#virtual-reality

1 messages Β· Page 214 of 1

wary yoke
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@eternal inlet i have parented a staticmesh(not sure if this is actor) to the motion controller component, but im not able to bring this static mesh to the sequence recorder.

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seems like only actors in the outliner can be recorded?

eternal inlet
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@wary yoke that might be the issue, i would place two dummy actors in the level to act as "handlers" to the sequencer recorder to pick up movement data from

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when the vrpawn initializes, look for those two dummy actors and make a reference to it, so u can transfer placement to them from tick (either in the dummy actor) or the vrpawn... either way it should work fine)

wary yoke
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@eternal inlet when i play in vr, i have 2 motion controller, but i canot them in the outliner

eternal inlet
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@wary yoke do you know how you spawn those controllers? if not, i would look into that first

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they may be components inside the pawn

wary yoke
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i spawn those controller with pawn. I guess that is why it wont show up in outliner?

eternal inlet
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yeah

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u should spawn two actors from my_pawn and use them as transform-drivers for the sequencer

wary yoke
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@eternal inlet i tried this and i get spawned actors but it does not have a transform properties
sorry i very new to ue4😬

eternal inlet
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@wary yoke you say it does not have transform properties.. do you mean that it show up in the sequencer now, but don't have any keys recorded?

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if so, then it's because now you need to set it's transform from Event Tick for the two controllers

wary yoke
eternal inlet
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hmm.. everything placed in a level has transforms, but why it's not visible, i don't know... do you see the transforms in the sequencer?

wary yoke
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i changed it from actor to staticMeshActor and now it has transform. But its always 0,0,0 at the center.
i print string the getWorldTransform and i see it did have changing values

eternal inlet
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this is the idea

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see if that works

sonic tide
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is there a way to make the physics handle for grabbing not lag behind your hand when you move

wary yoke
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@eternal inlet did exactly like yours but gives me errors. think im missing πŸ˜„

eternal inlet
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oh

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i meant to hook up that newvar to the actor you spawned

wary yoke
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@eternal inlet did like this and still the spawned actor is at the center. I give up for nowπŸ˜‚ . Will see more tutorial tomorow
thanks for your help anywayπŸ˜€

eternal inlet
sonic tide
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so is there a way to make physiscs handles not lag behind as you move

eternal inlet
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not easily no

sonic tide
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damn

eternal inlet
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oh... by moving, do you mean locomotion?

sonic tide
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yeah

eternal inlet
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or waving the hands

sonic tide
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i mean they move a tiny bibt when you move your hands but its barely noticable

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bubt yeah the locomotion is the problem

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instead of a physics handle should i set the location to my hand on tick or is that a bad idea

eternal inlet
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can do that, but that creates other issues as well

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edge cases though

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can potentially drive the held item into another mesh ie.

sonic tide
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the physics handle kinda does that already tho

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idk

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how did you do it

tired tree
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@sonic tide a stronger stiffness and managing tick orders so that locomotion happens before you set the new target location for the object will fix all or most of that. Aside from late updates of course.

sonic tide
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alright thx

mild trail
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I am trying to make mirrors look good in my Oculus Quest. Saw this video on Youtube with perfect mirror UE4 on Quest https://www.youtube.com/watch?v=9wmHp1wZjKc - Time "1:03" I followed a tutorial https://www.youtube.com/watch?v=1MbbNVVeQv8 to make good reflections but the mirror turns extremely blurry. Reflections looks great in the editor, but not in VR. Any help on this subject?

A short clip of a realistic interior scene running on the all new, fully portable Oculus Quest, now you can take your virtual showroom anywhere! We love the ...

β–Ά Play video
crimson sapphire
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Hey guys, quick question, is there anything else I need to modify or enable before being able to switch between vr mode and non vr mode apart from enable hmd and stereo rendering? (Oculus Rift) Right now I have a simple menu where I either go into vr or non vr mode. I have two different pawns. When I click vr I possess te vr one and turn on hmd and stereo rendering, but it simply doesn't work. The hmd turns on but its stuck on the loading screen.

little scaffold
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@crimson sapphire I think turning on and off stereo rendering in game is not allowed, by keeping stereo rendering always on you can switch from VR to non VR with enable hmd and vr.enablestereo I think

dusky moon
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Guys I'm trying to fix this frustrating issue. when I'm not wearing the headset (Oculus) it runs horribly slow. This gets worse when for instance for installations I tell them if you press R it will reset the experience but if they do it while headset is not on, it's gonna take ages to reload the level and in some cases it just gets frozen/crashes.
What shall I do ?!

sturdy coral
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@dusky moon have you tried with running oculus through steamvr?

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the oculus plugin is too hard to understand since it uses that weird wrapper and not the real oculus sdk, always seems hard to figure out where things are going wrong

dusky moon
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@sturdy coral good point I'm going to test with steamvr. will update

carmine yoke
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Ello people -
I'm having problems with my optimisation for Quest.
The floor / walls of my level seem to be lengthening my render thread substiatially

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The materials are super simple - the meshes are super simple. I can't figure out why they're so much slower.

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I used renderdoc and its 100% these 2 meshes which take the longest to render

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Is it just because they take up the most space in the rendered image?

mighty carbon
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do you have dynamic lights ?

carmine yoke
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I've specifically turned all of them off for debugging - doesn't help

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I am using volumetric Lightmap though

mighty carbon
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I use volumetric lightmap and have no issues

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are you using Oculus fork ?

carmine yoke
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yep

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4.22 though

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1.40 to be precise

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Tbh i'm considering just lowering the pixel density, it helps

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But I'd much rather find the cause

dusky moon
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@sturdy coral should I then disable Oculus plugin and enable only steamvr before packaging ?!

carmine yoke
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I just changed my material to one with just a 3 point colour input... Seemed to help πŸ€”

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Must be the metallic/reflection from that or something?

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Was previously using reflection capture with it because supposefly its pretty free

sturdy coral
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@dusky moon you can try just setting steamvr priority higher:

[HMDPluginPriority]
; Since SteamVR also works with the Oculus Rift and Windows Mixed Reality, give priority to the native Oculus and Windows Mixed Reality plugins before trying SteamVR
WindowsMixedRealityHMD=40
OpenXRHMD=30
OculusHMD=20
SteamVR=10```
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(BaseEngine.ini, can override in your project's defaultengine.ini)

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the main issue you will run into is steamvr handles oculus axises and buttons a bit differently, but it will still be good for testing if it is an oculus plugin issue lowering the tick rate or cpu-priority or something else

fleet plume
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is it still recommended to use the oculus fork of ue4 (specifically for quest dev)?

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i got a quest today and deployed a really simple project on it and it barely hits 50fps with no dynamic lights, disabled shadows, simple materials etc (using 4.23.1)

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same project runs flawlessly on pixel 2 xl with same processor & gpu even with 4-6 times as much content displayed (locked to 60fps, forward renderer)

mighty carbon
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yes

fleet plume
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sorry for the simpleton question, but will it run stuff faster?

mighty carbon
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Oculus forks always ran faster for me

fleet plume
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i'am just wondering if it will run like 20fps faster in my case

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my suspicion is that i have some configuration set that completely butchers quest performance

mighty carbon
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dunno, my scenes always run at max fps on Go and Quest πŸ™‚

fleet plume
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i only get 72fps if i look down

mighty carbon
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HDR is usually what butchers performance

fleet plume
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that's disabled for me

mighty carbon
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Care to share screenshot of your scene ?

fleet plume
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yeah

carmine yoke
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@fleet plume using mobile multi view?

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FFR?

fleet plume
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i get 40fps for that on quest

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@carmine yoke if it's disabled by default, then it's off

carmine yoke
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Turn those bad boys on

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I use Medium FFR

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Barely notice it

fleet plume
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what about stereo instances?

carmine yoke
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Instanced stereo off

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That's for PC

fleet plume
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i guess that's on the oculus branch? (FFR)

carmine yoke
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Probably

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Fixed foveated rendering

tired tree
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its on the main engine

mighty carbon
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@fleet plume landscape is what killing performance

fleet plume
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yeah, figured that out too

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there are other issues, but removing that one gave me huge fps boost

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also wondering about the text components on some of the units and the widget component on another unit

mighty carbon
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I've had render text components on my AI actors and player's hand and didn't have any performance issues.

fleet plume
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so i enabled FFR at medium setting now and get 72fps even with (unoptimized) landscape

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a much better starting point, but seems like everything needs to get a bit smaller now

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thanks for helping @ all πŸ™‚

tired tree
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@mighty carbon @fleet plume yeah but he has a LOT of text components

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and they aren't free

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and a lot of them use transparency

mighty carbon
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I see

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yeah, I only had a few

fervent sierra
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Does anyone know how to make a shadow plane for arkit? I have been trying to use the AR camera image but I cant get the gamma right

glad temple
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I've got an easy question, im trying to make a knob that rotates with the controller in blueprints. However when i subtract the current rotator position from the controller rotator position the knob goes crazy. Any tutorials or ideas on the matter?

