#virtual-reality
1 messages Β· Page 218 of 1
running the double eye mirror or the direct compositor output between two projections should be "ok", little curious why you are trying to project eyes like that though
without the distortion and things and the ipd settings its not going to be perfect
the nvidia display thing would be a far better option if you are trying for a CAVE like setup
ok then i will invest some research into how nDisplay works
yeah its more like a cave
but without any interaction at all, only viewing people who wanna see it in stereo 3d
but it needs more pc, thats a problem
does anyone here have any issue with "visibilitycommands" in stat gpu, its really high for me (3ms) and kills my performance, but only on oculus, my team with index and vive has no issue with it (they have 0.02)
however if we play in nonvr its at like 2ms for all of us
@void raptor that is likely this issue: https://answers.unrealengine.com/questions/431377/gpu-performance-tuning-of-hzb-setupmips-as-seen-in.html
if you tweak things enough to get it to stop showing on visibility, it will likely just bubble over to something else
Hey guys, apologies is this is asked a thousand times a day. I'm relatively new to developing in general so I'm noticing a lot of core game dev concepts are wholly skipped over in VR tutorials on the assumption that this is an addition to a previously built aspect of a game.
I have no problem understanding and utilizing these tutorials, and I'm pretty happy with some of the neat stuff I've built for my game following tutorials that taught me stuff outside of the core mechanics, but I am fundamentally failing at core aspects, like getting a gun to shoot after picking it up, or how to make it so I don't constantly move in a single direction with smooth locomotion active.
That being said, is there a tutorial out there on how to make a basic VR shooter kinda deal?
I've found a couple that use guns that are in place of the motion controller, but implementing their code and adapting it to an external gun never seems to work and I feel very dumb and bad at this.
Any help would be awesome
@sturdy coral ty for the response, maybe it is yeah, will look into it thanks π
I've been working on a VR project in 4.23 and have some wierd behaviour with the default spectator view in both build and in editor play. main issue is that the windowed view seems to magically decide it's own res and the top coordinate is off screen AND when I start the packaged game the game window doesnt automatically take focus so no audio can be heard until/unless I click on the window. You can put on the HMD and intereact with the whole build without having the window focussed and therfore no sound. Any ideas how to fix either of these problems?
@tired tree cheers, though for clarrification the window bit, or the audio bit, or both?
likely both since its not launching correctly
For me, the framerate lock was happening when the game was running in fullscreen mode (I think technically it may have been "windowed fullscreen").
I got around that by forcing the game to run in windowed mode.
I cant even seem to force fullscreen at all for the spectator view, none of the console commands seem to enforce it for me
though maybe I was using it wrong
I may have also had trouble getting the actual fullscreen mode to work too. I don't remember now. π
so in 4.23 I can cause a crash a few ways trying to force fullscreen. 1 - turn stereo off and then either setres or setfullscreenmode to force fullscreen and going back to stereo mode.... or 2 use r.setfullscreenmode on AND then hit F11. If I hit F11 while in stereo mode it looks like it tries to flash to fullscreen for the briefest of moments.
I'll try forking to a 4.24 project and see how I go
As a seperate topic.... Most of our VR projects (industrial stuff or sometime film previz stuff) definitely need to have dynamic lights. This is obviously a performance hit... its basically seems to be that as soon as we have a few dynamic lights we can say goodbye to 90fps. anyone have any tricky ideas / experience in faking dynamic lights for VR with any success.
@rose totem the fix is just one line if you need to stay on 4.23
You should be able to get by with many dynamic lights, just not shadows
@sturdy coral C++ line change? I've never recompiled any of the engine content but willing to give it a go. Just installing 4.24 if there's any issues with that i might need to stay in 4.23
Yeah c++, probably worth just going to 4.24
I'm using some experimental features of 4.23 which may be a bit broken in 4.24, hopefully not. Mostly its using actor sequences. Which are cool, but it tells me "here be dragons"
Main thing is 4.24 changes vr input a good bit
But may as well transition to it now
Hmmmm... project is likely needed next week for a tradeshow so....eek
dont suppose you can send me somewhere with that one line fix listed anywhere?
@rose totem ```diff
--- a/Engine/Source/Runtime/Engine/Private/Slate/SceneViewport.cpp
+++ b/Engine/Source/Runtime/Engine/Private/Slate/SceneViewport.cpp
@@ -1334,7 +1334,7 @@ void FSceneViewport::ResizeFrame(uint32 NewWindowSizeX, uint32 NewWindowSizeY, E
IHeadMountedDisplay::MonitorInfo MonitorInfo;
if (GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice() && GEngine->XRSystem->GetHMDDevice()->GetHMDMonitorInfo(MonitorInfo))
{
-
if (MonitorInfo.DesktopX > 0 || MonitorInfo.DesktopY > 0)
-
if (MonitorInfo.DesktopX > 0 || MonitorInfo.DesktopY > 0 || MonitorInfo.ResolutionX > 0 || MonitorInfo.ResolutionY > 0) { NewWindowSize.X = MonitorInfo.ResolutionX; NewWindowSize.Y = MonitorInfo.ResolutionY;```
that's the diff that broke it
you can just revert that line, or on 4.24 they fixed with:
#if PLATFORM_PS4
// Only do the resolution check on PS4/Morpheus. On desktop, this breaks the mirror window logic.
if (MonitorInfo.DesktopX > 0 || MonitorInfo.DesktopY > 0 || MonitorInfo.ResolutionX > 0 || MonitorInfo.ResolutionY > 0)
#else
if (MonitorInfo.DesktopX > 0 || MonitorInfo.DesktopY > 0)
#endif
Awesome. Much appreciated
Hi there! I know you can VR-preview a non-VR project in the editor, and it works perfectly. Can you also Package that same project, to be used in VR or through a regular monitor?
hi guys, i have a weird issue.. i get these mini glitches in my game, like a twitching in the graphics ..no matter if its packaged or i play the vr preview in the editor.. i dont think it any material or anything like that im using, even in a lvl with almost nothing in it it happens. My graphics card (gtx 1080) is compatible w the headset (vive pro) but the gpu occupancy hits 100% almost all the time, i have two processors (Intel(R) Xeon(R), cpu e5-2650 v4@2.20ghz) any idea what might be causing this issue?
@real needle did you at some point turn interleaved / asynchronous reprojection off?
@void raptor actually that sounds like it is turned on and not hitting perf
@void raptor i did not.. where can i turn it off?
@tired tree thats what i was thinking too! how could i fix it?
fix your performance generally?
do some profiling
right now if it is reprojecting that hard, turning off reprojection will just make it untestable
oh ok i see..so you do u think its something in the engine like some project settings or a problem related to my pc?
its likely a problem with your project itself, an actual performance issue
you need to profile and see if you are having issues somewhere
though launching into vr preview from a blueprint graph can screw up perf royally as well sometimes
makes sense..thank u π how do i profiling? ive never done it before
@tired tree might be... i just had the same ish symptom when i turned off AWS for profiling
@real needle
https://www.youtube.com/watch?v=-csRxRj_zcw
this is a good start
cool thank u!! hmm i might try to turn in on then..where do i find it?
its on by default, not sure where the settings are for vive, but mordental is probably right
hey, I just started VR Development for Unreal with C++. I'm following the VR tutorial here but I'm having some problems: https://docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/MotionController/index.html
I set up my Controllers within my Pawn. They are displayed with the Display Device Model Flag by the MotionControllerComponent, so I can see them ingame.
I set one as "Left" the other as "right". They are childs of the RootScene of my Pawn.
Now when I start the VR Preview, they are both on the ground. If i move my controllers, nothing happens.
I'm using Unreal Engine 4.24. Any idea?
Information on how to setup Motion Controllers for VR interaction.
I'm using Vive Controllers, tested them in VRTemplate and there they work fine.
Add an input to your game, i had this issue aswell the other day
just any input, that uses the motion controller (might not even need that)
i also rebuilt the steam vr input bindings just incase
@limpid widget
omg, it works! Thank you so much!
I'll also report that so it can be fixed (or added somewhere)
That page you posted has a green Feedback button.
Did you also have the issue that the motion controllers are not in the same position as when you enter the steamvr menu through the system button?
there is a small position and rotation offset between both views, but I've set the transform of everything to 0,0,0
no, but i had a custom setup
@signal pike you can try launching with -vr, but people often remove the plugin entirely
is the gameplay tag "denyfreegripping" inside the base gun in the vrexpansionplugin doing anything?
I have a vibe and I would like to know which binding is for when you press the entire thumbpad DOWN
I dont see the push down on the key
button 9 on the chart?
hmm let me see
For anyone else having framerate issue with Oculus in 4.23 (capped at 70 instead of 90).. the fix is Alt+Enter to toggle fullscreen π©
@quiet swan you have to generate steamvr bindings through toolbar now
After you set things up
Main editor toolbar
I think itβs only there if the steamvr input plugin is loaded
oohhh and i was wondering why my menu button wasnt working. it just magically fixed itself after a couple of days
yeah I thought I was going crazy
with the menu button
so is this it?
now how do I make the pushing down on the controller to sprint?
I see sprint there
i think you just have to click reload there and dont change any steamvr stuff
yes it works thanks
weird stuff this new steamplugin but I think in the long run its good
at least there is easy custom bindings now
@sturdy coral Alright!
So I got my 4.23 VR project reworking in 4.24. Many headaches getting the steamvr inputs working in editor and then in a package but it seems to go looks like you need to add a line to the defaultengine.ini and then for packaging manually copy all the config files over at least that's what I had to do.
Next question though. Im now attempting to load a non VR landing level with basically just a UI and a load level button. How do I test this in editor and get the standalone game mode to do VR. I already have stereo on commands loading amd have even tried pushing custom game modes in etc but so far no dice.
