#virtual-reality

1 messages ยท Page 212 of 1

north verge
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Does restarting steam vr or UE fix it?

sullen vortex
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has anyone had the issue of not seeing listed in unknown sources tab on the quest your app? after compiling, im installing the apk through adb, but doesnt list it in unknown sources,,,

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first time that happens, and no errors on install

limpid lava
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Anybody build straight to the Quest from UE4 with no problems, but get a black screen with a perpetual loading icon when trying to run the app from an APK(installed using command prompt and SideQuest)? Using 4.23 with the VR Template to eliminate any unnecessary room for errors I might get from using my other project.

rain pasture
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Anyone working with hololens on unreal not hololens 2 i dont want to switch to unity

fossil anvil
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i have done some work for hololens.

grim prairie
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Few days ago I asked about the Oculus entitlement checks.

For anyone still interested here is how you do them correctly.

You must also have a custom item uploaded to oculus and link that item as the entitlement reward.

mighty carbon
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I am sure you don't need to do all that

grim prairie
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Yep that was how I was walked though it from Oculus Developer Support.

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Well in the code yeah you can maybe get away with not doing the ID check after entitlement but the rest is all needed or you wont pass the check.

tired tree
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eh?

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that is just one node then though

uncut silo
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Vive tracker is not found.

I have 5 Vive trackers and 5 Motion Controller components, however while all Trackers are activated in SteamVR app, the packaged game returns only 4 Ids. How come?

sturdy canyon
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That blueprint looks similar to mine, but I don't know what you mean by custom item as an entitlement reward

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Btw @grim prairie on Android quit game doesn't work even with that platform override. So I made a blueprint library function that crashes the game, lol

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But it crashes with the reason "user failed entitlement check"

mighty carbon
sturdy canyon
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Ah that was just a 4.22 bug then

mighty carbon
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btw, does anyone have any idea why 4.23.1 isn't even on the radar ? I haven't seen a single commit with bug fix for bugs from Issue tracker

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as if they decided to skip 4.23.x and release 4.24 first for some reason

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@hallow knoll do you happen to have any info about this "situation" ? ^^ (info that you can publicly disclose)

grim prairie
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You must upload a custom item to the oculus platform in GLB format.

Once they approve the custom item players are then given that item when owning your game.

Oculus checks to see if they own that item essentially.

hallow knoll
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@mighty carbon There's a hotfix in the works

mighty carbon
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ok, thanks

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@grim prairie so giving player a custom item every time player launches the game/app is a must thing to do ?

grim prairie
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Without an item assigned as your entitlement item the check will always fail.

mighty carbon
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that sounds like a bug to me

grim prairie
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The item is on the oculus platform in their home not your game

mighty carbon
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the way it worked on Gear VR / Go was if players own the game, and you run entitlement check, it passes and that's it

grim prairie
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They buy the game Oculus gives them your custom item. When you load up game you do entitlement check. It sees if you own the item if yes run game if no close game.

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Without first making an item for it to check for it will always fail.

mighty carbon
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that's weird and dumb on Oculus part IMO :/

grim prairie
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Yeah for sure 4 days of lost dev before they walked me though it.

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If I was not able to get the elevated support from Start I never would have got that. It's not clear that's how it needs to be done in the documentation.

mighty carbon
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What kind of item should it be? Just a cube or something from your game ?

grim prairie
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Can be anything. Players get it to display in their Oculus Homes

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Mine is a thinking emoji

mighty carbon
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middle finger emoji should do ๐Ÿ˜›

grim prairie
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Yeah but it is what it is lol

mighty carbon
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cool, thanks

grim prairie
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Hopefully the info helps someone else avoid a buch of lost dev days

uncut silo
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Guys, need help. Vive tracker is not found.

I have 5 Vive trackers and 5 Motion Controller components, however while all Trackers are activated in SteamVR app, the packaged game returns only 4 IDs(using Get Valid Tracked Device Ids- Other). How come?

little scaffold
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never tried as much tracked device at once, how do you get the tracking information?

uncut silo
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@little scaffold what do you mean by tracking info?

little scaffold
uncut silo
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I spawn motion controller components and set motion source to Special_#

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@little scaffold

little scaffold
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how do you link those special_# motion source to your trackers? Do you let unreal decide?

uncut silo
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Yes

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BTW I'm using 4.22

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Unfortunately, I don't know any way to directly link Motion Controller component to the Vive Tracker

mighty carbon
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@sturdy canyon So basically if you wire controller button to Quit Game and press it in the shipping build, it would simply do nothing? (but would close the game with development build?)

sturdy canyon
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I never do development builds on Android, so I don't know

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But in shipping it did nothing, yeah

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Worked fine on PC and in editor

mighty carbon
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gotcha

sturdy canyon
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I never do development builds at all actually. I either do a shipping build or test in editor

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I recently had to make an Android build with "for distribution" unchecked to run RenderDoc for the first time

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Amazing program

mighty carbon
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๐Ÿ™‚

copper violet
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hello, if i export static mesh as fbx from UE, does it maintain vertex information, ie for texture blending?

little scaffold
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@uncut silo are they all vive trackers or you are also using vive controllers?

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try doing some tests to know which doesn't track and investigate

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@hallow knoll is there a limit to vive trackers that unreal handles?

hallow knoll
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@little scaffold There shouldn't be no, but I've never used MotionController components for trackers. I use the function that returns tracked devices.

little scaffold
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and then from that you set your different motion controllers or update the position of components on tick?

hallow knoll
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Not sure about "set different motion controllers", but I tend to use the transform data that the function returns in my AnimBPs rather than moving components. I think either way is fine, depends on what you need it for. If you specifically want to move components, then dynamically spawning motioncontrollers at runtime for each tracked device is probably fine ๐Ÿ™‚

little scaffold
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I meant set the motion source in the motion controllers already spawned before, thanks for the answer ๐Ÿ™‚

lofty oar
daring mural
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Curious, after long-term exposure to VR, has anyone noticed slight disorientation or discomfort when watching 2D/flat cameras in video make exaggerated movements? Like forcing movements on an HMD lol

willow trail
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I can't find how to change the pose for hands on the SteamVR plugin sample

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I've looked at the blueprints of the bow, squishy and all, and tried all kinds of functions on all kinds of actors, BPs, skeletal animations BPs but I can't for the life of me find how to switch pose ๐Ÿ˜•

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I'm on the Index and UE4.23, if anyone has experimented with that or has any idea I'd be very thankful

outer linden
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hi guys, is anybody know how to get HMD device model name?

tired tree
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@outer linden in BP or c++?

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also what platform

outer linden
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in BP

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we need know what HMD is using Vive, Vive Pro or Cosmos

topaz plank
outer linden
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its return SteamVR for all headsets

topaz plank
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works for Oculus... ๐Ÿ˜„

tired tree
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no it doesn't

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it also returns oculus

outer linden
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yes its return Oculus, Steamvr and psvr

tired tree
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@outer linden for steamVR there is no built in function to do that, there is a console command that pulls the correct information but that is pretty hard to parse from blueprints

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I have a utility library that accesses it though

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and exposes it to BP

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if you wanted to pull the classes into your project

outer linden
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its sounds pretty good

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its yours utility library? can you share it

tired tree
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its part of a module

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can pull the source directly, or the module

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has both the direct property reading, as well as a node that parses it for you into the different hmds

outer linden
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ooo I just start watching it and write here)))

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you can tell which node to use?

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I already add plugin and rebuild project

tired tree
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yeah sec

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also I just pushed the cosmos entry to it, forgot to bring that live

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first is the preparsed node

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second is how you query directly

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HMD is always index 0 in steamVR so you don't technically have to pass in a valid ID, just 0

outer linden
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thanks I will try it

flat shoal
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@daring mural well... I don't know if it's a coincidence or not, but I've been working with VR for three years now, and I can't play FPS games anymore... I get too dizzy/sick

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might just be my age, though... ๐Ÿ˜›

willow trail
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This is the best I got at the moment, by utter chance I stumbled on some arrangement of nodes that impact the controller's pose, but this is clearly not the way it's meant to be done, the grip keeps being pulled down to 0 so I have to update it every frame, and the finger curl still has some impact... https://i.imgur.com/6f0ufnU.png

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Really wish this was documented ๐Ÿ˜ฆ

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If anyone has some clues or even rudimentary knowledge of SteamVR, or has any method of figure that out that is better than literally bruteforcing every cast that sounds like it could work, and then bruteforcing every method that sounds relevant, I'm all ears

tired tree
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that isn't "steamvr" that is just their example project

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they use some pose blends in the animBP

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its all native engine stuff aside from the actual finger pose node

willow trail
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Yes sorry I mean the example project, it's all a bit overwhelming I just need something functional reasonably quick so didn't want to start from nowhere

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Yeah they have those pose blends in the animBP, but I don't know how to tell the BP to switch pose from outside

tired tree
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in the actual items I believe

willow trail
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I assume that BP already handles interpolations and all, isn't there a way to just tell it to switch to this pose?

tired tree
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off memory

willow trail
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Yeah the items return a pose when being picked up, but I'm looking to change the post from inside the VR Pawn

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Like, press a button to switch to X mode that just summons a laser pointer in your hand

tired tree
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then find where it polls the interface

willow trail
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I've been trying to figure that out, but "look for references" breaks down I feel

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couldn't get to that part of the BP

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Or any code related to finger curls for example, which I was also curious about

tired tree
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that is all in the animbp

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when not in a grip pose

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and when in one you can blend between by curl values

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i haven't loaded that project up since I was bug checking it though, so can't help too much

willow trail
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Ah okay, well I'll look harder

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Out of curiosity (and because I remember it being easier 2 years ago) are you still making a VR template?

tired tree
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maintaining one yes

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but its not a "game" template

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its a reference package

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people keep using it as a game template >.<

willow trail
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I did ๐Ÿ˜ณ

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Not working on a game right now though, it's like a CAD visualization thingy

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So I'm not that concerned about interactivity, just want some basic stuff to do measurements on the model

mighty carbon
outer linden
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@tired tree it works like a charm, thanks.

tired tree
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@outer linden uw, good luck with your project

sturdy coral
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@flat shoal have you switched headsets?