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Subtracting rotators doesn't result in an expected result

carmine yoke
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@glad temple use a physics constraint

coarse shard
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@glad temple the non physics approach is to store and use the initial rotation of the knob when it is grabbed rather than the current rotation.

little scaffold
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@glad temple you don't add or substract rotators you combine them

crimson sapphire
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Hey guys, I get a weird crash when switching between levels with open level while in vr mode. I transfer between levels with Open Level node (one level is vr, the other isn't). I must disable hmd right before transfering otherwise the game freezes but even so, I can transfer to another level fine a couple of times but if I do it too often or too fast I get this error. (while hmd is enabled)

orchid schooner
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try debugging

real needle
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hi guys im trying to make a loading screen with a widget blueprint and I can only see it like on the top corner of my left eye

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I have no idea why that happens ..it would be great if anyone could take a look πŸ™‚ ❀

little scaffold
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@real needle Do you add it to the viewport?

real needle
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yea i did ..and i increased the zorder to 1

mighty carbon
carmine yoke
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^That's promising

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I'm having an issue with instanced meshes, I get these massive green artefacts:

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When it should look like this:

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Its not got anything to do with the material - happens with all materials, regardless of settings

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I think it's something to do with the lightmaps?

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Also it happens with ES3.1 too before anyone says to switch

orchid schooner
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@real needle if you want to see widget in 3d you should add it not to viewport, but to 3d as WidgetComponent

topaz plank
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@mild trail blurry render target is probably clamped texture lodbias. Did you check Android device profiles for TEXTUREGROUP_RenderTarget MaxLODSize?

mild trail
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sounds advanced, how do I do that? :)@topaz plank

topaz plank
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Do you have any DefaultDeviceProfiles.ini set up at all?

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if not, then it probably also won't be your problem at all

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default clamp size for textures I think is 8k

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i haven't gone through the tutorial video you mentioned, but is there a property somewhere to set the render target resolution?

glad temple
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@coarse shard That's how I have it, grab position + initial knob rotation = new knob rotation. However each time I grab the knob rotates 180 degrees.

sturdy coral
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@glad temple you are setting a relative rotation based on a world rotation delta

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you may be doing other things wrong there too, but that seems to be one

glad temple
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@sturdy coral Both values im combining are relative though. What should be changed?

sturdy coral
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@glad temple transform the world rotation and transform into the knob's space before taking the delta

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even after that though I don't know if you can just take the roll component of a delta like that since it might be composed of several euler rotations; instead you should get the axis vector of the knob and ask for the rotation around that vector

glad temple
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Hmm, I'm not quite sure I understand

coarse shard
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@glad temple oh dm'd you cause i thought you post was buried in the #blueprint thread. let me know if that set up doesn't work out.

glad temple
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Ok!

mighty carbon
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Does anyone know if UE4 allows to set custom grid snap values?

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In the Editor

mighty carbon
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nm, I found info on the forums

sly elk
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Anyone on here with a game being sold on the oculus store? Please DM me

fleet plume
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trying out VRExpansionPlugin and the sample works fine
but when i subclass VRCharacter in a new project (4.23.1) the capsule's bottom sits perfect on ground, but so does the camera?

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also the controllers are jittery (enabled default meshes in VRCharacter)

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tempted to just migrate the character setup from the example if that's ok (didn't find a license) @tired tree

sturdy coral
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@fleet plume oculus and vive have different default origins; just make sure to call Set Tracking Origin 'Floor' at startup and it may fix things

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you should only use oculus's default (head) if doing something in a cockpit where you want to be able to recalibrate view origin

fleet plume
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yeah i was just looking for something like that

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had been using the runeberg vr plugin until now and there you had to do something similar

tired tree
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@fleet plume yeah you need to set floor origin

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otherwise it zeros to the HMD's location

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granted in the cockpit setup, I have a seated mode that handles that kind of thing without head origin as well

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as for jittery? no specific reason that would happen, unless you are comparing late updates to not

sturdy coral
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Only reason I would suggest it for that is that the different runtimes have uis for resetting head origin

tired tree
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or bad perf for some reason in your test

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for a cockpit only game yeah

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but at that point he wouldn't be using my character anyway

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would be a big ole perf waste

sturdy coral
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Yeah in my stuff I currently just always use floor even bough I have seated and standing, and recalibrate within my game, but I think it may confuse some people if they are seated and recalibrate through oculus or steamvr menu and it doesn’t work

tired tree
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@fleet plume also yeah, the license is in the files, its MIT

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you can do w/e

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though the template is overdone for a game base

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fair warning, people keep using it for that anyway

real needle
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@orchid schooner oh i see, how would i do this ? haha sorry just saw your message πŸ™‚

fleet plume
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@tired tree yeah going through the example's BP's it's quite a lot to digest

tired tree
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its multiplayer with per object key rebinding and a bunch of other stuff that most don't need

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I use it to test implementations and bug check all of the features

fleet plume
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the jitter was obviously a user error

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had the project set to fixed 60fps so the system runs a bit more silent while in editor

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the coil whine on my 1080 is pretty bad when it runs at the editor's default 120 fps

orchid schooner
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@real needle by attaching WidgetCompinent to your vr actor as a little screen before camera

real needle
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oh ok would have never thought of that ^^ ..it still doesnt work ..maybe could you take a look at my bp ?

orchid schooner
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make WidgetComponent, add it to actor (world object or yourself), use it

digital marlin
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Anyone use VR Trackers before ?

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I'm having a confusing as hell time trying to get them to play nice in UE

sour iris
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Hi everyone! I want to add custom controllers actor(RED) (I attached it to MotionController component on the template) but what is causing the lag between a custom controller and the one being visualized(BLACK)?
in the picture i'm moving controller up but as you can see the red one lags behind.
any ideas? can it be fixed?
edit: childactor seems to have some sort of lag.. meshes seem to work fine. If anyone knows how to fix actors let me know? πŸ˜– I want to have additional features that mesh can't provide..

real needle
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@orchid schooner thank you ! i tried it ..but this blue default loading screen still pops up. is there a way to get rid of it entirely ?

ember barn
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Hey guys! Does anyone know how to disable those black parts on the screen which sort of simulate what a player in actual HMD can see? To be more specific: when you play in vr, you can still see the game going on the monitor, but the image has this "gas mask" textures shaped like vr around your eyes. I want to remove these.

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btw, I am on UE4.22

sour iris
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@ember barn as far as i know you can switch it to one eye only preview, then the blacks would disappear. Since each eye sees the picture a bit different they are trying to preview it with the black corners.

ember barn
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@sour iris Good enough! How do I do that? Thank you a lot, btw

orchid schooner
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you can try to change resolution of this mirror screen in DefaultEngine.ini

[SteamVR.Settings]
WindowMirrorBoundsWidth = 1024
WindowMirrorBoundsHeight = 768

but not sure it will works and help

tired tree
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@sour iris with how it iterates through child components the late updates won't apply to child actors

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force attach the root component of the child actor to the controller and it should

brisk spade
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i cant click a umg button with a widget interaction it stucks on pressed

tired tree
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@brisk spade need to call button up as well

brisk spade
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where?

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in my widget event graph?

tired tree
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where you call the button down

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on the widget interactor

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needs a button up as well

brisk spade
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when my button is clicked it loads a new level

tired tree
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you are moving the same widget over with it?

brisk spade
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thought this is enough

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it pressed the button but not clicking

tired tree
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you said it wasn't removing a press

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not, "not pressing at all"

brisk spade
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i want to have a click not a press

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when i use on pressed it reacts

tired tree
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that is a "click"

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the mouse button is simulating clicking on it

brisk spade
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whats the difference between on click and on pressed?

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so click needs both press and release pointer key?

sour iris
tired tree
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@brisk spade onpressed is button specific

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on click is a widget event

brisk spade
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ah ok my click isnt working

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but when i try to pressa pointer key it pressed my button

tired tree
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use on pressed

ember barn
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Nevermind! Figured it out! Turns out that it's a known bug in 4.22. Updating my project to 4.23 fixed the problem completely

brisk spade
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@tired tree when i use on pressed my pointer stays stuck on the button

sour iris
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@tired tree "force attach the root component of the child actor to the controller" ?
can you explain to me how to force attach? πŸ˜…

tired tree
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@sour iris call AttachTo..