@rose totem yeah the 4.24 update as been brutal for me to I almost got it working but I found some weirdness
Hey all,
I'm seeing a crash on game launch when -vr launch parameter is used with the vive cosmos. The crash appears to be within SteamVRRender.cpp and on the line:
// Increment swap chain index post-swap.
SwapChain->IncrementSwapChainIndex_RHIThread();
Within the function:
bool FSteamVRHMD::BridgeBaseImpl::Present(int& SyncInterval)
That said, it could easily of course be due to something else as it appears to be an invalid shared pointer, but I'm not positive.
Also I must note that I do not have this issue when I've opened the same game with the Oculus Rift S. Only the Vive Cosmos so far has demonstrated this behavior.
I should also note that I'm not doing anything custom or crazy with the rendering.
I'm linking the crash dump here as well as the requisite pdb file for opening it.
Crash dump: https://drive.google.com/file/d/1uMQx1qcNeU7zsnzGD08tnKzKb0DdZsns/view?usp=sharing
pdb file: https://drive.google.com/file/d/1gCOnMm3d_BaiF6HylpoxzEfhRTuuKzY4/view?usp=sharing
Any advice or assistance would be most appreciated in getting to the bottom of this issue!
Another update on this, this only occurs when your connecting to a server via a launch parameter through a shortcut with the -vr parameter also present
hey all! I am looking for some help. When i move my vive tracker in the forward direction in real world space, it is moving the opposite direction in virtual space. Any thoughts on how to get the reverse this?
is anyone experiecing any issues with latest oculus version and latest ue4 engine with loading levels? one minute it could load the short level in a second, next minute takes 15ish seconds when called
seems very random! its just my menu level which is tiny
sry for the rly stupid question.. but how do i open console commands?
It maybe a stupid answer because I'm not sure I understood your question but pressing " ` " does it.
@real needle
hmm it doest work `.. how eg would i open the gpu visualizer?
is there a way to see the stats in the vr preview?
yes
bind to keyboard key, or event begin play
not that if to event begin play, will turn on first time you run, off the second time etc.
^note
@real needle
thank u so much !
is there anyway to make a widget interaction register left mouse clicks on something other then a widget?
VR IS THE FUTURE !!
word
Hi :) has anyone noticed that going from 4.23 to 4.24 that the light looks very different in a scene like for me its a lot brighter than the original scene..I found some ppl online who had a similar issue ( material looks way brighter ) but nobody had a solution for it..any ideas ?
Hello everyone, did anyone have experience creating applications using sony motion controller?
I need to make an application in which I will use hand controllers, but I do not need a helmet, I donβt know, I can build a computer application in which sony motion controller will be used
I have a vr game from unreal engine and want to make it into a project file to see how it works
@mellow flint this might be a good starting point https://forums.unrealengine.com/development-discussion/vr-ar-development/64637-ps-move-setup
All things Virtual and Augmented reality. Development resources, news, tutorials, and discussion inside.
@wraith saffron you cannot decompile a compiled project into its editor form
also i doubt the developers would be too happy with you doing that
Hello, I want to make a REALLY simple image tracking app. simply as training.
But I really don't know where to start looking.
can you point me to the right direction?
@real needle Iβve noticed that Iβm getting issues with load/save games with 4,24
Taking 30 seconds even to delete a save
Hi guys, Been seriously interesting in VR the past couple weeks. I understand that the question Im about to ask is quite general and perhaps too broad. But I'd appreciate any advice . At the moment, i'd like to make VR games and VR experiences for ArchViz .
In regards to VR equipment for a beginning VR dev which would you suggest?
Any great resources to learn more about VR? I've seen a couple Unreal Engine training vids but I've never really enjoyed them as they seem to be 'winged' a lot of the time...
Is anyone able to check and confirm for me if it's possible to force the VR spectator view to fullscreen in 4.24? I've tried everything and it seems impossible....and once I've enable the HMD even when I go back to a first person view, disable all the HMD etc I can't get it back to fullscreen either
.... kind of got a solution myself, seems that if you're doing anything with the HMD you really need to use Set Fullscreen mode AND Apply fullscreen mode. even though non vr projects let you use r.sutfullscreenmode once the HMD takes over that doesnt seem to do anything
Why does the Scene Component attached to the Motion Controller follow one tempo late if Render Capture is enabled in VR?
This phenomenon has been discovered since 4.22.
is it unreal bug?
@iron zodiac thanks
@simple gust I might be wrong, but I think that's because the motion controller, in order to appear to exactly match where it is in real life, is using something called low latency update
https://redd.it/5zc5zu this explains it
Does anyone know of a fix for this issue? https://issues.unrealengine.com/issue/UE-85935 It seems any post process effect in 4.24 breaks VR - only rendering the right eye.
that issue seems to be with oculus, you're fixes for now seem to be to wait for ue4 4.25, get a vive or index, or go back to 4.23
@tired tree I'm using VRExpansion plugin for my VRCharacter but trying to look at an object on a table - when I lean my head(HMD) over the table to get a closer look, the collision capsule follows and I get pushed back from the table. Is there a simple fix for this?
no, the capsule will always be directly below the HMD
@digital musk don't collide with the table? Or inset the collision, or use the WalkingModeOverride so that collision only happens when in locomotion.
there is also some lean detection in the arm IK stuff in the beta branch but its not incorporated yet.
@tired tree Thank you very very much - I didn't think of using the walking override this way. I'm gonna try that
@iron zodiac the capsule is never "directly" below the HMD, there is a neck offset by default that is changable
but yeah there isn't any movement radius that it lets walking out of a bit
fair enough
Hey,guys.
is there any way to make desktop front-end for vr app where i can tweak some parameters, maybe switch current vr level, send some events to vr instance? Is it doable only client-server like? or theres some solutions exist?
someone already pretty much made that for you
thats interesting. But what about something more complicated, not umg widget? For example, cute 3d desktop app, where you can turn around building, then choose desired room, and then load vr level
Has anyone been using the Official Oculus link cable? Previously I was using a third party 3m and it worked great, using the official 5m one is crazy slow, like 10fps. Not even in Unreal, just the oculus home.
@formal ether would take some more work, likely you would want to do that on a seperate instance and use a message bus
@tired tree Hey, thanks a lot, i'll dig it
Hey guys! I just migrated from 4.23 to 4.24 and seems like a nightmare! Does any1 have this issue of getting insane hiccups every few seconds with Oculus ?!
Also, turns out that with level streaming it doesnt unload stream levels
Lol, I've been avoiding 4.24 for just these reasons
i have the problem, that my built unreal projects doesnt work anymore it opens but my camera is completley offset. i can teleport , but my view doesnt change
i can see my teleport view
fresh unreal 4.23 project
@carmine yoke I;m not sure if the hiccups are cuz of the new Nvidia driver or 4.24 actually
ok reinstalling unreal doesnt work :/
ok VR mode is off in a fresh installation
to bad -emulatestereo doesnt work for VR
Anyone with my Official Quest link cable problem : Turns out one of my usb ports isn't 3.0 π
What's your problem? I have a Quest and the official cable.
No problem anymore but it was basically just being really slow , like 10 fps
ah. Were you doing usb-c to usb-c?
Because I plugged it into a port which wasn't usb 3.0 I assume
yea husb c
usb c
its fine now I plugged it into the back of my laptop and it works great
ok, another thing I've heard is that a lot of adaptors are not 3.1
I still have trouble with it freezing now and then...really annoying.
Its not perfect, but i'll take the odd freeze over having to setup my vive with the sensors and stuff
Mad useful for quick iteration on ue4 too
I am so sick of my Oculus Rift cameras.
I have to put them up all the time 'cause my cat chews stuff when I'm not there.
Its wildly frustrating, even at work we end up having to reset them all the time and we have a permanent space. Can't wait to be on the quest completely
Hey,
Is it possible to disable mouse control in vr preview viewport? It's changing the position of the camera and therefore it creates an offset to the controllers
or how do you keep the position and orientation of the camera in sync with the hmd?
@limpid widget turn off UseControlRotation on your pawn
it's turned off
then turn it off on your camera
and unbind your events that are changing the control rotation
@limpid widget
it's off on my pawn and camera. I also only use C++, so no blueprints that change any rotation or position, also I'm not doing anything in c++ to change it
then it shouldn't be turning
you have to have something mapped to the up/right/left axis's
hmm, if I add input binding to those axis, it's still possible to control the camera with wasd
Figured it
In the Pawn, I had to set "Auto Possess Player" to Player 0
anyone know why the new touch controller mesh is not in the samples of Oculus? It is still the old controllers.... Maybe someone know where Oculus is hidding them?
thanks @sonic lake could it be rigged and has animations like in the HandSample project from the Oculus unreal github?
No, these are just static meshes
You can export them, import into Blender/Maya/something else and rig them if needed
4.23.1
@iron zodiac thx for your reply, but I can see this issue only htc vive. I can'f find this issue In oculus. only it happens vive. then if I turn off the low latency like option, I can fix it?
Hi here! Is that me or the Axis Inputs of the Vive Trackpads in 4.24 are dead? Value returns 0 when touching them. Here's my setup:
@iron zodiac oh sorry i already find it the option! thx!!
Has anyone had issues with having two different projects open and both use SteamVR, that the second instance of UE4 to open locks up? Only started seeing it with 4.24
@bitter perch I think your binding name has to end in _X and _Y or it wonβt generate the axis binding in steamvr for you
@sturdy coral You saved the day!