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some that have moved to 80hz etc. might make you more sick

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oh wait, you mean actual 2d FPS?

flat shoal
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yes ๐Ÿ˜›

wild seal
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Anyone else having issues getting vr preview to work in 4.23?

daring pasture
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No, but I am having an issue with packaged, and preview, forcing windowed 3288 x 1960...no idea why

mighty carbon
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Does anyone know if Epic will upload videos from Unreal Dev days ? (interested in Robo Recall porting to Quest)

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@hallow knoll ^^

hallow knoll
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Yup we'll make them available sometime later this year

cloud fossil
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Has anyone packaged and successfully ran the face ar kite boy example on ios? I can package it fine but the app crashes on ios after splash screen when built from 4.23. I have go the app to run fine when built from 4.21 but now i'm desperate because that version can' communicate via livelink to 4.23 on my pc

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would be crazy grateful for any advice.

pulsar dome
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Does anyone have any idea if the default VR project is setup so that it works with valve index?

daring mural
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Anyone using AnimIK with VRE physics grips by any chance

willow trail
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Is there a convenient way to show text in VR above everything, and not have it do depth-test?

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It's meant to be placed in the world (I'm making a sort of measuring tool that shows the length above a line marker)

frigid kite
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Yes, using the composited overlay

willow trail
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Composited overlay? Okay thanks, I'll look into that!

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@frigid kite Do you mean using UMG or something? I can't find any reference to "composited overlay" or something similar ๐Ÿ˜•

frigid kite
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Oculus calls it compositor

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I believe that the Oculus version does support depth testing, allowing you to for instance put an interaction laser over the UI

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This doesn't work in SteamVR, at least it didn't use to when I last used it

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@willow trail

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But since you don't want any depth testing, it should be fine in either case

willow trail
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@frigid kite Huh, do I really need an entirely new render buffer just to have one object be rendered above the rest?

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I'm using an Index btw (should have mentioned that)

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I was just hoping to shunt the z-depth testing, like you can when working with translucent object

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But since the render text material uses masked opacity and a distance field texture, I'm afraid it wouldn't look great/be less optimized

little scaffold
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@willow trail if you want the object to render on top of everything you can disable depth test in the material

willow trail
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@little scaffold Even for masked opacity materials?

little scaffold
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I think it is possible yes, let me check

willow trail
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I can duplicate the text material and set it to translucent, but that's gonna mean more shader complexity

little scaffold
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yes you are right, that depends on the complexity of your scene

frigid kite
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@willow trail The stereo layer has the added benefit of being a lot clearer to read though

willow trail
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I would call the scene complexity "extreme", but I don't know if adding a bit of translucency would hurt it that much to be fair

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@frigid kite Huh, how so?

frigid kite
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Only one way to find out ๐Ÿ‘ผ no sense in trying to optimize now

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That's what the stereo layers are for

willow trail
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Realistically it'll be fine, it's mostly just I've taught myself to stay away from translucent material whenever possible, especially in VR

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By read through, you mean the text might be clearer to read?

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I wonder how that works, would you render just the text supersampled?

little scaffold
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then maybe the stereo layer is better

hoary fjord
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Anyone have any info on how to create a good first person vehicle VR?

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Please message me, im very interested

little scaffold
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@hoary fjord look at the vrexpansion plugin example project, there is one there

tired tree
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@willow trail in stereo layers the texture is directly put on screen, it is composited over the actual render, it is MUCH cleaner

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however that also means that unless you have depth buffer support with it, things like laser pointers or hands will be occluded by it

willow trail
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@tired tree Not too concerned about the depth buffer support, it's fine if the text goes above everything, but I'm still confused as to how/why it's cleaner

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Cleaner logic-wise? Or visually cleaner?

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Not sure I understand why it would be cleaner if we're already rendering at full resolution :/

tired tree
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No post processing, no anti-aliasing, direct blit

willow trail
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Hmm, dunno if no anti-aliasing matters since hopefully it's been rendered anti-aliased in the buffer, but I guess it's an option

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Can it handle transparency and different kinds of transparency?

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Maybe even different kind of transparency per pixel?

tired tree
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there is a compatibility chart here:

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the answer is: it varies

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think all platforms support basic transparency though

willow trail
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Ah I see, I didn't realize this was what was used generally for UI

tired tree
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you aren't getting a shader with it though, its a texture blt

willow trail
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Ah too bad

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Well I mean

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Can I not maybe reuse the result of the existing buffer?

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If it's just a texture you write to, but you can handle transparency yourself by reading what's been last rendered by the other pass ๐Ÿคท

tired tree
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from your widget?

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anything you can get to a texture2d with the correct formatting you can display to a stereo layer, so yes

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transparency works with it though

willow trail
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Dunno never used widgets before, really just thinking out loud here

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Yeah it could have been nice in this instance to have subtractive transparency, stuff like that

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just a thought

tired tree
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it should be much faster to use a transparency stereo layer than a transparent plane in engine

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it doesn't have to be sorted or managed during the scene render

willow trail
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even if depth test ignored?

tired tree
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its just an overlay

willow trail
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I reckon one quad can't be that much if it completely skips depth testing

old olive
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anybody know how to fix the latest update to SteamVR Input Plugin? It's not working in the VR Template right out of the box. Before this update, I was using the deprecated Hand variable on the Motion Controller, and when I tried updating to Motion Source instead (copied from the SteamVRInputPluginTemplate), it stopped responding to all input, finger tracking and motion detection (even tho Get Device World Pose still tracks position+rotation for my characters arms)... so now with the latest update, it isn't working with either the Hand or Motion Source in my project and I'm comparing it to the SteamVRInputPluginTemplate project and I can't find anything different other than they're now using these hand-skeleton-specific nodes on the anim BP and I don't see them using the finger tracking variables either

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Basically the controllers just sit there motionless... the left hand is mirroring but they aren't tracking anything, even tho, like I said, I am successfully using Get Device World Pose to move my character's hands, the fingers aren't tracking and the motion controllers (which I hide visually for gameplay) aren't moving and no input is registering any more

mighty carbon
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has anyone gotten 9.0 update on Quest ?

old olive
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I put this together myself and it worked fine in the last version of Steam VR Input, but now nothing. The variables stay at 0. Curiously, the bool check on the first node allows the pass through still, and none of the nodes give me warnings or anything:

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then this is the new "Motion Source" tracking I copied from the SteamVRInputPlugin Template, and I placed on Construction and Begin Play, as they have:

mighty carbon
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$700

waxen solstice
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$700+$300 wireless adapter

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Gonna stick to my quest / original vive combo for a while longer

tired tree
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bad tracking, very low battery life.....ew

waxen solstice
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I am honestly in love with the quest

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with the oculus link i think it will be nice, just having a better way to USB tether than vridge would be great

mighty carbon
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@sturdy canyon Epic just replied to me about that Quit Game BP node issue on Android - they said it works fine in shipping build in 4.23

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does it work for you in 4.23 ?

old olive
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ach fixed my problem by doing the rebuild action manifest steps again

mighty carbon
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@grim prairie does Quit Game work for you in shipping 4.23 build on Quest ?

sly elk
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anyone else with a game on steam get constant fraudulent key requests?

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i started responding with keys that have already been redeemed

mighty carbon
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yeah, I got one on Fb for my Steam game

sly elk
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i get them almost every day

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I think its probably the same few people doing it so If I annoy them enough they will stop?

grim prairie
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I use execute console command quit

mighty carbon
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@sly elk it's probably better to ignore them

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@grim prairie care to try Quit Game node with 4.23 ?

grim prairie
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On quest. Sorry my mistake. We actually don't have a quest ๐Ÿ˜ฆ

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On Rift it was working for sure. We use it in other spots just not the entitlement check.
Mainly becasue I missed another step with adding stuff to the DefualtEngine.ini and the new way showed the execute node instead of the quit so I used it.

mighty carbon
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oh, Quit Game works fine on PC

grim prairie
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Why not just switch to the execute node 6 of one 12 of another

mighty carbon
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because Quit Game should just work ๐Ÿ˜‰

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and if it doesn't, Epic needs to fix it

grim prairie
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Fair enough

mighty carbon
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but if no one reports the issue, Epic won't know

grim prairie
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I wish I had a quest to help you out ๐Ÿ˜ฆ

granite jacinth
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@mighty carbon Actually, funny story, seems like even if you report the issue, they may not care enough to do anything about it

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Depends on the person you get though. I know some of the support guys can be awesome.

sly elk
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actually, key scammers can't actually verify if a key works

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so if you give them a key, they sell it to the key reseller, then the key resellers gets pissed at them later?

sturdy canyon
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I'm not in 4.23 yet

mighty carbon
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๐Ÿ˜ฆ me neither .. I don't even have it installed

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@granite jacinth well, I got a response saying they tested it on 4.23 and it works fine. Asking me for my BP nodes setup :/

sly elk
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If all (or a lot) of developers responded to scam key requests with fake keys the whole grey market key resale thing would break down

mighty carbon
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@sly elk maybe they are hacking groups.. You don't really want to mess with them ๐Ÿ˜›

mighty carbon
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too bad UE4 has no BP integration for it :/

sly elk
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its about time. We don't even bother with patch notes on oculus

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its an unformatted single line text box

tired tree
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@mighty carbon BP integration for what?