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on the component

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granted, attached actors should work anyway

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but child actors have all sorts of problems, and the child actor component is the attached

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you need the actual actor attached to the motion controller

brisk spade
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@tired tree ok my button doesnt release at all :/

tired tree
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it should, its working for everyone else including me

brisk spade
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my button stay pressed

tired tree
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after releasing the mouse button? how are you handling the tracing?

brisk spade
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this way

real needle
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hi guys πŸ™‚ im trying to get a splash screen to work ..and it just doesnt work, all i see is the steamvr loading screen ..anyone knows how to solve this problem ? 😦

tired tree
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@brisk spade you aren't releasing the key anymore in that screenshot

brisk spade
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@tired tree when release it when i release the trigger its the same result

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no it makes nothing

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doesnt call my sound or print string

sour iris
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@tired tree thanks for the heads up, i need to search about how to get the parent. Maybe i'll write to you later. :)

tired tree
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@brisk spade why aren't you "release pointer key"

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you are using release key

brisk spade
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good question

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@tired tree yeah thats the problem thank you πŸ™‚

carmine yoke
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I'm getting super strange Artefacts on my instanced meshes - like the lightmap is being shown on the mesh?

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I'm thinking maybe its a mobile issue, it appears on both vulkan and es3.1

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Also has nothing to do with the material

quiet badger
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Not sure I post here or VR because I'm trying to build ASTC for quest, but when I hit compile it just takes me to the freaking UE4 webpage for docs. I have code works set up, I have all the quest dependencies, and I have compiled the version in vis before attempting to compile in editor. what the heck am I missing?

carmine yoke
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I'm not sure what you mean @quiet badger ?

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You're trying to press compile?

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Not launch or anything?

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You're running a c++ project are you?#

hybrid plume
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You must mean β€œpackage” not compile?

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If so, please check the output log for the specific error if it fails

carmine yoke
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Yeah that's what I was thinking ^

mild trail
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Got this problem with textures comming out perfect or pretty bad. The material is the same and both have noMipMaps on. Why do they act like this. This is shown in Oculus Quest.

carmine yoke
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@mild trail you can put on a previewer for your device to see what it will look like

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The editor generally still uses some kind of post processing etc which you probably have off for quest

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Usually that looks pretty like what I see on the quest

mild trail
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got this on

carmine yoke
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hmm

mild trail
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it seems totally random what items get the nice texture and which ones get the rubbish ones.

carmine yoke
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Yeah - tbh I get similar problems, I just work around it by seeing how it looks then changing if necessary

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Are they instanced?

mild trail
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nope not instanced

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can i check if they are in the editor somehow?

carmine yoke
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instanced? they'd be under an instanced static mesh component if they were

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you would have done it yourself

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Not a static mesh componenty

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umm

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Are they static? its not something to do with dynamic lighting?

mild trail
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checked in 3ds max they were not isntanced there.

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yes all is static mesh

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all static light

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you say you work around it by seeing how it looks and then changing if neccesary, what exactly do you change?

carmine yoke
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Make the material a different colour for example

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tbh it could be something to do with your material

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Is it fully rough?

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You might be getting some reflection

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If i'm honest bud, Quest has so much dodgy stuff going on with it - I myself am constantly debugging this kind of random stuff and just trying to work with it - if method A doesn't work - fuck it I'll try method B.... Until things look good enough

mild trail
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hehe

carmine yoke
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It will get better in the next iterations of ue4/oculus fork but for now I'm just wading the storm

mild trail
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Im still new to this stuff, so I still trying to learn the work arounds πŸ™‚

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I can remove roughness completely with no problem. Could that help?

carmine yoke
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I'd make your material fully rough, then mess with the colour of your textures to try and get the output to look how you want

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tick fully rough in the material settings, It's also just a useful thing for optimisation purposed

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purposes*, means things won't reflect

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skips a roughness pass

quiet badger
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@carmine yoke package my bad and yes c++. also it's not failing it's refusing to do anything but open a webpage and tell me to read the documentation

mild trail
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where do I find that fully rough?

carmine yoke
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@quiet badger I reckon you're apk/ndk stuff isn't assigned properly

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have you tried launching?

quiet badger
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also iroh was the shit

carmine yoke
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ye boi

quiet badger
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my apk and nk are in default folders

carmine yoke
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@mild trail one sec

quiet badger
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nah you can help him, at work currently

carmine yoke
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@mild trail

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@quiet badger what visual studio you using?

quiet badger
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2017

carmine yoke
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and you've got all the ue4 prerequisites installed?

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Sounds like you might be missing something

quiet badger
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wouldn't know, doesn't tell me. that and I've compiled for android on there before

mild trail
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Ok, found it. Gonna make a new build and then test it.

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Do you recommend using Fully rough on all materials?

carmine yoke
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I use fully rough on anything I don't care about reflecting

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I had a problem where I didn't have it on my floors/walls and I just couldn't hit framerate

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Putting everything fully roughed helped a tonne.

mild trail
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Can I change that in matrix for all materials?

carmine yoke
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I've still got it on things here and there to make things look good but

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supposedly you can force fully rough in the project settings under vulkan/es3.1 respectively

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but.... I swear that didn't work for me so if someone wants to explain that to me then please do

mild trail
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πŸ™‚

carmine yoke
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Now I'm just slowly making things fully rough if I'm not hitting framerate

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fml I miss devving for the vive..

mild trail
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how do I check framerate?

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I only have the quest here it is our first VR in my company and it has been a huge succes.

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Do you recommend the vive over the quest?

carmine yoke
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When you're launched - go to session frontend, click on the mysessions tab on the left then type stat fps (or stat unit if you want to see your cpu gpu and draw calls too) into the cmd bar at the bottom

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I wouldn't say that - just that quest has a host of optimisation problems atm because it's so new

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Love the headset itself

mild trail
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what is the difference of vulkan and es3.1? using es3.1 atm.

carmine yoke
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From what I can tell (which honestly isn't alot, watch Remy's lecture from OC6 if you want in depth info) you just use vulkan instead if you're CPU bound

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Its a CPU api

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Vulkan I think will be WAY better in the future

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for now you can stick with es3.1 if you don't need the extra cpu power

#

it'll slightly make your render thread worse if you switch to Vulkan

#

I need that extra cpu juice though

#

Comprises and that..

mild trail
carmine yoke
#

you using the oculus fork?

mild trail
#

btw making it fully rough made no difference

#

what is that

carmine yoke
#

the oculus branch of UE4

#

in any case it's probably because you haven't got vulkan on in the project settings

#

dw, stick with es3.1

#

yeah but now you can mess with your colour in the material to get it looking how you want, mult it by a 3 point colour till it looks right?

mild trail
#

okey thanks

#

one more question

#

when I draw my area to play on the floor

#

how do i explain...

#

My floor is 13 by 8 meter

#

but when I draw it is angled wrong

#

is it how my quest is alined to the floor in the first place that angles how I start drawing or what

#

do you understand?

carmine yoke
#

Yeah I get you

#

Might take this to pm we're spamming the chat

sturdy coral
#

is there a way to distinguish connected motion controllers that lost tracking from turned off/disconnected motion controllers?

#

in UMotionControllerComponent I just see IsTracked, but maybe disconnected is available in the xr api?

quiet badger
#

@carmine yoke any other thoughts on building

sly elk
#

Having majoblr issues with rift at this event. Getting an Oculus dash fatal error on two different PC's with two different headsets

#

Happens when I try to set up tracking boundaries

#

FML... Did Oculus break offline support the day before my event

#

Lol.. set up mobile WiFi hotspot and it works after 2 hours of trying to debug

carmine yoke
#

@quiet badger sorry, been out all eve. Can you launch a completely empty project to the quest?

real needle
#

h guys..in one of my levels the teleporting is rly weird. i have the xyz coordinates connected as the ground is a little bit hilly, but i always end up floating mid air when i try to teleport, in all the other lvls it works fine & im using the same pawn for all of them

#

anyone had a similar problem or knows how to solve this ?

quiet badger
#

@carmine yoke I don't have a quest, trying to build for one via just package

lean basalt
#

Does anyone know how I make my Oculus Quest motion control work by pressing a button? Like a laser sight? I'm really lost in this part. Thanks for the help!!

past tiger
#

Has anyone here done a packaged build after upgrading to 4.23.1? My framerate is getting capped at 60. This wasn't happening before.

sly elk
#

What headset?