@ebon scaffold I typically dont have 2 Ue4 projects open when doing VR as it always seemed to break the steamVR side of things, but if you're opening a project to check how you did something in another project I'd expect it to not lock up π¦
I'm currently experiencing a bug in 4.24 VR projects where if I launch into a VR mode and the motion controllers are off the scene will crash as soon as I turn them on. Might be realted to me getting full screen working but not sure π¦
@ebon scaffold you can make a shortcut to launch second instance with -nohmd as a workaround
This bug may mess things up but I think since it is uniting as an overlay at that point in the code it won't actually conflict with the other process: https://github.com/ValveSoftware/steamvr_unreal_plugin/issues/106
Anyone having issues on Quest where there is no input at all? 4.23, tracking works but I cant do anything? Printing Any Key returns nothing when pressing anything on Touch controllers. On PC everything works fine. Any ideas?! Thank you! π
@soft beacon Did you set the vr safe zone in oculus?
@simple gust I have
I know there was a big input error on 4.22, only one controller working, but this is NOT that. Both controllers track, but its as if the input file is being excluded. Zero action on any axis or button. I even did print the key name on any key press and zero reaction
Oh crap!
If I mash buttons on start I see print strings, so it must disable almost instantlky
Got It! It was the Set Input Mode to Game and UI Node
@tired tree Thanks for the advice yesterday on using walking override to be able to lean my head over a table to inspect it - the problem I'm having in testing now is the VR Character seems to always be walking
This always prints true
Hi, on 4.24.1 when I try and delete a or create a game save it will freeze for 30seconds, the save game is 2kb holding one variable in it.
Is anyone else experiencing this?
βββββββThanks
What is a good wy to handle subtitles in VR?
i have a 3d widget in front of my camera, that is overlapping. When a person is saying sth i will overwrite this string
but how do i update my text in relation to the given voice? last time i used keyframes and sth else
hii, i have an issue with the light in one of my lvls..its pretty dark almost too dark but if u look at a spot for long enough the light adjusts and it gets brighter .. how can i get rid of this? i have forward shading on, but turning it off doent make a difference π¦
@real needle Try turning off auto exposure in the post processing.
ah thanks:).. do u know if its possible to turn it off for only one lvl
Yes. Setup an unbound post process volume in each level and you can have any unique settings you like.
@night linden report the bug with repro case to Epic
You shouldn't use post process in VR @blissful bear
Apart from performance and bugs there is no reason not to use some pp if required.
Stuff like dof and lens flare don't make sense in vr of course
can someone help me with updatting subtitles?
Does anyone know if there is a way to start the screenshot process on Oculus Quest from a blueprint? Cheers
@blissful bear the question is about disabling PP. You don't need PP volume. You can just disable it on the camera and in the project settings.
@heavy pine what are you trying to accomplish?
@mighty carbon He only wants it disabled for one level. My advice stands.
@mighty carbon Instead of having to exit out of the app and go to the oculus menu to start the screen shot process I want to start that by pressing a button on the motion controller instead. I've had a look through the available Oculus blueprint nodes and haven't found anything.
@blissful bear thank u for ur help!
π
@digital musk well yeah? You should always be walking unless you are in falling movement mode generally.
that boolean doesn't mean "currently moving"
it means the movement mode is walking
interesting stats https://www.eurogamer.net/articles/2020-01-14-epic-games-store-tops-100m-customer-milestone
I wonder how many out of those folks use VR
That would be nice if they dedicated some of that exclusive money towards VR exclusives... But then again...
Fortnite VR when? 
Has anyone had a Vive Tracker showing as a tracker in SteamVR, but showing as a controller in UE4?
Doom Eternal official trailer is out now!
someone saw it?
https://www.reddit.com/r/OculusQuest/comments/enqlek/added_physics_and_ik_to_the_fingers_on_quest_time/
Does anyone know how to identify a motion controller type specifically? (Like, Vive wands versus Valve Knuckles vs Occulus Touch)
I want to implement Foot IK like vr chat. Anyone know any video or information for reference? Or how?
I would like to know also haha @simple gust do let me know if you find any tutorial or video. I couldn't find any for VR.
@tired tree Thanks - does the "WalkingModeOverride" activate based on that "Is Walking" Boolean though? Or what determines when WalkingModeOverride is triggered?
My oculus quest says this when connected to my pc. But when I do as said, there is no update. Any help?
@mild trail I had the same thing when I was trying to connect, restart your headset and check the software again
There's defo an update it's just not offering it to you
Or try opting into the beta branch
I will try that
Disconnect/ reconnect to internet if that doesn't work
Make sure your phone's app is updated too
Haha, im trying to remember what I did to get it to proc, I think a mixture of those, nothing fancy
I do remember having to do it like 2/3 times though
what software version are you running?
@void raptor Tried to opt in and out of beta, it was a no go.
Cant even use link when I dont have this update.
Strange it then ask me to update
oh wait sorry the 12.00 is my runtime
my version is also the same
all the same
Make sure your oculus app is updated
it is
On your phone and desktop
it is π both places
Super weird
super
@digital musk its just in general a seperate collision profile for when walking in roomscale, it is always active while UseWalkingModeOverride is true
Go to settings > general on your desktop app, my version is Oculus app version 12.0.0.306.268 (12.0.0.306.268)
that'd be why then lol - seems they haven't rolled out 13.0 on quest or something then?
it says specifically its for quest
and oculus link is only for quest
even when I opt out of beta it stills says this
Yes but your app and quest versions don't match, which means you won't be able to use link. I bet there will be a roll out of quest 13.0 within a day. They must know this breaks link
@tired tree should I then manually toggle it on and off during runtime based on movement inputs? Or does it switch between the normal collision profile and the WalkingModeOverride profile by itself if it detects lateral movement without getting movement inputs?
@digital musk it switches automatically
if there is no locomotion then it uses the walking override
if there was some, then it switches to the normal collision profile
that way you can be blocked during smooth locomotion on something that you can walk into when not
hiii π how would i implement that if the headset has not been moved/worn for a specific amount of time the game restarts(or basically anything)
Well I know the VR Expansion Plugin has functionality for IsHMDWorn, IsHMDConnected, and a ton of others
You could use "Get HMDWorn State"
both rly helpful thank u guys π
Im trying to teleport but the teleportationring istoo close to my hand, like its around it abd wont go anywhere further than that.. any ideas how to fix this?
Sounds like it's "detecting" the hand as the teleport location. You'll need to have the raycast(?) ignore the hand.
Anyone else have problems with "Reset Orientation and Position" behaving differently for Rift S and SteamVR?
is that a setting ?
Are you using the teleport provided by the VR Template?
no im using a different one.. so i found a backed up version where it still worked, imported the pawn and used the migrated pawn and asame thing
Is it looking for a Nav Mesh and can't find one?
Or any other method of finding a valid teleport location...
ahh i found it.. a huge object that had collision turned on
@sturdy coral mordentral pointed me your way, said that you know of a fix for the index making the desktop view window huge?
@quiet badger yes, should be in chat from a week or two back, posted a diff with the fix it you are on 4.23
yep 4.23
Anyone else run into a problem with WMR thumbsticks and trackpads not working in 4.24.1? In the VR Template, they are not working with my Samsung Odyssey. But it is working in the 4.23.1 VR Template.
Did you make new bindings? The old inputs no longer work in 4.24
The 4.24 VR Template has new bindings
Oh duh, was assuming an upgrade
@sturdy coral are you referring to this? https://discordapp.com/channels/187217643009212416/221799478364078081/664720408360255498
or the link to github
But yeah @daring pasture I have also not been able to get them working in my own project with new bindings.
That's a good point BambusBo. The template does have _X and _Y for the axis mappings. I will try that for my own project.
I still haven't gotten the thumbsticks to work in the template, but I was able to get the trackpads to work by adding them to the inputs.
@quiet badger yes you can just restore that removed line and it should fix
or you can look at how they changed it for 4.24 and bring that line over, I think it is a change to that same if statement
@sturdy coral you sure it still requires X/Y now btw?
they have actual mappings that can be used to infer axis's
shouldn't require the action name to also have it
@tired tree yeah pretty sure, I'm not sure why it can't be inferred from the bound keys:
https://github.com/ValveSoftware/steamvr_unreal_plugin/issues/107#issuecomment-570951816
silly
I guess if you had 'MoveForward' and 'MoveRight' it would have to then pick between the two to get the name of the 2d mapping, or concatenate them and then be careful that an action with the concatenated name doesn't already exist
So what do I do here? The popup knows what has been deprecated, but it seems it has already renamed it, yet it doesn't work and the warning is still there...
Confusing UI... do I really need to manually delete it and hook everything up again?
oh wait... the wording is bad... I read "deprecated for" as this is what it was deprecated with... but it's some engineering mumbo jumbo that just repeats the same thing twice... Unreal seems to have no idea what it has been replaced with
how can we get the value of the gaze location on VR where u are looking in the VR environment? foe example if i am looking at the box how do i get the value of the location of the box ?
you could do a line trace starting from the hmd, going forwards and get the location of whatever it hits
used the 4.24 fix because probably better right?
seriously, anyone know what the WMR input events are called in 4.24?
or where to look for updated info regarding this (all links I've found so far are old)
@flat shoal should just be all of the inputs named with Mixed Reality in the bindings
@tired tree
@flat shoal meant in input bindings
you have to make actions to assign buttons too
direct button access for VR inputs is gone in 4.24
holy shit
that sucks, because that means I can't migrate my character controller between projects... since action mappings are a part of project settings and not an asset file...
or did they add action mappings as an asset?
Any recommendations on how to go about negotiating the left eye being black while applying a post process mat? I'm trying to simulate a hit by using post process material but its broken in 4.24. I'm migrating a project from 4.22
@flat shoal I am facing the same issues, i just migrated my game from 4.22 to 4.24 looking to take advantage of the configurations for deploying to quest only to find lots of broken stuff
@tired tree how do you "port" config changes? sounds more difficult than just right clicking an asset and selecting "migrate" from the menu...
