "looking for" from what i remember

wide tundra
#

Ok I will have a look

#

thanks

pearl tangle
#

ok yep had a little bit of a play. @wide tundra so you create your ARsession and set it to ObjectScanning

wide tundra
#

Yeah, I did that and added a candidate object which I created as a Data Asset

pearl tangle
#

so you created it in Unreal or got the points from an external 1?

wide tundra
#

In Unreal

#

Idk how to get the points from the .arobject I looked at loading it at runtime but not sure what to load it in and how to actually open it, as .arobject file itself can't be opened in win, I tried to open it in a mac but doesn't return anything.

#

I guess in Xcode when loading it it can read the actual file.

pearl tangle
#

it should pretty much be a point cloud sort of thing

wide tundra
#

So would the data be loaded into the Candidate Object Data I assume.

pearl tangle
#

nah thats a different 1 for recording out

#

inside unreal if you want to record it you draw a bounding box around the object you are looking at and then convert it to a candidate object

wide tundra
#

I assume the data can be saved for later use??

pearl tangle
#

yeah can save out in a few different ways i guess

wide tundra
#

Does GetARCandidateObject start the drawing of the bounding box??

#

Obviously once the AR Session is started and the right session type is selected

#

Would the first Set get overwritten by the 2nd, or do only the CandidateObjectData gets overwritten

pearl tangle
#

that bit you have there is to actually set the candidate object

wide tundra
#

I assume you are talking about the first Set

pearl tangle
#

thats just starting your arsession

#

not sure what the second thing being set is

wide tundra
#

Hmm

pearl tangle
#

you start the session into scanning mode and then change session when you are wanting to track

mighty carbon
#

Ue4 still comes with severely dated ARCore SDK ๐Ÿ˜’

wide tundra
#

can't even use arcore on my phone

#

When I build the sample and tried to run it, it said I need to download Google Play Service for AR but on the play store it says my phone is not supporting this version so I can't use the app anymore.

pearl tangle
#

@wide tundra you can just grab an older version to run with

wide tundra
#

Its fine as I am not that bothered with it, after looking online I found it doesn't have object scanning incorporated at all.

tawdry dragon
#

do you guys know if anyone has released some info on how they do it?

#

I guess they are using some kind of calibration stage to align the different tracking spaces

mighty carbon
#

Isn't it just an MP in the same physical space ?

#

I don't see why would you need anything special for that - there are no obstacles in the middle

tawdry dragon
#

You need to make the quests sync to same positions

#

Their tracking origins are not the same unless you can turn them on exactly the same place

tired tree
#

@tawdry dragon it wasn't a problem for @hallow knoll to handle pretty easily

tawdry dragon
#

Hmm, Maybe he can share how he did it? ๐Ÿ˜ƒ

mighty carbon
#

@tawdry dragon why though? It's the same as playing online being on the different ends of the world or in the same hall - as long as you don't need for players to be in sync in VR as in real-life (and in-sync with physical obstacles in real life). It doesn't look like those players are in sync (although I didn't watch the entire video ๐Ÿ˜› )

tired tree
#

@mighty carbon he WANTS them in sync in the same room

tawdry dragon
#

Yep, Its shared space

#

So If they are not in sync people Will run into each other

mighty carbon
#

I see

#

well, I see @hallow knoll is back online ๐Ÿ™‚ Maybe he can share the secrets ๐Ÿ˜‰

hallow knoll
#

@mighty carbon Are you ready for the secret?

#

@tawdry dragon The easy way is simply to stand in the same spot, look in the same direction, and do a center reset :)

#

We're usually able to high five irl and VR (we use that as a calibration test)

#

I have another method where we put controllers in the same spot as well

tawdry dragon
#

But what are you doing as calibration? Resetting World Origin or?

hallow knoll
#

@tawdry dragon If all pawns are spawned in the same game world location and rotation, simply resetting your playspace (guardian) center in the same real world location/orientation will sync

tired tree
#

Controllers in the same spot makes more sense to me personally, but it would take more effort

tawdry dragon
#

Hmm, I dont seem to understand that.. So your shared space is reliant on people standing the same place and resetting the guardian inside the oculus menu

#

and then you just go about your business inside UE4 as you would any other VR multi player

tawdry dragon
#

Yeah as MordenTral is saying, my guess would be having the controllers do it would be nice

#

I think rebasing the world origin would be the easiest way of doing that, but it seems very bugged when doing it while networking inside UE4

tired tree
#

@tawdry dragon with a common known orientation is isn't hard to rotate the yaw of the pawn and reposition to sync

#

compare the position and leveled yaw of the controller to the known expected position

#

or even use the server as the common if it is unknown and calibrate to the servers placement

tawdry dragon
#

hmm, not sure I quite I understand that. Say you have 3 players, where #1 is the server. His Quests tracking origin(or server world origin) is in the center of the room. The two others tracking origins are offset physically by a couple of meters, so their world origins have different distances from the servers world origin. Now when the server spawns a enemy at a location, that location needs to replicated and changed for each players relative distance from the servers physical origin right? Or am I completly overthinking this

tired tree
#

@tawdry dragon before gameplay

#

have the server set its controller or stand at a specific spot

#

record that as the "server native" location

#

everyone else can do the same, and you rotate the pawn to line it up with the servers

tawdry dragon
#

but is rotation the only thing you need to do? Doesn't the world origin and everything need to be completly the same if you are spawning projectiles etc.?

#

It got merged into the main ue4 branch, but running his example doesn't yield a result that works

tired tree
#

@tawdry dragon projectiles are on the server?

#

you are just aligning the player to the relative loc in the world that they should be from the server

#

you don't need to do any rebasing

#

you are adjusting their "real world" position to sync tracked spaces

tawdry dragon
#

hmm.. I still cant wrap my head around it.
So your flow would be:

  1. Place the player controller at the same physical location before the game starts
  2. Record the orientation for the server
  3. Have each player do the same and rotate their pawn to match the same "ingame" orientation
  4. Start the game
tired tree
#

orientation and position

#

adjust them so that they match what it should be

tawdry dragon
#

but its only the pawn you're manipulating?

tired tree
#

you ARE talking about people in the same room right?

tawdry dragon
#

yep

tired tree
#

yeah only the pawn

#

the tracked space is relative to the pawn actors zero point

#

not the world

tawdry dragon
#

Not sure I understand. In my head you need all the different players ingame origin(0,0,0) and orientation to match same physical spot in the real world if you want the shared space to sync up

#

or atleast have code that compensates it

#

so spawning an actor on [50,50,50] on the server is the same physical location on all the different players quests, even if their initial tracking location is not the same

tired tree
#

that is the compensation

#

you are placing the controllers in the same spot in the real world

#

and then aligning them in the game world

tawdry dragon
#

Yeah, but wouldnt you need to write that compensation into the very core of actors replication?

tired tree
#

no

#

you just move the actor

#

are you expecting to use locomotion with this?