#

We are on 4.23 with no issues

past tiger
#

Oculus Rift. 4.23.1?

past tiger
#

Ah I found a way around the problem. The game was in full screen mode on the desktop. Changing that to windowed mode stopped the FPS in the headset from being capped.

coral swallow
#

does anyone know a way i can make a bone / socket follow a motion controller component in blueprints without using IK

tired tree
#

@coral swallow physically simulate the bone chain and constrain it, but in most cases without significantly more tweaking than ik it's going to be rough.

coral swallow
#

I'm trying to do something similar to the bone works system and this guy is doing a similar thing in unity with physics and all that and I though he was using IK (because why wouldn't you really) but then he releases this video which is smart but has stumped me because I know there will be alot of work to get the physics working with ik but if I did something like him it world work from the start https://youtu.be/9IDhcrzJtY4

tired tree
#

Bone works is using ik, just physically simulated ik

#

As for nimaony,you can do the same thing with ik as well, I think his was mostly because he didn't have an ik source that he went that direction. That or just for the experimention.

#

As for getting physics working with ik, it's actually not very hard, that is what physical animation was added to the engine for

coral swallow
#

So if I add a physical animation component and setup ik how I would normally I should be alright?

runic cedar
#

Hello, i want to ask how to create locomotion (from thumbstick/joystick) Pawn/Character to walk with collision and gravity ?

#

Default pawn don't have the gravity.. And character have gravity and collision but collision capsule is not moving with HMD even when i tried to move (event tick) capsule location to the new camera headset location..

white fern
#

Anyone here have experience using the HTC Hand Tracking SDK on the original Vive?

coral swallow
#

@runic cedar I know there is a Vr plugin that has a character class where the capsule follows the hmd but I can't remember the nam

runic cedar
coral swallow
#

Yes that's the one

#

It does have a lot of useful things in it but I just used the character

runic cedar
#

yes camera are following the HMD but, it's have not a great gravity (like on character)

#

i checked it:)

#

all good but gravity (to fall down) is not good like on default character

tired tree
#

that one isn't actually a character

#

its a pawn

#

its missing most of the actual character class functionality

#

including replication'

runic cedar
#

Yea and it's not easy to do a locomotion VR movement (with gravity and collision) and with great algorithm when your head inside a mesh.

#

more easily add teleportation setup

tired tree
#

It's not that bad actually, to use a full character,there are multiple methods.

#

But that plugin would do for a simple setup

runic cedar
#

with default character in VR collision not following the HMD and you can walk in VR but your collision sphere will stay. In the plugin yes it's solved and did a great job for all VR development, but it's have not a great gravity (when i enable it i will fall through the mesh).

tired tree
#

That plugin isn't actually moving a character capsule

lean basalt
runic cedar
#

and also you can ask that on the Oculus forum >> development, coz it's their plugin

honest mango
#

How do I go about attaching parts of a skeletal mesh to VR hands/camera? Like having the head turn the way I'm looking and using the mesh hands as my hands like in Raw Data for example

twin sparrow
#

Hi guys, can i use my oculus rift to interact with objects withouts contollers? using only a target?

outer mountain
#

hi i am trying to build 3D models of houses from their dwg maps files in real time that can be manipulated in VR environment i need help in this regard.I have built the VR environment in unreal for a pre built model but i dont know how can i generate a model from map files in real time . Any help would be appreciated. thanks

hybrid plume
#

@honest mango Hi. Simplest and most straightforward way would be to use the VR template that comes with UE4 and replacing the mannequin hand mesh with your own custom one

#

@twin sparrow yes, using gaze interactions

twin sparrow
#

Hi @hybrid plume i only need a target with, like cardboard interactions

#

where you look at something for some time, ande it triggers a click

hybrid plume
#

I believe you can find a good gaze mechanic in Runeberg's VR plugin, that would be your path of least resistance

twin sparrow
#

thank you man, i will see

dusky moon
#

any ideas for good looking smoke effects in VR ?! I'm thinking of having some smoke in close proximity to the user as they pass through it..

mighty carbon
#

not everything is going to look great in VR.. Sometimes you should just avoid certain scenarios.

#

or assume that players will suspend disbelief and you can just use particles for smoke πŸ™‚

runic cedar
trail forge
#

Im having some issue on working with Unreal & Oculus. Whenever I open the Unreal Editor, my Oculus Rift S looses head tracking, and then shuts down.

Im suspecting that I've got a resource bottleneck somewhere :

CPU: i7-8750 RAM : 16GB GPU : RTX 2070

Drivers and Software are all up to date.

I was suspecting possibly RAM but maybe before I blow $$ on 64GB of the stuff thought I would check to see if anyone have anything similar happen - or maybe there something that Im not doing?

hoary kindle
#

Hi guys! I am working on an environment in VR for my thesis project. I am trying it out with the Oculus Rift but the VR pawn camera's height is too short. The last few times I tried it, it was fine, but now everything is messed up. In some parts I feel like an adult and in others I feel like a child looking up. I wanted to set a defined height, but it gets override with the height sensed by the Rift. Anyone have a tip on how I can do this?

past tiger
#

Are you using the setup from the UE4 VR Template?

hoary kindle
#

yes I am

past tiger
#

It sounds like it could be an issue with your sensors. Did they get moved?

hoary kindle
#

they get moved all the time because I get them borrowed from my university's equipment, but I always set them up in the same place at my home

#

However, since they will be moved a lot, I wanted to set a determined height so I don't have this problem in the future

past tiger
#

Note that the heads of the sensors can pivot. Maybe double check the angle they are pointing, and run the Oculus setup again.

hoary kindle
#

I will be working with the Quest as well in the next few weeks because I will be using the Quest in my final presentation

past tiger
#

The Oculus Rift uses the floor as the origin for tracking, so the calibration is important.

hoary kindle
#

I do not set the sensors of the rift on the floor, I set them up on a desk, and I usually check the sensors are not pivoted, but this was the first time this happened. And since I haven't tried with the Quest yet I don't know how it ill be with the Quest

#

That's why I wanted to try and set a fixed height on the vr pawn πŸ˜“

past tiger
#

Does the pawn need to travel along the ground, or could you make it fly around?

hoary kindle
#

it needs to travel along the ground, I am now using the teleport for people to be able to move around the environment

past tiger
#

If you just need to be able to look around in the level, that could be an easy solution.

#

Ah ok.

hoary kindle
#

it is like an european plaza, so people need to be able to move around with the teleport to go to the different sets

past tiger
#

I don't have a solution off hand. Maybe someone else can help out.

hoary kindle
#

Ok, thank you so much for your suggestions tho! πŸ™‚

solar mirage
#

HELLO ALL, THOSE WHO ARE FACING OCULUS UNREAL ISSUES PLEASE READ THIS ---- Use Steamvr plugin, in Unreal make sure you have turned of the oculus plugins and then turned on the Steam VR input plugins, everything will work as you want it !!

tired tree
#

in 4.24 the steamvr plugin is merged into the engine, it shouldn't have those conflicts anymore after that.

#

also that "work around" prevents native oculus useage on steam with that plugin.

brisk spade
#

i small problem when laoding my map the player spawns over the map when teleporting the height is normal?
i certain that i have to do some settings right

frigid kite
#

Does your pawn spawn at floor height?

#

i.e. the camera is stuck inside the floor

brisk spade
#

using my player pawn alone does work when i want to use player start it doesnt

#

@frigid kite

#

after the first teleport it goes back to normal heigh

#

its a bit higher

twin sparrow
#

Hi guys, i wanted to build a bp to simple interaction with a target, but in don't find a "get positional tracking camera parameters", i'm using 4.21 version. Any idea for this?

tired tree
#

@brisk spade what pawn are you using?

#

standard engine pawn?

twin sparrow
#

yes

brisk spade
#

@tired tree nope

#

rest of sequence is for handling teleportation and interaction

twin sparrow
#

sorry, i asnwered the wrong question

tired tree
#

@brisk spade i meant base class, and if it isn't a base pawn, what is it

brisk spade
#

yeah then its a base class

tired tree
#

then it should be fine, player spawns are meant for them, the spawn itself it placed correctly?

brisk spade
#

player start has no collision if thats what you mean

twin sparrow
tired tree
#

@brisk spade the alternative is that you are teleporting wrong and have the hmd too high to begin with

#

teleport should be offset upwards by half the capsule height

brisk spade
#

so setting the hmd height lower?

#

@tired tree setting it up in the pawn or player start?