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that should be in the app management

mighty carbon
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@tired tree for deep linking..

brisk spade
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i want to make a menu to select several experiences:

  • the player position is fixed to maximize guidance for all possible users
  • the person shall be able to scroll between the experience through hand swiping (how to avoid swiping by mistake? -> have a specific area or object that relates with changing the scene)
  • under the scene is hidden menu to directly select a specific experience with icons of that experience

are there any flaws having such a way of interacting or can i throw any unexperienced person onto such a menue?

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its for all kind of skill levels
people overwhelmed by teleporting so i dont shall overengineer it at all ๐Ÿ™‚

cloud fossil
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does anyone at all in this channel use apple AR kit? still haven't met anyone

solar steeple
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@waxen solstice hey, I have the same combo myself

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vive for targeting PC, quest for mobile (and console, til I get a ps4 devkit) and eventually oculus with the link

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anyway... anyone have tips on debugging in VR?

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I'm trying to inspect the position of the motion controllers, but as soon as I shift+F1 during the VR preview, it kinda goes to shit

subtle raft
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make a widget for debugging stuff

solar steeple
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?

subtle raft
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like if you want to see the location of your motioncontroller or any value type thing

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send it to a widget thats attached to something

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something like this

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instead of printing to console, you print to an asset like this that you can read easier or attach it to something

solar steeple
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thanks

subtle raft
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is that what you meant

solar steeple
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been trying to find/read widget documentation and... it's not great

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I mean I suppose that can work, but I lose out on the normal workflow of being able to inspect/edit stuff using the editor while in PIE mode

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if I wasn't in VR, then shift+F1 would give me the scenario I wanted

subtle raft
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this would jsut be for seeing the value of something

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you can still do breakpoints and all that in VR

solar steeple
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yeah, and it could help, but if I'd want to know if something would be better if it was 50 units up or something, I'd have to stop, move it, then play again, etc.

subtle raft
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I made something that I could shortcut to a specific feature I was working on

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so liek right when I pressed play I would be able to try what Im working on

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kind of like making a map just for testing stuff

solar steeple
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sounds useful, but it's still a workaround for a dumb loss in functionality

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tbh I didn't always have this behavior with VR dev

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when I was following a tutorial, I was able to see the location update from the editor in real time. not sure exactly what the difference is here

subtle raft
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like watching a value?

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whats the exact issue

solar steeple
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for a flat game, you hit Play, the editor viewport takes control of the mouse, etc.

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then you hit shift+F1, preview is still in PIE mode, but now you can select objects with the mouse to see their details, including location

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with VR preview, when you start, it opens the preview in a new window and minimizes the editor

subtle raft
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oh for vr preview you just alt tab

solar steeple
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my issue is, when I hit F1, the mouse escapes, and I can open the editor, but it's not reflecting the contents of the vr preview

subtle raft
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or do you mean you want to click on things in the vr preview?

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normally the vr preview will pop up in another window

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oh ya that too

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the editor doesnt update to the VR Preview

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and you cant interact with anything

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I dunno if theres anything you can do about that

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you could make a "mouse mode" and a "vr mode"

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I did that for a project

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where I had a checkbox on the player controller

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to start it in vr or fps control bascially

solar steeple
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so my full problem is, I implemented arm swinging, but for some reason, pulling a trigger will also mess with movement, even though trigger pull is only mapped to grabbing objects

subtle raft
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you couldnt do it during runtime though

solar steeple
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so specifically what I'm trying to figure out is why that's happening, and thought that maybe when I grab, the curving of the hand mesh causes the location to change, thus triggering an "arm swing"

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so when I alt tab and can't interact, I can't test the problem I have

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and yeah, it might be easiest to just hack it to get around this

subtle raft
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what button is for movement

solar steeple
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touchpad click is for movement, triggers are for grabbing

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but triggers cause movement while the touchpad is clicked, even if you don't move the controllers

subtle raft
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your'e sure you didnt assign both buttons to the same input event?

solar steeple
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looking at the code, the only way that could happen is if the animation is somehow changing the location of the controllers

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all the relevant stuff is happening in blueprints right now. one event is off GrabLeft, the other is off TeleportLeft

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grab is mapped to triggers, teleport is mapped to touchpad

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basically, even if I mapped movement to every button, it shouldn't trigger any movement unless I move the controller, changing the location, and giving the arm swinger function a value to add to input

subtle raft
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you could use breakpoints to figure that out

solar steeple
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not sure how... it's running every tick

subtle raft
#

oh like every tick it's checking if move? is true?

solar steeple
#

yeah, every tick it calls this "calculate movement" function, and the function checks if these booleans for left/right are true, then checks the delta in position from last frame and adds it to camera and char movement

#

probably easiest to just set up the widget and see if the location changes when I grab

subtle raft
#

the bool must be getting set to true while grabbing then

solar steeple
#

no, it's only happening while I'm moving

#

if I grab and I'm not moving, nothing happens but the grab

#

but if I grab, even with the hand that's not moving, while moving is enabled, I move

#

even when I shouldn't move, if that makes sense

subtle raft
#

are you doing this on the player controller or the motioncontroller bps

solar steeple
#

player

subtle raft
#

you might want to handle all the movement on each controller BP

solar steeple
#

but it's using motion controller location to figure out how far to move

#

I'm not sure that would work too well. the function is set up to work one way when using both arms to move, and another way if only using one or the other arm

#

if it's on both controllers at the same time, they would ostensibly cancel each other out if you swing your arms normally

subtle raft
#

well the player controller can figure out which way to use on the controller BPs

solar steeple
#

?

subtle raft
#

you'll be firing the controller events in the player controller still

solar steeple
#

oh, you mean use the controllers to generate values, then use the player to actually apply the inputs depending on one or both arms being swung?

subtle raft
#

ya

#

the player bp will handle all the logic on what each controller is doing

solar steeple
#

it would complicate things a bit, but that would make the bug easier to suss out

#

tho I dunno that it would actually fix the issue if the controllers are reporting funny numbers

subtle raft
#

anything in VR with your hands is complicated

solar steeple
#

true

#

I'm still pretty new to VR/UE4, thanks for the help

subtle raft
#

I would need ot know exactly how all your movement and grabbing works

solar steeple
#

that's the tutorial I followed

#

the code is linked in the description, all in ArmSwingerComponent.cpp

#

none of it seems to be getting trigger input tho so I dunno why pulling left trigger while holding the right arm swing button would affect movement at all

#

cause at most, the only position that would change due to the grab animation would be the left controller

#

not really anything fancy going on

subtle raft
#

so all that stuff in the tick could prolly be put in the controller BPs

#

and instead of setting those bools

#

I would enable/disable tick on the controller BPs

solar steeple
#

the bools would help decide if you're swinging one or both arms tho

subtle raft
#

in the player bp's tick I would have it get a value the controller BPs set and then add them together or just get the max of both of them to figure out how much and where the player bp moves

#

and on each controller bp, when you release the movement button have that value get set to 0

#

and disable tick

solar steeple
#

I'll give it a shot

#

I'll make my own classes while I'm at it, cause UE4 is not set up well for editing plugins at all

solar steeple
#

lol, rewrote the code myself, and it's not only a little wonky due to there not being a 1 : 1 between C++ functions and BP functions, but the trigger pull bug is still present

flat shoal
#

anyone else found depth stencils to be too resource consuming for VR?

orchid schooner
#

it is not consuming, at least with HTC Vive, tested

charred needle
#

hello, can anybody help with Environment Probes in AR? totaly dont understand how it must work

little scaffold
#

I know Oculus avatars can be used on all platforms but how can the user select the avatar he wants on the htc vive for example?

hoary fjord
#

Anyone know how to use the Tesla fbx in the VR extension plugin

#

?

tired tree
#

tesla?

balmy surge
#

Hi I'm currently making a VR game and i am using bounding boxes to keep people in the environment. But if you hit the bounding box at an angle with teleport you can go through it. Any ideas?

hoary fjord
#

its a tesla inside the plugin

tired tree
#

@hoary fjord the VR Expansion Plugin?

hoary fjord
#

yes

tired tree
#

what tesla? it is my plugin

#

you mean the car?

hoary fjord
#

if you go into the folder Content -> VRExpansion -> Vive -> Testing -> Car -> Tesla.fbx

#

downloaded it from your gitbucket then.

daring pasture
#

Its the car in the example map

hoary fjord
#

Yes how to I get that mesh into the other blueprint?

tired tree
#

migrate it

#

its from the ue4 driving example project

#

can get it there as well

woeful sundial
charred needle
#

yep, thx u i find the solution, need to change render to metal desktop, just forgot it

slender pulsar
#

What just happened with the oculus quest on the last update don't show anymore on the editor?

#

Nevermind needs no re enable editors mode

mighty carbon
#

didn't someone here use their product in VR ?

sturdy coral
#

damn what a waste

#

assuming they will just shut it down and use it for animoji or something

granite jacinth
#

They did that for some face capture thing right?

