#virtual-reality

1 messages Β· Page 220 of 1

mighty carbon
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and it's non-VR

sturdy coral
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doom vfr is vr and idtech 7, but not mobile

mighty carbon
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are you sure VFR was with Vulkan ?

sturdy coral
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Ah I thought all were, I forgot they didn’t add it until later with original doom 2016 right?

serene haven
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Hi guys, does anyone know how I can switch from non VR mode to VR mode in blueprint?

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I want to load a level and start it in VR.
I tried the ConsoleCommand node "open levelname -vr", but it didnt work

warm lion
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I Enable HMD and execute the fullscreen command

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Just pull that off a begin play or something up front

serene haven
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@warm lion Thanks I will try that.
One last question, does anyone know how to disable the SteamVR Input System?
I updated my project from 4.23 to 4.24 and the SteamVR automatically got activated.

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@warm lion Thanks, your suggestion worked.
Strangely it only works in the packaged game but not in the Standalone version

warm lion
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I rarely use standalone - sorry I don't know about that. I typically just use the vr preview and my builds.

serene haven
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@warm lion yeah, seems I will follow your path here and only use VR Preview and the Build in the future

sturdy coral
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@serene haven you should be able to switch to vr in standalone

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there is one bug I have run into where if you enable VR on first game instance tick with the oculus plugin, things will crash

warm lion
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@sturdy coral do you ever use set base position?

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For offsetting the VR origin

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When I runtStartLoc = PlayerRef->View->GetComponentLocation() - PlayerRef->Sphere_Collision->GetComponentLocation(); GEngine->XRSystem->SetBasePosition(FVector( -StartLoc.X, -StartLoc.Y, StartLoc.Z)); My vr origin is perfectly moved so that my RootComp, Scene Comp, and Camera, comp are all exactly where they should be, but the motion controllers attached to the middle scene comp do not move with the other comps. They stay where they were and inherit some relative offset that I can't tell where it's coming from

sturdy coral
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@warm lion no I just move the vr root

warm lion
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Oh well yeah you have one of those fancy capsule pawn

serene haven
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Does anyone know how to disable the new SteamVR Input System?

past tiger
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Disable the SteamVR plugin?

serene haven
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But if I disable the plugin, can I still use my HTC Vive?

tired tree
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@serene haven you can't

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its the input setup for steamVR now natively

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there is no longer any use of the legacy input system

serene haven
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Everytime I package a project I cannot use my MotionControllers. Even when I generated the InputBindings and the SteamVR Input manifest. The SteamVR Menu allways opens when the game starts and tells me that the bindings are not mapped to the inputs. Is there a detailed tutorial how to do this?

bleak tundra
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Has anyone tried to stream graphics unreal from a PC to a smartphone that is in sync with the pose of the smartphone ( Maybe using ARKit or AR Core?) ?

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Using Wifi maybe?

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Would be gest to have NVIDIA RTX power for the AR graphics you display on a smartphone

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I saw Cloud XR demonstrated October 21st but haven’t got access yet.

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So a powerful RTX PC rendering AR graphics for a Smartphone could be a fallbacl

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If anyone has tried Cloud XR from NVIDIA it woulf be great to hear about it

sturdy coral
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@serene haven can't remember which file, but old versions of the plugin could have left something behind that needs to be cleared out

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I think it is in one of the steamvr vrsettings files

serene haven
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@sturdy coral I also tried with a clean new VR project, even there if I open the packaged game, it tells me to bind the actions to the buttons

earnest cypress
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Anyone can help me with my VR gun?

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Its not shooting forward of my sphere collision that is connected to my gun

serene haven
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@earnest cypress is the gun controlled with two hands?

earnest cypress
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No, but I did fix it

serene haven
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@earnest cypress oh ok, perfect

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what was the problem?

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Local to World conversion?

mighty carbon
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It was bound to happen πŸ™‚

mighty carbon
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I had such idea a while back.. Running it by quite a few people revealed that some folks totally cool with it, but some reject the idea entirely :/

rigid bear
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does anybody know of a good way to reverse the camera vector in a material? i want to move the texture left when the camera goes right. any help is appreciated!

subtle raft
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do the ARKit Passthrough nodes work with the Quest?

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or is that only for Android phones

tulip wasp
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@mighty carbon just don't have micro-transactions or loot boxes πŸ˜‰

mighty carbon
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hm?

tulip wasp
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Sorry it was a bad joke on the whole bringing people back from the dead

mighty carbon
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oh, hah

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yeah, that would be insta-horrible

hollow tiger
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Hi guys, relatively new to ue4 and vr. I’ve recently got the cosmos and everything works fine, apart from the gripping and teleporting. None of the buttons do anything. What am I missing?

pallid osprey
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Hi Guys, i am relatively new Unreal user. I have been experimenting with the AR handheld template and i wanted to know if there was any way to edit the blueprint so that the replaceable spawn actor is spawned only once in the scene instead of it being spawned with every touch. Any help would be greatly appreciated. Thank you.

rare violet
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cant remember the BP exactly @pallid osprey but basically u just find where the touch event is, and easiest is to put a DoOnce (or maybe its called RunOnce) blueprint before the stuff it does

void raptor
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how do i make the vr preview show my right eye?

sturdy canyon
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I updated to the latest Oculus 4.24.2 branch

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Now I can't play in editor with an Oculus headset

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it just sits in the oculus home waiting for the app to display

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Another possible symptom: When I launch the editor with SteamVR running, I get taken out of SteamVR and sit in the oculus home waiting on UE4

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The vr preview view pops up and the view is tracking my head, but inside the headset I just see Oculus Home waiting on my game

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Also my hands aren't tracking in game

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Hmmm.. I disabled the SteamVR plugin and no UE4 greys out play in VR. So it's just completely unaware of the Oculus runtime

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I bet this is one of those reboot my PC to fix things

mighty carbon
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update your Oculus software @sturdy canyon

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I didn't update it and had same issues.. Updated it and everything is back to "normal"

sturdy canyon
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Are you in the public test channel @mighty carbon ?

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Hmmm where do I update?

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Ok it found an update after opting into beta

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I jumped from version 12 to version 14, lol

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But yeah that fixed it. Thanks!

mighty carbon
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nah, I don't do betas.. Have too much sh!t with releases already πŸ˜›

magic bridge
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anyone know what the ARplane geometry node "get subsumed by" does? can't find any real documentation on it

lofty oar
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Hey guys if I had a physical virtual camera a vr user could operate, how could i record the camera position when recording? The date would then be imported into things like C4D to be used as the comp camera

woeful sundial
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@magic bridge as the user moves his/her device, the AR system gets a better understanding of the real world environment over time. It eventually detects that two assumed plane-areas actually are one big plane, for example one big table, so these get merged together. One plane gets subsumed by another. In case you have a reference to a plane and later it is gone, you can find out by which plane it got subsumed by.
For AR work it is important to also check Apple ARKit or google ARCore documentation. The Apple talks at WWDC are very helpful, even if no XCode/Swift is used. These cover technical principles and guidelines for a good user experience.
Waiting for unreal to make a full documentation is hopeless. That is something our grand children might maybe witness.

magic bridge
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@woeful sundial ah ok that was very helpful thanks

obtuse condor
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Hey, Im working on a Blueprint AR project and I was wondering if there is any way to get the scale of Detected AR Planes.
Please help!

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Im trying to spawn a Plane whenever I detect an AR Plane. So I to match the scale of the plane that I spawn with the scale of the detected AR plane

magic bridge
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there might be a better way to do this, since im kind of new to it, but the way I've done it is to get your tracked AR plane, and then from that you can get its extents and origin

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if your plane is a pre-existing static mesh you'd have to do the math to scale your plane to the new size, otherwise if your plane can be procedurally generated, you could feed your AR tracked plane extents into a "Generate Box Mesh", which would feed into a "create mesh section"

woeful sundial
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@obtuse condor yes, like @magic bridge writes. use get extents.
if your mesh is 1 squaremeter at component scale factor 1.0 like the one that comes with in the ue4editor, it is very easy to calculate sizes. just multiply the mesh scale with 100 to get it's actual size in cm (100cm x100cm).

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@obtuse condor @magic bridge UE4.23 and later can actually do this automatically also with collision, occlusion material, nav mesh... (enable in the ARSession Config)
Too bad ARKit camera footage is broken and we still have to improvise with 4.22... πŸ˜’

zealous vortex
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I am working on a VR project and I need to get the position of one of the Eyes of the HMD (for camera placement) on C++. I have been looking at the tracking system, but I still couldn't get my head around on how to precisely get this position. It normally ends up with some strange offsets or overall incorrect world positions. Any ideas on how I can precisely get the position I need in world space?
Thanks in advance.

real needle
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Hey! Has anyone got Vive Cosmos Thumstick Axis Input working with the SteamVr plugin? Cheers πŸ™‚

mighty carbon
rigid bear
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when you join a VR multiplayer game and attach one object to the other and weld them, and a new player joins, what is the best way to replicate that attachment to the new player? we had problems where attached static meshes werent replicated as "attached" to clients that joined in later.

sturdy canyon
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Are you using a dedicated server?