@flat shoal you can literally copy the input.ini file?
its not ideal no, but shouldn't really have been working with hard keys in the first place either
ok, so there's actually an Export button in the settings dialog for this, so... ok then
that too
Hii, just switched from an htc vive to an oculus rift s ..and it weirdly messed up the navigation and the controllers, do i have to change the imput of the controller?
whenever i try to teleport myself it takes me outside of the nav mesh, like underground and then i cannot get to the surface of the landscape agai n
Has anyone been messing around with Stereo Layers? I got them working great, however for some reason they render a good margin darker than they should be. Can anyone think of any reason for this?
To confirm, this is the case either from a umg render target or from a texture input. Renders noticably darker than its umg counterpart
@carmine yoke stereo layers don't receive lighting
you are likely comparing to a widget component in the level?
those will receive lighting
So what can I do? make the source brighter?
yes?
it should be fairly close to what the texture actually is
unless you mismatched color formatting
Let me see if I can get a screenshot, gimme a mo
the top floating one is the darker one (on the right) that's the stereo layer
all others are umg
The actual texture is like that
Ok,, I changed the compression to HDR so now it basically looks right on the stereo layer
interesting data
having a bit of a weird issue (using 4.24.1) with playing video. i'm playing video in my game (both on a wall and on the inside of a sphere I created in blender with inverted normals). the problem is that when played natively on the quest, it's like its bumping the resolution down. lots and lots of jaggies. same video played on the quest in Gallery has no jaggies. Same game played on the quest using oculus link has no jaggies. Any suggestions? Pretty new to this and might miss something obvious. Thanks.
I hate 4.24 its just buggy look at how my steam bindings page looks like
it use to look like this https://cdn.discordapp.com/attachments/497025702424608779/664855400083881985/unknown.png
@last knot Can you confirm what you mean by jaggies? Take a screenshot?
Simplest thing sounds like you're video file is too large? How big is it? Gallery would be heavily optimised.
I play video fine in the Quest
does anyone know if I have to bind this in steam
I had this working perfectly in 4.23 and now the same set up doesnt work
@quiet swan you have to bind it to each controller model now, and moveforward moveright won't wor, the axis name has to end in _X and _Y now for 2d bindings
@carmine yoke let me get a screenshot. I've had it on two different videos, one 1.5gig but the other 225meg. It copies the video over to the Content\Movies folder on the Quest when it deploys. Same file that I open in Gallery that plays fine.
Ahh ok @sturdy coral thanks!
@carmine yoke okay, here's a screenshot comparison of from my app running natively and from oculus gallery (also running natively): https://imgur.com/a/pYjvmRm
if you click on the link, you get both screenshots
i've done it a couple different ways. and played with the sizes. I've used a sphere that's 1x1x1, but I've also had it 400x400x400 with no appreciable difference (these are 360 degree videos). But I've also put it on a plane just to make sure that's not the issue, and I've had it small and giant as well with no appreciable difference
and just to repeat myself, it only does the jagged low res look when running natively, not over oculus link
@sturdy coral when you sau the axis name has to end in _X and _Y like in this example it should be moveforward_Y and moveright_x?
damn it I spend so much time reverse enginering a blue print to work in VR and of course they break something right when I need to display the game to people
I tried it like you said and it didnt work
@quiet swan yes, _X and _Y, you have to regenerate bindings and manifest afterwards through the steamvr toolbar button
and don't bind trackpad right/left/up/down, bind trackpad X and Y
By chance has anyone come upon the issue of Oculus's ExtraneousFiles VRC check?
Asking for several reasons - one of which is the desire to be able to utilize Steamwork's master server/server browser functionality - and because I noticed it flagged OpenVR libs, and a ton of UE4 engine plugins (Such as Apex Destruction) as Extraneous via their Validation tool.
is there a way to run vr app in background with full performance?
well on htc vive with ue4.24.1 definetly bug over motion controller mapping.
only trigger working correctly. negative values for "axis" or "touch" not working correctly. (even regenerate action and axis manifest after editing)
also up down left right not working for motion controller
and 1 day gone for this bug. π¦
Is it possible to setup cloud screenshots upload for Oculus Quest?
standard gallery way isn't convenient ...
@fading shore not that I know of... and last I checked ripping videos off it was a pain also
Copying them off requires using ADB commands, or the formatting gets borked, for some reason
hi, why it seems to me that most people are usinig Unity instead of Unreal for VR
how do you properly replicate the "drop and socket" on event overlap with two client side authoritive objects in the vrexpansion plugin? i read online that there were problems replicating the weld attach in 4.22, is that still the case? is there a proper workaround?
@rigid bear drop and socket replicates for you, and in current engine plugin the weld is handled by it as well so that should work too
the engine by itself doesn't replicate welding for some silly reason with attachments
even though it would be a 1 bit cost to do so when replicating the attachment data
pretty sure its just an oversight
its not a 4.22 thing, its engine wide since...well forever afaik
have it in my notes to submit a pull request fixing that some day, haven't gotten around to it yet
@tired tree when i socket something to the base gun and free grip it, the object isnt in the right place anymore on the other client(that is watching). it is in the right place and welded on the server and the holding client though. and when i let the welded-on object collide with something it spazzes out on the client that didnt do the welding. on the server it worked and the collision is connected to the basegun
sounds like on an older version of the plugin then
I reported the weld issue hoping it would get fixed
when it wasn't I had to work around it in the plugin and fixed it
granted I don't remember if I ported that fix back as far as 4.22
does it only have to be done on the server only or for everybody separately?
only on server or only on gripping client
the events replicate
I can test on simulating proxy though, its possible the attachment replication ends up overriding in that case
i'll continue in PM with you
Hey guys! Anybody targeting Hololens 2 by any chance? Am having pbs with spatial occlusion for packaged apps...
Hey folks, I'm having difficulties getting webcam capture into UE4. I've managed to stream content from the internet, but the texture when I try to get feed from the webcam URL stays black. Any idea ?
can someone help with these steam vr bindings? I am trying to make the move forward and move right work like it did before the 4.24 update where my right Dpad controller on my vive would be the move forward, right, left, down this was the input I used on 4.23 https://cdn.discordapp.com/attachments/221799478364078081/667429802009165830/Capture.PNG
now I am trying to edit as @sturdy coral told me to add _X and _Y to the end of move forward and move right like this
but now I dont even see the axis mappings on the steam vr edit page
I can just see moveright_X and I cant see moveforward_Y
I tried restarting and restarting but still the problem is there
i have an app that has some movie files in it played by a Media Player. Sometimes launching on the Quest causes it to copy the source movie files over, but sometimes it doesn't. I can't figure out the logic for it. Is there anything obvious I'm missing, like a check box somewhere that says "always copy this file on deploying"?
4.24
@quiet swan regenerate the manifest if you haven't
@quiet swan steamvr input button in the toolbar
@quiet swan you need it to be Move_X and Move_Y , the part before X and Y has to have the same name
@sturdy coral are these instructions for the SteamVR plugin written down somewhere?
@past tiger I think this: https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki/Quickstart
SteamVR Input Unreal Plugin - Documentation at: https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki Sample project (UE4.15-4.23): https://github.com/ValveSoftware/steamvr_unreal_pl...
as of 4.24 that plugin is now integrated, I'm not sure if there are any differences in what is documented in the wiki there wrt to setup
it does mention the _X and _Y thing though
I am trying but its not working I changed the names
I clicked all these
but still nothing changes
but over here I see
I see the move shows up in the position for the track pad
where do I go from here?
Just one move shows up, I dont know how to get it to work
@quiet swan move is a 2d axis to steamvr, so only one should show up
It should just work, and dispatch Move_X and Move_Y to unreal
Yes, that's what I was looking for. Thanks @sturdy coral! It does briefly mention the _X, _Y thing in the notes at the bottom.
Hey all, trying to use the VR Expansion plugin with windows mixed reality headset, but can't teleport (no throw widget)... any hints/tips?
@celest basin think your in the same situtation as me in some ways
check this link see if it helps https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki/Quickstart
SteamVR Input Unreal Plugin - Documentation at: https://github.com/ValveSoftware/steamvr_unreal_plugin/wiki Sample project (UE4.15-4.23): https://github.com/ValveSoftware/steamvr_unreal_pl...
Ah, ok... it's just the thumbstick on the MXR that UE4 can't see
@celest basin the steamvr plugin is built in to unreal now I think
@celest basin what button are you pressing to try and teleport?
@celest basin oh i didn't see the rest
yeah thumbstick on WMR wasn't supported on default engine until 4.24 with steamVR, and the wmr plugin that was added in 4.22 or so but wasn't that stable.
@mighty carbon why's that? Not disputing necessarily just wondering.
@carmine yoke Vulkan is slow af and after I switched to ES3.1 the whole level became covered with black fog (but performance was great)
I am gonna do A/B test on clean projects to see what's going on
Riight, yeah I had to switch back to es3.1 because vulkan was giving me grief
That's what I wanted to do but the switch to es31 somehow f#cked my project
I was also told that Oculus will no longer develop new features for es31
Ugh really? That's annoying.
Indeed
Stupid question, but do games made with the SteamVR plugin require Steam? So, if you're making a game for the Quest, should you avoid using the SteamVR plugin?
@past tiger if you are only making it for quest (not quest link) just disblae the plugin. If you want to ship to both most of the stuff is wrapped in #if STEAMVR_SUPPORTED_PLATFORMS which should be false for android, so should just turn into a no-op
Perfect. Thanks @sturdy coral !
So, i'm getting it right, Quest will only support Vulcan in future?
That's what it sounded like, unofficially
So, I'm slowly getting used to the VR expansion plugin...
Currently trying to figure out how to swap the controller mesh back to hands...
ah, goodo π
VR Expansion Plugin
Updated: 10/107/2019
Playable Template Demo
Template Packaged Download (https://drive.google.com/file/d/0B5cM3oP2O4-UOS1jY1hFY3FJMEU/view?usp=sharing)
Plugin Website:
https://vreue4.com/
Plugin Partial Features List:
https://vreue4.com/features
Do...