#

Forgot the name of it. A few years back.

sturdy coral
#

yeah they acquired faceshift, I think a lot of their documentation of the face api stuff still comes from faceshift stuff

#

like the shape keys and stuff

solar steeple
#

in the VR template, does anyone know why the "update animation" blueprint nodes would interfere with movement?

#

I'm trying to implement arm swinger locomotion, where I basically get the size of the distance between one/both motion controllers' last and current positions, and add that to the character's movement input

#

but if I leave in the code for grabbing stuff, it sends me flying if I grab something while moving

#

or if I even attempt to grab something while moving

placid spear
#

Damn.....so I guess the indie runtime licenses people purchased can no longer be accessed ๐Ÿ˜ข

#

I wish Iโ€™d downloaded the 4.22 version before the Ikinema website was stripped

languid night
#

My god, why can't imported skeletal meshes and anims work on the Oculus Quest?

#

Has anyone figured out how to do it?

solar steeple
#

to answer my last question, it's because grabbing activates collision on the hand mesh, causing it to collide with (and push away) the character it's attached to (i.e. you)

#

@languid night that's really weird. where are you importing from? and do you mean they work fine on PC?

dim iron
#

@languid night i created my own hands and skeletal mesh, works fine on quest.

limber rose
#

yeah, IKinema getting bought by apple is lame, they went completely silent re: Indie Runtime license

languid night
#

@solar steeple I'm importing models that I auto rigged in mixamo

#

@dim iron how did you import them?

#

Models that I rigged myself in Maya dont appear either.

sonic lake
#

@languid night Don't appear meaning they don't show/display inside the Quest? Try to apply to your SM a default opaque material first. It may be a shader issue.

languid night
#

@sonic lake They don't show/display inside the quest at all. I've already tried using default materials

#

I noticed that when my launched game, it instantly crashes in the quest, Ue4 log says
LogShaderLibrary: Display: Failed to load Shared Shader Library: DatasmithContent_SC and no native library supported.

#

It goes on to print this message a bunch of times with a different shader library

sonic lake
languid night
#

I'll try removing datasmith and other plugins that I'm not using then

#

but I am getting a similar error for OculusVR

solar steeple
#

is there some fundamental issue with using C++ code inside plugins on Quest?

trail shale
#

IS Tracked Boolean, does this actually work? I have an event that triggers on an overlap of a collision capsule and it keeps triggering if I lose tracking, I've tried to use this and it doesn't seem to have any effect

trail shale
#

Can someone advise why my VIve controllers stopped tracking completely in 4.22, even though I am able to use a previous build and they are fine then

#

Doesn't seem like they are possessing anymore

#

The motion controllers spawn in the world for sure, I can see them there

solar steeple
#

@trail shale known bug in 4.22. I believe you now have to call SetOwner on each motion controller object, passing in the owner's parent

trail shale
#

jesus christ, thank you

solar steeple
#

less of a bug and more a regression based on some random change that was made

trail shale
#

I have a base controller that a seperate controller inherits, where do I need to SetOwner?

solar steeple
#

LeftController->SetOwner(this);

trail shale
#

or do I use that on the VR Pawn itself when it spawns the MC's

solar steeple
#

yeah, in the beginplay or wherever you're spawning them, just call set owner right after

#

assuming you have SetHand somewhere, or SetTrackingSource, do it right after/around there

trail shale
#

or do I have another problem?

#

I disabled the Steam VR controls plugin

#

and now they are working

solar steeple
#

oh, I wouldn't know about how the blueprint logic for it works, sorry

#

here's example code from a C++ lecture:

LeftController = GetWorld()->SpawnActor<AHandController>(HandControllerClass); if (LeftController != nullptr) { LeftController->AttachToComponent(VRRoot, FAttachmentTransformRules::KeepRelativeTransform); LeftController->SetHand(EControllerHand::Left); LeftController->SetOwner(this); // FIX FOR 4.22 }

#

so I don't know if passing an owner in the spawn actor function is the same as calling set owner after spawn actor

pulsar dome
#

Is it possible to set the VR template's camera so that it cannot move/is not attached to hmd but rotates with hmd?

solar steeple
#

jeez, I'm pretty annoyed with how inconsistent UE4 can be at times..

trail shale
#

@pulsar dome Probably, or at least you could make separate camera and attached it to the player pawn

solar steeple
#

there are failures that can occur in one use case, but not another, due to differences in tolerances of different parts of UE4

trail shale
#

What is your appliation for this

solar steeple
#

like not doing certain setups on PC, it will fail silently, but fall back on something in the background and "just work"

#

but then on, say, Quest, that failure will screw everything up

#

and you gotta dig pretty deep to find the actual cause of the problem, because it'll often be the result of some set of changes that happened between UE4 versions

pulsar dome
#

@trail shale I'm creating a scene where the player is in a car in VR and I want the player to spawn and stay in the correct position, regardless of player movement

solar steeple
pulsar dome
#

Oh I forgot to mention

#

The car is stationary so we don't have to worry about car movement

#

I just don't want the player's physical movement to clip the camera out of the car

solar steeple
#

that page I linked should still apply

trail shale
#

@solar steeple Here's a question - I'm trying to be able to simply move my HMD view to match a target arrow, for debugging purposes, so I can drag an arrow actor that points in the direction I want....however when I Set the Location/Rotation, I'm still looking at the ground (because the HMD itself is faced down) How can I override that orientation? (I tried resetting orientation as well)

solar steeple
#

do you have "lock to HMD" checked on the camera?

trail shale
#

hmmm, I didn't, I'll try that

solar steeple
#

I mean, if it's checked, it might be overriding your set rotation/location

pulsar dome
#

Wait hold on I believe I solved it

#

Okay so for event begin play, you must detach the VR Origin from the rest of the actor, and then set a Boolean that says that you are going to lock the player in (so that this only happens on certain levels). Then on event tick, if that Boolean is true, teleport the VROrigin to the desired position, then execute reset orientation and position but only select position

trail shale
pulsar dome
#

With my method the height still is controlled by the HMD for whatever reason but that's completely fine

solar steeple
trail shale
#

hmmm thanks, I'll try that

#

No dice, doesn't seem to have an effect

solar steeple
#

damn. well, I'm stumped, both on that and on my own issue

grim prairie
#

So... Here's question for everyone. Really making me scratch my head or rather smash it off a wall repeatedly...

Suddenly out of the blue unreal stopped packaging projects. Like it worked 1 min then after playing the test build I went to make some changes in the blueprints. Nothing major just hiding a texture on pause.

Went back to build again again and it no longer will package config files.

Assumed it was my changes rolled them back. Still won't package config files.

Needless to say I tried everything I could think of and followed every piece of advice I could find to fix it in unreal. Nodda.

So I think back and remember windows updates happened that morning. Go and see what's up. Files all appear to be in read only state. Guess maybe the engine can't pull them in read only. They won't come out of read only... Ok weird.follow tons of guides provided by Microsoft advisors team. At the end suggested I reinstall.

Created a windows image using their software.

Wiped Windows 10 main drive. Left additional drives full of backup data. Fresh install Visual studio and all other unreal stuff.

Learn that VS 16.3 which you were forced to get on install now completely breaks compiling the engine, and you need to use 14.22.27905 or it will never compile. That one was a solid 6 hours to figure out ffs.

Error still happens.....

OK wtf thinking in the most outrageous terms.. Maybe additional drives were somehow messing with the new install.

Remove all backup drives. Fresh install again... Install and build everything again.

Problem still there.

Happens with any version of unreal in any project old or new template or new blank project. Used official launcher version as well as repo versions which I normally work with.

And ideas...

solar steeple
#

doesn't seem like a vr issue'

#

I'd ask in a more general channel to get more eyes on it, and also write a forum and answerhub post

#

that really sucks

grim prairie
#

Makes sense I'll move it :)

I did on answerhub and reddit and a bunch of other groups I am in. I am over 72 hours now chasing this down.

#

If I didn't need the code inside of the config files I would not care. Detach the Oculus stuff and the game plays fine without the config files.

They are still excluded on build but nothing from them is needed.

languid night
#

@dim iron Can you walk me through your import process for skelatal meshes for use in Quest?

solar steeple
#

spent a few hours on refactoring today, and now I have arm swinging working on oculus quest, which has been broken for me for like a week and a half at least

#

can't recall the last time I was so happy to fix a bug

languid night
#

Did PC VR arm swinging not work for the Quest?

solar steeple
#

right, it worked fine on pc, but when I packaged for quest it just didn't work

#

I still don't know exactly what was wrong beyond SteamVR silently failsafing a lot of problems and Oculus not doing that

#

but basically I took code out of a plugin and implemented it as part of my project directly, and it worked

languid night
#

Wow

solar steeple
#

I know they run the c++ code through different compilers

#

had one build fail during packaging

#

so that's something to look out for

fossil anvil
#

Hi, Guys How to create a Fade IN and Fade Out for Camera for Vr (OculusGo).

flat shoal
#

@fossil anvil normal camera fade doesn't work in VR?

fossil anvil
#

@flat shoal No

tardy hollow
#

You could look to the regular MotionControllerPawn Blueprint and see how they handle Fade In / Fade Out in the Teleportation Handling

sonic lake
#

@fossil anvil Last time I checked Camera Fades work properly in VR as well. Which functions are you using for that?

fossil anvil
#

@sonic lake iam using Start Camera Fade and Stop Camera Fade for Oculus go

sonic lake
#

@fossil anvil Are you aware that you have to add a Delay after the camera fade, to give it time to actually fade.

fossil anvil
#

yes i know that.