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Make sure you set attached on server, not on a client

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it shouuuuld be replicated

tired tree
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yeah assuming the object is replicated it should just work

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the caveat being that "weld" attachment doesn't replicate at all

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so if its on a simulating object its not going to behave correctly

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but the base attachment will still function

marble frost
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Are Instanced Static Meshes/Hierarchical Instanced Static Meshes supported on Quest? I have both of them in my project but they do not show up on Quest! Has anyone ran into this before?

last knot
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the recent Quest firmware update added the auto-switch between hands/controllers. I like it, but it's somewhat annoying in that i set down my controllers and HMD, edit some code, click launch, put on the headset and it hasn't launched but instead is at a screen saying "this app requires controllers to use. pick them up and click here." Short of totally turning the feature off, is there some way to indicate in your app that you don't actually need controllers? (which I don't for what I'm doing right now)

mighty carbon
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I don't believe there is away to do that in the app right now

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but, you can either disable autoswitch in the settings or make sure you controllers are active when you run the app

hallow knoll
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@marble frost Instanced Static Meshes are supported, I'm using them

last knot
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yeah, i just disabled it. too much trouble for now. thanks @mighty carbon

hallow knoll
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I vaguely remember something about having issues with HISMs though

neat karma
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i saw that πŸ˜›

mighty carbon
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HISM is a no-go since Gear VR days.. It was never fixed and it doesn't perform well

last knot
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stupid discord autocompletes @motors to @Moderators

neat karma
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watching discord like a eagle πŸ¦…

last knot
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oh, nm, just always an option at the bottom of autocomplete. weird.

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different Quest question. it appears that StreamMediaSource doesn't work on Quest. Am I wrong on that? is there some way to make it work?

mighty carbon
last knot
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done, @mighty carbon

mighty carbon
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thanks

last knot
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np. if they would enter my bug instead of just going "i didn't reproduce it" and then ignoring all my followup emails, I'd give you one to vote on likewise 😦

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and it's like, I'm pretty sure you can repro it. I gave the apk to a fellow developer, and they could see the blurriness on the textures, and there is only one Quest model at this point, so... πŸ€·β€β™‚οΈ

mighty carbon
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that's how it goes for me sometimes, but I make repro cases using blank project and after some back and forth, we manage to come to agreement πŸ™‚ This one was quite painful to uncover.

marble frost
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Thanks @hallow knoll , I will try again!

hallow knoll
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@marble frost Make sure you check "Instanced Static Mesh" in the material

last knot
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yeah, i gave them a blank project repro. went to the usual incredibly tedious steps. that's why it's so frustrating

marble frost
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Ah okay! I think you solved it! Instanced Static Meshes were coming out completely black before, should work now

hallow knoll
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Yes, that was your problem πŸ™‚

last knot
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marble frost
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Thank you!

last knot
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i've discussed it here. it happens not just on image textures but also video as well

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i spent half the day today making a clean repro of a different, non-VR bug where MediaTexture only works if it's an asset (breaks if you construct object from class). If they don't put that in the system, I may be done sending them bug reports.

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oh, and fyi for anyone else, I did get the media stream working on the Quest. it was a πŸ€¦β€β™‚οΈ

mighty carbon
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@last knot you might as well post screenshots from Quest showing the issue. Not everyone will download and run your apk.

last knot
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i didn't just post an apk, but an entire project. but unfortunately, screenshots are a bit tricky. it's a subtle, but noticeable effect with the headset on. it's a "shimmeryness". my coworker definitely noticed it

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i'm going to send it in again with a video texture instead of an image texture, because they pretty much ignored me saying it happened with both and told me to change mips settings

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also that it didn't happen when using oculus link

last knot
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I really wish UE would properly track when you add new assets (like video files) and copy them over to the headset when it deploys. At least, in something other than a haphazard manner. Sometimes, it just doesn't work.

last knot
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@mighty carbon I figured out a good way to get some screenshots. Here's a screenshot where the left half is from the "normal" material, and the right half is from the buggy material that is taking the right-half of the video texture:

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You can see that the left half looks like the native source, and the right half has had what looks like anti-aliasing added

mighty carbon
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I am not sure.. Never seen such thing before (and I don't use video textures)

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if you are using Oculus fork, report it to Oculus

warm lion
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When I launch my VR game in steam vr (through a build added to steam) using an oculus rift s, the game launches but doesn't ever gain the focus in the HMD. I have to manually open my dash in oculus and then select the window from the dash. This is very problematic because the game runs in the background while this several second process goes on. Is it possible to get the steam vr game to acquire focus in the HMD?

last knot
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@mighty carbon nah, just Epic binary

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btw, here's the same app, run through Oculus Link

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For whatever reason, it renders slightly different. But it's totally symmetrical

mighty carbon
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could be issue with media framework for Android

warm lion
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Trying to implement a pause so the user can at least get into the headset before the game starts running. Anyhow, After setting all the components, the pawn, and the pawn controller to SetTickableWhenPaused(true); My camera appears to move but will not rotate following the head. I can see my motion controllers are moving still but it's very awkward with the head only panning around with no rotation

last knot
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@mighty carbon I can tell you that the Oculus Gallery app plays stereoscopic videos flawlessly, as far as I can tell.

mighty carbon
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I mean UE4's implementation

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Oculus Gallery isn't UE4

last knot
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ah, okay. Sorry, I thought you meant some of the base media libraries in android

obtuse condor
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@magic bridge @woeful sundial
I need more info on this. I have enabled all the necessary settings in the AR Session Config file (settings under "World Mapping" section)
As of now, for each detected plane (Using "Get All AR Tracked Planes" node) im creating a new Procedural Mesh using "Get Extent" node as mentioned.
But that Procedural Mesh is larger than the Detected AR Plane. (Using "Debug Draw Tracked Geometry" node to visualise Tracked planes)
How can I fix this issue?

stoic forum
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Hey everyone, I am trying to deploy my ar app to iPhone but I am experiencing this error: "Failed to load optimized model at path '/Users/Whatever/Xcode.app/Contents/Applications/Instruments.app/Contents/Frameworks/InstrumentsPackaging.framework/Versions/A/Resources/XRPackageModel.momd/XRPackageModel 9.0.omo'

woeful sundial
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@obtuse condor It is impossible to tell when not seeing your BP. Share a screenshot.

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@stoic forum from the editor or packaged ipa file? maybe wrong xcode version. Which ue4 and xcode version are you using?

warm lion
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Anyone know how I can detect when the user enters the HMD? For oculus I can use IHeadMountedDisplay->DoesAppHaveVRFocus but for Steam VR I don't think it works

last knot
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does anyone know if there's actually a way to debug inside unreal engine (not android studio) when running an app on the Quest? I ask because another of our developers who uses unity has found there's a way to get unity to do involving some tricks with Oculus Link

carmine yoke
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@last knot depends what you're trying to do

rustic cargo
carmine yoke
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You can run session front end for example

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If you're CPU bound session front end is great, you can put on and turn off stat commands through that too - directly to a Quest's dev build

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GPU bound you'd need to use renderdoc or Qualcomm's debugger

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Cant remember what qualcomms is called

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@last knot

last knot
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@carmine yoke I'm talking about setting breakpoints (inside blueprints or VS) and having the debugger hit them, like you would if you were debugging on the desktop. Only doing that on the Quest.

carmine yoke
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Oh I see

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What about them would you need them to running natively on quest though? You can do that with the link cable running through the editor?

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I'm not sure if there's a way to run it natively on the quest whilst debugging unfortunately

woeful sundial
last knot
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Things don't always run the same when you run it as a PC app over Link vs actually running it on the device as a mobile app

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I figured. It was interesting that he got it to work with Unity, though. Looks like a bit of a hack, but apparently it works.

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Of course, right now it's refusing to even hit breakpoints over Link. sigh

hexed tartan
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Hello,
quick question : is it possible to run 2 clients and a dedicated server in the editor, but only have one of the 2 pawns use the HMD? Right now when I do that, both clients camera are updated
If that's of any importance we're using the VR Expansion Plugin https://vreue4.com/

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from my researches on the web I think that is not possible but maybe things have changed by now

serene haven
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Since I use the SteamVR Input System, whenever I wanna launch a packaged game, it does not startr, any ideas?

hallow knoll
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@hexed tartan Not possible without source edits. I debug with mouse+kb pawns in editor for replication testing

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Dedicated + 1 VR Pawn works well

serene haven
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Can anyone explain me what to do with the new SteamVR Input System?
In my packaged builds the inputs do no work.
What do I have to do?

hallow knoll
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@serene haven You need to assign a default Action Manifest for your game. I've done it but don't remember the exact steps.

serene haven
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Everything in the editor works fine, but in a packaged game only the HMD works but nothing with the controllers

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Can I check if the menifest gets copied to the packaged game?

sturdy coral
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@serene haven yeah, look for [packagedir]/[ProjectName]/Config/SteamVRBindings/

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should see steamvr_manifest.json and the controller specific jsons in there

serene haven
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Well what do I have to do, if it is not there?