#

because yeah, then it gets more complicated

tawdry dragon
#

I'm just thinking about copying the arena shooter I linked earlier

#

with projectiles spawning and using physics around the world etc.

tired tree
#

yeah thats just syncing them into the same space

#

the game doesn't have to care about their location

#

you are just making sure that they are oriented correctly and any offsets are corrected for

#

you aren't moving their game world around, you are moving their Real-Virtual tracked space alignment

tawdry dragon
#

When you say corrected for, what do you mean by that? Is that when you are replicating the location of the actor from server to client or just offsetting the pawn on the client initially

tired tree
#

just the offset of the pawn

tawdry dragon
#

only on the client right?

tired tree
#

would have to be done on the server if it is server auth movement on the pawn

#

think about it like this, X is server controller and Y is player controller, if placed in the same real world position they are X Y then you just need to re-position the client by the difference to make it XY

#

you are lining up the tracked spaces

#

its easier with steam VR because you can clone layouts to lighthouses

tawdry dragon
#

Still having the trouble wrapping my head around why that would work, but I guess I just need to try it out in a prototype ๐Ÿ˜›

#

So flow is:

  1. Server starts up, move to physical calibration spot and stores that
  2. Clients connect, go to the space and sends the offset orientation and location to the server, which then moves that players pawn based on the values
  3. When all players have done that, game is synced and ready to go
tired tree
#

should be good yeah

#

you just need some common location that is known to all in order to adjust

#

i would assume that this could be done with boundry detection of obstacles from the oculus side of things eventually

#

but they haven't released anything regarding it yet

north verge
#

Hello people, I have a quick question, why does my vive wands trigger axis always returns 0 or 1? Isn't it supposed to be also in between?

pearl tangle
#

@north verge make sure it's the trigger and not the grip 1 that you have on there, and that it is configured as an axis and float on the other end

north verge
#

And Im printing it out here to test and its always 1 or 0

north verge
#

Figured it out, apparently there are two trigger inputs in the axis section, one called trigger and the other trigger axis.

rich canopy
#

@tawdry dragon there are ppl looking into using azure anchors for the shared space syncing but thats gonna be more complicated than any manual syncing. Manual syncing works but its gonna be tough to get oculus to approve that unless its just your own project.

tawdry dragon
#

One would think its crazy to think they didn't include any shared space in their SDK

#

The other headsets should be able to detect the other controllers and communicate with the other quests in order to triangulate a common tracking space

clear abyss
#

Hey, if i use the VR example and i drop the VRMotionPawn, it doesn't work and it will "spawn" the default spectator pawn on the last pos of the Editor Camera. What do i have to do? Adding Player start and setting up custom GameMode and selecting the pawn as default didn't worked either and the example maps doesn't have anything like that a yet they work

Could somebody hint out whats the issue or the general principle of which character controller should be used and when?

mighty carbon
#

@tawdry dragon probably because it wasn't trivial? Carmack said at some point they will add that functionality, but at this time it's at the bottom of priority list

hoary reef
#

This seems like the wrong place to ask but I'll give it a shot. In the VRExpansionPlugin there is talk about attaching to sockets, but the way the gun in the example level doesn't appear to match the documentation at all and I can't figure out how it's working. I deleted the entire event graph and it still snaps fine, but the sword which also has a grip doesn't want to snap. Whats the difference between the two?

tired tree
#

@hoary reef what sword? the ones in the side room?

#

or the one up top

#

the one up top has the socket snap range set to 0 so that it won't snap

hoary reef
#

The one up top for slicing. Also your the guy. Neat

tired tree
#

yeah it has the socket turned off

#

as for the gun in the level, it has the VRGripP1 and VRGripS1 sockets

#

it does follow the documentation

hoary reef
#

I'll take your word for it and assume I am too new to follow it then. I nuked the entire event graph in the in the example for the gun and the slicing sword. They both still operate in a way that one snaps and the other does not. What section do I need to check for to determine how to modify this snapping behavior?

#

Trying hard, just very new and taking in a lot. Making my first not simple toy game.

pulsar dome
#

So after packaging my VR game for testing I found that the fps in the HMD is horrible, but I'm getting 60 fps in the VR preview window, how do I reprioritize?

tired tree
#

@hoary reef the interface dictates the slots, not the event graph

#

the event GetClosestSocketInRange is queried, if you don't override it and implement custom logic then it uses the default of choosing by name prefix and range

hoary reef
#

@tired tree I'm an absolute idiot. I thought I checked all the settings but I see it now. Thanks

hoary reef
#

For gameplay tags if I want to disable dropping in one hand after forcing something in on beginplay event what set of gameplay tags do I need to put in. If I place something with this in world it works after I grip it.
I think I'm missing something here when spawning programmatically. I think it overrides the default for drop and removes the bindings for it entirely as I understand it.

hoary reef
#

Never mind got it after closing and opening UE

prime sonnet
severe tide
#

@clear abyss did you get it working? You need to set the pawn to auto possess player 0

idle osprey
#

I'm trying to set up Unreal for Quest dev. I've done a few projects in Unity, but I haven't tried Unreal yet. Do I need to get ADB separately like this one tutorial says or is it baked in to the build chain?

idle osprey
#

Apparently, I do. It seems Unreal doesn't download the Android NDK and SDK like Unity does. I'm not sure if that's good or bad -- not tying the engine to a given Android release. Probably better.

pulsar dome
#

So after packaging my VR game for testing I found that the fps in the HMD is horrible, but I'm getting 60 fps in the VR preview window, how do I reprioritize?

severe tide
#

Running on pc @pulsar dome?

pulsar dome
#

Yes @severe tide, running on PC

#

@severe tide why does that matter? Do you have an idea?

severe tide
#

Well if you developed on pc and packaged for quest for example, it would be different ๐Ÿ˜Š only that

#

But no then Iโ€™m not sure. What FPS are you getting in your HMD? Even 60 isnโ€™t really enough for VR

pulsar dome
#

Yeah, so I'm developing on windows and packaging for windows, testing only, and the issue is that I'm watching the preview on my monitor and watching my hmd like by sliding it halfway up my head, and the hmd screen is a whole lot laggier than the preview, so I'm just wondering if that's due to ue4 prioritizing the framerate of the preview over the hmd?

severe tide
#

I wouldnโ€™t think so, the preview shouldnโ€™t be a bottleneck

#

Try running some stat commands to see where the resources are going

pulsar dome
#

I need to do a lot of optimization ofc but I just find it curious that the preview screen seems to be a lot less laggy

severe tide
#

But again, if youโ€™re running at 60 FPS then that might appear laggy in the HMD but not on the monitor. Unless you think the HMD FPS is even lower

pulsar dome
#

I believe it is lower, I'm aiming for around 40-60 fps per eye in HMD

#

Do you know if there is any way to disable the preview, possibly in blueprint?

real needle
#

Hey everyone, anybody knows how to get the AI Perception (sight) from an AI Controller to see your HMD? Looks like when i Cast to my BP VR Character, the AI only see the player when It can see the feet por nearly the floor position where the player is. Casting to the Camera Will be perfect so that the AI Will be able yo see you when for example turning a corner

tired tree
#

@real needle is this a custom VR Character class?

real needle
#

More ir less, is a child from the VR template Character

#

A child of a child

tired tree
#

that is a pawn, but yeah the default sight perception targets the zero point of pawns