(how to switch hands on)
aight, next drama:
using VR expansion, made a new map, put in their VR player start...
Teleport fouled up somehow, feels like a noob mistake but...
Sweet, just needed to add a nav mesh bounds volume π
hi π do you guys know how i would set the hands / controllers to invisible but only in one lvl ?
im trying it like this ..how do i continue ? π¦
@real needle you are getting a hand from a null pawn, casting it to a pawn, and the getting the hand from that, canβt work like that
You are basically trying to cast a nonexistent hand into a hand
Do βget all actors of class Newpawnβ, and use that to get the hand
At begin play of the level it is possible it isnβt spawned yet though too
Are there any good VR games in development on ue4 atm?
@real needle for a for loop on Out Actors, or if you know there is only one, grab first index; each actor should be the target of the get hand node
I own a PlayStation VR and I know you can use a software
called TrinusVR to use the PSVR on PC, but are there any steps to set up the PSVR to test VR games in the Unreal 4 Editor
Trinus doesn't natively support motion controls, you'd also need Driver4VR running with playstation 3 eyes cameras as a tracking mechanism for them, which would cause significant roadblocks with set up and troubleshooting errors.
It's possible but easily the second least ideal setup next to mobile VR
Just the cost in software and hardware alone would be about as much as a secondhand windows mixed reality headset tbh
Oh the games I'm focusing on is just using the VR Headset only, no motion controls in the game I develop just a stander Xbox control or Keyboard.
i have a problem with an object facing the player camera
when tilting my head my font flips across Z axis
when tilting down it flips around the X axis
when looking downwards
@brisk spade Why not attach it to a springarm from the HMD?
@carmine yoke i want to have it versatile. maybe it shouldnt be attached just follow the camera
im close to the finish line, but the thing in my picture im missing
For this instance, I would still have a springarm on the HMD and you can attach/detach it as necessary
oh but if its floating you want it to face the camera too, I get you
It must be that your xyz of your vr sub actor isn't correct
like its looking down the +ve z axis or something and not the +ve x axis? or whatever find look at rotation assumes
@brisk spade Yeah I think it wants to be looking down the +ve x axis
@carmine yoke my sub is set to the position of a spring arm, that is attached to the camera
I thi k it has to do with the position of my hmd
I'm thinking of buying an HTC Vive Pro, any gotchas I should be aware of, I'm currently using 4.24.1 which may not be the most stable for VR, So I've heard.
@brisk spade What I mean is the actor has a set orientation when you make the actor. For example, this text render's origin is at the bottom left edge and the orientation looks down the positive x axis
That's the root component right?
Hmm ok
hmd doesnt know if its backwards or forward?
The HMD shouldn't matter, because its just the location you're using
it moves around the relative x axis
Oh wait
set relative is the exact opposite behaviour
Move to pm cos we're spamming lol
maybe using some relative rotation variables?
hey @tired tree are you round?
So I'm using the VR Expansion demo project, it works fine on my computer
Ah... nvm... damn input mapping
hmmm... that weren't it
Aight
I got a simple map in the VRE demo project
All it does is let you teleport nothing else in it
I migrated the map to a new empty project (that has the VRE plugins in it)
The headset works but the controllers don't
the hands just sit on the ground
Has the migrate thing missed something with the map dependencies?
generate input mappings if you are using steamvr
its not a plugin issue
the new input can be ungenerated
I exported them from your demo project into mine?
Hey is there a more dynamic way to do collision for the teleport?
I'm using a giant voxel world and I can't just put a huge nav volume around it
yes, they only use nav mesh because it is cheap
its a projectile path still, you just have to not project to nav mesh and use the hit point instead
and make some safety checks for a valid range for the player to stand within
yeah, long distances will be done by flying π
well, i should say, not really because it is cheap
so, any spoilers about where to set this project setting
but projecting to nav mesh will ensure that there is a valid landing spot always
its in the BP code for the teleport
you have to change the logic
ahk
its not a project setting
so,anyone know how i can set the trackpad on the vive to be connected to axis
i'm having some issues
yes
remove the project to nav mesh
and then run some extra checks around the area to avoid running into walls
I'll need to do a little refresher on ray casting in BP
Thanks MordenTral, the framework is awesome π
well this particular part is from epics template, teleport never was a real focus and people were used to theirs so I just ported it
it was your car that sold me
I'm doing up a quick demo where you get taught how to fly a little spaceship
i have an app (UE 4.24) that has some movie files in it played by a Media Player. Sometimes launching on the Quest causes it to copy the source movie files over, but sometimes it doesn't. I can't figure out the logic for it. Is there anything obvious I'm missing, like a check box somewhere that says "always copy this file on deploying"?
also, when it copies them over, it builds .uexp files for each of them. just mentioning that because I've half-convinced myself that I must have copied them over...
thanks, @tired tree , I'll try that out. Any idea why it seems to do some automatically?
just depends on if they are referenced or not
this forces them to copy, regardless of references
i figured that must be it (it thought they were referenced), but I have some specifically referenced in a pawn blueprint and was scratching my head as to why it didn't figure those out.
it copied ONE of them. but not the other
Is there a tutorial anywhere on how to change the ue4 hands to the ocolus hands? thanks
@night linden searchhere for oculus hand sample, it is in their github branch
@tired tree Okay, so I added the Movies directory (under Content) to that package setting. What should make the actual copy happen? Launch? Because it didn't.
when it packages it should include it, would assume that launch would rebuild that but repackage to be safe @last knot
recook i meant
Hey everybody, I have a quick question. I make archviz projects for oculus rift, but have had a lot of clients interested in Quest (unlinked) I like how I can get instant feedback in VR by just hitting play in the editor and putting the heaset on. Is their any process to do this with Quest? I understand that I can use the link cable, but won't that just give me the Rift/Windows experience? If I want to test the project in Quest/Android mode do I have to build the whole thing and then side load it each time I want to do a test? Thanks!
@void root For any functionality, I just use it with link or another headset. To see lighting/materials and things like that, I use the preview rendering level with Es3.1, its not perfect but it gets me 70% of the way there. Then lastly Launch/Make a package and look at it on Quest to make sure everything's still functional and looks good.
That's what I do personally, don't know if anyone else has a better workflow
I'm developing for Quest using Unreal with Vulkan. Project setttings are using mobile settings. No HDR, no post-processing, forward rendering, etc.
I have a material which adds some fake lighting by calculating the distance from a flashlight object which uses a blueprint to pass the position into the material.
This material works correctly on Rift, PSVR and PC-based VR platforms. It does not work correctly on Quest.
What is happening is the light position appears in two different positions depending on the eye. In the left eye it appears that an object is lit but in the right eye it appears that the material is lit as if the object is moved a small distance to the right. This creates a mis-match between the two eyes.
The material uses an Absolute World Position node plus it does a bunch of other calculations for light direction, etc.
I suspect that the Oculus HMD code in Unreal is offsetting the meshes for the right eye differently for Quest than it does for the Rift.
If anyone has experience with this or similar issues related to Quest I would appreciate your help. Thanks!
I think Vulkan is undercooked - having a lot of issues with it myself
Have you tried ES31 @steep kite ?
@mighty carbon we switched to Vulcan and we are stuck with it, six weeks until we plan to publish. I am inheriting a lot of these problems unfortunately.
π±
Does anyone know to turn off the collision for the headset? I have an interaction that requires the user to press buttons and the headset can unintentionally trigger the collision with the buttons.
It doesn't normally have any? You have to have added collision to it by adding a component. But just make sure it's on a channel that the button ignores.
Found the problem, it was the part of the widget's collision that was attached to the MotionControllerPawn, thanks!
@steep kite iirc there are 2 different camera/view vectors for stereo rendering in ue4...it may not be the case but worth trying
Hey @tired tree that arm IK stuff looks amazing π
Any chance you're going to demo having a full body thing with the mannequin?
Ahhh, and a Flight Stick Lever π π π
hello. I'm a brand new Unreal user. I'd like to start VR development using Quixel megascans to make a cool environment, but have no technical skills or knowledge. Does anyone know where a good place to start would be?
Anyone else having issues with controllers not appearing sometimes on a Valve index? Only having the problem in UE4, but sometimes one or both controller stays on the ground and restarting the preview doesn't fix it. Only way I've found is to shut off SteamVR (and sometimes the editor aswell when that fails).
Kind of a nuisance when I'm demoing something and I have to stop and restart everything when I just put the HMD on someone and they wonder why they have no hands π¦
@sturdy coral thanks, i see it doesnt have any grab functions etc. I guess i'll need to re-write everything bugger
lil screenshot from my mad scurry to learn VR this week
setting up a quest manager tonight... UI interaction tomorrow
@celest basin whats a quest manager
Unreal Engine Version: 4.14.0
Template: Third-Person Template
Assets: http://www.mediafire.com/file/52ct625650dk36d/QuestPack_V1.rar
In the first episode of this series, we create our project, set up the folder structure, import some assets to use later on and set up a cust...
Oh hahaha i thought oculus quest manager
π
I'm in VR expansion plugin, I've added my own widgetInteraction component to BP_Teleport_Controller but I can't figure out where to put the nodes for it in the event graph
BP_Teleport_Controller itself has Auto Receive Input disabled
So something somewhere else is catching the controller trigger click, but buggered if I can find it
Is there a proper vr controller tutorial anywhere?
i mean i need thumbstick movement
with gravity and collisions
What headset you using?