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There is not even a config folder

warm lion
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Is there no way to check if the user is in the HMD while using Steam VR? XRSystem->IsTracking(0); seems to always return true so long as the HMD is plugged in. Also I'm using a Rift S so I don't know if that causes problems or not. For Oculus VR I can simply call VrHMD->DoesAppHaveVRFocus()

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What about the proximity sensor, doesn't the vive have one too? Is there no method for interacting with this?

hexed tartan
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@hallow knoll thats what I thought, and started to do. Thanks

serene haven
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Is there a way to find out, why a packaged game (it is the vr sample project) does not want to start?

hallow knoll
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@serene haven "does not want to start" isn't enough information for us to help you troubleshoot

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Does the binary run? Does it display a black screen? etc

serene haven
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I think I just found the issue, the Megascans plugin was the cause of the crash

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But now I get the error: PackagingResults: Warning: Visual Studio 2019 is installed, but is missing the C++ toolchain. Please verify that the "VC++ 2019 toolset" component is selected in the Visual Studio 2019 installation options.

hexed tartan
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@hallow knoll I was thinking I could update the GameMode to spawn a VR compatible pawn for the first player controller to login, and regular pawns for the other ones

hallow knoll
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I was able to hack that together in 4.19, but it only worked 50% of the time.

I have a (owning client) check in the player controller that determines whether it should spawn a VR pawn or a Flat pawn. It's configured in a way that if I hit "PIE", it will spawn Flat pawns, and if I hit "Play in VR", it will spawn a VR Pawn.

hexed tartan
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does PlayInVR belong to the WorldType enum?

sage gulch
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is there a way to get the controller battery level?

carmine yoke
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Has anybody had any experience with the Pico Neo 2 headset? I would be very keen to talk to someone who has. DM me anytime.

warm lion
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Is there anyway to refresh the motion controllers location after using "SetBasePosition" to offset the origin? When I move the origin the controllers do not update their location even though the component they are parented to does.

rich canopy
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@serene haven is yours pc or quest? I having some issues with packaging for quest too. It just shows a black screen for shipping build

obtuse condor
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@woeful sundial I managed to solve the issue. But now, Im not able to visualise multiple AR Planes. The procedural mesh component works with only one plane.
So, is it possible to have multiple Procedural Mesh Component in the same Blueprint Actor? I think its supported

brisk spade
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Unreal does not recognize my controler, steamVR does

serene haven
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@rich canopy I dont have the quest

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Does the packaging itself work?

rich canopy
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Yup sorta found a workaround

serene haven
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@brisk spade What controller do you have?

brisk spade
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Vive Controller

serene haven
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Does by any chance one of you have a HTC Cosmos?

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THe normal HTC Vive?

brisk spade
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pro

serene haven
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@brisk spade what do you mean with not recognise?

brisk spade
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maybe my pawn isnt assigned correctly

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im using the default motionController Pawn

serene haven
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Is this a new project?

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Which Unreal Engine Version do you use?

brisk spade
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up tp date

serene haven
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@brisk spade did you try it with the default Virtual Reality example project?

brisk spade
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yep that works

serene haven
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@brisk spade you dont need all this, it is enough if you select the pawn and set "Auto Possess Player" to Player 0

brisk spade
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im working on a level select sequencer so i will nedd player start later

serene haven
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So something like au launcher?

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I did that some days ago, where do you have problems exctly?

brisk spade
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splashscreen in VR Main Menu - level

serene haven
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Ok, but this is a new level right?

brisk spade
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atm im setting it up, but i cant get any pawn to work

serene haven
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SO you basicly want to start not in vr to select the level and then it should switch to vr?

brisk spade
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it should auto assign the default pawn to my Player Start, shouldnt it?

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ok it gets the right Pawn, but the controllers are still on the ground

woeful sundial
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@obtuse condor yes, possible. But better to create different actors for each detected plane. if you have all proc.meshcomponents in one actor, that actor will have a very big bounding box. Disadvantage: it will always get rendered, because some part will always be visible. If instead you have several smaller actors, the ones that are not in the view don't have to get rendered, that's better.
Next problem with huge actors with widely spread components is, that if the Actor location moves a bit because the AR system corrected it's place in the real world, the farer away that component is the more it seems to move to another direction. study Apple or Google documentation to avoid these design mistakes, this is a good start: https://developer.apple.com/videos/play/wwdc2018/805/

obtuse condor
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@woeful sundial Thanks for addressing my issue and for your assistance.

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BTW, the video link is not working on Windows (using Firefox)

woeful sundial
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BTW, the video link is not working on Windows (using Firefox)
@obtuse condor hmmm. weird. Maybe google the title.

obtuse condor
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cool

brisk spade
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I have absolutely no clue why my Pawn dosnt assign the controller?

obtuse condor
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Are you talking about the Player Controller or VR Controllers?

serene haven
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@brisk spade Do you try it inside the editor?

brisk spade
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@serene haven restarting my pc fixed the problem

serene haven
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oh lol πŸ˜‰

brisk spade
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yeah no idea what happened

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the default VR template stoped working and after simply restarting it worked again

warm lion
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Anyone here use SetBasePosition while calibrating their play space for players? I've finally got it so my pawn components are not being moved out of the way because the origin was too close. But now my motion controllers will not update their position even though the component they are attached too is in the correct location and the camera has since moved away they do not track where they should be.

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I've already created an extended camera class to get the camera + origin where I want, it looks like I'm going to have to do the same for the motion controllers.

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I can't even set their relative locations to zero they still just exist way out in space away from their parent

old olive
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heya folks, I'm trying to port the Soul City Slums map over to Pavlov... anyone know if Customized UVs or the TexCoord node are incompatible with VR?

thin solstice
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Hi, I'm pretty new to VR in Unreal (I'm using a Quest for development and a Rift for quick previews). My question is how can I apply gravity to the MotionControllerPawn? I've seen suggestions online to change the base class to Character. However, when I do that, my hands disappear and while I can still teleport, the teleportation controls are not originating from where my hands should be. How have you all handled gravity for your player?

sturdy coral
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@thin solstice you may want to try something like mordentral's vr expansion plugin

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it has a character class

thin solstice
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I'll look for that, thanks!

mighty carbon
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put down March 23 in the calendar - HL:A release date

sturdy canyon
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Well I think 4.24.2 finally killed the Go for me

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4.24.1 broke the input, but I was able to fix it. But 4.24.2 broke rendering. It seems like it's setting the head location to uninitialized memory somewhere, and I can't find it >:^U

hallow knoll
serene haven
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Does anyone know how you should get the hand now from the motion ctontroller? I get this warning:
Get Hand : Usage of 'Get Tracking Source' has been deprecated. Please use the Motion Source property instead of Hand

last knot
mighty carbon
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done

last knot
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they did say it wasn't just VR but a general mobile/android bug

mighty carbon
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ouch

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well, 4.25 suppose to take mobile support to the new heights, so hopefully all those issues will get resolved

warm lion
#

I cannot for the life of me figure out why these motion controllers will not update their location after using SetBasePosition. It's like the motion controllers completely ignore the new position of the base. The camera moves and is updated but the controllers just stay behind.

sturdy coral
#

@serene haven try 'get motion source' instead of hand

serene haven
#

@sturdy coral thanks I found it πŸ˜‰

eager pine
#

doesnt the collab viewer work with htc vive?

#

I have currently tried to sett all the relatable pawns to vive like VR_Pawn, vr_pawn_vive and the index one

#

but the controllers doesnt show

blissful bear
#

@last knot the bug you discovered has been updated to 'By Design' wtf?

last knot
#

yeaaaaaaaaah, @blissful bear I... I just don't know anymore

#

does it still allow you to vote for it, @blissful bear ?

mighty carbon
#

@last knot I wonder if you get pixelization if you use that texture on a stereo layer

last knot
#

i've actually found you get pixelization if you just take a regular video/image and you do this:

#

just trying to flip it horizontally

#

basically, doing ANY kind of transformation on the image causes it

#

or video

#

but only on the Quest. same project run on desktop (VR or not) is just fine

mighty carbon
#

odd

#

try stereo layer

last knot
#

can you hold my hand a bit on that? I've not done anything with it, I think. I have used the ResolvedView.StereoPassIndex but I don't think that's what you mean

last knot
#

AN ANSWER:

By default mobile uses half precision in pixel shader calculations to improve performance. You an either perform the texture coordinate math using full precision by checking the "Use Full Precision" checkbox in the material (under Mobile), or by using a Customized UVs to perform the UV math in the vertex shader, which always uses full precision, and passing the result to the pixel shader. There's an extra nuance for external (media) textures which can make them use half precision even when using Customized UVs. If you notice this, use the Full Precision checkbox.