#

I had to make a custom sight sense

little scaffold
#

Hi there, is there something different in the fps count for the Rift S? when playing in editor or in game it never goes upper than 40-50 fps

hallow knoll
#

@idle osprey You should install the version that ships with the engine. It's under Engine/Extras/Android if I'm not mistaken

idle osprey
#

@hallow knoll Hmm, but it doesn't also install ant, does it?

hallow knoll
#

It will install everything required to Launch on device, and install your development builds

spiral oasis
#

@little scaffold admittedly i don't have experience with the rift s, but it looks like it targets 80fps and if it's anything like vive, it will throttle to half of that if it can't reach 80fps.

little scaffold
#

@spiral oasis I've been working on Vive before but never saw that... So it means it can't reach 80 fps or should I consider it as half of the fps?

spiral oasis
#

vive will typically not let you get 60fps for example, it will be either 90 or 45. you could try loading a really simple level and see if it hits 80

raven gull
#

Hi there. Anyone knows of a good basic physics kit I could get online? Something similar to what Boneworks shows. Basic functionnal physics with tweakable values would rock. Thanks

real needle
#

@tired tree how dos you male it

tired tree
#

@real needle I added an offset to where it is looking and made a custom VRSight class

real needle
#

Oh man, am i talking with the VR expansiรณn Plugin dev? I usted your Plugin to try to make my last Game, but i was relatively new yo unreal and i wanst able ti complete It.

#

I Will check It again for that, thank u very mucho @tired tree

little scaffold
#

That's the problem @spiral oasis I tried opening a new empty level and still couldn't reach more than 45-50 so I guess we have to double everything

spiral oasis
#

what's your GPU?

#

and are quality/engine scalability settings toned down?

little scaffold
#

I'm on a 1080 GPU, I just turned the engine scalability to cinematic and now I reach 80 fps

#

I had it to far or epic but I can't reproduce the behavior now, seems that it triggered something

real needle
#

where is that option? @little scaffold

little scaffold
#

it is in settings, engine scalability

#

in the top bar

spiral oasis
#

beware I don't think those settings apply to packaged builds when changing it in editor like that

real needle
#

found it, but my fps still low

chrome cobalt
#

I'm having trouble detecting a rifts from a riftcv1 when using oculus systems (not steamvr/openvr). I tried the oculusVR plugin specific "getDeviceName" but it returns CV1 for both rifts and CV1. Anyone know of a Oculus specific way to tell 2 apart?

limpid lava
#

Trying to create the ability to restart the level by pressing and holding either trigger on the Quest controller with a progress bar filling up to show the action happening. I can get the level to restart with the widget popping up, but the hold for 3 seconds mechanic or the progress filling bar up isn't working properly. I have all my logic in the widget and Motion Controller Pawn fyi. Any suggestions?

spiral oasis
#

looks like that function always returns 0

stark wyvern
#

Hey guys. I'm using a geometry brush to create a odd shaped NavMesh because my building contains alot of weird shapes but whenever I convert the geometry brush into a NavMesh, it still maintains the cube (or square) NavMesh rather than a cylinder or the shaped which I made it into. Am I missing something here?

royal lodge
#

Hello I've been trying for a few days to initalize the Oculus subsystem. Unfortunately, I always get the error"Failed to initialize the Oculus Platform SDK! Failure code: -5
and Oculus API failed to initialize!
I work with the current Oculus 4.22 branch and Oculus Quest.

#

Can some one help me ?

fair hearth
#

@stark wyvern nav mesh bounds uses the bounds of the object to create the shape, the bounds of the cylinder is a box.

Youโ€™ll need to setup collision on your building and this will automatically redraw the nav mesh based on where the walls intersect the nav mesh bounds volume

sly elk
#

About to set up my WMR headset in vanilla unreal 4.22. Will I be able to easily bind joysticks now?

tired tree
#

@sly elk using the native WMR plugin which still has issues?

#

sure

#

using SteamVR? not without beta input

sly elk
#

beta input?

#

Oh, its a steamVR thing. What does that mean for users? Do they need to install a steamVR beta to have access to the thumbsticks?

#

Im reading that the unreal WMR plugin breaks oculus controller thumbsticks?

mighty carbon
#

wow, preview 7 !?

tired tree
#

@sly elk two engine versions ago Epic added a beta CVAR for the new OpenVR Input methodology (OpenXR like). Its kind of unifinished and has been pretty stagnant since then though

#

you could use the Valve input plugin though

sly elk
#

I thin kwe are going to go with the steamvr beta and then fallback to vive bindings for people who don't use it

tired tree
#

@sly elk its not Beta for SteamVR, its a beta implementation in engine

#

SteamVR itself is fully on the new methodology, they support legacy apps with a translation layer

#

ue4 currently is default on that legacy translation layer

sly elk
#

oh okay

#

so from the user perspective they don't need to know/think about it

tired tree
#

from the users perspective the only real difference is the names of inputs when they go to rebind them in steamVR

limpid lava
#

@spiral oasis can elaborate on that response?

spiral oasis
#

which?

limpid lava
#

"looks like that function always returns 0" assuming that was an answer to my question

spiral oasis
#

ah i see, yeah that was for you. i assume that function is hooked up to a UMG element?

limpid lava
#

Yes, I have that in MotionControllerPawn hooked up to a widget controlling the progress bar

spiral oasis
#

the return value is hardcoded to 0. it would need to return 0-1 percent... so like: timeHeld / maxTime

limpid lava
#

Still wrapping my head around blueprints, so if there's a more efficient way of going about it, I'd be interested in trying that instead

spiral oasis
#

that's the way i would do it

#

not sure what that anim is doing though

#

but i'd probably get rid of the branch and return timeHeld / maxTime

limpid lava
#

Just have the animation of the bar filling up, I was trying to get the bar to fill up, and tried that method

spiral oasis
#

ah yeah probably get rid of that and just return the percent

limpid lava
#

But the problem with that is it would probably not fill up as the user held the button down

spiral oasis
#

excuse my mspaint skills ๐Ÿ˜„

#

maybe clamp that value to 0-1 also

limpid lava
#

I'm not sure about the max time, but I have the float variable, Hold Time, from the pawn plugged into the return value with a clamp. Hopefully that's what you meant.

spiral oasis
#

that won't work

#

you need to divide by the target max hold time (3 in your case), or use map range clamped

#

map range clamped might make more sense since that's exactly what you're doing

#

so plug that hold time var into map range clamped, with input range as 0-3, and output as 0-1

limpid lava
#

Hmm still seems to be instant restart as soon as I press the grip, even with the Map Range Clamp, is it possible something in my Pawn's blueprints are wrong?

fresh flare
#

what is everyones prefered method to show stereo videos in Unreal?

arctic saddle
#

Are there any recommended tutorials with VR and UMG widgets? Like a main menu, or a searching kiosk style, etc. Theoretically the same as a 3D widget. I have the VR Interaction with the menues, but I want to understand the UMG and it's components better.

leaden eagle
#

Hi, anyone using Unreal With Windows Mixed reality?