WMR
Do you know you have to turn on the WMR plugin to be able to read the thumbstick?
idk but it works
there is an other problem
for example i followed a tutorial
but when i rotate the player
instead of rotating me it rotates the whole play area
and capsule collision is only is in the middle of it
it doesn't follow camera/player
i wanted to make a simplified physics controller from boneworks
@celest basin the input should be in the player controller or the pawn
yah found it eventually
still untangling it
tbh I've just made a call to fall back to the basic UE4 template
VRE is great, but the docs are non existent and it's real curly under the bonnet
I'll come back to it when I got more time, but for this week I need something quick and simple
there actually is documentation on the website, but no its not a plugin intended for beginners
i mean its pretty dumb by itself that you don't have gravity and collision
Is there any resources or tutorials on how to get the default rift hand and controller models into unreal? I do archviz stuff and the users/players of my projects are generally unfamiliar with the equipment. If I could show the hands and controllers in the hands like they do in the setup part of the rift that would be a huge improvement for me. I am willing to buy stuff, but am an artist, not a dev so not sure if I could build the whole system from scratch.
also what's archviz?
Hi. I have just enabled the Windows Mixed Reality plugin and the HMD seems to be working as normal. But when I hit play, my motion controllers are not appearing, and therefore I can just move my head around the space.
This is with 4.24.1
@dull mulch you need to hand set it up, use one of the templates that already did it for you, or derive from a character
or use a physically simulating root
don't know why you would expect VR pawns to default have gravity and collision, when its not standard practice still
@dull mulch architectural visualization
what it's used for?
hi guys, im looking for a hand template/mesh kinda like the oculus home one , any idea where i would get smth like this ? preferable for not too pricey
Any AR experts in here π
I have a noob question related to an idea and I'm trying to see if it's something I can do before diving in further
I want to create a "game" but use a camera to track a hockey puck on the floor, and build an interactive game with a projector to practice stick handling
So I just need to know if tracking an object can be done in real time
Hopefully that makes sense.
With the VR Template and 4.24.1, the TouchPad of the WMR Controller doesn't seem to be working.
With the 4.23 and the same VR Template, it does work. Any ideas what could be going wrong and where to get it fixed?
@wary charm do you have your input set to _X and _Y
if you have steamvr input thingy
Vector2 Actions - As Unreal doesn't have a concept of a Vector2 action we auto group two vector1 actions with names that end with _X and _Y. For example, to create a mapping for MoveLeft you will need a MoveLeft_X and a MoveLeft_Y that you bind to their corresponding controller axis. See the sample inputs for an example. (SteamVR Input Menu - Add Sample Inputs)
and for some reason the _X named axis needs to be on the x input of the controller
@desert saddle I am not sure. I just noticed this SteamVR binding configuration here. Not sure if setting a binding on this page automatically adjusts it inside Unreal or do I have to export and import to Unreal somehow?
@wary charm I had to manually add the inputs for the trackpads myself because neither the trackpads nor the thumbsticks were working. https://cdn.discordapp.com/attachments/221799478364078081/667149846066626570/unknown.png
Then at least the trackpads worked for me.
I have a PlayerStart that is pointing towards the direction of the screen, which is where I want it to be looking at first. But whenever I press play mode or run a cooked version of the project, the camera is looking at another direction, highlighted in Red. Rotating the Capsule does not seem to fix this one. Any tips?
@karmic bay You can track objects in real time through CV or other means (like SteamVR tracking with Vive Pucks). But there are limitations on how fast you can move the tracked object while keeping the tracking data accurate
For an "off the shelf" solution I'd say SteamVR tracking is the only viable option, but it might not be enough
Gotcha
I'm trying to make something like this https://www.youtube.com/watch?v=rgaH-5m8ETY&feature=emb_title
We've made the lights on the SuperDeker so bright that you can see them in your peripheral vision. Making SuperDeker a great hockey trainer even for the most advanced players.
For more information visit: www.SuperDeker.com
but in unreal so I can make multiple kinds of games. Maybe include twitch interaction. I figure if I can get the base idea working, the sky is the limit
also this would be a one off setup for myself. I'm just trying to figure out a way to track puck movement or do something with an Arduino and some sensors
This looks promising https://www.youtube.com/watch?v=WHmPvZvRyxc
Kinect 4 Unreal (K4U) allows you to use the Kinect 2 motion sensor and the accompanying Kinect 4 Windows API directly within Unreal Engine 4. Kinect tracking data is exposed via the Blueprint interface, allowing for the entire Kinect 4 Windows feature set to be utilised witho...
@hallow knoll by chance, are you aware of any ES3.1 render distance limitations in 4.24.x on Quest ? With mobile Vulkan (device) and SM5 (preview), my 10 km^2 level renders whole. However, with ES31 I get black fog that covers entire level around camera at certain distance (a way smaller than 10 km^2). That's on the device only - looks proper in preview.
I'm not unfortunately. Can you repro it?
I'll see if I can make a small repro project without adding that terrain into it
I kinda reproduced it with clean project, but I am gonna double check..
@karmic bay That plugin seems great, but I don't know if you'd be able to track the puck with it
@hallow knoll so I got repro case ready.. Check your PM please
@past tiger I'm deploying to an Oculus Go and none of the trackpad axis bindings behave like axis bindings. I'm unable to register touch of the trackpad (not clicking, only touching) and no amount of googling has turned anything up. Do you or anyone else know what's wrong with the bindings in UE4.24.1?
I've been testing every permutation of controls I can find for Oculus Go controller bindings and nothing except clicking in the trackpad is registering.
I'm thinking UE4.24.1 defaults to some other incorrect hardware which will not allow the bindings to function as intended unless configuration files are modified. That or this is a bug in the latest release.
@tame locust it is bugged
If you are compiling engine from source i can share my changes I made to fix it
No one cares about UE4 Go support, so i donβt think anyone ever tested it..
@sturdy canyon Thanks for the response. I had my suspicions.
I've been compiling the Oculus fork of UE4.24.1 hoping that at least was tested, but any additional material you can share will be extremely helpful.
@real needle I used the hands in the Oculus Unreal examples. You can download them from the Oculus Github Repository - IIRC you need to link your unreal account with github account to access the Oculus Github files
UE4.24.1 is a pita, stick with 4.23
Used the oculus compiled version too of 4.24.1 not worth it at the mo
@wary charm do you have the find campera component ticked?
camera
anyone here that can help me, I want to export a render target as a .png in runtime, but I am only managing to export hdr
Oculus Go will be retired pretty soon, I am sure of it
@night linden why do you say 4.24.1 is pita?
4.23 wouldn't properly build WMR at all, so I personally wouldn't advise sticking with that π
Hi I'm trying to build the oculus samples to test on the quest using oculus version of the engine 4.24:
I'm getting this error -
"ERROR: Stage Failed. Missing receipt 'OculusUE4\Samples\Oculus\SplashScreenSample\Binaries\Android\LevelLoad.target'. Check that this target has been built.
PackagingResults: Error: Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>"
Anyone have any idea how to fix this or what to google?
Hey fam, why perfomance of the Render Target drops significantly if I put off my Oculus? When I put it back on it goes back to normal.
I used "r.SceneRenderTargetResizeMethod 2" console command and it works great when the headset is enabled/on the face. The moment I put it off everything lags for the monitor player.
I assume it has smth to do with rendering or game threads maybe, like the Oculus SDK reduces the rendering budget or smth when it's off. But couldn't find any answer.
P.S I also render a 3D widget for the monitor player.
@mighty carbon just didnt work for my game, had to resort back to previous version
@night linden what exactly didn't work for you with 4.24.1 OC branch ?
@mighty carbon Sending me a repro project doesn't help anyone, submit a bug report π
nice, the post processing eye cutout is fixed in 4.24 repo currently
@tame locust DM me in the next 5 hours and I can share my code changes that fix Go input on 4.24
@hallow knoll done
I have a problem with stereo layers, If I attach it to a moveable object (like for example an Ipad style tablet) it seems to lag behind the tablet. I assume this is because its being rendered after the tablet is, on its own pass, but its really noticable. Is there anyway to get it not to lag behind or is my solution just make the screen stationary?
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
This post also highlights the problem - but it's strange, he says it wasn't happening on the Quest for him
I found it happened with link cable & natively on quest
math question. If i have two transforms A and B, how do i convert B into A's space?
@eternal inlet https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Transform/ConvertTransformtoRelative/index.html , can't remember if it is that one but one of the nodes has the pins backwards from the way it is documented
Convert Transform to Relative
ah that does it too
cool @sturdy coral thanks
it is actually the same as inverting transform A and then composing with Transform B
as far as i can tell
seems to give same result
hi π For some reason im still able to teleport outside of the boundaries of my navigation mesh..i tried to set up boxes/planes with a collision on them but the player is still able to teleport through them
even if I put a block all collision on it.. Shouldnt the nav mesh prevent teleporting outside of its boundaries ?
Hey,
What do I need to add collision to my motioncontrollers? as in, the controllers can move other objects they collide with (but not stop themself when they collide)?
@real needle This might get you in the right direction https://docs.unrealengine.com/en-US/BlueprintAPI/AI/Navigation/ProjectPointToNavigation/index.html
ProjectPointToNavigation
ok new question, if i have a plane and two vectors on that plane, is there a function to get angle between those two vectors (on the plane), besides using the cosine rule
thanks for the help guys !! π
@eternal inlet https://onlinemschool.com/math/library/vector/angl/
Oh my bad
But yeah that's the only way pretty sure
Just make a maths expression if there isn't a ue4 node for it
i might add it to a c++ bplib later down the line
also adding in a way to tell if it's on the left or the right side... the cosine rule doesnt really answer that
so by crossing vector1 with vector2 and dotting that against the plane normal, i get a sign that tells me if it's x deg to the left or the right
Seems like the Master-Branch is also not doing well with WMR Controllers.
if anyone is up for trying it out, I have a weird problem that seems to be a Quest bug. I posted it here: https://forums.unrealengine.com/development-discussion/vr-ar-development/1711945-quest-quest-native-specific-bug-with-texture-offset
I'm running into an issue that I feel like may be a bug specific to UE on the Quest. Here's a simple project that exhibits it:
https://www.dropbox.com/s/2rynxhhhmf..._4_23.zip?dl=0 (https://www.dropbox.com/s/2rynxhhhmf7njw4/TextureOffset_4_23.zip?dl=0)
Launch that on the Que...
it's related to something I chatted about on #ue4-general a few days ago
@last knot Have you submitted a bug report?