#

i don't know if they would have added that if I hadn't prodded them by email again. i'm going to try it right after I get back from an appointment and let you guys know

#

wound up having a little extra time. that fixed it! Geez. Not a bug, but a feature. I see the logic, but that's a hell of a gotcha

blissful bear
#

@last knot Spot on for finding the reason/solution to this.

mighty carbon
#

In the e-mail to me it was said that it's not a priority to be fixed 😦

#

as if Epic doesn't really have much love for Quest

tired tree
#

i mean..thats not really that high of a priority though....

#

there are muuuch worse VR bugs in general currently

mighty carbon
#

sure, but according to Oculus rendering non-mipmapped sky is a waste of computational resources, which aren't great on Quest to begin with (on PC it doesn't really matter)

#

in fact, they can just make it mandatory for every texture to have mips (I know Carmack was adamant about that)

#

so, it kinda is a bug in the critical spectrum for those who aiming to release on Quest through official store

mighty carbon
#

I think anyone who considering Quest development should brush through all those issues and upvote them. Strength in numbers πŸ™‚

last knot
#

agreed

#

I feel like Quest has become the real gateway VR device. Our company has started doing outreach with VR demos, and it's a huge hit.

mighty carbon
#

not to Epic though πŸ˜›

last knot
#

yeah. but if they want to give people a reason to choose Unity, things like this are a big help πŸ˜„

mighty carbon
#

I don't think the pool of devs using UE4 for Quest and bringing in $$$$ in royalties big enough for Epic to care

#

and somehow Oculus doesn't seem to have same kind of relationship with Epic as they do with Unity

last knot
#

I'm talking more cross platform, or what to settle on as a shop

#

if we can't effectively do our Quest stuff on UE, then we'll just go unity for ALL our VR stuff

#

because people can get the best at one tool

mighty carbon
#

true, but what I am saying is that it's irrelevant to Epic IMO πŸ™‚

last knot
#

I get that. I just think it would be shortsighted of them and have chain reactions that would be relevant. Unless they just want to cede the entire VR space to Unity

mighty carbon
#

nah, I think PC VR is supported quite well in UE4

last knot
#

i think you missed my point, though

#

i'm not saying PC VR isn't well supported in UE

#

I'm saying even if PC VR is well supported, if mobile VR (specifically Quest) isn't well supported, and mobile VR is the hot VR that shops are wanting to make products for (either by itself, in addition to the PC VR products they are making, and/or as ports/reimplementations of their existing PC VR products) and UE does NOT support it sufficiently, then shops will choose Unity because they can get things done on all platforms

#

hiring/training people in Unity instead of fragmenting it between UE and Unity (because they have to use unity to not suck on Quest)

sturdy coral
#

@last knot if/until oculus opens their store more broadly it doesn't make sense for epic to support everyone using quest, except the few studios that can pay for support contracts

#

because they are the only people likely to get accepted anyway

last knot
#

i get what you're saying, but you're focusing on Quest as if it's an island

#

our shop is getting into VR, and how well the engine works across all the devices is what's informing us trying to figure out which engine to standardize on

#

so far, I FAR prefer working in UE. But if I have to say "but it lags behind on quest when it comes to features and bug fixes", that's going to sway the decision to unity

sturdy coral
#

basically oculus should probably do all the engine support for quest, since unreal's indie model doesn't really even work with it as no one can get accepted, but I guess oculus already does the support to a big degree with their branch

fair hearth
#

Doesn’t oculus have their own branch of unreal anyways? Does that have any quest specific features/bug fixes?

sturdy coral
#

yeah they do a good many fixes in there

mighty carbon
#

@fair hearth mostly their SDK related

sly elk
#

Hey all. Does anyone know if the oculus store lets users opt into a beta branch? I'm not seeing it in the store interface

quiet badger
#

do the techniques used for fortnights complete dynamic lighting set up work well in VR?

sly elk
#

Nope

#

It depends on your content

#

but most people here run forward rendering for VR to use MSAA. I think wrench is one of the few unreal VR games running deferred

quiet badger
#

i've worked on a few contracts in deferred, but they're baked

#

I'm looking for a decent lighting set up for an open world day night cycle

#

but obviously interiors need to be lit correctly

sly elk
#

I don't think all the distance field stuff even works in VR. Its been a while since I tested it since distance field shadows ended up being a bad choice for our content. Too many super small or thin parts that can't be represented well by distance fields

#

What kind of game is it?

quiet badger
#

kinda like saints and sinners but multiplayer

#

and a lot of ai

#

currently using synty assets so that low poly facetted look

#

kinda thinking thats more polys than needed though

#

I've got the night time lighting how I want, but using a day night cycle just screws everything up

sturdy coral
#

yeah DFAO doesn't work

quiet badger
#

not using any AO here

sturdy coral
#

just referring to fortnite

quiet badger
#

ok

#

what about the cached shadow stuff

sturdy coral
#

that should work fine in vr

quiet badger
#

anything else that would be fine for VR?

#

or suggestions for a day night cycle

#

i thought about blending LUT's over time, but then again I could just use a curve for that couldn't i

sturdy coral
#

@ 26m05s

quiet badger
#

hmmm

#

so this is an open world game, I use world comp. Would there be anything that would make that a challenge lighting wise

sturdy coral
#

not that I know of

desert shore
#

Is anyone here familiar with Proteus? Having a hell of a time getting it built

last knot
#

I wish UE had a project template between Blank and Virtual Reality. Just set up a LITTLE of the VR stuff, but not all the extra level stuff, the grabbing, etc.

blissful bear
quiet badger
#

Atmospheric Fog does not handle MSAA correctly yet. forward renderer, has this been addressed yet?

#

@sturdy coral Ambient cube maps (HDRI) do not work in FR.

sturdy coral
#

@quiet badger not sure, thought you were wanting to use something close to fortnight though (uses deferred)

quiet badger
#

for VR

#

i suppose I could do deferred since the art style doesn't change the materials between both render version. Just not sure what I'd do to make deferred less taxing

sturdy coral
#

@quiet badger you probably do want forward, the main limitation with forward I have found for landscapes is that light functions don't work correctly for stationary directional lights, so things like cloud functions don't work right. but for fully movable I think it works

quiet badger
#

Bug Fix: Fixed lighting/volume fog rendering incorrectly with stereo-instancing enabled by ensuring the correct fog volume texture is referenced when sampling fog. fog got fixed in 4.24 for VR apparently

#

and thanks for the info

sturdy coral
#

volume fog is different

#

I've just been working on adding volume fog, right now I can't get it to work with VR in 4.24 because it seems to be flickery with dynamic resolution and seems to cause hitches with dynamic resolution

quiet badger
#

volumetric fog works for me since 4.19, but thats for my style

#

you could add some faking with this kind of thing

sturdy coral
#

that looks really cool

quiet badger
#

agreed, but then again is it something that works in vr

#

it's either this or ray marching I guess

magic bridge
#

is there a way to manually force an ARsession to reset tracking? I see the enabled flag in the session config but some times I find that the tracking goes haywire (tracked geometry zooms away from me/ it thinks my tracked floor is actually metres further away than it really is) and I'd like a way to manually reset it when I detect such cases

mighty carbon
#

A lot of stuff doesn't work in VR @quiet badger :(

#

Especially on Quest (but I guess you are doing PC VR)

quiet badger
#

@mighty carbon well i doubt quest will handle world comp scenarios so yeah

mighty carbon
#

No, it won't

#

Here is something I've been working on

#

for Quest

#

@quiet badger ^^

last knot
#

looking good, @mighty carbon if you ever want to throw an apk/obb up anywhere, I'll give it a whirl

#

does anyone else consider taking off and on the HMD over and over and over through the course of a coding day one of the most annoying and sometimes headache inducing things they've ever done in coding?

#

at this point I REALLY want a fake HMD that can just be the tracking stuff with the wiring for the panels going out to a regular screen or something. SOMETHING. just where I can leave the damn thing on and code

#

I spend so much of my day trying to balance the quest on my head

mighty carbon
#

I am not quite there yet πŸ˜…

sturdy coral
#

@last knot get a 3dtv and put a tracker on your head

mighty carbon
#

What about simply mirroring HMD to the screen?

last knot
#

ah, I have to do a bunch of Quest stuff, unfortunately πŸ˜„

#

And their casting... whew boy, that's just not stable.

mighty carbon
#

Or, develop using Link on PC

last knot
#

yeah, I have link, but it's just not a good representation, especially for a new develop that doesn't know what stuff might not work right on mobile. I've had SO MANY things that work fine over Link but not on mobile.

sturdy coral
#

check out roborecall mod kit for decent vr emulation from 2d too

last knot
#

Like that bug, for one. Or this thing I was just doing where all my textures wouldn't work, which I'm pretty sure is from trying to load too big of a movie texture in. Works fine on Link. Other stuff is super duper slow over Link

#

And even with Link, you still need the HMD on your head to have the motion controllers in the right orientation to manipulate stuff even if I was watching on a monitor

#

I can't look away from the damn animated gif @sturdy coral Curse you!

mighty carbon
#

Well, that's why I work on content first, figure out what works and what doesn't

#

Once I am done and onto the gameplay, I'll use Link

tired tree
#

testing in 2d is best

last knot
#

We're still in a pretty experimental learning phase. Learning both UE/Unity and what we can do, how to do it and what directions to go in as a company.

tired tree
#

final testing in vr

last knot
#

We don't have any specific projects right now, just experimenting.