#

I've tried everything possible to get them to "walk/teleport" but only my keyboard works

#

some other people on the forum complained about this as a bug

#

But, there are no solution there, anyone happen to have any experience with this and know what I can do?

lament bay
#

Anyone know if there's a community project or marketplace asset out there that provides a VR pawn/character with the same kind of movement scheme that you get in the UE4 VR editor? Like move hands to zoom, rotate, etc... I realize I could find the source code in the engine and reproduce, but if there's already something out there it'd be nice just to build off of that.. thanks!

little scaffold
#

@lament bay did you look in the VR expl=ansion plugin of MordenTral?

lament bay
#

no - I didn't know about that- thanls @little scaffold !

#

I'm not seeing this kind of movement scheme in the docs- looks like its more for gripping/etc... have you seen this as part of the plugin ? I could just be missing this section

little scaffold
#

No I don't know if it is there, I just know it is very dense and has a lot of things inside, maybe @tired tree can answer you directly

mighty carbon
#

4.23 looks like the most problematic release ever - p7 is out and still bunch of unresolved bugs popped up in the issue tracker :/

tired tree
#

@lament bay its fully possible to do that kind of thing, but my plugin is likely overkill for it unless you are looking for multiplayer

#

the movement mode isn't that difficult, its scaling by the distance between the hands and then rotating around their central point by the delta with movement

lament bay
#

Cool- thanks @tired tree - don't think I need multiplayer for now- I'll give that a shot- you're right shouldn't be too difficult- just wanted to see if there was already some template people were using that did that

flat shoal
#

anyone know why in a newly migrated project I'd just see a single static mesh out of many in a level and have my head placed at the floor?

dim iron
#

if you are placed on the floor you may need to change auto posses to player 0 on your pawn. dunno about on seeing a single mesh though

flat shoal
#

nope, suddenly happens in all my projects...

#

WindowsMR plugin

#

wtf

#

even in old builds that were working 2 weeks ago

#

double wtf

#

something changed in the Mixed Reality Portal that affects Unreal?

#

oh, waaaaait... the hmd height is fixed even in the Mixed Reality Portal now... whyyyy?

#

holy shit, it seems Microsoft changed the way WindowsMR works, forcing a room setup to get HMD height readings?

#

so they just killed 2 years worth of Unreal based WMR games, unless the developer updates?

leaden eagle
#

I'm having bugs with HMD as well

#

I'm new to unreal, and I've been trying for 11 hours to get the controllers to move the character

#

Do you also have an issue with this by any chance?

#

@flat shoal I'm not asking you to help me, just asking if you are dealing with a similar issue and it is a bug from unreal (as I found a forum post saying that), or if I should just look further

#

would love a confirmation either or

flat shoal
#

before I did the WMR room setup, my controllers wouldn't show up anymore, so yeah, that was a new bug that happened within the last two weeks

#

after WMR room setup, controllers work in Unreal

leaden eagle
#

Oh, there is a solution for it? is there a specific tutorial you can recommend?

flat shoal
#

no, I literally just set up a room boundary in the Mixed Reality Portal to get it working again

#

something I never had to do before (which was great)

ember forum
#

trying to fix this type of twisting on the wrist of the hands, anyone done it before? from what i read lots of people with this same issue

mighty carbon
#

Unity SDK, but no UE4 SDK in sight ๐Ÿ˜ฆ

sturdy coral
#

our grand kids are going to wonder why we were so fascinated by AR whales

sturdy canyon
#

It's because of Fantasia obviously

#

The sky whales song was the best song

#

except possibly for magic mickey

spiral oasis
#

i tried a headset like that at CES, it was bogus. not sure if it's the same one

sturdy canyon
#

AR headsets are generally waaay underwhelming for me. Even the quite good ones are just kinda meh

spiral oasis
#

hololens 2 is pretty sweet

#

magic leap is just ok, maybe the next version will be good. nreal light looks promising too

sturdy canyon
#

I haven't tried it. But my understanding is that it's a very slight upgrade over Magic Leap which is currently collecting a lot of dust in my headset pile

spiral oasis
#

i've tried both, hololens 2 blows it out of the water

sturdy canyon
#

I suspect it's still not something I would ever seriously consider using

#

But I'm not the target market anyway

spiral oasis
#

yeah the target is almost exclusively industrial/military, and location based entertainment

#

magic leap is pretty confused ๐Ÿ˜„ they're targeting home users but nobody is going to buy it anytime soon

sturdy canyon
#

I think they screwed themselves by launching an early confused product. They will have trouble raising more and they grew their burn rate to something insane like $50m/month

#

I never got to try any of their early demos, but I heard they spent insane money on crazy IP experiences that only ran for internal demos for investors

spiral oasis
#

yeah i didn't try any of those either

sturdy canyon
#

Can you imagine being a pre-revenue company spending $20m on demo software that will only be shown to like 100 people ever?

#

What a world

spiral oasis
#

i saw some videos of star wars demos, but thats about it. i don't think they even ran on the headset we have today - they were using some sort of hmd hooked up to a desktop computer

#

this is the better of the new ones i've tried, and it looks like it might actually be affordable. have been meaning to check out their sdk

https://www.nreal.ai/

Nreal Ltd.

Nreal strives to build mixed reality experiences for everyone and empower developers to create apps that can propel a new era of entertainment and productivity.

trim spire
#

Hi guys! I posted in the mobile channel but since it's VR I suppose the question could also be asked here... So I was wondering if any of your had previous experience with calling native android methods with UE? I'm making a "launcher" for Oculus Quest and I need to use the StartActivity method to launch another app (game) but I can't find a lot of information on the subject... Maybe I'm not looking at the right thing?

mighty carbon
wild stratus
#

hey everyone! o/ does anyone know if Epic has any plans on catching up with the implementation of the current release of ARCore? The new (preview) UE4 release will only feature arcore v1.7, current being 1.10

mighty carbon
#

probably not @wild stratus

#

wait for OC6 announcements, maybe Oculus will have some AR shades to show with functionality better or comparable to ARCore

wild stratus
#

Well I don't have an oculus.

#

But yeah, I might just switch to Unity as it currently supports the actual ARCore release

#

Thank you for clarifying

mighty carbon
#

btw, I am just speculating

wild stratus
#

I understand that's the only thing we can do as neither the official communication nor the official roadmaps are much clear in this regard xD

trim spire
#

I will look into that section @mighty carbon ! The solution I found was to call the java method "StartActivity" from C++. I'll try it next week.

#

Thanks for your answer ;-)

dense lance
#

Anyone have any smart suggestions on testing online multplayer VR? My current solution is to run on two seperate machines
Second player does not require VR, keyboard and mouse is fine.
doing "VR Preview (Play)" nearly works second player can do kb/mouse, but VR seems non-functional for the first

tribal coral
#

How would I go about getting a 360 image to be mapped out with a floor to move around just like in this video (https://youtu.be/GGGhWISWh6o) are there any tutorials? Iโ€™m not sure what else I can search for

crude robin
#

Hey guys, i packaged my games to oculus quest and the texture resolutions is pretty low.
Do you think, that making textures lowres manualy would help anything? I have 1024 mostly, if i cranked down to 512 it should help right?

Or in better case, is there a brutteforce solution so i could get the best and worry about fps later?