@hallow knoll No, that's my next step if someone doesn't post "You dumbass, you didn't do _______" within a day or two
just got a coworker to try my packaged apk and had the same issue. so at least it can be repro
I had never messed with packaging before (still very new to this). I found that it creates and apk, obb file, and an installation batch script that set it up just so on the quest, with a certain directory hierarchy. Is there a way to avoid all that and just make an apk, like my coworker does with unity when he gives me something to try on my headset?
@last knot Not sure what you're after. Would you prefer to not have the batch script and install from the command line?
When I test VR, my left eye can see only debug text and blackness
and guardian
and my right eye sees the game
what gives
Anyone know why my teleportation breaks in packaged project
works in editor
a Landscape is the teleportation surface
could it be related to navmesh and landscape being in different streamed levels
Well, for Quest, Vulkan sucks... ES31 is awesome when working with small levels (~ 0.5 km ^2), but borked for large levels (~2 km^2)
Oculus doesn't seem to do any real-life performance testing when it comes to Vulkan.
I am under impression they just release sh!t and hope someone else will test it
@hallow knoll no, I was mainly just curious about getting rid of the .obb file, and it not caring about it being int he UE4Game directory (not sure if it will break if you take it out of that)
Is there a way not to pause the game/continue running it when Oculus headset is removed?
put a piece of tape over the proximity sensor on the headset π
Asking all players to do that kinda sucks...
finally fixed. waiting 4.24.2
Afaik it's one of the conditions for passing review @uncut silo
@mighty carbon Thanks! Passing review?
By Oculus, to be able to release on Oculus Store
(Maybe it's only relevant to Quest)
Well, I'll ask on oculus forums to make it clear than. I'm working on a local multiplayer game and need my Pc player be able to do things even if VR player removed the headset. Also, afaik they have this checkbox in Unity
There is documentation that clearly describes what's expected of your app.
For Rift and Quest
Yeah, I've seen that
As I said I'm working on a local mp game and need some stuff to be working even if the heaadset is removed
@uncut silo If it's local multiplayer where one is a PC and another is the Quest, why couldn't the PC act as the server and the PC user continue to do their thing. The Quest user would have their world updated from current server info when they put the headset back on
pretty sure he is talking about doing it in Async multiplayer
in which case, yes oculus pauses rendering when the headset is removed
it's basically a battery saving thing. don't want to take off your headset, then have it completely drained because some app decided they wanted to keep cranking through the cpu cycles.
@tired tree Do you know any way to override it? It's for Rift/Rift S
@thin solstice Unfortunately it'll take an enormous amount of time on optimization, rewriting for networking, dealing with session management and subsystems. I'm targeting Rift/Rift S
ah, sorry, you said "oculus" and I incorrectly assumed Quest
@last knot it's ok, I should've specified
@uncut silo there isn't a setting actually for it, just scoured the 4.24 oculus module
would have to change the logic around
"Settings->Flags.bPauseRendering = !bAppHasVRFocus;"
in oculushmd.cpp
in " FOculusHMD::OnStartGameFrame(FWorldContext& InWorldContext)"
@tired tree that's what I thought. Too bad Unity has this π¦ Thanks anyway! The only thing I came up with is to switch from the Scene Capture to the camera and disable stereo mode
And switching back when VR has focus
there is the SetUseVRFocus function of FApp
which is supposed to control this
but the oclus module directly sets it
Thanks for help! will try to do smth with it
Is there a way to start casting my own (unknown sources) app in the Oculus Quest without using the quest menu? I have a custom setup where people put on the headset and we want to make it easier to cast the content to a screen. At best the casting would start automatically when starting the app, with always the same target device to cast to. Somebody an idea if that is possible?
@violet musk Don't think so unfortunately
Easiest way is to control it from your phone
if you've previously accepted on that that headset the prompt won't come up
Thanks for the quick response. Hm...
Was hoping for maybe some kind of ".bat" file even.
Have done it that way on Windows for some projects.
Alright, will do :)
I've heard that the Pico headsets can do things like that though - since they're open source
I see. But then I would lose the hand tracking.
drats
And that has been super convenient for people now. Not needing a controller.
@uncut silo The default behavior is that the game continues running when the headset is removed (as in the vanilla VR template). You would have to implement a pause if you want that.
https://github.com/rfsheffer/QuestHands << cool stuff, but it's probably worth waiting for official plugin
π€·
@past tiger not sure I understand. I'm trying to avoid the pause
he likely hasn't tried with the oculus plugin enabled
afaik its the only one that auto pauses
I think OculusVR plugin is always enabled by default, and I leave it enabled. But I've never encountered that pause with my Oculus Rift.
I can't believe Epic hasn't added alpha to coverage for mobile VR @hallow knoll π¦
I submitted it through bug submission form, hopefully someone will look into it
For the past while I've been getting problems with certain screen-space draw operations in VR. It looks like the projection from world space into screen space is just failing horribly, causing things like DrawDebugString or widget components set to draw in World Space to be in the completely wrong spot, which is affected by head orientation. (As in, they fly around the world wildly as you look around trying to find them) It's making it really hard to debug stuff since being able to write debug messages to the screen is super important in VR. Is anyone else having this trouble, and is there a known fix?
don't use screen space debugs? those are considerably worse in VR anyway than a stereo layer or actual physical display
These aren't screen space debugs. They're world space debugs. But the game needs to project ther world location to screen space when rendering them, and it's failing to do so, so it looks like the debug messages are just at some random spot in the world that has nothing to do with where I told them to draw, and they fly around when I move my head.
the screen space is split, its the same reason that rendering widgets directly to screen don't work right
in VR
They used to work in 4.22 or 4.23 or thereabouts
or why the debug messages and stat windows have been all over the place in every engine version as they keep having to correct them
It makes sense that the screen projection stuff would break when your screen is split. But it used to work. They just stopped supporting it, or what? Has someone made a plugin or anything to fix the calcualtion to draw separately to each eye?
Debugging stuff in VR is hard enough as it is.
which is why in game debug objects are pretty nice, drawing directly into the screen space is usually worse in all cases
there are a couple of vr debug plugins out there that offer that kind of setup
and open source code for making your own
unless you specifically want arrows or look direction or something projected
then I can see your point
Often I just want to verify that some blueprint logic is running which relies on player interactivity. So I toss in a draw debug string to draw something over the object, and then I remove it.
But now the strings don't reliably show up since they draw god knows where due to the projection failing
sooo, Epic apparently can't repro the bug I am having with the project I provided (which obviously I tested several times and the bug was there). Can someone with Quest (and UE 4.24.1) test it and see if you are getting the same issue I am getting ?
thanks
soo, no one?!
oh well, no need.. I figured it out
so, Shipping build with ES3.1 gets borked
@uncut silo Which engine version are you using - I used to have the same behaviour - taking off the Oculus Headset caused the game to pause....but I just noticed that it no longer does that - My project is on version 4.22
@digital musk that's funny I'm on 4.22 also π Did you do smth?
@mighty carbon looking at all the problems you had with 4.24 on quest made me decide to stick with 4.23.1...
If anyone wants to play around with the quest hand tracking
@mighty carbon I can test it if you still need or you got it covered?
guys can anyone link that Augmented reality card, where it has 3d depth, i mean the card has spawned an 3d model inside it and it moves accordingly
i am searching for tht video but cant find it, it was really fascinating,
@solar mirage Do you mean this https://www.zappar.com/ ?
lemme check
no this is not the one, basically imagine this a pokemon card where the pokemon is looking from inside the card and if we move the card, the 3d moves in the opposite direction, cause it is inisde the card
Any one having issues with 4.22 and SteamVR?
It works fine for the VR side, however the main screen on the monitor is messed up. On 1920x1080 the bottom right cuts out, on a 1440p screen it just sits in the top right corner and it wont allow me to size it or move it
However, with Steam VR off e verything works off
Has anyone gotten text/audio localization to run on the Quest/Android? I'm calling SetCurrentLanguageAndLocale(), writing to config, which works (verified in GameUserSettings.ini). However, when restarting the app, it still loads default language's text & audio. Builds packaged for Windows work like a charm, Android doesn't...
@cyan kayak Have you got your Spectator screen setup correctly?
This document provides an Overview of the Virtual Reality Spectator Screen in Unreal Engine 4.
I didnt even know about this ill give it a read now
Thank you
In the lobby btw my VR is disable so im still confused as to why this is the case
The above didnt work
Hey! Does anyone know any good books to start learning VR development? I'm planning on jumping in and grabbing an Index in June/July along with a new GPU.
I'd love to start learning before though
That looks fantastic @shy merlin !
Is it maintaining 72fps?
@fossil mason VR dev is all of game dev, plus a bit of unique UX stuff. I'm aware of one VR dev book, but it's unity focused
@shy merlin arm64 Vulkan? Dev or Shipping build ? Oculus fork or stock Epic ?
asking cuz I have f#ck load of issues with Oculus fork and Vulkan
@mighty carbon itβs the oculus fork, currently 4.23 and yes arm64 Vulkan
ah, I am on 4.24.1 + 1.44 (12.0)
@sturdy canyon itβs hovering around 60 fps right now. I was really pushing the post, I have an outline celshader and some depth fog going on
I also have a digital dissolve and reconstruct effect
So it could hit the benchmark just need to optimize a bit
Yes
@shy merlin do you use stock UE4's PP or rolled out your custom solution ?