#

I have read somewhere that Camera Fade Does not work with Oculus Go.

#

I am not sure if that is correct

sonic lake
#

That is strange. I don't see why it shouldn't. ๐Ÿค”

fossil anvil
#

I use camera fade like this

#

Do i have to use delay after the fade

sonic lake
#

Yes because the node executes immediately

#

The duration of the Delay has to be >= duration of the Fade

#

Plus check Hold when Finished

#

Otherwise it goes back to full transparency right away

fossil anvil
#

checking the Hold When FInished should not switch it back to Transparency ?

sonic lake
#

Are you fading to black?

fossil anvil
#

yes

sonic lake
#

Hold when Finished means keep the alpha to 1.0 when done

fossil anvil
#

so it should be black until i stop explicitly ?

#

RIght ?

sonic lake
#

exactly

fossil anvil
#

so i dont need delay ?

#

because the node is holding the alpha ?

sonic lake
#

not sure what you are doing after the Fade

fossil anvil
#

I am loading Some meshes

sonic lake
#

You may be loading a new level etc. so you need a delay

#

Ok in that case no

fossil anvil
#

basically iam trying to create a loading screen

#

any tips on that one ?

sonic lake
#

a loading screen can just be a special level where the player is in a fixed position and stuff happens around them

#

it all depends on your design and what you want to convey during the loading phase

fossil anvil
#

i Have level where I spawn some meshes in the beginning , But they always comes blurry because it being loaded , so i just want a black Screen or a logo , while this happens

sonic lake
#

You could also put the player inside a black sphere, let them know the level is loading with a message or something and then remove the sphere once done.

#

In the meantime everything is loading outside of the sphere

fossil anvil
#

hmm Nice, Idea.
Like they do in VRFunGames

sonic lake
#

๐Ÿ‘๐Ÿผ

fossil anvil
#

@sonic lake Thanks for the Help

sonic lake
#

You are welcome!

lunar geyser
#

Good day everyone, I'm struggling with some materials not rendering for the Oculus Quest platform. Despite the editor preview for ES3.1 rendering everything properly on the flat-screen. There are no errors to go by in the material editor and dynamic lights are limited to two [Stationary]. I'm also using the Mali Offline Compiler but to no avail. I've tried Googling this for sometime now but have not had any luck in getting closer to resolution. Perhaps someone here has some advice they may be willing to offer in light of this?

#

UE4 version being used is 4.23.0

#

Any help would be greatly appreciated ๐Ÿ™‚

daring mural
#

We're building a hub where devs and VR gamers can co-exist to allow devs to pull 'testers' from a pool for their games. PM me if you're interested!

zealous smelt
#

Anyone have experience with Oculus Quest and would be willing to chat? DM me. Thanks

brisk spade
#

need some help!
i want to open my my map with simulate to which path my blueprint takes, but when pressing simulate and possess my hmd stucks in the vive home screen

#

any ideas how to solve

sonic lake
#

@brisk spade the editor is minimized during VR play in order to not affect the performances and get you motion sick. For VR debugging you should use on screen messages or log messages. Or debug your blueprint with a non VR Pawn and then switch to VR later on.

brisk spade
#

@sonic lake its the actual game that doesnt show up not theeditor

#

VR Preview works normaly

sonic lake
#

Packaged game?

#

Did you check the Start in VR flag?

brisk spade
#

i want to see the flowof my blueprints while someoneelse tests sth in VR

sonic lake
#

Ok then this is what I already explained above. You can always bring back up the editor during a VR preview but that will affect the performances of the system and your tester may suffer from it.

flat shoal
#

@brisk spade you should have chosen Unity if you want that feature ๐Ÿ˜›

brisk spade
#

when clicking on a Button Widget the button kepps pressed

subtle raft
#

is there an enum or something that can tell a blueprint which PIE is used?

#

like if you simulate, the editor will automatically use the non-VR pawn

alpine oyster
#

using IK in my vr game, how can i get the body mesh to scale with the actual person

#

ie a short person has a smaller mesh?

little scaffold
#

@subtle raft there is an enum in C++ only

subtle raft
#

boo

orchid schooner
#

you could detect PIE by loaded map name

#

map "World" will have name "UEDPIE_0_World"

subtle raft
#

oh interesting

#

could just make a simple CPP class too right

#

never done that before though

#

I just did it with a bool on my pawn, but would keep forgetting to disable it when building xD

tired tree
#

@subtle raft have an example of that already

#

bool UVRExpansionFunctionLibrary::IsInVREditorPreviewOrGame()
{
#if WITH_EDITOR
if (GIsEditor)
{

    UEditorEngine* EdEngine = Cast<UEditorEngine>(GEngine);
    return EdEngine->bUseVRPreviewForPlayWorld;
}

#endif

// Is not an editor build, default to true here
return true;

}

#

WorldType enum doesn't actually provide a distinction between vr preview and preview

subtle raft
#

nice

#

oh ok, so this is returning if it's VR preview or not

mighty carbon
#

finally, 4.23.0 + 1.41 integration is up on Oculus github

fathom epoch
#

Hi guys im trying to include a 3d character as a VR avatar. is there a way to lock the position of the camera to the head bone of the character? and just account for the hmds rotation when it moves?

sturdy coral
#

@fathom epoch not a good idea, that can cause a lot of sickness

#

instead you probably want to try an IK solve to get the head bone near the HMD, then also maybe move the hips further into place if it doesn't reach

fathom epoch
#

I really need to implement it so I'll worry about the motion sickness later

#

how do I get the hmd to stick to the head?

#

I'll make the adjustments later I just need to see how this can be achieved

sturdy coral
#

@fathom epoch call 'set tracking origin' to head then just attach the camera to the head with inherit rotation = false

#

or rather, attach a scene component to the head, and have it have inherit rotation to false

#

and attach camera to that

#

but don't do it, it will seem fine in open areas where you are high enough off the ground to not get much parallax from the character's movement, but it will make everyone puke when they get close to things

fathom epoch
#

I currently have a scene component

#

and I parented my follow camera to it

#

and parented the scene component to the skeletal mesh

#

also the scene component is parented to the head socket of my 3d mesh

#

but when I run the VR Preview, the camera goes above the head of the skeletal mesh

#

I dont know why this is happening

sturdy coral
#

I guess setting tracking origin to head/eyes probably isn't enough on its own

#

you basically need to constantly move it back into place if you want the hmd to always line up with the eye socket

fathom epoch
#

I just need the camera to stick to the location of the head socket

sturdy coral
#

which means no positional movement

fathom epoch
#

im implementing touchpad locomotion for this one

sturdy coral
#

there is also a way to turn positional off somewhere, maybe in the camera manager or controller

#

doesn't matter if you are implementing touchpad locomotion, you shouldn't do it this way

fathom epoch
#

so im gonna go out of a limb to tell people to not walk around but they can rotate and the character should rotate with the rotation of the camera

sonic lake
sturdy coral
#

you should move the character to the hmd as it moves around, and also try to reach the HMD through IK, and you can have trackpad movement on top of that

sonic lake
#

But it doesn't support room scale

sturdy coral
#

even if you are targetting gear vr with no 6-dof you should try and avoid just attaching to a socket on the head , the head bob etc. (even the non-rotational part of it) will make people sick

fathom epoch
#

@sonic lake thats the tutorial im actually basing my implementation on

#

I thought it was enough to parent the camera to the scene component

#

but it still snaps to the height of the hmd

sturdy coral
#

did you change tracking origin?

fathom epoch
#

which I dont understand why its happening since im currently using a sitdown setup for my vr environment

sturdy coral
#

the default tracking origin differs between oculus and steamvr

fathom epoch
#

how do I change that muchcharles?

sturdy coral
#

set tracking origin node

#

there is also a node to recenter

fathom epoch
#

do I do that in the event graph?

#

is this it?

frigid kite
#

Has anyone managed to get the MediaPlayer working on quest?

frigid kite
#

Ah nevermind, the movies just had to be in Content

frigid kite
#

What are some good budgetary targets for the Quest in terms of draw call / tri count?

topaz plank
#

@frigid kite frame rate drops below 72 for me with more than ~100k triangles, basic shaders, static lighting on ES3.1 / UE4.23 vanilla (no Oculus fork). Mostly GPU bound, so draw call count matters less at this point (though Oculus recommends around 100-150 max). I'm curious if anyone is getting better performance and what their setup is.

#

I haven't even been able to get MobileHDR and dynamic lighting to run properly. But I guess there's no point in trying considering the above results.

frigid kite
#

Alright, thanks @topaz plank !

frigid kite
#

I believe I saw that mobile HDR has to be turned off in some Unreal for Quest guidelines, not sure if it would be supported at all

frigid kite
willow trail
#

@frigid kite Thanks! Wish it went more into details with the rendering aspect

#

They are less prone to judder, and are raytraced through the lenses

#

I understand the judder part since it's independent of the app framerate, but I don't get the "raytraced through the lenses" part

frigid kite
#

Well, me neither

#

I was also interested as to why exactly it is crisper

#

Maybe it's some other way of warping the output to match the lenses, instead of just straight up resampling the render buffer in a distorted way

#

which leads to undersampling in the center

little scaffold
#

Does anyone know if spatialized audio can work on the quest? Boundaries for audio attenuation?

topaz plank
#

Did any of you guys make experiences with particle effects on the Quest already? I'm very interested in any learnings and visual examples you could share.

white fern
#

Anyone here done DLC for mobile AR/VR? I'm struggling with packaging for Oculus Quest in #packaging.

little scaffold
#

@topaz plank thanks for this, I'll look into it

mighty carbon
#

@white fern unlikely and there is no easy way doing it with UE4

bronze raven
#

Anyone knows if the approach to connecting a host from windows and clients from the oculus quest changes from when connecting 2 pcs or is the process the same? I mean, do I just use the find sessions, join etc and they find each other like it does on 2 pcs

mellow dome
#

Hey guys, anyone knows why skeletal meshes are not working in VR when I try to drop them?