#

*game

#

actually archiviz but whatever

north verge
#

What's the best way of achieving hand collision in VR? I've been experimenting with controllers attached with physics constraints and also physics handles but none seem to be good enough. Has anyone found a better and more practical way?

hoary reef
#

How does a game like beat saber handle calculating angles before a collision happens. Crazy idea I am currently floating is an invisible collision box attached to forward vector and then mathing out stuff.
Invisible forward vector collision 'cone'-> if collision linetrace to determine no blocking objects-> check if saber collision -> follow through distance and math out the entire angle.
Is there a better way to go about this?

hoary reef
#

Waaaaait. I'm being stupid. I know the position of the boxes and I know the position of the saber. I can just line trace directly at it and skip this cone nonsense.

urban jay
#

Any VR blueprint heroes here? ;o

tired tree
#

@urban jay kinda vauge there

urban jay
#

@tired tree Right you are. Just been trying to figure stuff on my own. Also, thank you so much for the work you've done with your expansion plugin!

north verge
#

Does the vr expansion plugin use a physics handle for hand collision?

tired tree
#

@north verge not the physicshandle component no, but a custom constraint setup like it yes

clear abyss
#

Hey, i'm trying to achieve some sorting with the new composer and it seems i can't select the target camera which is on Pawn, but i can choose a Camera Actor which i would add directly to the scene.

Any clue how can i set the camera?

I've tried to get anything from the CompositingElement via blueprints, but i could get as far as the passes, but no reference to any camera variable or anything. Only the Find Target Camera which doesn't help.

Upon starting it creates it's own camera on 0,0,0 and the controls from the VR headset goes there. Am i really unlucky because the feature is in beta, or do i use it not correctly? ๐Ÿ˜ถ

grim folio
#

Yo guys how do you make text look nicer in VR ? Any good tips ?

manic ledge
#

Hi all, currently profiling a VR project and noticing we're getting (predictable) spikes in frame time due to Oculus stat "FinishRendering"

Any way I can get more information about why those frames are taking a much longer time than others? Thanks

#

@neon egret I know you work with Oculus, don't suppose you've got any profiling tips for breaking down why the above spikes are happening?

neon egret
#

Nope, only did gameplay code and session stuff.

manic ledge
#

Thanks for the swift reply - no problem! Don't suppose you know anyone who might be able to assist with this?

neon egret
#

Also nope, not really up to date with the VR scene anymore.

manic ledge
#

No worries ๐Ÿ™‚

#

Additional info for anyone else reading this - I've been able to consistently repro this issue. I understand "when" it's happening, just not the "why"

If anyone can point me to a way to trigger a profile GPU on the specific "Hitch" frames, that would be fantastic

#

Please AT me for any replies ๐Ÿ™‚

dusky moon
#

I'm wondering 4.23 is at Preview 8 sounds like a stable upcoming release is on the way .... hmmmmm ๐Ÿ™‚

mighty carbon
#

wait until you see how many bugs where moved to 4.23.1 hotfix @dusky moon

#

probably need 8 more previews to fix all of them

dusky moon
#

@mighty carbon lol can't wait

#

for my next project I'm gonna use tons of Video playback so I hope to see some performance improvements in media framwork

ember forum
mighty carbon
#

heh, Carmack is going to be on Joe Rogan show ๐Ÿ™‚

#

tomorrow !!!

#

it might get intense

ember forum
#

there is no such hmddevice called an oculusrift

#

its oculusHMD

mighty carbon
#

what about differentiation between Go/Quest and Rift @ember forum ?

ember forum
#

thats a different function

#

its in the oculus library

#

@mighty carbon

#

anyways its valve that stepped on the ball, not epic... since its their plugin (the steamvr input plugin)

#

i guess it doesnt matter, because you have to deactive the oculus plugin in order to get it to work anyways

#

and then it just emulates your hmd as steamvr

#

whatever, its free and it has finger animations, so ๐Ÿ‘

mighty carbon
#

oh, so you can't have both plugins enabled if you release on Steam ?

ember forum
#

Well from what i tested, the steamvr plugin replaces the oculus plugin so you have no need for it... i might have been able to remap the oculus buttons to make the inputs work, didnt try tho... so not 100% sure

sturdy canyon
#

I leave both in there

#

I prefer to play without SteamVR running if I'm on a Rift

#

Even though I launch through Steam

shadow radish
#

@grim folio for text in VR I just try to make stuff really big

#

like huge fonts

#

any other vr devs around? I am looking for some feedback

tired tree
#

@ember forum there has been historical issues with the translation layer of steamVR to the rift api

#

been a lot of times that users preferred the native plugin

#

and the engine defaults to the native rift plugin

real needle
#

What kind if feedback? @shadow radish

ember forum
#

i thought that input plugin was new though?

#

i think i might have left the word input plugin out and i get that might have confused things a bit, since its probably a much different thing having the steam vr input plugin and the steam vr plugin... or is that what you meant @tired tree

rich canopy
#

Any one uses full body IK for their avatar? Was wondering where I can find some tips to make some thing like what Pavlov has.

shadow radish
#

basically when I show videos of my game, sometimes I get market feedback that they are sick of wave shooters

#

I'm trying to build a game that can satisfy the arcade market but also have depth singleplayer

#

so I am wondering what your thoughts are on the market, whether people are truly sick of wave based games or if that's just a vocal minority?

#

when I look at story based games like karnage chronicles and primordian which seemed very polished and don't do as good in sales as blade & sorcery and GORN--it leads me to think it's just a vocal minority?

#

@rich canopy I'd also be very curious on your question--I haven't tried doing an avatar yet but want to eventually

tired tree
#

@ember forum no, the input plugin only functions if you are using SteamVR to begin with, which means that you are not on the native Oculus layer if it is functioning. I did notice the statement saying to deactivate the oculus plugin if using the input plugin, but as far as I am concerned that is something that they need to fix, it doesn't conflict in base engine and it shouldn't with that either.

north verge
#

I would agree with you there, there are tons of well made single player VR games but most of the time they do worse then poorly put together wave shooters. Its probably best to pick the path which is less riskier in my opinion.

mighty carbon
#

@shadow radish that is a million dollar question right there

granite jacinth
#

Hype wins yet again

#

Other than some great marketing on both their parts. They each have unique gimmicks that appeals to those that enjoy it (I don't have either game, so I guess I'm not appealed ๐Ÿ˜‰ )

dense lance
#

@granite jacinth I enjoyed both - looking forwards to B&S single player adventure mode

granite jacinth
#

Yeah, that game did some great marketing

#

And delivered absolutely nothing

#

Well, I can't say nothing. But...from all the reviews I read when it launched

#

"Not much"

#

And it's kinda incredible how much players don't mind it

dense lance
#

Well, mostly I played taking turns with a friend, on ever-increasing difficulties - I sure do agree it could do with more going on.
But hey, solo dev making it, we prob spend more on beer (well, fancy cider) the first evening we were playing than the cost of the game, I'd consider it worth it even if there were no more updates

#

(though, will still grumble if the promised single-player adventure does not happen - most of the required elements are there, perhaps most of the work needing doing is a bunch of interesting levels. Perhaps he has grander plans though)

mighty carbon
#

I personally dislike MP games, but working on single player game (for Go) I can tell you it's not the easy route for a solo dev