#

when i put my pawn in my scene it works perfectly

tired tree
#

your root component for your camera and controllers should be -HalfCapsuleHeight in Z

brisk spade
#

so setting it in my event begin play?

tired tree
#

in your actual pawn

#

you can just move it

#

I don't know what your setup is

brisk spade
#

is my player start capsule size fixed

#

96 hight?

#

92

brisk spade
#

@tired tree i tested a bit, when i put my MotionControllerPawn into the scen it has the right height, but when i use my gamemode or the player start it doesnt set the height right

setting my camera manually doesnt change anything

sturdy coral
#

@brisk spade don't set the camera, it will just get erased next tick of the tracking; when you want to move things always move the component the camera is attached to

brisk spade
#

when starting my z value is 253 when teleported 158

#

when using my pawn in my scene its always 158

sturdy coral
#

my z value = z value of what? pawn? camera? vrroot?

brisk spade
#

@sturdy coral when i adapt my component camera scene it moves my camera -95 on the z axis to

#

yeah the camera component scene

sturdy coral
#

ok, yeah never move camera to try and move things, always move camera root

brisk spade
#

my world setting do have my pawn as default

#

what i dont understand is why doesnt it happen when i use my pawn without a gamemode and player start

sturdy coral
#

@brisk spade ike mordentral mentioned, player start will put you at half of its capsule height:

#

92+158 = 250, the other 3cm might be coming from several possibilities

brisk spade
#

what do i have to do to resolve that?

tired tree
#

you don't

#

its correct

#

pawns zero point is the center of the capsule

#

you directly setting location at the trace location is not using teleport correctly

#

which also mean that your camera root is at 0,0,0

#

when it should be 0,0,-96 or someting

sturdy coral
#

her pawn I think has no collision capsule

#

or sphere

tired tree
#

oh yeah, it has a default sceen root

#

its just an actor?

sturdy coral
#

not sure, I think they may have changed that, all pawns used to have a collision at root or something right?

tired tree
#

yes

sturdy coral
#

I placed on in editor and it had an empty scene component too, so maybe that changed

brisk spade
#

collision capsule i dont have one πŸ™‚

tired tree
#

mm

sturdy coral
#

flying pawn must change it now the same way character does with that replace component thing

tired tree
#

that is actually a nice change

sturdy coral
#

or something

tired tree
#

makes their vr tutorial outdated though...

brisk spade
#

so what must i do?

tired tree
#

ah, no it shows a default scene root now

#

in docs

brisk spade
#

motion controllers will be handled in a single bb later when i have time to refactor

tired tree
#

that is actually pretty weird, as it ruins player starts for default pawns though @sturdy coral

#

though they are working on making movement components root component agnostic

#

so its a good thing overall

sturdy coral
#

@brisk spade

    /** Called from RestartPlayerAtPlayerStart, can be used to initialize the start spawn actor */
    UFUNCTION(BlueprintNativeEvent, Category=Game)
    void InitStartSpot(AActor* StartSpot, AController* NewPlayer);```
brisk spade
#

so it isnt my mistake, just a problem of unreal 4.23?

sturdy coral
#

if you implement that event, it will get called when you start from a APlayerStart

#

and you can look at the startspot (cast it to APlayerStart and check that cast succeeded) and subtract half of it's capsule height from your pawn location

brisk spade
#

how do i implement that event using only blueprints, or can i use c++ in my pawnblueprint

#

have no experience with c++ files in a blueprint project

sturdy coral
#

@tired tree have you seen that thing they are adding for prediction/rollback? I think they are eventually moving character movement component over to it too

#

I can't remember what it is called

tired tree
#

yeah

#

they are decoupling it

#

so you can write a movement component with the same features from scratch without much effort

#

and without subclassing character movement

sturdy coral
#

@brisk spade just right click in pawn blueprint and search that event name, InitStartSpot

#

and add an implementation of it, not a call to it

tired tree
#

going to be a real PITA to move my modifications over to it likely, but glad they are doing it

sturdy coral
#

did they ever release what they are using for fortnite vehicles into the engine?

#

or is that based on it you think?

tired tree
#

no

#

they added the remote pawn possession

#

but its kind of broken

#

still using my custom version for that

#

as for the actual replication of it, still not working like fortnite

brisk spade
#

it doesnt find any events with that name(context sensitive off)

tired tree
#

likely not based on that since its very WIP and unformed

#

i'm willing to bet they are just smoothing location replication and using cars as is

sturdy coral
#

@brisk spade sorry it is in game mode

#

implement it in there

#

in there, you can cast StartSpot to APlayerStart and get the pawn from AController * NewPlayer, cast to your pawn, and if everthing casts ok, adjust the position

brisk spade
#

ah ok :/

#

in my level bp?

tired tree
#

you need a custom game mode

#

so you can reference it

brisk spade
#

i have one

sturdy coral
#

yeah add it in that game mode's blueprint

tired tree
#

then open up the event graph for it there

brisk spade
sturdy coral
#

yeah, cast start spot to player start and ask new player for its pawn

#

and if both valid, adjust pawn position down by player start's capsule half height

brisk spade
#

i have no clue how to do this sry^^

#

ahh yes

sturdy coral
#

start spot is a plain actor, so you have to try casting it into a player start

brisk spade
#

sry

#

sry overthinking

sturdy coral
#

yeah

#

check that controlled pawn is valid too, it probably is guaranteed to be but just be safe

#

there are some cases where you have no pawn in a controller, but probably not ever at InitStartSpot

brisk spade
#

than i get the pawn location and down half capsule height

sturdy coral
#

yeah there is an add world location function too I think

#

just add negative player start half capsule height

brisk spade
#

AddActorWorldOffset?

sturdy coral
#

yeah that sounds right

#

or it may be better to set pawn world location to (player start actor's location - half capsule height), that might help with that extra 3cm that was coming from somewhere

#

unless your player start bottom just happened to be 3cm higher than the floor

brisk spade
#

how height is the normal player start?

#

250?

sturdy coral
#

you can ask it for its capsule, it will be 2x half capsule height

#

96 was default half capsule height, so 192 is total height of player start, but it's actor location will be at 96cm over the floor if you placed it normally

#

you can hit 'end' on the keyboard too when moving it to snap it to the floor

brisk spade
#

so i moved my floor to z=0

#

for sure better

#

@sturdy coral i have problems getting the capsule from my playerstart cast

#

do i have to get all children first?

sturdy coral
#

@brisk spade looks like the capsule isn't exposed to blueprint

brisk spade
#

damn

sturdy coral
#

or just subtract 96 manually

brisk spade
sturdy coral
#

yeah that looks good

brisk spade
#

so when i call my player start it sets my height correctly

sturdy coral
#

select your player start in world and hit 'end' on your keyboard

#

it is probably up by a few cm

#

or maybe you already moved it when you moved floor

brisk spade
#

so then i have to call the function in my gamemode event beginn play?

sturdy coral
#

no, that function will be called in c++ when the player spawns

#

you can add a breakpoint to it just to be sure it gets called

#

or a print

brisk spade
#

yeah its called, but it hasnt changed anything

sturdy coral
#

add a break point and make sure it is getting past the is valid checks

#

or print

brisk spade
#

yep its valid

sturdy coral
#

uh oh, maybe it is spawned after that point:

#

as a hack you could add a delay 0 to fix it on next frame

brisk spade
#

delay after init start spot=

#

?

sturdy coral
#

yeah either right at the beginning of it, or right after the is valid checks should be ok

brisk spade
#

nope

#

the new values are

#

camera root without initStartPlayer z = 112.2
with z = 208.2
after teleportation with both z = 20

#

so i guess its the wrong value -96

#

i substracted -(-96)

sturdy coral
#

instead of the delay, you could also add an APlayerStart variable to your pawn and set it after the is valid checks in 'InitStartSpot', then in your pawn's BeginPlay look if it is valid and if so offset location down there, that would be less prone to breakage but the delay is probably ok for what you are doing

brisk spade
#

if i use 99.8 it works

sturdy coral
#

you should prob stick to 96 and figure out why start spot is 3cm up

brisk spade
#

wait

sturdy coral
#

and just move it 3cm down

tired tree
#

@sturdy coral they could just replace the default root component with a capsule too

#

that was the old setup instructions that epic had

sturdy coral
#

ah yeah

brisk spade
#

i have time for finding the best solution πŸ™‚ thank you for the support

sturdy coral
#

@brisk spade any reason you aren't using something like the standard vr template?

brisk spade
#

@sturdy coral i found MitchVr template on yt and it fits all my needs and then i adapted on it

tired tree
#

mitchs template is from 4.8 or .9 or something

brisk spade
#

i tried to rebuilt it for understanding purposes

tired tree
#

some of the things straight up don't work

brisk spade
#

yeah its old :/

tired tree
#

but yeah, it was blueprint and mostly is still functional

sturdy coral
#

yeah unfortunately it is mostly from before epic's template

#

maybe updated a bit right after they released theirs

brisk spade
#

i only have to handle interactive objects and teleportation

#

@sturdy coral is there any good tutorial for handeling basic VR Interaction post 20? or any good books you reccomend?