#

it seems physics is not reset correctly

#

I'm using the standard UE4 VR Template

#

and changed the BP_PickupCube to use a skeletal mesh instead of static mesh

#

fixed collision settings

#

but nothing works

sturdy coral
#

@mellow dome can't say for sure but try setting EVisibilityBasedAnimTickOption::AlwaysTickPoseAndRefreshBones

#

I've seen some stuff get bad feedback loops when it is set to OnlyTickPoseWhenRendered and ends up getting culled and then never rendered or ticked again because it is at origin or something (doesn't sound exactly like your problem though, I'm not sure if you are doing ragdoll physics or what from your description)

white fern
#

@mighty carbon Thanks for the response. Sorry to hear there's no easy way, but honestly all I care about is that there is a way to do it -- preferably while still being able to use .pak files. Know any good references for making DLC that might be helpful for that?

#

@bronze raven AFAIK both Windows and Android (Quest's underlying OS) both use UDP the same, so the platform shouldn't make much difference as long as your host application is build for Windows and your client apps are built for Quest with the appropriate network configs and permissions. Granted this is theoretical, as I haven't tried this myself. Good Luck

mighty carbon
#

@white fern search YouTube - there might be some tutorials.

#

Or do it how, for example, RAGE 2 did it - once DLC was ready, they just updated the whole game and you could purchase DLC access being in-game, with in-game currency (which you had to purchase for real $$ on Steam)

mighty carbon
#

well folks, imagine that - Oculus Quest cable is too fat to fit into tiny hole I have on the back panel to connect to USB-C port

white fern
#

I did see and follow this tutorial, but this is how I ran into the issues I'm facing: https://www.youtube.com/watch?v=ndHNdUSRpho

mighty carbon
#

alright, I used power bank's USB-C cable with Quest ๐Ÿ˜…

#

got my project up and running on the device.. Pretty cool. Definitely a lot better than on Go.

#

also seems like GPU particles crash with Vulkan is fixed in 4.23.0 + 1.41

sturdy canyon
#

Iโ€™m looking forward to updating

#

After I get this next update out Iโ€™ll upgrade my engine

mighty carbon
#

Hmm.. For some reason POM material doesn't work on Quest (with Vulkan; haven't tried ES3.1)

flat shoal
#

You shouldn't even use POM on Vive/Index, let alone a mobile device like Quest... ๐Ÿ™‚

mighty carbon
#

why not ? I think Dreadhalls uses POM

willow trail
#

So "touch" input for the Valve Index straight up doesn't work for me with the SteamVR plugin. I tried quite a few things, but somehow can't have anything trigger for any of the capacitive touch events.

Anyone has encountered something like that or has a clue? https://i.imgur.com/12HoOOJ.png

white fern
#

@willow trail Dumb question, but you do have input enabled on that graph right? Where is that BP? Player controller, motion controller pawn, somewhere else? Are your other input events working?

willow trail
#

It's on a motion controller pawn

#

Every other input I've set up works fine

#

Yeah, not a dumb question, but I do have other input thingies right next to it, which are working fine ๐Ÿ˜•

white fern
#

Yeah, haven't actually worked with Index, so not sure. But I wanted to check the obvious JIC

#

Do you have any other calls from that event that are consuming input? You check that already?

willow trail
#

Not in my BP directly

#

Could be in a parent class or something, but I feel like it should still trigger those events right?

mellow dome
#

@sturdy coral thanks for the input, I'll try this evening and report back

white fern
#

@willow trail It should if input isn't consumed. Click on the event node in BP and you'll see this.

#

If consume input is checked (or, in code bConsumeInput on a binding is True) then only the first binding will fire.

#

I'd check that

#

If that's not it, it may actually be an index issue, but as we've established I can't be much help there for now.

willow trail
#

@white fern Hmm okay I'll check that, thanks

#

The touch input all in all do work since they influence animations

tired tree
#

@willow trail open up the steamvr controller bindings overlay and see if they are bound or not

willow trail
#

@tired tree I'll be honest, between the project/input bindings, the action manifest and the controller bindings I'm really lost

#

But they're unbound yeah

#

Even though I bound them in th input and did what I do usually, click all 3 entries in SteamVR : Regenerate action manifest, regenerate bindings, reload manifest

tired tree
#

they "attempt" to auto bind the inputs

#

there can/will be cases where their auto binding code fails

#

and you will want to manually bind in the overlay, and set defaults again

#

and likely report that their auto binding failed in that case to them

willow trail
#

Hmm okay

#

Do you have any resources regarding this input system and interaction with the overlay?

#

Or maybe a wee little quick rundown ๐Ÿ˜›

tired tree
#

generally the overlay is intended to be manually binded for defaults, they are trying to provide a convenience to try and auto do most of it.

willow trail
#

I've been unable to find much info on any of this (although I was looking for plugin info more than anything)

#

Any application communicating with the API gives a list of binding action and a default binding?

#

Is that it?

#

So you must define inputs in UE, which the SteamVR plugin "converts" into exposed SteamVR actions, and then also makes a default configuration using the settings inside UE?

tired tree
#

beleive that runeberg has been posting vids about it

#

he had a blog or something, dunno where that is

willow trail
#

Oh thanks

tired tree
#

I have a howto as well but most of it covers my specific setup

willow trail
#

Just want to know how it works at the API level so I can have an idea of what the plugin does

tired tree
#

and yeah, ue4 actions are mapped to steamvr actions, and then they are trying to automatically decide what buttons should go to what based on the key names

#

that automatic mapping part can fail

#

the engines default implementation of this doesn't even attempt to automate the key mappings

#

and leaves it up to doing it manually in the overlay

willow trail
#

Also attempting to use those events directly from the BP doesn't trigger anything, but I assume that's expected?

tired tree
#

yeah it should be mapping that correctly in that case

#

and yeah...all of those keys are "dummy" keys

#

they don't do anything but setup the auto mapping

willow trail
#

Roger

tired tree
#

not a fan of the approach tbh

willow trail
#

Bit confused as to why they didn't go through the regular gamepad driver routes to expose buttons, axis and the like ๐Ÿคท

#

But I guess this is what you need to rebind inputs in games without requiring every game to implement their own input binding menu

#

Anyway, much clearer to me now, thanks @tired tree

willow trail
#

@tired tree Actually sorry to bother you again, but it seems like the inputs I've set up in UE (I've got quite a few) aren't showing up in the SteamVR bindings panel. I assume "Generate manifest" is what should update all that, but it doesn't seem like it's updating it?

There's all the "default" ones and a weird "NewActionMapping_0" which doesn't even appear in UE. Any idea? https://i.imgur.com/XLY8eiE.png

#

Looking directly at the new action manifest json it looks like it updated properly aswell ๐Ÿคท

tired tree
#

you are only using the steam plugin?

willow trail
#

Yeah

#

Also knuckles.json looks good to me

tired tree
#

you'll have to contact them then

willow trail
#

Ok so turns out somewhere in my quest for answers I created a new configuration. The default one was probably updating just fine while my custom one was overriding with older values. Whatever caused the issue initially probably got fixed restarting the editor/steamVR

#

So PEBKAC as usual

#

Either way, learned a great deal, thanks again MordenTral

mighty carbon
chilly ocean
#

For whatever reason, when I am running a version of the project that is not packaged, my steamvr inputs for vive all work. However. When I am packaged, one axis input does not work for me in steamvr. Every other input does though

#

Why would that be happening. I am on version 4.22 of ue4 btw

mighty carbon
#

hmm... UE-79845 got moved to 4.23.2 hotfix. I wouldn't be surprised it it will go into 4.24.x

sly elk
#

we are running a demo open to the public at a large car show - prime space in a big booth shared with castrol, michelin, volvo, etc. We expect we will be doing demos non stop all day for the two days we are running it. Anyone done a lot of VR demos for the public have advice? We are bringing two rift S, alcohol wipes for cleaning the foam, lens cleaning supplies, and we are building a demo with simplified interactions that is totally guided. Looking for any experience people here have putting random people in VR and moving them through quickly in a way that works well.

placid spear
#

Anyone have ideas or workarounds for full body avatars now that Ikinema is gone?

granite jacinth
#

@sly elk Nice! I might see you / the demo there (live 30mins away)

#

Alcohol wipes for face

#

Or facial cleaning wipes

#

forget trying to clean the foam/headset

#

paper towels for drying face / inside of headset

#

and get paper/disposable liners for headset

sonic lake
#

@sly elk make also sure you have a large TV / beamer and good audio for those seeing the demo from the outside. It's big part of the experience and attracts even more people.

sly elk
#

Yeah, we have two large TVs, one running a video loop and one showing the headset view.

Are there paper disposable covers for the Rift S availible

#

?

#

Oh, i guess something like this?