#

throw in 6DoF controllers and expected true physical interactions and you just increased dev difficulty 10 fold

#

(especially if not using VRE or something similar)

tired tree
#

@mighty carbon actually all of that is fairly easy in singleplayer

#

physics interactions kind of just run themselves, which is why you see a lot of devs going pure physics

#

its when it is multiplayer that it gets harder

chilly pasture
#

Hi guys, Can anyone help me to setup best rendering settings for Oculus GO

shadow radish
#

thanks for sharing thoughts guys it's good to get some feedback on strategy

#

been working on bearhammer for a year and a half so a lot riding on it for me

mighty carbon
#

I'd love to have Android mic input in BP and I don't understand why Epic doesn't add this functionality to UE4 ๐Ÿ˜ฆ

arctic saddle
#

Anyone have a tutorial or bp for Vive/Oculus animated button presses for the controllers?

sharp shell
#

@rich canopy It's not overly complicated, you reference the left and right controller locations as IK targets for the body, and depending on your locomotion method you can use the pad/joystick values to drive a blendspace or something along those lines

rich canopy
#

@sharp shell I will try it out

fossil anvil
#

Hey Guys how will achieve a good looking level for Oculus Go

sharp shell
#

try stuff until it works

fossil anvil
#

Any Guidelines to follow

#

How would i create shiny effect ?

sharp shell
#

there are countless tutorials online, start playing around if you are new

#

here are the dev guidelines per oculus

#

from there, start putting stuff together

real needle
#

wondering if anyone has experienced this type of thing before. ue4.22

https://gfycat.com/meagerscrawnyghostshrimp <-- intended behavior. this is using rft s.
https://gfycat.com/jauntyblissfulasianconstablebutterfly <-- fail. using vive pro. + lighthouse 2.0 x2 base stations.

the issue you can see is my weapon scope sight, which at the moment is just on a flat cyclinder attached to the weapon, is really delayed with the vive pro. also the weapon stutters a lot (cant tell in the video) in the HMD it is really jittery and meltey.

tracking solution is 100%. have turned off all other programs. GTX 1080, i7-6800K. have tested the vive pro with other games.

will post this to the forums and reddit too but if anything stands out to anyone would be appreciated!

sharp shell
#

if you go into steam vr overlay, does your controller track smoothly or jerky like in ue4

#

like, do VR preview, press the menu button or whatever on the controller, does the mesh shown there track smoothly?

real needle
#

1 sec

#

controller meshes trackperfectly in steamVR overlay

sharp shell
#

are you explicitly moving the weapon around using get tracked device position and orientation?

#

or are you using the motion controller component

#

@real needle

#

also, not that it should cause that level of weird movement, but are you monitoring your framerate to make sure it's stable?

real needle
#

not sure what you mean about it should cause that level of weird movement. movement is fine with rift s, but borked with vive. uses the same code

#

kinda fucky hey. this was half from the vr example, and half done by someone else (the top bit)

#

@sharp shell using motionController component

#

sorry if im not giving enough info, this is my first project, a work project. seemingly the logic is fine for using the motion controller component but yeah that weird glitchy behaviour in the vive pro gif

sharp shell
#

@real needle just to satisfy this one potential, can you stat unit or stat fps and watch your fps during play and see if it's consistently 90hz?

real needle
#

will have to do that tomorrow when im back at work, thanks for the tips will check it out and report back

sharp shell
#

feel free to message me directly if you need more help

real needle
#

thanks mate, appreciate it

sharp shell
#

yep

hoary reef
#

Iโ€™m a bit embarrassed on this but what point is the dividing line on when you want to drag in something like the vrexpansionplugin? Iโ€™ve been working with the example but itโ€™s got so much stuff I donโ€™t need that is just confusing me because Iโ€™m too new to know enough to know how this whole thing is stitched together.
The main reason I was looking at it was because the of full room replication but is that enough to justify using it?

tired tree
#

@hoary reef as the creator of that, when you run into a wall and don't have the c++ ability to reference the core code and do it yourself. That example isn't made for a game base, its made as a bunch of reference examples of interactions. Also the plugin itself is on the advanced end of things and unless you need something exclusive to it I don't suggest using it.

That being said, roomscale replication may actually be a breaking point to use it if you need it more than just for the controllers / hmd (body). And even if you do need just the controllers / HMD, those are useable stand alone and without all of the rest of the framework.

sharp shell
#

Didn't know you were on here ModernTral, thanks for the fantastic work.

tired tree
#

keep it up at work to answer questions and shoot the shit ;p

sharp shell
#

fantastic lol

celest thorn
#

I'm pretty sure I'll feel dumb once I solve this, but I've hit a bit of a brick wall today. I'm IKing/rotating my head, wrists and such using the HMD and motion controllers, but skeletons in UE generally face forward in the Y direction while level elements, like my VR camera / MotionControllerComponents face forward in the X direction. Because of this, even though everything looks good when I'm facing forward, if hop into game mode and nod my head for example (which is a rotation in my VR camera's Y axis,) my skeleton mesh tilts it's head from side to side (which is a rotation in the X axis but from the skeleton's perspective it is it is the Y axis.) Same thing happens with the hands, essentially everything rotates on the wrong axis. I've used some other people's work as reference and I'm not sure what I'm missing, as they seem not run into this problem despite taking all the same variables into account.

sharp shell
#

however you are feeding the motion controller/hmd location to the anim bp, just swap the X and Y on the vector

celest thorn
#

Oh yeah something like that does work and will get me moving along. I can't help but feel that something is wrong and there is a more elegant solution than:

#

But I'll probably stumble upon the answer as I progress, thanks Kharvey!

tired jolt
#

does anyone have any experience putting a game on the oculus store?

solar steeple
#

hi folks, just getting started with VR in UE4

#

the documentation says to install SteamVR's beta branch, but since switching to the beta, I can't get it to recognize my Vive

#

is that documentation still valid?

#

I also noticed that there's a big notice in the SteamVR UE4 documentation saying that there's stuff in this valve doc that can't be ignored, only to find a document from, I guess, 2015, that dealt with early devkit Vive-specific instructions on using base station sync cables and such

#

none of it actually seems to apply. gonna just try the stable build of SteamVR for now

#

hm, the stable branch reports the same "headset not found" error... the only thing that's changed since yesterday is that windows 10 rebooted overnight for an update

#

I really hope that didn't just break something

#

ok, unplugged the link box, replugged, restarted steam, seems fine. I'll just use the stable branch for now, and if I run into issues, see if that process enables the beta branch later on

silk lodge
#

@arctic saddle basically have a separate mesh, and change it's translation when it's clicked

silk lodge
#

@mighty carbon any reason to build with arm64? I'm doin' a quest build

mighty carbon
#

I don't think there is a reason really @silk lodge

#

first off, you can't - Audio SDK is still 32bit I believe (the one that comes with UE4 integration)

#

there are no benchmarks showing performance gains for 64bit over 32bit ARM (at least I couldn't find any), so I don't really see how 64bit is more beneficial than 32bit

silk lodge
#

interesting

#

thanks!

celest thorn
#

For the record, my problem above was cause by me combining the rotators in the wrong order. I was first inputting my HMD rotation, then offsetting it by the axis correction. They had to be swapped. I didn't know there was an ordering difference

celest basin
#

So I have an opportunity to do an AR project at work...