#

And evaluating.

mighty carbon
#

@tired tree but how can you test motion controllers and interactions in 2d?

tired tree
#

?

#

most can be tested in 2d fine

#

depends on what you are doing

#

you never tried the 2d pawn in the template?

mighty carbon
#

Gestures, grabbing, poses

tired tree
#

grabbing is fine

#

gestures and poses need vr, but that is a small part

mighty carbon
#

Nah, never thought of trying it.. I thought it was for a non-VR game

tired tree
#

nah, just launch not in vr

#

and its the same pawn, but with the hands locked to your camera

#

for quick tests

#

then if you launch into vr its the VR version

mighty carbon
#

I see, will try

#

Is keeping HMD on the forehead and testing in VR any worse ?

last knot
#

it would probably help if I had a counterweight. coworker got a powervr and he says it works great for that.

#

makes it much easier to just leave it up on your head

mighty carbon
#

(While mirroring to PC)

last knot
#

sorry, VR Power

mighty carbon
#

What's that?

last knot
#

it's a little battery pack for the Quest that extends it out to 8 hours-ish. But the nice side effect is that it acts as a counterweight for Quest's front-heavy design

#

Which is a big part of why it's annoying to just leave on my head when coding. You really have to work at balancing it.

#

My coworker has been building stuff using the new quest hand tracking. Especially hard to do that in 2d πŸ˜„

tired tree
#

@mighty carbon yeah its a lot worse when you are just iterating over something initally

last knot
#

We're just doing a lot of learning. Ideally, we'd start on doing JUST PC stuff. But we're a company that lost our main business and now we're just throwing VR at the wall and seeing if we can pivot the company towards that before deciding whether or not to shut down.

#

So lots of pressure for something to show the boss that's actually in VR, and doing stuff that you uniquely need VR to do.

#

I've been coding for over a couple of decades, but never really touched a 3d engine in a serious way before last fall

#

Much less built anything for VR.

mighty carbon
#

Ouch πŸ˜•

last knot
#

Enh, it's not so bad. It means we get to take all the code we've been trying to staple features and bug fixes on for the last 20 years and fire it into the sun.

#

So there's some upside. πŸ˜„

mighty carbon
#

But if that doesn't work, you'll probably be out of job

last knot
#

Well, THIS job, yeah. But I'm not too worried about finding another.

mighty carbon
#

Cool πŸ˜…

last knot
#

It's a pretty good market here right now, especially for experienced coders. I'll probably not find as sweet of a setup as I have right now with a small company with a flat management structure that consists of one single boss that's the company owner, where I can telecommute every day. But I won't go hungry.

#

And I've always wanted to build some of the numerous game ideas I have had in mind, so I'm getting free work time to learn 3d engines for a few months at least. Will make that a lot easier to do.

#

I suspect I won't have anywhere near the skills to be useful in a job that's actually 3d/VR focused, though

#

Will probably have to go back to coding boring business apps

mighty carbon
#

That's where the money is in

last knot
#

My coworker will probably stay in VR, though. He's been hooked in from the early days, going to every single Oculus Connect, writing a few articles for uploadvr/roadtovr

#

Runs a big VR meetup and even managed to put on a VR convention

#

in a major city

sturdy coral
#

svvr?

last knot
#

He's what got my boss into trying VR before going out of business

#

nah, @sturdy coral in Houston.

sturdy coral
#

ah

last knot
#

We're trying to figure out how to actually run a business doing VR stuff. Not easy. Anyone know the answer? Anyone? πŸ˜„

#

We've done some really cool outreach to places like senior centers. They LOVE vr, btw! But hard to figure out how to pay the bills off that.

quiet badger
#

@last knot so you build a test character that doesn't need the headset, at the same time you could bounce off that character to make a non VR version of playing the game. Cross play if it's multiplayer.

#

doing this for End of Days

mighty carbon
#

End of Days... Is it that movie with Arnold?

devout aurora
#

Quest MRC - Installed MRC on the Quest and Windows βœ… | Calibrated MRC and got file for OBS as well as plugin βœ… | Ran OBS plugin and entered the ip Address: Nothing happens, only green screen ❗ | Rand OVR plugin to se if MRC was enabled: Not enabled, But don't have a reference app that should have it enabled ⁉️
Anyone have any suggestions on a Mixed Reality Capture game or app for Quest?

woeful sundial
#

is there a way to manually force an ARsession to reset tracking? I see the enabled flag in the session config but some times I find that the tracking goes haywire
@magic bridge
yes, run StartARSession again, choose a session config that has the flag (reset tracking) enabled. This is normal workflow in swift for ARkit too: No need to stop the current session, just run again StartARSession with another ARconfig.
Best approach to avoid these bad tracking cases is to not start any game before GetARWorldMappingStatus returns "mapping, relocalizable" or "mapped". Current mobile AR tech requires communicating to the user to move around a bit at the beginning and find a well-lit space to play.

magic bridge
#

great tips thanks @woeful sundial

narrow charm
#

Hi guys, I'm playing around with AR (ARCore) and I'm trying to get augmented images working, I've set everything up according to documentation ( I think) but as soon as I add the augmented images database to the config I don't see the passthrough image anymore, the camera seems to be working (I see correct planes and my image gets recognized). The passthrough camera works when I remove the database reference again. Does anyone know how to solve this issue?

mighty carbon
#

Yeah, let's disregard years of work HMD manufacturers and Epic put into VR solution and just roll out our own πŸ™„

mighty carbon
#

πŸ₯±

#

No thank you

#

Google Carboard is a gimmick

#

K

#

It's a gimmick due to hardware limitations

#

I enjoy PC VR with Oculus Link

#

Oculus is a first party VR solution

woeful sundial
narrow charm
abstract forum
#

Commented on it @real needle πŸ™‚

abstract forum
#

yes

mighty carbon
#

At first I was like... WTF

#

Then I looked at the calendar and realizes it's that time of the year again

carmine yoke
#

I'm so baffled tbh, not sure what's going on

#

I don't want to be involved

#

Who in this chat is anti VR......?

digital musk
#

Can we get a mod to intervene? This is toxic and not accomplishing anything

carmine yoke
#

Just leave it alone

fickle spruce
#

you usually want device specific treatments on the rendered image though

#

like applying inverse lens chromatic aberation

tired tree
#

likely not worth arguing Stof

#

he doesn't understand the core concepts

digital musk
#

I'm not interested in arguing, take it someplace else

#

Yes, your insistence on arguing is toxic and not accomplishing anything

carmine yoke
#

<@&213101288538374145> Can we get some help here please?

digital musk
#

I'm not against anybody....I am annoyed by your hijacking of this channel and therefore trying to end it

prisma igloo
#

@real needle behave.

#

calling people stupid gets you on our shitlist quite fast

#

because you act toxic

#

you dont see it because of illusions of grandeur

#

fine, if you dont want to see it

digital musk
#

and to make you more upset, I am gonna post my idea on unreal engine forum too πŸ˜†
@real needle

prisma igloo
#

if you dont see that as toxic, please leave the channel

#

thats not here

#

so /care

#

what you say here matters

tired tree
#

to be serious, and maybe get the spam that isn't going anywhere off, @real needle go look up OpenXR, its a universal interface for VR that is extendable like OpenGL. Its the better solution and clears up your "driver" wish essentially.

fickle spruce
#

I don't even get what is your point really πŸ˜„

neon egret
#

Good, then I can take a look at your there and remove you if you keep this up (:

digital musk
#

@fickle spruce Hi, are you from SA?

fickle spruce
#

SA?

dry python
#

Thats a no : P

digital musk
#

South-Africa

fickle spruce
#

no

dry python
#

@digital musk u from SA?

digital musk
#

Your name means "Dust" in Afrikaans

fickle spruce
#

as long as it's not some profanity I'm ok with it πŸ™‚

prisma igloo
#

@digital musk it does so in the Netherlands as well

tired tree
#

you wanted universal front end to a VR backend, that is what that provides, you don't need to answer me, i'm not going to engage in conversation