#

it works for now and thats great

sturdy coral
#

yeah it may be worth sticking to just since it is all blueprint you can look at

brisk spade
#

i think i can built on the interactor stuff alot

#

would you recommend to buy Mitch VR cookbook for a beginner?

sturdy coral
#

yeah I think it covers all the stuff from his template, it is from 4.13 or so I think so some stuff has definitely changed since then but I think he mentions the big thing that changed (widget interaction was added)

brisk spade
#

@winter wyvern his book is from 6. Februar 2017

tired tree
#

its not outdated enough to be useless at least, likely worth it for someone starting out

brisk spade
#

i found it online in germany for around 25€

sturdy coral
#

there was one change to physics handles or something that broke the way he was doing late update with physics, but I think he maybe got a fix out for that before he stopped working on the template

brisk spade
#

im still learning so understanding the base concept alone is a challenge

tired tree
#

his "fix" for late updates was kind of a problem

#

it was attaching and detaching them every frame

#

if i remember

brisk spade
#

the physics every frame πŸ˜„

#

sounds fps killing

tired tree
#

granted for physics objects, you don't generally want late updates anyway

#

it was more a problem prior to this last release where the steamVR controller delay was fixed

brisk spade
#

so you can call these days early beta testers?

#

i was using UE4 starting with Robo Recall 4.15 or 4.16?

sturdy coral
#

some things still feel beta, but we're like 3+ years into consumer release now

#

the main thing I'd like added is the ability to use an ejected editor viewport while playing in vr, like unity can do

#

so you could manipulate and inspect stuff in the world in editor to figure out what all is going wrong, while playing in vr

brisk spade
#

Yeah technically you could implement a second free moving camera :P

#

Can you have several output windows?

sturdy coral
#

Yeah, with that though you don’t get editor controls for clicking on and inspecting actors/components and stuff

brisk spade
#

Basically no more print out values for debugging

tawdry bough
#

Can you download your own UE4 projects (probably packaged) onto an oculus Quest?

mighty carbon
#

probably

tawdry bough
#

Does anyone know how it works?

hybrid plume
#

@tawdry bough after all proper configurations and steps have been taken, you sideload .Apk & .Obb files onto your Quest

carmine yoke
#

@tawdry bough Package for ATSC, then once you've got adb and everything set up you just go into the package, right click the batch file

#

Under 'Building and Running Projects'

sharp shell
#

@tired tree To your knowledge, is there any way to subscribe to a change in motion controller Current Tracking Status?

tired tree
#

@sharp shell not in the engine default controller you can always query if it's valid yourself though. I added an event in my subclass for convienance, just broadcasts if the positional query is invalid

#

You can also check IsDeviceTracking manually from headmounted library, but I remember it being a bit broken many engine versions ago on steam. May be working correctly now.

sharp shell
#

Will the motion controller component itself return invalid if it's not tracking? Or do you mean checking the current tracking status on the motion controller component

tired tree
#

Steamvr tends to report still tracking and just have the controller fly away instead of saying it has an invalid pose

sharp shell
#

I'm mainly trying to handle controller on/off states

#

I'm less concerned with loss of tracking, however "not tracked" is the only way I've found to reliably handle that

tired tree
#

Controller should leave the device array if it's invalid aside from steam which I think ghosts it

#

At that point is tracked would be the most reliable

sharp shell
#

got it

#

Thanks for the confirmation

tired tree
#

There are direct API calls with more granular information

#

But the generic interface inengineis a little limited

sharp shell
#

πŸ‘

tired tree
#

@sharp shell you might want to ask @sturdy coral though I think he has had more reason to dig into it on steam than I

sharp shell
#

Awesome, muchcharles if you get the @ and are so inclined let me know. Not going to double ping

sturdy coral
#

Ah yeah I was just asking about that the other day

#

It seems to combine untracked with disconnected at least in the motion controller component

sharp shell
#

Yeah I've been able to use the not tracked successfully. Just wondering if there was a better way

sturdy coral
#

Will need to modify engine to get at connected state I think

sharp shell
#

Would be so much better to have a "turned off" state lol

#

ah

sturdy coral
#

I’m probably not going to bother until 4.24 now since runeberg/valve’s plug-in is being merged and may be moving to that

sharp shell
#

thanks for the follow up! I'll keep chuggin on with what I got

mild trail
#

So when I pick up the weight rod the weights and stuff are not attached to the rod. Was trying to add a component to it a static mesh, but I cant pick the right items.

vocal phoenix
#

Anyone got a minute to point me in the right direction with some VR pickup functionality?

mild trail
#

What this tutorial does not say is that you need to add collision to your object first.

vocal phoenix
#

I can pick my objects up fine, as I started with the VR template and been building from that

#

I just need the objects to still collide with other objects when Im holding them, as currently they phase through walls which isnt good

mild trail
#

add collision to the walls

vocal phoenix
#

there is, but the physics is turned off the object in the hand

#

If i turn it on, it collides with the hand itself and instantly detatches

#

Im not sure what node I can use to add an exclusion

#

thats all I need to know I think

mild trail
#

you got complex collision as simple?

vocal phoenix
#

you can only do that on static meshes cant you?

mild trail
#

It appears that I have the same problem as you with my scene πŸ™‚

vocal phoenix
#

Yeah, it makes sense for most functionality

mild trail
#

just tested

vocal phoenix
#

yeah

mild trail
#

just tested again, if I hold it in my hand it goes thru the wall. But if I throw it against the wall, it bounces.

vocal phoenix
#

Yeah its the same in my scene

#

I need it to push against the wall while its still in my hand though

mild trail
#

when I look at the pictures I can see that I really some better looking hands, it looks so computer game'ish - not suitable for presentation.

#

Anyone know how to get better looking hands?

hybrid plume
#

@vocal phoenix setup custom collision settings

#

@mild trail you can find different hand meshes in the UE marketplace

mild trail
#

@hybrid plume thanks, didnt think of that.

#

@hybrid plume No simple good looking hands for ArchViz - How about those blue see through hands from the intro on the Quest. Wonder if we can use them somehow.

carmine yoke
#

@mild trail Why use hands at all? I find that hands for any controller other than the knuckles breaks my immersion

#

I'm using a model of the controllers

mild trail
#

The architects like to see if they can reach the upper shelfs and such. Also grabbing things seem to help the illusion if there is hands to see.

#

Where did you get the model of the controllers?

carmine yoke
#

Are you using the Oculus fork of UE4? If so they're somewhere in the engine directory

hybrid plume
#

I’m of the opinion that looking and seeing hands doesn’t diminish immersion, rather increases it

#

Moreover that actual hand tracking is coming to the Quest very soon

frigid kite
#

@vocal phoenix If you want carried objects to collide with the scene, you will need quite a bit of code. You should check out @tired tree 's VR expansion, it offers several types of collision modes for held items https://vreue4.com

carmine yoke
#

Yeah I'm looking forward to the Quest's hand tracking - but I can't imagine it's cheap to implement

tired tree
#

its pretty niche in usage

#

since you can't use controllers at the same time, you can't swap back and forth, and it has occlusion issues

#

still, its something that architectural firms and general "experiences" will benefit from. Don't see much use from it in game applications. At least not in its current state.

hybrid plume
#

Apparently it won’t be so expensive, at least according to the presentation at the connect conference

frigid kite
#

Yeah I definitely think it will be great for enterprise usage

#

And I don't doubt they will get a handle on hand-hand occlusion, just a question of more machine learning

tired tree
#

its not even hand on hand occlusion

#

its back of the hand, have to entirely guess what the fingers are doing occlusion

#

you won't be able to "fix" that to be super accurate unless you start reading tendon patterns or something on the hand

#

but good enough is likely ok there

mighty carbon
#

@tired tree Carmack said you can swap back and forth between hands and controllers within the same app/game.

carmine yoke
#

Controller belt holsters incoming

#

Calling it now

mighty carbon
#

πŸ™‚

#

although I wouldn't be surprised if release would be limited to either hands or controllers without real time swapping

tired tree
#

yeah it was a direct quote saying that you couldn't? Maybe its been changed since then or that is his future plans?