#

if there are ones that stick to the headset that fit the rifts i think that would be way better than having people put on mask things

mighty carbon
#

get PU leather VRCover and wipe it with alcohol

#

or rather get 2 - one "new", that you put in in front of the user, and another one you take off and wipe, getting it ready for the next person

brisk spade
#

@wraith sky hi

sly elk
#

VRcover doesn't offer one for rifts

brisk spade
#

the problem was that many testers couldnt read anything because of the blurry text

wraith sky
#

if you're using on screen widgets...well...don't

brisk spade
#

@wraith sky my internet dies every day at midnight so i cant do any research :/

#

im using only 3d widgets

#

would your attempt help to improve the readability?

wraith sky
#

yep, increase widget's size and draw size in parent

brisk spade
#

its basically a discribtion on a window

#

even on a vive pro compared to oculus

#

maybe image resolution was not high enough, when they tested it

wraith sky
#

3d widgets are using render to texture, so it's scaled down to the lower of those 2

brisk spade
#

ahhhhh

#

so would say make texts easy readable isnt a hard task at all?

#

my boss said its nearly impossible^^

wraith sky
#

if it's just a text on the side of the window, consider separating it to a separate widget

brisk spade
#

why a seperate window?

#

so having a actor that has the image and the text as a 3d widget?

wraith sky
#

you can render to texture at 4k...it only matters if it will be possible to look that close with HMD

brisk spade
#

text can be rendered to 4k umg not?

wraith sky
#

cause if your widget is large, and text is on the side, you need to waste a lot of resolution just for text

#

and render to texture is slow

brisk spade
#

it has to be sharp enough

wraith sky
#

i can read 3-4pt text on my 1080p screen

brisk spade
#

the resolution of the vive pro is high enough, i think

#

i 'll hope it

wraith sky
#

no, probably 5pt is minimum

#

resolution of hmd does not matter for 3d widget

brisk spade
#

because it is scaled

wraith sky
#

cause you can move hmd up close to it

brisk spade
#

what do you mean by move it close to it?

#

the lenses are close to the eye?

wraith sky
#

3d widget is placed in world

brisk spade
#

with my application i have to deal with ppl who cant differentiate between their fingers in VR

wraith sky
#

it it's attached to hmd resolution won't change anything

brisk spade
#

cant hold the trigger while pressing a button...

#

so i just want to exclude that you ment teleporting to the widget to read it

wraith sky
#

um...you can place widget on a sleeve...that's most common thing to do in vr

brisk spade
#

first time i hear the term sleeve

wraith sky
#

it's not a term...it's a sleeve

brisk spade
#

a sleeve for my text?

#

that i can edit at any time?

brisk spade
#

not possible we tested it, people just ignored it

#

too complicated for stupid user ๐Ÿ˜„

#

they also forgot they had a display there

wraith sky
#

well, if text is attached to hmd (which is bad idea imo), your only option is to make large text

brisk spade
#

the texts lenght are like short encyclopaedia entrys

#

basically you point on a object and then a window popups and you can read some interesting facts

wraith sky
#

well, probably camera attached ribbon text plate that user can grab will be better in this case

brisk spade
#

ohhh you mean the user can grab a plate to read it

wraith sky
#

yep

brisk spade
#

and hold it close to his eyes

wraith sky
#

yep

brisk spade
#

it would also be more intuitve and interactive than just boring windows

wraith sky
#

you can spawn it in front of user when needed

brisk spade
#

@wraith sky another example how stupid my users can be

#

the did not understood, that the menu is fixed to them and they turned 2-4 times around until they realised that the menu would not disappear

#

they would be overwhelmed by the spawning

#

but a transistion to them would be an idea

#

im not kidding ๐Ÿ˜„

#

@wraith sky thank you for your time ๐Ÿ˜„

wraith sky
#

yeah, that's why i recommend using ribbon attachment

sly elk
#

we use hmd attached text and a watch widget

#

both work fine

#

you just have to teach the user about the watch

#

and haptic vibrate that controller when there is an update on it

#

we only use it for displaying notifications which send people to our tablet interface

wraith sky
#

I want knuckles -_-

brisk spade
#

@sly elk would you use such a interface for a 80 year old person, that wanna try out VR for the first time, that never had any contact to such stereoscopic technology

#

?

wraith sky
#

I admire people who would like to use VR in their 80s

#

i would probably made some kind of animated mascot to assist

brisk spade
#

haha

#

it has to be a neutral environment

#

companion wouldnt be possible :/

wraith sky
#

Mascots are always possible. Japan best example. They have mascot for suppository.

brisk spade
#

i hate noisy flying companions

#

i need a for reading is good simple solution, but the idea to use containers a user has to pick up

mighty carbon
#

@sly elk Rift CV1 or S ?

sly elk
#

Unless they are only sitting, I don't think putting an 80 year old into VR in particularly responsible

mighty carbon
#

@ember forum I posted an update to Oculus BUg Report site about GPU particles and Vulkan.. If you can test it again and post your reply there, it would be great

sly elk
#

i have seen enough people try to lean on something or fall over after getting disoriented. With someone younger its kind of funny and the risk of serious injury is low. With an 80 year old it could literally be life threatening

mighty carbon
#

hmm.. VR Cover indeed has nothing for Rift S :/

arctic saddle
#

Has anyone worked with ARcore? I can't seem to figure out why my objects scale is so small when it's spawned. It is modeled for real world scale.

mild trail
#

So what would be the best VR choice for archviz no matter the price.

flat shoal
mild trail
#

I meant what is the best VR hardware.

#

Vive pro, Valve index, Oculus Rift etc..

flat shoal
#

Oh. XTAL or VARJO.

#

If you can't afford that, HP Reverb.

mild trail
#

Th Xtal looks gigantic and dont think it can do wireless. Varjo looks alot nicer for a customer to put on his/her head.

mild trail
#

Woaaa that Varjo is expensive ๐Ÿ™‚

mighty carbon
#

No matter the price you said ๐Ÿ˜…

mild trail
#

True, I was so unaware of the extreme prices of theese rather special headsets. Wondering.. the vive pro eye has eye tracking too. That combined with a wireless unit would be pretty nice would it not?

brisk spade
#

can someone help me with widget interaction for the left hand

#

i dont know how to set up the left hand

mellow dome
#

@sturdy coral I tried AlwaysTickPoseAndRefreshBones but that did nothing sadly

#

If someone can help me get skeletal meshes work in VR

#

i'd be extremely grateful ๐Ÿ™‚

sturdy coral
#

@mellow dome have you tried reproducing the attach/detach stuff outside of the example?

#

make sure your mesh simulates on its own by starting it off above the ground, and then try attaching/detaching it from a stand-in actor in the same way as the template

#

just to narrow down where it is breaking

mellow dome
#

Thanks for the input @sturdy coral

#

It breaks on the detach part

#

attaching it works great

#

but when detaching, the inertia is lost, and the object falls like a brick through everything

#

I'm making a minimal blueprint to illustrate

raw cedar
#

Anybody know of any good resources for implementing simple dynamic resolution on PC?

#

I can't even figure out how to get accurate timing (like the total GPU time reported by stat gpu)

#

and the built-in dynamic resolution stuff looks like it wouldn't use vr.PixelDensity anyway

alpine oyster
#

how would you guys check for a punch in motioncontrollers

mellow dome
#

I guess you could record the distance travelled between 2 frames and compare it to a threshold when you overlap your target

topaz plank
#

What's the cheapest way of doing a screen fade on Quest? Any way to avoid post processing?

dusky moon
#

its working now only except that I don't know how to offset my upper arm bones like this :

#

When I offset them in the skeletal tree, in game it doesnt take effect. (I'm a total noob in IK and ue4's animsbps need help ๐Ÿ˜„ )

mighty carbon
#

@topaz plank there is a node in Oculus library to darken materials globally. I never tried it though.

topaz plank
mighty carbon
#

I don't recall

#

But you can also just have a sphere with fading material around camera

#

I am pretty sure YouTube has a tutorial about view fading in VR

carmine yoke
#

Hey, I'm trying to show text in world but using a widget in a widget component but I've two issues with it:
1: When I use a handful or them they seem to slow my gamthread time ALOT.

#

2: it's not mipmapped or anything so the aliasing is horrendous in VR

#

So my question is what's the most efficient and most legible way to read text in world in VR?

#

I could switch them all to textrenders but somehow I don't think it'd be much better..

#

I could Import the text as textures and map them to whatever surface, that way they're mipmapped also, but that I have no flexibility in changing them at runtime - unless I import every variation of what I might want the text to be which is... loooooong.

#

Any thoughts?

topaz plank
#

@mighty carbon I just read up on the node on the oculus docs. Seems like its purpose is exactly what I want. It doesn't work however ๐Ÿ˜„

mighty carbon
#

๐Ÿค”

#

Report this bug to Oculus

#

They have bug report portal

carmine yoke
#

@topaz plank That's essentially what I'm using and it eats at my gamethread. I had 10 of them in the world, just for labels, and I couldn't hit frame rate

topaz plank
#

you're updating them on tick?=

carmine yoke
#

@topaz plank Nope :/

#

Even if I did hit framerate they still look like trash, aliasing all over the shop

#

@mighty carbon Ok I'll check that out, thanks

mighty carbon
#

I didn't offer any advice ๐Ÿคท

carmine yoke
#

you said report bug

#

but whatev

#

๐Ÿ™‚

mighty carbon
#

๐Ÿ˜…

carmine yoke
#

@topaz plank

#

Rendering the text is mad expensive, I don't know what's going on

topaz plank
#

they will be significantly cheaper then

#

@mighty carbon didn't realize the node would only work in headset and not in the editor VR preview. So it does work after all ๐Ÿ˜„

carmine yoke
#

^That happens so often its so annoying, sometimes makes debugging without a headset impossible...