#

just giving you more to research before trying to post up what you currently...have

prisma igloo
#

I dont give 2 cents about it

#

I care about your attitude

digital musk
#

@prisma igloo Afrikaans is derrived from Dutch, so should be very similar

neon egret
#

Yop dito. don't care about your idea.

prisma igloo
#

Exi, can I? :p

neon egret
#

Uff, one of a few thousands that doesn't understand how to properly behave.
I really don't mind loosing that.

prisma igloo
#

oh, as a vfx artist I like that one

tired tree
#

see you in the forums in an hour

#

;p

hybrid plume
#

Jeez

prisma igloo
#

ok, nothing to see here people, chat along :)

neon egret
#

Honestly, our Forum Mods are annoyed enough to deal with the person quickly. So w/e.

dry python
#

haha

tired tree
#

reminds me of some ue3 posters I remember

neon egret
#

Aaaaaaanyway, please move it to DM or #lounge unless it's about vr-ar.

dry python
#

tbh im a big lurker and i RARELY see this

#

which is a good sign πŸ‘ πŸ™‚

digital musk
carmine yoke
#

Cheers guys

digital musk
#

Apologies if I escalated that, just needed it the be over
I appreciate this channel and the attitude of the help provided here

dry python
#

So I came here to ask a potentially silly-ish question :/ about VR.

i've been growing more n more interested in VR. Im thinking of getting into it 'casually' but I am worried it requires LARGE sums of time and something you have to really commit yourself to. Is this true?or is it like learning any new skill as in nothing EXTREMELY difficult
I guess why i am worried is due to the lack of resources out there . I know decent C++ and pretty good BP. I know the real commitment to VR is purchasing the headset but i meant after that.

tired tree
#

it requires different through processes

#

and is more tedius to dev for

#

but as far as significantly harder than a normal game? In many instances it is much easier

rich canopy
#

Its fun to prototype if you are not making a game to sell

tired tree
#

if you set things up correctly you don't have to teach players to play, they just do, you can create natural interactions

#

once you have a framework, things just fall into place

#

I think your setup time is the most important investment with VR

mighty carbon
#

Damn, so many posts... what did I miss? πŸ˜…

dry python
#

@tired tree thats what I think is so cool about VR....natural interactions. Just the player doing their thing.
@rich canopy oh really? why do you say that? perhaps because not many people have VR headsets therefore its much harder to generate revenue from such games?

#

in regards to the headset. i'd do huge sums of research before committing to a particular headset. but yeh the dev part of VR is a little intimidating

rich canopy
#

Ya definitely. Also making something really polished to sell isn't a casual thing.

tired tree
#

again though

#

the polish expectations are still rising

#

its not a field with 40 years of prior expectation attached to it yet

#

if anything, indie games with good gameplay have a higher engagement in VR than out of it, though the market is far smaller

dry python
#

yeah i see. would you say that due to the limitations of VR, the 'gameplay' tends to be simpler? and the expectations are lower because the audience understands this? [not trying to belittle vr or idk make fun of it]

tired tree
#

there haven't been good enough games in VR yet to have the expectations of AAA 2d

#

we'll see post Alyx, Boneworks set some standards a bit higher for sandbox already

#

as new bars are raised the expectations go up as well

dry python
#

ah yes true those two games do look great

tired tree
#

Robo Recall had some effect there, but the ramp is a bit stilted, its not a linear increase as new milestones are reached

rich canopy
#

Also if you are slightly serious about development, sign up for oculus start!

dry python
#

@rich canopy reading their page now

rich canopy
#

@mighty carbon u missed the drama man hahaha. I glimpsed abit of it before it disappeared

mighty carbon
#

Oh, I participated in it yesterday a bit

#

πŸ˜†

ornate scaffold
#

anyone here with on Oculus Quest could help me a bit? I got a level to install on the quest with Launch by building the apk, but the Play VR Preview is not mirroring onto the Quest and after a while I believe it has something to do with the wire, which is a USB-C to USB

#

apparently cannot find anyone else in the world of google with this problem

carmine yoke
#

You need to use Oculus Link to be able to use play VR preview

#

Is your cable compatible with Oculus link, needs to be 3.0 i believe

#

so does the port you're plugging into

#

Check that Oculus link works before trying to use it with UE4 also

ornate scaffold
#

ah damn, I'm reusing the cable for my OnePlus 7T lol, which seems to be USB-A

#

my motherboard has a USB-3.0 port, but it doesn't have a USB-C port

carmine yoke
#

I'm using a usb c to Usb 3.0 cable

#

Plug in your headset and open up the oculus dashboard, go to devices, it should say whether the cables compatible

#

Otherwise yeah, just buy a cable on amazon Your local cable supplier

ornate scaffold
#

yea the oculus desktop app says "X" when I plug it in but I've been ignoring it thus far xP but looks like you're right

#

the Oculus Link is not required, just any old USB-C to USB 3.0?

carmine yoke
#

Yep I'm not using the official one. (I also believe its currently sold out because Facebook are terrible at predicting demand)

#

Let me check what the one I'm using is 1 sec

#

Thats the one I'm using, but just check the reviews of similar ones I'm sure they say if it works with quest

ornate scaffold
#

yea they halted all sales of the Quest and the Link to the U.S., for reasons they cite to be the Coronavirus so I recently had to get (probably the last remaining one from an authorized retailer in my state) from a physical Microcenter store x.x

#

brilliant, thanks for the link - I'd prefer to get one that's proven to work with the Quest right off the bat, so much appreciated!

mighty carbon
#

I got Link in BestBuy, received it last Friday

#

Quest was sold out before coronavirus

#

they didn't halt anything specifically due to the outbreak

carmine yoke
#

Yeah the quest supply is dreadful

#

Getting Oculus for Business headsets is also backlogged heavily

#

They did say something about the corona that it may affect supply. But it woudn't surprise me if they just said that so people bother them less about supply

mighty carbon
#

Tesla for example is running production in China

ornate scaffold
mighty carbon
#

heh, Link is sold out again in BestBuy .. I got lucky

ornate scaffold
#

I found an Anker USB C to USB 3 cable and it works perfectly after Oculus recognized it - it's 3 feet, and I have to get on my knees, but it works lol thanks again

carmine yoke
#

lol

#

Sounds like a temporary solution if I've ever heard one

mighty carbon
#

I got Anker, 6 ft, and it works but spotty

#

I don't know if it's mechanical issue (not enough friction to keep it in the Quest's port) or just faulty unit, but Link would keep disconnecting every now and then

carmine yoke
#

Tbh I have had some issues with the port

#

Having the clippy thing that attaches to the side of the headset is very helpful, same with have a right angled input

#

I'm really hoping they come up with a clip in system for Quest 2

ornate scaffold
#

I had someone else say that its always spotty for them, and their friend as well while using unofficial cables

last knot
#

a coworker and I both have the 10ft one (which is out of stock - I wonder why) and they've worked great with the Quest

#

he has the official Link cable as well, but switched to this one because the official one was so damn heavy

#

but if you use it, I'd suggest tying it down to the strap since there's no right angle on the port. So it puts a fair bit of wiggle on the port if you don't. I'd probably do the same with the official cables, though. It's not good for that part to be the one that gets a good bit of stress, which they will if you're a dev

mighty carbon
#

there is strain relief clip for the official Link

sly elk
#

I just got a vive pro setup

#

The track pads suck at registering button pressed near the edges

#

I googled it and this is common?

last knot
#

personally, I always hated using them (didn't program for them). they felt pretty inexact

hallow knoll
#

@sly elk The touchpad is one physical button, and once clicked it checks if the touchpad is touched, and if so, what the y/x value is. Fingers on the edge sometimes returns as no touch state :/

#

So it doesn't matter that you're actually "clicking" it at that point

sly elk
#

Doesn't that drive users crazy? Especially the down button, my natural inclination is to rest my thumb nera the edge

#

and im getting like a 30% click success rate

serene haven
#

Hi guys,
what is the correct way to get the left Motion Controller?