@mighty carbon So I use some post process materials for the fog and cel-outline. Other than that, it is what is available in the mobile post processing stack. I'll link some documentation.
Using Post Process Effects on mobile games.
This shows what is available on the mobile platform.
I see, cool
I was told that stock UE4's mobile post process is too heavy for mobile VR
Just clicking the Mobile HDR checkbox doubles your render costs
And each PP pass will eat up a couple ms even if you just add 1 to each pixel
Maybe not quite 2ms
so it is recommended that people not use it. But apparently it works. I'm surprised it worked at all on the Vulkan branch
Vulkan handles the depth calls and other passes differently than es3
Mobile hdr is essential for Vulkan
Learn how to effectively use Vulkan to render mobile VR scenes with performance. This talk will provide learnings and best practices for VR-specific Vulkan features such as FFR, Multiview and MSAA.
I think you are misunderstanding, or they misspoke - Oculus said many many times not to use Mobile HDR
every time I report performance drop Oculus tells me to make sure that Mobile HDR is off
If it works and he can get good enough perf, cool
just skimmed through that video and nowhere in there they say Mobile HDR is essential for Vulkan
Oh I didn't see he made that claim, yeah that's not true. I use Vulkan without Mobile HDR on Quest
Btw, yesterday Remi found the purple splotch bug. The fix should come in the next 4.24 Oculus update
Describes a quick start for Oculus Quest development in Unreal.
^^^ ...and make sure Mobile HDR is turned off:
@shy merlin ^^
it needs to be on for developing in vulkan
i profile with renderdoc and oculus metrics tool
ah i use it on all my projects
I have about 4 different products right now with vulkan using hdr
that are 60-72 fps, but still have not implemented hlods
I'm pretty sure that no released Quest games are using mobile HDR right now. If you can pull it off, you would have a unique look π
Setting up your UE4 Android project to work with the Vulkan mobile render
right
there has to be games using mobile hdr
moss for example
some of the shaders would not work without it
My understanding is that most people make single pass shaders that run PP at the end of the single pass
I haven't played moss on Quest, though.
If I just wanted to use vr for utility in development and not for the packaged game, there isnβt anything stopping me from this yeah?
what does it even mean?
cool thank you
yeah I have a dolphin
i'd like to control its fin with motion control just to see if my joint math is right
stuff like that
I also always uncheck mobileHDR when deploying for quest
Is there a right way to make a VR mirror for best quality/performance? planar reflection, scene capture cube, render to texture? Currently using a 2d scene capture with an orthographic camera with flipping the texture rendering, and tex coord to size how i want, but having difficulty figuring out the material math to make it look right with all distances with the orthographic camera. Perspective cameras aren't really giving me good results because no FOVs settings make them look like a real mirror. Currently my orthographic mirror really only works from one set location, and not when i move it around. Since I'm trying to fix this, just wondering if i shouldn't be wasting my time with it, if there's a better/different way...
@tame cypress use the normal way to do it but curtail when and how its rendering based on the player
__
Anyone use ARCore? my world doesn't seem to mesh and create blocking collision
@odd garnet normal way being the 2d scene capture? For multiplayer though, can't really adjust based on player.
@odd garnet hmm, yea you're right. ok, i guess maybe i'll need to sort this material math then..
Has anyone else had an issue where previewing your VR app shows at full fps (90/80/72 depending on your hmd) but after building and packaging the app is either limited to the monitor's frame rate (60hz) or stuck at half (45/40)?
I noticed that if I manually turn off VSync or GSync in the computer settings it runs fine but I can't find where to turn off GSync/FreeSync in unreal.
Which version of UE4 @hollow obsidian ?
@past tiger we're using 4.23 (tried regular and oculus builds)
There's a bug in 4.23 where it always runs at the monitor's refresh rate when in windowed fullscreen mode.
wow, WTF Epic... I file bug report, send you repro case, whoever is handling the case confirms the issue, then tells me that they can't reproduce the issue if they make the same project from scratch. Then they send me scratch-made project and not only it's not made in the same version of UE4 I reported, but also the whole project is not the same my repo case.
just FYI @hallow knoll ^^
that's why I hate filing bug reports when it comes to mobile VR because no one gives a damn apparently
@mighty carbon similar to my VR experience... I point out bugs with HP Reverb in WMR, and Epic replies that they can't reproduce it on their Oculus devices... like... wtf, dudes π
Planar reflections on Oculus Quest put the framerate under even with extreme scene optimizations.
I'm quite sure if the whole scene was rendered twice or even three times it would run at frame, yet a planar reflection tanks performance. Has anyone achieved a performant true mirror on Quest / mobile VR?
@odd garnet did you configure the SessionConfig in the AR project? there are settings for automatic mesh and collision generation in 4.23 and later. (Earlier version require to use a procedural mesh.) Worked on ARKit at least. ARCore is in general very broken in Unreal Engine. Development seems to have stopped. ARKit also incomplete and buggy. See bug reports for more info https://issues.unrealengine.com
Got it xD
it was the handheld AR template
I ended up placing a proc mesh onto the ground and doing it that way π
thanks tho!
Hello! Do you know how you can scale the content in AR?
When designing a full-size map ... I would like to place it on a small-sized plane ... like a board game ...
I'm new to Unreal, what kind do you see developing an AR game with Unreal? Its viable? there are implementation failures .. etc?
@real needle yes if you scale down a level with "Set Level Transform", all actor positions will be scaled down, BUT the actors themselves would stay the same, so these need to scale down aswell. The scale-factor could be saved at one place (game instance or player controller), then every actor can looks it up and scale itself down in the constructor. (Easy, but Downside: unit-dependend things like physics and movement components using mass, force, velocity etc. will not all scale accordingly.)
A better method maybe would be to set "World to Meters" in the World Settings. But i did not try this yet. It does work for VR, but for AR it might not.
@real needle hurts me to say that, but Unreal is not a good choice for Mobile AR. Nothing but trouble, bugs, as usual no documentation. Much better off with Unity who care.
Unless Fortnite gets an AR mode, it will stay painfull.
You can search the forums to find out more about all the problems
I have seen the game The Machines, which is made in unreal, and looks great, it hurts to move on to Unity .. since I come from there .. xD
The team behind The Machines surely had an Objective-C/iOS dev in the team to fix stuff like icloud saving. UE4 only has it's limits. Also this was ARKit 1. You could use older UE4.22, but no ARKit 3 features. Have a look at Apple's Reality Composer. AR Graphics are more efficient than UE4 on iOS!
Then maybe you advise me to use Unity for AR games .. right? π¦
The Reality Composer app from Apple uses fake ambient occlusion, scene-capture, realistic lighting, post processing to match the camera footage (bloom, motion blur, grain) and the device does not even get warm. With UE4 even newer devices get warm and throttles.
@real needle sadly, sadly, this is the current state, yes. There are no infos how this will continue, UE4.25? the roadmap on trello only says something about "Standardizing AR in UE across devices." Try it for a few days and then decide. But if you want latest features (people occlusion, ai scene understanding and cross plattform with android) i advise against UE4 π
The idea I have is to make a shooting game .. as if it were in the first person .. Develop it as if it were for mobile, and then implement the scenario with AR on a plane and use the camera as if it were an FPS .. Would it be much problem adapting any game to AR mode?
@real needle Depends how experienced you are with Unreal and AR. If this is new to you, you will get results several times faster with Unity, as Unity provides documentation, instead of awkward live streams.
The problem is that I want to focus on AR and VR development ... and I understand that for VR it is better unreal ... but for AR it is better Unit ... xDDDD. It is difficult to decide on use a single xDD platform
I know.
Ok, thank you very much for your help π I will try to continue with UE4
@real needle are you developing for Oculus Quest?
for AR you definitely might want to stay with Unity (unless you are working with Hololens 2)
I made an ARCore app in UE4 last year and it was fiiine
but epic seems to take a bit longer to get the latest AR features integrated
@mighty carbon have you even tried to make anything AR?
@sturdy canyon I have to disagree. Last ARCore update branch is 4.21. November 2018!
That is not just a bit longer
both ARKit and ARCore have quite more features since then.
ARkit 3 -> Unity SAME month, working with Apple and Google. Unreal release post claims support. But camera footage bug and only some feature supported without (as always) any documentation. (Going through blueprints and sourcecode, as if time was an endless resource...)
oh and also environment capture for lighting makes any app crash. UNUSABLE
@tired tree nope, but seeing how ARCore support hasn't been updated for a long time (and new AR devices not even having UE4 SDK or integration), it's safe to say Unity would be a better choice
A look into forums, answerhub and bug reports shows the sad state of mobile AR with Unreal Engine.
It's worth noting that while the ARCore plugin hasn't updated, the SDK has and so the updated features like realtime image tracking do work (I have tested this and actually had better results out the box with UE4 than Unity)
(I also made the mistake of assuming that ARcore plugin still being on 1.7 meant that no new features were available since then)
A fix for the aliasing of the camera image is coming in 4.24.2
Hey there fellas, so for the Quest I can set CPUandGPULevels (maxed out) with a node, does anyone know how to return back to dynamic power throttling?
@spare yew ok, but the problem is not about support for image tracking. Let's rather discuss problems than smooth down critique. This is no bashing, we all love Unreal. β€οΈ But there are problems and we can point them out to make things better, at least i hope so.
There is more to making a full AR game than just spawning a mesh or image.
Several AR bugs marked with target fix 4.24.2 have been already been marked for 4.22 and delayed again and again. More current bugs: Camera rotation bug, cannot get video format for AR, and even starting ARCore Session bug. How to create an ARCore app if the session does not start? ARKit list goes on further. I also don't want to use Unity, it is just a fact, that it leads in this.