#

I'd like to use UE4/arcore to do it but it no work on my phone ๐Ÿ˜ฆ

#

I have a Samsung J8 which seemed like the bees knees when I got it...

#

Won't do cardboard VR, won't do ARcore...

#

Thing is, Unity/Vuforia works fine on it

#

Surely there's a way to get UE4 base AR going on it?

#

(I have got normal UE4 android stuff going on it)

smoky gazelle
#

my ue4 version is 4.22

sturdy coral
#

@smoky gazelle they broke velocity vectors on things attached to motion controllers around 4.21, when using low latency update

#

maybe it is the same for things attached to HMD

sturdy coral
edgy pelican
mighty carbon
#

ARCore and UE4 don't mix well ๐Ÿ˜ฆ

#

(Google still has its repo at 4.21 and 1.7 and UE4.23 will be coming out with dated 1.7)

regal cape
#

Anyone on Oculus Quest.? / Android Development.?

mighty carbon
#

just ask it @regal cape

cold siren
#

@smoky gazelle is that using stereo layers? If not maybe try using it?

ember forum
#

Is ther3 any way to have IK vr hands not go thru the body

#

It breaks the entire experience for professional work

celest thorn
#

I don't know if it's entirely viable to have a clip-less IK solution. All you can do is add on more checks, sweeps, and maths to try to make sure the IK solver doesn't put the hand somewhere that intersects with other solid bodies. The only apps I've seen that have self-body interaction are ones that use an active ragdoll for the player

subtle raft
#

is there anyway to get rid of DFS artifacts in VR

chilly pasture
#

Hi Guys,
My Scene which looks completely fine in Windows , is too bright for Oculus Go.
Any tips please.

dusky moon
#

@smoky gazelle I have the same problem with 4.22 . texts on attached widgets to motion controller.

smoky gazelle
#

@dusky moon you got any solution for this problem

dusky moon
#

@smoky gazelle as @sturdy coral mentioned try disabling low latency update on motioncontoller component. I haven't tried it yet

smoky gazelle
#

@dusky moon i already disable low latency update on motioncontroller

dusky moon
#

guess we should wait for 4.23.1 then : /

sturdy coral
#

aside from that, I still would really like d3d12 support for the improved multithreading

hallow knoll
#

@sturdy coral I'll follow up after the weekend

sturdy coral
#

thanks!

tired tree
#

@celest thorn specifically he seems to have been talking about hands, and you can constrain the hands or sweep them to have them not go through the body. @ember forum

As for full body, you can use physical animation with IK just fine.

chilly pasture
#

Hi guys , My Oculus GO Camera always comes in 0 0 0 rotation , while my pawn has 0 0 180 rotation.
Which gives me a wierd motion controller .
i dont know how to solve this.

hoary reef
#

Is there something I'm missing when it comes to tracking head location and having the static mesh follow it. My placeholder meshes stand still in the static space when on the example they follow the HMD around.

hoary reef
#

Tracked it down after about 2 hours of looking and as expected its something basic and I hate it

sonic lake
#

@chilly pasture can you show how your pawn is set up? Is it facing the positive X direction? What happens if you issue a Reset Orientation and Position?

chilly pasture
#

@sonic lake It is 0 0 0.

#

and in world pawn is facing 0 0 180

sonic lake
#

@chilly pasture and what happens if you Reset Orientation and Position?

chilly pasture
#

have not tried it yet. will do and let you know.

#

@sonic lake and what is the best rendering settings that i can use for Oculus Go

sonic lake
#

@chilly pasture I suggest you stick to the standard settings of the VR template set to mobile. That's a good starting point.

chilly pasture
#

and i have shader which does not compile for OculusGo ,
Only when i remove the metallic node, it gets compiled for the platform

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Any idea ?

chilly pasture
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Hey guys, i saw some videos deploying to vr device , but they seems to deploy it for device but can use editor.
How do they do it ?
How am i suppose to deploy to device and debugs inside editor while running it on the device

chilly pasture
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Guys if anyone can help me debug what is the problem with my App.
FPS is very low

blissful reef
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Does anyone know why I get a selection outline in one eye only with an Oculus Rift S? Turning selection outlines off in the settings doesn't change anything in VR. It's really hard to look at

blissful reef
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I also tried setting the alpha of the selection color to 0 but that doesn't do anything.

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The only way I could work like this is with one eye closed while manipulating actors

blissful reef
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Is this a bug or is it supposed to only show in one eye?

blissful reef
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Also, is there a trick to getting auto-entry to work? Having that box checked doesn't do anything. I have to press the VR Mode button everytime. It exits VR when the headset is removed but doesn't enter.

blissful reef
blissful reef
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Someone on the forum said that perhaps its a bug because it looks like it's a feature that isn't stereoscopic like raytracing. If that's the case though, then why can't I turn it off in the editor settings? I can't seem to find a VRed. console variable to get rid of the outline.

sturdy coral
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@blissful reef try turning off instanced stereo, or turning it on if it is off

blissful reef
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Oh man, you're my hero!

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It worked.

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Now if I can only get auto-entry working then it will be flawless. Thanks a million for the help!

blissful reef
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Hmm I think that degraded my performance quite a bit.

sturdy coral
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@blissful reef yes you should make the right choice for your game for what you ship with (instanced stereo adds slightly more geometry cost but lowers draw call cost and potentially lower memory bandwidth usage on small objects) and not base what you chose on working around the outline issue in the vr editor

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but it at least should let you use the vr editor when you want (after huge shader recompile..)

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if you can reproduce it in a simple project I would file a bug report and try and get it fixed

blissful reef
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@sturdy coral That sounds like good advice. I did file a bug report so you're right, at least I can use the editor until it gets fixed.

solar loom
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Hi all, I'm trying to get a connection to a BLE Bluetooth device on the Oculus Quest. To do this, I need to allow location permissions. When starting the app on the Quest, I can accept the permission, but then the app keeps stopping. I stripped all other functionality from my app to check if it is just the permissions. Does anyone know why this is? Or is it simply not allowed to set location permissions on the Quest?

solar loom
flat shoal
#

Great... on a deadline and Datasmith screws up my imports ๐Ÿ˜ฆ

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Back to Max I guess...

regal cape
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issue with Oculus Quest render Target being inverted in the Y. Any Solutions? @mighty carbon

mighty carbon
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I don't have Quest and I never even messed with render targets @regal cape

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I have Go

sly elk
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we are implementing full physics interaction between parts in wrench, including held parts. Is there an expected way for this to work?

idle osprey
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I'm just starting to learn how to use the Quest with Unreal.

sly elk
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right now the hands decouple from the motion controller positions, which doesn't feel great

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I assume its better to have the held object decoupled from the hands and always track the hands correctly?

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but i have also seen games on youtube (boneworks) where they clearly break tracking from the motion controllers to the hands.. Are there rules to follow if you do this?

sonic lake
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@sly elk my two cents. Decoupling hands from the motion controllers has serious safety implications. You lose visual feedback of where your hands are IRL. You may more easily smash them into a wall or desk or computer screen. I would not recommend going down that path.