#

in Blueprint

#

I tried this but this gives me the error, that Motion Controller Pawn does not inherit from Player COntroller so the cast would allways fail

last knot
#

@serene haven I'm not sure how to find them later, but the Virtual Reality template captures them into variables when it spawns them:

#

that's in MotionControllerPawn

sturdy coral
#

@serene haven you should get pawn from controller and cast that instead of casting your controller

sly elk
#

Does the steam VR input plugin still break oculus plugin support?

mighty carbon
#

man, so much trouble with Oculus Link.. I am having CV1 flashbacks now πŸ˜›

#

(with official cable that is)

serene haven
#

@sturdy coral do you have an example

carmine yoke
urban shell
#

does anyone happen to know off hand if 4.23 iOS image tracking is functional? i've had no issues with ARCore, but with ARKit, image tracking doesn't seem to work. surface tracking is fine, but image detection is not.

woeful sundial
urban shell
#

@woeful sundial thanks for chiming in on this. i'll roll back to 4.22 for another test. i have noticed the screen tearing as well, but didn't think that would impact image detection.

last knot
#

@mighty carbon what troubles you having?

carmine yoke
#

@last knot Dude that looks like an ocular migraine to me

last knot
#

it's quite trippy when you're actually in the HMD

#

I felt I was in Lawnmower Man 3 or something

sly elk
#

Turning V sync on with my vive pro caps the framerate at 30fps. Is this a steamVR thing? Does steam VR always do strange stuff with V sync?

mighty carbon
#

@last knot not working.. Anker's worked fine, Oculus' doesn't work (maybe dongle is shit and works as USB 2.0 when plugged into USB 3.0)

last knot
#

sucks that the official one doesn't, given the stupid price and wait

mighty carbon
#

getting PCIe USB-C 3.1/3.2 gen 2 card tomorrow, hopefully that will do for Link cable

#

(my mobo has 1 port on the back, but it's so deep that I can't even plug Link into it)

last knot
#

I'm glad the cheapo amazonbasics cable has held up. I only bought it originally just to hook it up to code with.

mighty carbon
#

I am sure if Link had USB-A on one end, it would work fine.. But it's USB-C and I basically got nowhere to plug it into

last knot
#

oh, wait, the official Link one is C to C? I missed that

#

youch. the amazonbasics one i have is C to A

mighty carbon
#

yeah, C to C.. Anker I have is C to A

distant spoke
#

hey guys my project is crashing everytime i click on VR mode.... anyone has a solution ?

#

using steam VR - valve index

#

halp D:

#

engine version : 4.24.1

last knot
#

I'm really beginning to loathe Oculus Gallery with every fiber of my being. Trying to view my video from my game there to double-check that it doesn't show the same artifacts. It decides to list every single resource from every single UE game on the machine (including every icon, etc.) Have to hold down on the stick for a minute to get to my video file. Open the file to play it. Change some settings and click on Go Back, thinking it meant Get Out of the 3d Settings, but no, it means close the movie and go back to the browse. Which is now back at the top. And the video I just opened doesn't show in Recent. *sigh* *holds down stick another 5 minutes*

last knot
#

Does anyone know of ANY sample stereoscopic videos that are side-by-side/over-under that are NOT 360 or 180 degrees? I'm trying to reproduce a bug and would love to have something that wasn't only quasi-legal to include in my test that I'd be sharing

#

(not that this is some pirated video player - it's for playing 360/180 degree videos but I'm trying to cut that out as part of the test case and just show it with a regular flat screen stereo video)

#

i can rip stuff off youtube, but that falls under the "quasi-legal" category

serene haven
#

This does not work anymore since the new VR Input update, how do you guys track how long a button is pressed?

ionic jetty
#

Anyone had issues with switching pawns in VR before?

serene haven
#

Hi guys, Any Idea why this does work inside the engine but not if it is packaged?

#

This is the default VR Pickup actor interface

serene haven
#

When the game is packaged the Return Value of "Get Hand for Motion Source" is Count, which is not a valid enum

sturdy coral
#

@last knot you could use -emulatestereo (but requires a custom projection matrix to work well), or use two render targets to record one in ue4

last knot
#

@sturdy coral thanks. I found that there WAS a big buck bunny video for over-under, but unfortunately it didn't expose the same bug some other videos did.

#

it's weird, if I just display the top image, fine. if I just display the bottom image, fine. If I put them together and make a stereo image, each eye gets a different set of hotspots on some parts of some videos

#

but it's not the video, since they plain fine in oculus gallery and pigasus. must be something in my code

rich canopy
#

Hmm I am using 4.24.2, the steamvr plugin is enabled but I don't see the button for steamvr input, is there anyway to make it appear?

rich canopy
#

Also for shipping build the steamvr bindings are not in (development build it is in the packaged folder), how do you publish to steam the developer bindings then?

brisk spade
#

is there a way to ask for the player heigth before starting a game?

#

i want my applicatio to be used by alot of different people

#

ok found it

flat shoal
#

so how do I get bloom back after enabling the VR best practice system options?

#

it seems as if regardless of what I put the bloom sliders on, I either get bloom everywhere or nowhere... there's no in between

winged patio
#

hey

#

everyone

#

so i wanna run everything on server

#

using rpc's

#

please remind me why it's bad

#

basically all the vr interactions

tired tree
#

kind of depends on what you mean by everything

last knot
#

@winged patio are you looking for a more vr-specific answer than "because latency"?

violet musk
#

Somebody know how to change the blue editor color of the Oculus Branch?

last knot
#

why do all the right-angle usb 3.0 c-to-a cables have to come in a TWO pack??

mighty carbon
#

that's a sign - cheap sh!t

#

on the other hand, if one wears down, you have instant replacement

#

πŸ€¦β€β™‚οΈ

last knot
#

yeah, or because shipping eats up a big part of the profit

#

anyone know of a 3rd-party 90 degree one that can be used for the Link?

#

it's getting REALLY irritating getting constant prompts for enabling Link/allowing drive access. I'm hoping it's the cable going bad, but I have a bad feeling it's the HMD port

last knot
#

well, I ordered this one:
https://www.amazon.com/dp/B07PHQR8P9/
will report on how well it works with my amazonbasics cable. there was at least a comment about it working well with Link for one person. this is the cheapest of that kind of adapter that I saw. of course, this won't help if it's the cable but I could order another one of those if so.

mighty carbon
#

I am getting my PCIe card today, will see if it works (it better!) later in the evening

devout bison
#

hi,

#

im dealing with a problem here

#

i put my camera inside a pawn actor somewhere further, but when i spawn in that pawn, my vr view is always in 0 0 0 location

#

why is that? i cant find a reason

#

if i set 'lock to hmd' to off, i see a view from a proper position

sturdy coral
#

@flat shoal look in config for scalability.ini and turn bloom quality back up

last knot
#

okay, so I'm playing stereoscopic video, and I think I got everything right. The only oddity is that these artifacts keep showing up in 3d, but aren't in the video when you plan just the left or right channel.

#

the artifacts are as if bits and pieces of the image are "ghosted", with the color shifted. so the red HARIBO logo gets some greenish yellow ghosting

#

and you can see it on various other parts, too

#

and you can scroll back a bit and see the other pic i posted showing the womans face with the red artifacts on it

sturdy coral
#

@last knot lerping between two texture reads is much more expensive than you would probably want for quest, instead take texcoord * [0.5, 1.0] + (stereoeye * [0.0, 0.5])

#

the way you have it is going to sample the texture twice

#

should also be able to make it an unlit material and instead of having base color

last knot
#

okay. but do you think either of these things is what's actually causing the artifacting?

sturdy coral
#

no, I don't think so

last knot
#

also, just to sanity check: for side-by-side, you mean texcoord * [0.5, 1.0] + (stereoeye * [0.5, 0.0]), right?

sturdy coral
#

yeah sorry

#

better perf and it should also avoid some specular sheen on your screen if you are using it in a lit environment

last knot
#

okay, will try that out next. i'm still WAY behind on understand a lot of lighting stuff i really need to know

sturdy coral
#

@last knot do you always see the same artifacts on repeated plays of the same video?

#

as in, in the exact same places

last knot
#

got the tweak you suggested to get rid of the lerp. thanks again for that. I had zero idea how to get stereoscopic working and was following advice on answerhub or the forums

#

yeah, the artifacts are 100% repro

sturdy coral
#

@last knot maybe this is it: "Although Oculus Quest and Go can decode high-resolution video up to 5760x2880 / 30fps, some encoding workflows can result in the export of files that show visible corruption artifacts when played back in Oculus Gallery, especially when encoding in h.264 with long gaps between iFrames.

The reason for these artifacts is that motion vector range (mvrange) can exceed levels permissible by the h.264 level 5.2 specification, and video encoders can open mvrange to level 6 [-32768, 32767] when encoding video at the high resolutions that fit into level 6. While the video decoders in Oculus Quest and Go allow for resolutions exceeding the level 5.2 spec, they require that mvrange stay within level 5.2 compliance [-2048, 2047]. When encoding h.264 using libx264, ffmpeg allows for level 5.2 mvrange compliance by using the arguments, "-x264-params mvrange=511". mvrange needs to be under 512 to be in compliance."

last knot
#

oh, sorry, i didn't note this now but i did earlier: the videos play back fine in Gallery and in Pigasus

sturdy coral
#

ah

last knot
#

i have to check again, but i'm PRETTY sure i didn't get this artifacting on the SBS big buck bunny video. but I did on multiple other ones, including one we took with our 360 camera

#

HOLY BALLS! it was the lerp!

#

@sturdy coral πŸ‘πŸ‘πŸ‘

#

it looks like a million freakin bucks now!