#

hopefully though, its way more useful going back and forth

mighty carbon
#

I direct messaged him as soon as I found out about hands and he replied that it's no problem, just can't use it together (tracking both hands and controller at the same time)

mighty carbon
#

UE4.24p1 is out

tired tree
#

ug

#

this ones rushed a bit too much for my taste

fleet plume
#

i'am actually surprised

#

new p1 while old ver is still at .1

hybrid plume
#

What’s new in .24?

mighty carbon
#

yeah, I wish they wrapped up 4.23.2 first

granite jacinth
#

@tired tree I know right?

#

They barely fixed anything in 4.23

tired tree
#

steamvr is on the steamvr plugin now too, its merged into 4.24

#

no more legacy mode

granite jacinth
#

hmmm

tired tree
#

hope this things in preview for awhile

granite jacinth
#

@tired tree Means easier to do things?

tired tree
#

gotta patch around some holes in that

#

its good that its merged, its bad that it is merged without changes

granite jacinth
#

By "steam vr" I assume you mean SteamVR Input

tired tree
#

yes

#

on the upside, i can drop an entire class now that I was only holding onto until this happened

idle osprey
#

Does anyone know what Oculus plugin version is in this preview?

tired tree
#

@idle osprey Looks like 1.40.0

idle osprey
#

Thanks! Getting closer, at least.

orchid pier
#

So when spawning objects in AR, they always appear maybe a foot above the plane

#

even with the arkit demo, does anyone know why? It works with the demo objects in the scene, but no other poly objects, even the ones included in the engine

#

And google tells me nothing, been struggling for days

mighty carbon
#

what engine scalability settings do you use for Quest ?

mighty carbon
#

also, how can I enable alpha to coverage in materials for Quest ?

#

(ES3.1 or Vulkan)

mild trail
#

My navigational mesh is above the floor even tho I have my cell height at 1.0. When I drop something it falls to the floor, but my controller can reach no further than my green navigation mesh. Any help?

brisk spade
#

How Long does normally to build UE4 project for oculus quest?

#

It sticks on launching

carmine yoke
#

Yeah just let it do it's thing

#

Look t the output log and you can see what's going on

brisk spade
#

it stucks for 20-30 min

#

@carmine yoke

carmine yoke
#

Just leave it mate

#

Sometimes it take a while

#

Alternatively, if you make an astc package you can side load it instead

brisk spade
#

@carmine yoke its just the default VR template. does it really take forever to launch it?

carmine yoke
#

It can take a while yeah, unfortunately

frigid kite
#

Everything Unreal builds takes a long while to my experience

brisk spade
#

1h building?

frigid kite
#

Well maybe not quite that long

brisk spade
#

i tested it for 20-30 minutes

hybrid plume
#

@brisk spade default VR template shouldn’t take that long, are you seeing any yellow or red lines in the output log? Also, maybe clear your swarm agent

brisk spade
#

whats a swarma gent

#

no yellow lines

#

[2019.11.07-12.18.30:784][ 0]LogFileServer: Warning: Unreal Network File Server starting up... is yellow

#

LogCook: Warning: Connection tried to connect with incompatable version maybe there is a problem with 4.23?

hybrid plume
#

No I’ve deployed to Quest with 4.23 no issues

#

Double click this icon, it will break down how your system’s threads are compiling shaders and such

#

Awhile ago when my compile times were extremely slow it turned out that I had to clear the cache of this swarm agent

#

Try another thing, don’t build the project directly to quest connected to your PC, rather package an Android ASTC build to your PC and then side load the .APK & .OBB files to your Quest

brisk spade
#

@hybrid plume installing the APK. just shows me the 3 dots for loading

hybrid plume
#

How are you installing it?

brisk spade
#

adb install apk file

#

@hybrid plume now i can launch it, but when i want to open my app on the quest it tries to load and then sends me back to the hub

hybrid plume
#

This works best for me

brisk spade
#

im using cmd to sideload my apk

#

@hybrid plume somehow sth worked. now i have to find out why πŸ˜„

hybrid plume
#

@brisk spade hey whatever works that’s great you got it going! First time I was pulling teeth myself trying to get it to work, then like everything else it becomes routine

brisk spade
#

nope doesnt work^^

#

it worked but i cant reproduce it

hybrid plume
#

Hmmm did you watch the YouTube link about using side quest to side load the APK?

brisk spade
#

yep its the same result as if i use the cmd command

#

it keeps stucking in launching

#

or Running when i launch it

hybrid plume
#

So you were able to package ASTC successfully?

carmine yoke
#

@brisk spade wait I'm confused

#

the picture where it says running should mean that the game is running on the quest....

brisk spade
#

@carmine yoke so it should keep running?

#

@hybrid plume I think so

carmine yoke
#

Running is the end result

#

Once it says running that means its launched

brisk spade
#

Ahhh

carmine yoke
#

You can put the headset on and play

brisk spade
#

It's also installed on my quest?

carmine yoke
#

Yeah

#

If you unplug it then you can go into library -> unknown sources and it should be there

#

It runs off the Quest at that point so it's not connected to the PC

#

you can do stuff with session frontend if you keep it connected to the pc

brisk spade
#

session frontend like? never used the phrase?

carmine yoke
#

Used for profiling

#

And if you want to send stat commands to the quest like stat fps then you can do it there

#

Was just making a point that it has to be plugged in to use it

brisk spade
#

ah yeah ofc

carmine yoke
#

but you can run the game on the quest without it being plugged in

brisk spade
#

its hard to transfer other data from built projects

#

@carmine yoke does project launcher do the same as launch?

#

is launching on "xxxxxxx" the same as running on since it stucked there when i tried to use project launcher

carmine yoke
#

Don't think so

#

tbh I had trouble when using the project launcher

#

but launch works fine for me

#

and Packaging also works fine

#

I think you can edit more settings like make the package by the book and stuff - not entirely sure what that means without looking into it

brisk spade
#

just wanted to make sure its not the same

carmine yoke
#

I think it can be the same - depends on the settings you use in the launcher I think

#

don't quote me on that though

#

As long as you can launch and package I don't think there's a problem

brisk spade
#

yep should be enough

hybrid plume
#

πŸ‘

brisk spade
#

@hybrid plume i double checked and my APK doesn't work it shows in the hub bit loads indefinitely
Which android package should I use ACST?

#

But launching works 100%

mighty carbon
#

Has anyone worked with Hololens 2 and UE4?

hybrid plume
#

@brisk spade yes package to ASTC

idle osprey
#

If anyone's interested and builds from source, Oculus updated their UE4 source to 4.23.1 with Oculus Integration 1.42 yesterday.

brisk spade
#

Ja ibtried that, but with install adb install it doesn't load the app in the hub

carmine yoke
#

@idle osprey Where? I can't find it?

#

I literally just built 1.41 today fml

#

Still says 1.41 on here

#

I know the platform SDK is 1.42 now but I see nothing for ue4?

#

Damnit, I found it on their git.... I literally checked earlier 😰

idle osprey
#

You can see it as a tag in the Oculus repo.

#

In the 4.23 branch.

mighty carbon
#

you mean today @idle osprey

#

and by today I mean Thursday πŸ™‚

idle osprey
#

Today is the 7th. Tag says the 6th

mighty carbon
#

it showed up on github today, around a way after lunch time PST

#

(and I yesterday I was told by Oculus it will be released on Thursday)

#

so I wouldn't trust tags - it wasn't on their github (publicly visible) on 6th

#

regardless, it's there and I am going to have to spent my only few hours on merging GPULightmass and compiling it πŸ˜“

idle osprey
#

Gee, so technical and precise. One would think that you are a coder. πŸ˜‹

mighty carbon
#

maybe I was ... in a previous life πŸ˜›

idle osprey
#

xcodebuild -workspace UE4.xcworkspace -scheme UE4 and....off to have dinner.

idle osprey
#

** BUILD SUCCEEDED ** Happy Dance

coral swallow
#

Ive juyst set up ik for a vr character but its disregarding the physics constraints setup. If i add a physical animation component will it fix this problem?

solar mirage
#

Hello , Anyone has any idea on how we go on to add our own stuff like video or anything else in google lens AR mode

long citrus
#

how do I enforce certain VR API from command line? I need to launch game with OculusVR but it launches with SteamVR in priority

little scaffold
#

@long citrus maybe disable steam VR plugin on your project

fleet plume
#

apart from that you could also set priorities in your DefaultEngine.ini

[HMDPluginPriority]
WindowsMixedRealityHMD=40
OculusHMD=20
SteamVR=10
OSVR=5
long citrus
#

@little scaffold the game is already packaged and it is designed to run with steamvr or oculusvr

#

@fleet plume Thanks

mighty carbon
#

@fleet plume so the higher the number the higher the priority ? (in your example WMR HMD will load first?)

fleet plume
#

yes

carmine yoke
#

@mighty carbon Do you know anything that's changed for 1.42? /When the changelist is coming?

mighty carbon
#

I do not

#

probably next week or more.. or never..