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Using Physics Handles to grab parts may be the way to approach it. It allows the held parts to interact among them and with the environment and, at the same time, preserves the position of the virtual hands respect to the controllers.

sturdy coral
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@sly elk in the new lab physics update when the hand breaks away they render the motion controller separately at its real position

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I think lone echo felt the best for me, but I haven't tried some of the newer pure physics stuff like blade and sorcery

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if I remember right lone echo does something like show your hand as a skeleton that renders from behind objects when it breaks away

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echo arena is free to check out but has less interactions to look at than lone echo

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I liked the skeleton on break-away over the controller on break-away; I'm not completely sure if that was lone echo or something else

bronze raven
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How can I get all the locations of the tracked planes?

tired tree
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@sly elk ghosting the hand when far enough pretty much the best like @sturdy coral said. Also you may want to test any initial things on oculus for now, as 4.23 brings a fix for steamVR that will bring the latencies about on par with each other. Prior to that the steamVR controllers have a much higher latency on the game thread so its not really a good indication of the real delay.

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Also the real world position still triggers any guardian boundries and since its very easy to lose placement of your real world position in VR I wouldn't consider "hitting a screen easier" as a large enough difference to concern yourself around

flat shoal
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what is this?

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Fixed! UE-71558 Failing to load Windows Mixed Reality Interop Library when enabling the WMR plugin while on valid Windows versions
Fixed! UE-71625 Failing to load Windows Mixed Reality Interop Library when launching onto or running a package on Windows

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4.23 regressions?

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that's from the 4.22 change log

barren cairn
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how do i make things grabbable in vr?

sonic lake
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@barren cairn the easiest way is to make a copy of the BP_pickupcube bleuprint from the standard VR template, edit it to replace the cube with your own mesh and, presto, you have an object you can grab

barren cairn
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if i wanted to add some stuff i would just add things right into that bp right?

sonic lake
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Define "some stuff"

barren cairn
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tryna make a lightsaber

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in vr

sonic lake
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Your grabbable object can be made of different parts and you can "assemble" them within the same BP. In this case the handle + the laser beam

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So yes

barren cairn
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okay good

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and thanks

sonic lake
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You are welcome

barren cairn
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also

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what are face buttons?

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is it like a fancy way of saying d pad? @sonic lake

sonic lake
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@barren cairn facebutton is a generic name. Each facebutton is mapped to a physical button on each different controller. On the Oculus Controllers, they are mapped to A B and X Y.

barren cairn
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oh

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so how do i get the d pad

sonic lake
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Are you using a gamepad?

barren cairn
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nope

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motion controllers

sonic lake
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Which device? Vive?

barren cairn
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wmr

sonic lake
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Ok didn't work with those yet, you need to look up the mapping

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Let me check

barren cairn
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okay

sonic lake
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You need to read this ^^^

barren cairn
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oh okay

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yeah its a face button

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tnx

chilly pasture
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Hi guys One question related to Oculus Go.
Performance wise how good is physics simulation .
I have small 40 meshes which are doing physic simulation but whenever i use them , FPS drops to 4 5 .

and how would you create an effect of a mixture of sand salt and iron fragments.
Which can move inside a beaker when beaker is tilted.

It dont need to look very realistic.
Help please.

mighty carbon
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sounds like you shouldn't be simulating 40 meshes on Go @chilly pasture

chilly pasture
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yes you are right ?
Any idea to mimic the effect, other than physics simulation

mighty carbon
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nope, no idea

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in fact, you don't want to simulate anything on Go

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do it in 3D app, bake it into cache and export into Alembic

chilly pasture
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hmm i see.
Thanks for the tip

barren cairn
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why wont my packaged game work in steam vr?

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it launches then doesnt load in steam vr or anything

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nvm figured it out

mighty carbon
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by all means, don't tell us what the issue was .. /s

sonic lake
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My best guess? Didn't have the Start in VR option flagged.

mighty carbon
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"Start in VR" ?

sonic lake
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-vr on the command line

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Necessary to start an application with stereo enabled

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Or is it -stereo on the command line?

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Anyway that option

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He (or she) was mentioning a packaged application

barren cairn
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didnt have wmr plugin on

sonic lake
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That explains it as well

barren cairn
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gotta redo everything now cause it doesnt work

sonic lake
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Make sure you have the Start in VR option checked in your project settings. Not 100% sure but it should apply to WMR as well.

barren cairn
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doesnt work in steam vr sadly but oh well

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also will do that

sonic lake
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There is someone here who has done a lot of work with WMR but I forget who that is

barren cairn
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this is my first go at doing vr stuff with vr

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need to figure out how to like

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make the hand snap to the lightsaber

sonic lake
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I have a tutorial on that

barren cairn
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link?

sonic lake
barren cairn
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aww yeah

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thank u vr marco

sonic lake
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๐Ÿ‘

barren cairn
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who was the wmr guy?

hallow knoll
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@sturdy coral Multi-view VR support for Ray Tracing will come in 4.24

sturdy coral
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@hallow knoll thanks, and dx12 steamvr at that time too?

hallow knoll
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I believe so yes, but not 100% sure

daring mural
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Any PS4 devs here

idle osprey
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@sonic lake Do you happen to have a tutorial on drawers and doors?

mighty carbon
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@daring mural there are at least 3, but most likely they won't reply (depending on your question of course) due to NDAs

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so just ask away

sonic lake
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@idle osprey not yet

tender raptor
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Hello everyone! I am fairly new to unreal and I am trying to look how to crouch in VR and have it animate using blueprints. Eventually want to learn how to animate players moving in their playspace. Does anyone have any video/tutorials they can suggest?

sharp shell
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@tender raptor well generally to crouch in vr you just....crouch

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do you mean like moving the players camera down into a "crouch"?

tender raptor
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lol @sharp shell . To clarify I am trying to find a way for the mannequin to change into a crouching animation when crouching to a certain height on the HMD

sharp shell
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ahhh so you're trying to do full body IK

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there's a lot of tutorials about how to achieve it, from my experience it's fairly difficult to implement properly

tender raptor
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I tried looking them up, and either they already have the blueprints setup and are showing how they edit or it involves a plugin that costs money......so far

sharp shell
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one way I've thought about, but not implemented, was doing some kind of foot to floor IK solver, and to crouch you would reduce the collision capsule half height based on the HMDs height

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What I would do to start is to start making your anim bp and add some effectors in the world that will act as your HMD, and controllers, so you can play with them without VR testing until you have something that works

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start looking in to things like FABRIK and CCDIK (animation blueprint stuff)

hallow knoll
sharp shell
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omg forgot about that stream

hallow knoll
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It won't look amazing, but it works ๐Ÿ™‚

sharp shell
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forget everything I just said lol

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do that

tender raptor
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This is awesome! Thank you both for the help!

sharp shell
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victor, I know you handle torso and arms, do you have a preferred method for crouching a full body mesh?

hallow knoll
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I've only done experiments and generally prefer to design without legs, but I'm planning a follow up to the livestream ๐Ÿ™‚

hoary reef
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Is there a cleaner way of handling widget transitions than just juggling the widget component down as a parameter everywhere?