#

Okay cool, i'll try that out and come back wit han update

mighty carbon
#

@topaz plank the only issue is that it might not work on non-Oculus HMDs

topaz plank
#

we develop for Quest only, anyways, so not a problem for us ๐Ÿ˜„

carmine yoke
#

I've found that alot of oculus' stuff works on the vive too

#

@topaz plank Out of curiosity do you debug with a Rift s and only launch to quest every so often?

topaz plank
#

debug with old rift, yes

carmine yoke
#

cool, I think I need to ask my work for a rift/rift s.... I can handle launching to the quest 20+ times a day

#

can't*

topaz plank
#

or wait for oculus link ๐Ÿ˜„

carmine yoke
#

God I can't wait

#

@topaz plank Manually Redrawing did help alot! but, i'm still getting a couple hitches, lemme profile and i'll report back

#

Looks unrelated to the UMG! Thanks a bunch man! I'd started trying to UV map the text to everything...

topaz plank
#

๐Ÿ˜„

#

no probs

alpine oyster
carmine yoke
#

@alpine oyster I don't much like the idea of doing that on tick ... That said, I've never had to prototype something like that so I can't help that much

#

I would be tempted to try and rig up a overlap boundary which queries how fast your hands are moving when they're stretched out, something like that

#

that way it wouldn't be on tick

alpine oyster
#

so like an invisible collision sphere near the players hands when stretched otu?

carmine yoke
#

That's what I'm thinking yeah, You could even use that to turn the tick on/off so it would just be ticking for a few moments

#

How often would someones arms be fully stretched - hitting the boundary in other facets of your game though? something to think about

alpine oyster
#

i would also have to scale it for short/tall people

carmine yoke
#

Yeah, but you can just do that as a calibration thing when someone starts up the game

#

like arizona sunshine? does that i think, so they know where to put the holster

#

Neways I've gotta bounce, GL bud

trail hinge
#

Could anyone with experience with the VRExpansion Plugin example template clarify for me if steam multiplayer works directly โ€œout of the boxโ€ in 4.20?

For example do I need any other plugins to set up like OpenVR plugin or do I need to disable Advanced Sessions? Do I need to delete any files or change config files?

tired tree
#

it works as is

#

though in 4.20, if you are trying to package it, you have to do development unless you want to add the app_id.txt file to the folder

#

@trail hinge

trail hinge
#

@tired tree THANK YOU! It works beautifully! We have been trying so hard to make multiplayer work for our graduation project and you saved us, bless your soul

tired tree
#

have fun! the template isnt the best start for a full project due to all of the extra examples in it, but for a grad project its prob fine. @trail hinge

topaz plank
#

Has anyone an idea why my widget animations don't play using stereo layers? Everything else renders fine, but animations don't seem to update the render target.

#

Hm, so the issue is that I am trying to set "live texture" on the stereo layer component to true on runtime, just before playing my widget animation. That doesn't work. If I set it to true in the component's default, it works, however.

topaz plank
#

Marking the stereo layer component dirty (not exposed to BP per default, but can do e.g. via SetPriority) seems to work, but causes it to render completely white for one frame.

sweet oracle
pulsar dome
#

Hey, so I'm packaging my demo in preparation for the game's release in two weeks. When in editor I get around 120 FPS <= 8 ms and then when I package my game it's significantly worse, I'm estimating around 20 fps

carmine yoke
#

@pulsar dome is that both Dev builds and shipping builds?

#

What hmd are you using?

pulsar dome
#

@carmine yoke Don't worry, I fixed it by following the UE4 VR Best Practices guide and it told me to turn off smooth framerate and it fixed my problem ๐Ÿ˜„ For anyone else with this problem make sure smooth and fixed framerate are off in your project settings, and also follow the guide for a bunch of other good tips

carmine yoke
#

Nice

pulsar dome
#

Yeah lol, thanks for the help though ๐Ÿ‘

carmine yoke
#

@sweet oracle is sounds like your widget doesnt have the right collisions

#

I can't quite read the BPs on the second pic it's not high enough definition

sweet oracle
#

@carmine yoke i checked the collisions on it... its set to block for the laser

carmine yoke
#

And it's got hit events?

#

If you just output the hit object name is that the name of your widget?

sweet oracle
#

yes

#

i get the correct name of actor from printing

carmine yoke
#

I would use impact point instead of location (incase your teleportation is causing problems) and set whatever your marker is to be overlap. Ummmm

sweet oracle
#

yea impact point and location is same in this case

carmine yoke
#

Hmm, I'm not sure then, there's some disconnect of where it wants to be and where it's ending up, if you print the hit location, and then where it ends up are these the same?

#

Im just trying to find where in the process its going wrong

#

Because you say the debug draw is in the correct place

#

So it must be after that, something to do with your teleport/the object you're teleportating

sweet oracle
#

its my material ๐Ÿ˜ฆ

#

changing it to opaque made it work

carmine yoke
#

Nice :)

#

Glad we got there

crystal oak
#

With the VRExpanded plugin is anyone aware of how you would be able to lock the camera to HMD, but enable some sort of offset? for example, my camera tends to be too far back in a characters face when it comes to full body.

tired tree
#

@crystal oak you don't want to move the camera away from the hmd spot, that would be terrible for the user, you want to hide or move the head itself.

sonic tide
#

So when you grab an object, it turns off physics simulation for that object, then attaches it (so that it doesnt fly out of my hands). Is there any way to attach something adn keep it in that spot, but not turn off physics simulation?
I want to use hit events with held objects but it won't work if sim physics is off
im guessing i could set location of heldactor/component to my hand's location every tick but it sounds really expensive and unconventional

sonic lake
#

@sonic tide to grab an object and still have its physics active, you need to use a physics handle or attach it through a physics constraint. For both there a number of tutorials on YouTube you can look up and follow.

sonic tide
#

So should I use the physics handle in the object I'm picking up?

sonic lake
#

@sonic tide normally the Physics Handle component is with the player (motion controller) and it is used to grab the physics actor. I wrote "normally" because I have seen variations of this technique where, for example, the Physics Handle is kept separate from the player (motion controller) and the object tracks it on Tick. You can experiment with one or the other and see what suits you better.

#

You also have the option to use the VR Expansion plugin which implements physics grabbing for you.

carmine yoke
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Anyone using Vulkan with the Quest? I get these weird pink artefacts on some of my meshes, like a small pink square

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They seem to appear/disappear based on my FFR

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Only happens when I'm using Vulkan, not OpenGL

carmine yoke
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Also - Does anyone know where to get meshes for the Quest controllers?

carmine yoke
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^ I've had to download Unity and the Oculus Unity integration because they have them there, If anyone wants a copy of them without having to go through the effort hmu

sonic lake
willow trail
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Anyone knows a reason why standalone doesn't work in VR for me? The headset and controllers position remains statically on the floor at the default actor position. "automatically start in VR" is checked, and the "launch" option to package the binary doesn't work at all for me (Just tells me Missing receipt... Check that this target has been built)

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(VR preview works fine)

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Also regarding building/packaging, I don't have Visual Studio, but I don't have any cpp code. The only plugin i'm using is the SteamVR one

willow trail
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Currently trying to get UE4 to work with VSCode, maybe I need to compile something myself anyway? Not sure

carmine yoke
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@sonic lake fml.. I've already done it now

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Oh thats the 4.23 branch

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they didn't have it in the 4.22 one which is the one im using

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long..

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@willow trail But roomscale works?

willow trail
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@carmine yoke In VR Preview?

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In VR Preview everything works

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In any standalone mode nothing works at all, and it won't package at all

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There's no notion of roomscale or anything really

carmine yoke
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Oh oh, sorry I got confused

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Okay so it works fine in VR preview, I never use standalone mode anyways so I wouldn't bother with that.

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You can't package? dev or shipping?

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@willow trail

willow trail
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@carmine yoke No, it fails every time

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Well all i'm doing is pressing "launch"

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after doing "build"

carmine yoke
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What're the errors

willow trail
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Missing receipt [name of the project.target] ... Check that this target has been built

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No other error

carmine yoke
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Try and package pressing file > package project > windows 64

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and check your package build config is development

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under file> package project> build config

willow trail
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I get this almost instantly

PackagingResults: Error: Unable to compile source files.```
carmine yoke
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Are you using a source version of UE4?

willow trail
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No

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Haven't written any C++ either

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From the hastebin, the french messages say that the global namespace already contain definitions to 'SteamVREditor', 'SteamVRInput'...etc

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It's colored as regular (white) messages though, not errors ๐Ÿคท

carmine yoke
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hmm, the normal things i would do it this situation would be:
Check your steam VR plugin is on (but if its working in vr preview then sounds like it works),
Go on the ue4 section of the Epic games launcher and validate your engine, sounds like something might be broken (You could also make an empty VR project from the template and see if that packages, if so its something to do with your project not the engine)
Then if that doesn't help then Delete all the derived files in your project and re derive them

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Those are the simple stuffs - otherwise you'll have to get more complex unfortunately, i've not seen that error before

warm wagon
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Hi guys i have one question,
I noticed in UE4 4.23 when the camera is in default position (overlap the ground) i see this color glitch.
If i move the camera outside of the ground this glitch disappear.
I also noticed the same glitch is visible in the part of the map that i don't see in that moment.
Why does this happen and what's is the name of this glitch?
Thanks

carmine yoke
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@warm wagon That looks like you've got some visualiser on to me?