#

I am sure they have all hands on deck for hand tracking and Link

fleet plume
#

are there any rumours with the timing on link?

#

also it's hard to find a good usb3 cable (usb-a to usb-c) on amazon

#

if you believe the reviews some burn, some break, some won't stay connected sigh

mighty carbon
#

allegedly 1.42 for PC already has Link code in it

carmine yoke
#

daamn

#

I really feel like this kind of stuff shouldn't make me so excited but by gosh it does

mighty carbon
#

I can't wait for Link.. This way I can play both Quest and PC games without having to buy yet another HMD

carmine yoke
#

Is quest gonna have steam support?

#

Probably not right?

mighty carbon
#

🀷

#

there aren't too many VR games on Steam I am anxious to play

granite jacinth
#

VR?

#

What's VR?

#

That thing people used to wear of their heads?

mighty carbon
#

why so negative ?

granite jacinth
#

negative?

mighty carbon
#

people still wear them

wicked oak
#

@fleet plume oculus will sell a expensive USB 3 cable for link use

#

this cable will be much longer than normal usb 3 cables, and its fiber optic to allow enough data bandwidth

#

given the state of usb 3 cables in general (they are absolute shit 90% of them) i guess you gotta have to buy the link cable

fleet plume
#

yeah i know

#

but earliest in 2020

#

@wicked oak

#

i plan to try out link before that πŸ˜…

wicked oak
#

oh they aint doing it on launch? fuck

#

i was plannig on getting link because the longest usb 3 cable i have is half a meter

#

btw, link is Carmack Magic approved (R) so i have high hopes for it

tired tree
#

link is going to make quest the best UE4 dev headset

wicked oak
#

likely

fleet plume
#

yes

tired tree
#

for quick iteration without sacrificing much quality

fleet plume
#

no more spinning lighthouse sensors, accidentally moved cameras

tired tree
#

wmr fit the bill before

#

but wmr is iffy

fleet plume
#

also the smallest group of headsets

tired tree
#

not to mention, devving on link, de-coupling to test stand alone, taking the same headset for demos

sour iris
#

Ohh.. sounds promising! Quest has max 72Hz refresh rate though. Some people notice it, some don't. Wish i could try.

sturdy canyon
#

When developing, I never really spend more than a minute or two continuous in headset

#

So Quest will be fiiiine

#

Currently compiling the 4.23.1 push by Oculus (even though I had zero known bugs on 4.23.0...)

#

I did have a bug on PS4, but I verified that 4.23.1 doesn't fix it πŸ˜•

sturdy coral
#

wmr is a pain for dev unless you change the timeout where it closes steamvr to something a lot longer

#

but also having to have a lot of bright light at night time sucks

tired tree
#

never liked the platform enough to attempt to dev with it as the main testing hmd instead of another headset

#

guess the samsung might be good enough

idle osprey
#

I just wish I could dev on my Mac with a Quest and Link...only because the MacBook is more convenient for me than the PC.

#

Our PC is in the "VR Room" and a bit harder to dev with

hard relic
#

Hi, i'm new here. I'm 3D graphist and dev. I'm using Vive and Quest. Regards.

#

Any list of Quest limitations with Unreal somewhere?

mighty carbon
#

Not until you test your project on Quest

coarse shard
hard relic
#

Thank you Cel

#

motorsep, i'm testing it. Finding workaround when it seems broken...

coarse shard
#

i think the quest is mobile os so these categories in the chart apply: OpenGLES 3.1, iOS Metal, Vulkan Mobile

OpenGLES 2.0 w HDR Enabled

OpenGLES 2.0 w HDR Disabled

VR Forward Rendering

hard relic
#

@coarse shard Thank you great infos, great list.

mighty carbon
#

ES2 was removed from ue4.24

hard relic
#

Hmm, it's time to clean my Quest. What is the best way to remove an unreal project from the Unknow app directory of the Quest? Removing folder from Explorer do not seems to work... Thx

carmine yoke
#

Factory reset?

#

Or if you did it from a package, I think there's an unistall in the folder

#

Not sure how to get rid of a launched one tbh

hard relic
#

Oh! Thank you, i found Unknown sources uninstaller in the Storage managment.

mighty carbon
#

eeh?! how about adb uninstall <app name> ?

hard relic
#

I'm unable to understand what is the name of the project into <adb uninstall com.name.app> How do you spell your uninstall cmd?

mighty carbon
#

have you worked with cmd line before? used adb ?

hard relic
#

i'm aware of Ms-Dos, cmd, bat file. I'm new to adb. Used it only to check my device <adb devices>

mighty carbon
#

right

#

so, adb devices will show your Quest

#

"adb shell pm list packages -3" will show you installed packages as com.blah.blah

#

find your package in the list then do

#

adb uninstall com.your.package

#

where "com.your.package" is exact name from that list.

hard relic
#

perfect. thanx!

mighty carbon
#

πŸ‘

quiet badger
#

what do you guys think about the oculus quest 90hz refresh rate hack?

mighty carbon
#

never heard of it :/

void root
#

Hi everybody! Is this the right place to ask for help with VR stuff?

carmine yoke
#

@void root yep

void root
#

oh thanks, but I may have figured out my problem

#

i'm sure I'll have some questions going forward though

#

as I am very new to vr

lean basalt
#

Hello everyone, I'm a little new to developing for oculus quest, but I've ventured into some tutorials and set up some test scenes! Reading the old messages and I've learned a lot πŸ€“

#

I have a question, is there any way to have the official hands of unity oculus kit in unreal? thanks for this help! ✌

hard relic
#

@lean basalt If the official hands of unity oculus exists in unity directories then it's possible to bring the FBX 3d model into Unreal. I just done exactly this operation for the Quest controllers that i just found into the last version of "Unity Oculus Integration package".

hard relic
#

I was unable to get Quest compatibility with Unreal 4.23. Some advanced APK Packaging options were different from the tutorial i was learning from. So I used 4.22.3. Anybody are using Quest with the last Unreal version?

hybrid plume
#

Yes Quest works fine in .23, what was your issue?

violet musk
#

Any pointers as to how to do multiplayer on the Quest without using the Quest API? Done some multiplayer on Windows/Steam before. I'm currently looking into the ProteusTemplate, but I wonder if it can't be setup easier on a local network via WiFi.

mighty carbon
#

just regular Android multiplayer should work (assuming it doesn't require Google Services)

violet musk
#

Okay, thanks. Haven't done that before, just Steam. I don't think I need any Google Services, no. Do I still need to go through Google Play? I'll have a look around.

mighty carbon
#

you can't - Quest has bare bones Android and has no Google Play nor Google Services

violet musk
#

That makes it easier I guess :p

#

Thanks for the help

lean basalt
#

Does anyone know tell me how to turn on the glow effect in Oculus Quest? I've searched the internet for this but without search success .. Thanks! πŸ€”

mighty carbon
#

turn on Mobile HDR

#

(which I think doesn't work properly on Quest)

hallow knoll
#

Mobile HDR is not supported on Quest atm

mighty carbon
#

and even if it was, it's performance taxing!

nimble edge
#

So this is weird: I start a new 4.23 project, the blank starter map (sky sphere, grid floor), hit "Play in VR" and I'm getting 70fps/13ms. I used to hit 144fps/7ms.

#

If I do the same thing in 4.21 I get the expected 144/7ms.

#

Anyone else experiencing this?

past tiger
#

Yes. It's a bug.

#

To get around it, I switch to windowed mode.

nimble edge
#

Oi. Is that different than the default "play in vr" standalone window?

past tiger
#

That window could be running in either windowed mode or fullscreen mode (or fullscreen windowed mode)

#

When I force it to run in regular windowed mode, the issue goes away.

nimble edge
#

How do you force it to windowed mode? (and thanks for all the help)

past tiger
#

One quick way to switch modes while the game is running is pressing Alt+Enter

#

You could also do it in blueprints: Get Game User Settings -> Set Fullscreen Mode -> Apply Settings

#

There's also an ini in \Saved\Config\Windows