#

i gotta take some time and make a good post on the forums on how to do all this. it was WAY harder than I thought it would be

sturdy coral
#

np.. but that's strange, I don't think lerp should do anything like divide by zero etc. that may cause it

mighty carbon
mighty carbon
#

alright, got Oculus Link up and running

sturdy coral
#

it seems to take 3 different brands of pci-e usb card to run cv1, link, and kinect 2

#

assuming link doesn't work with the inateck

mighty carbon
#

it should, but then I saw charred power cable inateck comes with (in the comments on Amazon) and figured I would rather not buy it πŸ˜›

#

although some people say Link cable doesn't work with it

#

I went with Allegro because it doesn't need extra power, it provides highest amps and seems like more solid build

flat shoal
#

@sturdy coral quality? I've used the VR best practises to set quality... you mean there's no way to get any kind of bloom with the official best practices guide setting?

winged patio
#

@last knot hi , sure i would love to have a more specific answer.

balmy surge
violet musk
#

I'm not seeing any line traces or outlines of box collisions etc when I test my project on Oculus Quest. Anybody an idea what could be the cause?

violet musk
#

Another thing is that the OculusVR plugin is enabled, but it won't show up in Project Settings -> Plugins, in 4.24

violet musk
#

Well, for the plugin had to reinstall the Oculus Rift software

digital musk
#

@balmy surge which part of that are you trying to recreate? The ability to point at things and highlight where you are pointing? Or the teleport mechanic, i.e. point at area - click teleport button - be moved to location?

tired tree
#

likely the beam not going away when not on a teleportable surface, which is easy enough, you change the color, let it hit the impact instead of just not drawing it, and align the target to the impact surface normal.

ionic jetty
#

anyone here have a WMR headset?

#

hp reverb pro or odysee plus

violet musk
#

I have an Odyssey

balmy surge
#

@digital musk The teleport marker on the wall that changes depending on the thing it hits

#

@digital musk guess i use a line trace by channel and get the impact location and impact normal

mighty carbon
#

soo, I tried Stormland yesterday.. It wasn't too bad (although I only spent there 10 min at most), but why the f#ck would they make player character collide with all the rocks.. It's like constant bump up and down as you walk/glide along.

sturdy coral
#

@flat shoal did you try higher bloom quality to see? Don't blindly stick to a guide if you need a specific visual result. That may not be the problem though, but just try other values of it if between 0 and 5.

woeful sundial
#

in AR, GetLocaltoTrackingTransform and GetLocaltoWorldTransform return the same value. This should not be, bug, right? Anyone working with this? (No SetARAlignment or World origin rebasing was called.)

mighty carbon
#

lol, yet again, instead of fixing XR issues Epic simply moved them into 4.25

#

and will keep moving them

sturdy canyon
#

The alternative to slow down progress and delay the release of next engine versions

#

Epic strikes a reasonable balance. And once the fix goes into 4.25, you can try to port it back to 4.24

quiet badger
#

anyone else dealing with this?

#

motion controllers are in the wrong place with respect to the HMD. They are consistently several feet behind and above the HMD's position. If I ResetSeatedPosition, the controllers again move to above and behind the HMD's new orientation.

mighty carbon
#

I don't believe I had this issue with Quest

mighty carbon
#

will Epic pull out in order not to put its employees in danger or not? πŸ€”

#

GDC in VR would be rad

woeful sundial
#

Honest concern or marketing stunt by Oculus? Non-gaming mainstream news would report about this step and possible VR live event. Free advertising for the brand and product.

edgy pelican
#

I'm kind of with @woeful sundial , in that large companies have been more than happy to hold their own conferences in the past handful of years (<insert random Bender gif with blackjack here>).

mighty carbon
#

always see conspiracy theories... Can't they just be concerned with health and wellness ?

woeful sundial
#

A company trying to maximize profits is not a conspiracy theory. Common knowledge. In marketing this is not considered evil, usual business. People in these companies are under pressure. I worked in marketing, had to convince young people with ads they had symptoms they dont really have to make them buy pharma goods. Also is it’s parent company Facebook known to be concerned with peopleβ€˜s well being? You donβ€˜t follow news, it seems or a bit too young. @mighty carbon

#

@mighty carbon you can google Edward Bernays to learn more about these strategies.

mighty carbon
#

meh, you flat-earther

quiet swan
#

hey can someone please help im trying to use nvida to record my gameplay but when I make the unreal editor full scene it doesnt fill out the video

woeful sundial
#

meh, you flat-earther
@mighty carbon grow up kiddy

mighty carbon
#

I know a few folks who work at Fb. Before they got there, they hated the company, came up with same kind of line of thinking.. Now they think totally opposite.

woeful sundial
#

That has nothing to do with your disrespectful tone.

mighty carbon
#

better get used to it

flat shoal
#

Fb is very good at brainwashing people πŸ˜›

violet musk
#

@quiet badger I see something like that happen when the pawn isnt correctly possesed

#

otherwise no issues

quiet badger
#

the possession is correct. seems that part of the problem here has to do with reset position and orientation node. something went funky between 4.23 and 4.24. one user reported a difference between 4.24.1 and 4.24.2 but I haven't confirmed yet

#

@violet musk

formal bloom
#

hi guys would anyone like to help me with a very basic project, I'm a student and have no experience in ue whatsoever

carmine yoke
formal bloom
#

@carmine yoke how can i send a message there

carmine yoke
#

@formal bloom Check the pinned messages on that channel

formal bloom
#

thanks

sly mesa
#

I'm new to Unreal, but have 4 years of C++ and 10+ years of C#.

Is there a good tutorial out there on getting debugging info to show in VR? I basically want a plane to put text on that always faces the HMD and is offset just above the controller's position.

I'm working on a driving game that supports Oculus Go. I want to rely on the controller's IMU for input more than the touchpad. I'm developing for the Go first since if it runs on a potato, it'll run on everything else. I'm on 4.24.2.

Edit: nevermind, found something that'll work - not dynamically positioned like I was thinking, but good enough.

https://youtu.be/CLbkeBqs3F8

In this video series I will show you how to create a 3D Console in VR to print your strings correctly.
I hope that helps.

β–Ά Play video
sturdy canyon
#

I just made a class that pops up a message on my hand

#

I use it all over the place for debugging

#

It's not very self contained, so I can't share it, but it's probably not too hard to do similar

tired tree
#

there are two plugins on the marketplace that do it too

#

one of them uses my console reading code so it actually displays the full debug output too

little scaffold
#

Hi there, anyone used the seurat plugin in Unreal? I'm looking into it but it seems only Unity people are using it and I'm asking myself if there is a reason or just no one showing it on the internet

thin solstice
#

@little scaffold I wonder that as well.

last knot
#

@tired tree do you recommend a specific one, and what's the name? and anyone else that recommends one, please share. Print statements are tedious when debugging the Quest

tired tree
#

not going to recommend either since I don't use them, wrote my own a long time ago

#

you'll have to talk to someone that does use them, or look into their showcases

thin solstice
#

Hello all, I'm moving over to Unreal from Unity, focusing on VR development (on the Quest). While I am still in the "learning" stages, I've gone through enough tutorials (and Blueprints Udemy class) that I want to create a small project for myself and to hopefully demo to some others. The project I want to create is a "scared of heights" simulator where the user climbs up ladders, etc., several stories tall, and maybe traverses a catwalk. I know there are some height simulators out there, but this is more for my learning experience. So here is where I'm a little stuck getting started: are there any good tutorials/courses out there on creating large scale environments which are also performant in VR like the Quest? I say "large scale" because when the user is climbing up, they need to be able to look down/around and feel as though they are above everything. Thanks for your help!

sturdy canyon
#

Rendering performance is determined by number of objects, total vertices, and shader complexity.

#

You can make things bigger by scaling them up and they will not cost more to render (except that they may take up larger screen space and thus require more pixel fill)

hallow oxide
#

So I'm trying to use 3D Widgets to allow for a component to be tied to the player's left wrist in VR, and it's rendering more or less backwards (which I feel like is caused by the fact that the rotation of the widget is tied to the rotation of the wrist)

#

For reference, it's supposed to look like this; the widgets I want players to see will be smaller than this one of course, but they're all rendering backwards when they rotate to a direction visible by the player and I'm not sure how to fix it

sturdy coral
#

@hallow oxide one of the hands is mirrored in scale to turn it from left hand to right hand or vice versa, when you attach set attachment flag 'not including scale'

#

if it happens with both hands it is something else though

hallow oxide
#

How would I set that flag? @sturdy coral

sturdy coral
#

in cpp it is in FAttachmentRules, it is exposed to bp too somewhere

hallow oxide
#

I gave the left hand its widget actor using add component, and I was told by the project maintainer that the left hand (which the widget is attached to) mirrors the right

#

All of our project code is in BP

sturdy coral
#

@hallow oxide you can set manual attachment, then attach separately with the ignore scale rule

#

or just adjust scale of X, Y, Z until you find the one that flips it back the right way

#

(change each to -1 one by one until you find which one you need)

last knot
#

well, I got that 90 degree angle C to C connector and it's doing GREAT at keeping my cable from disconnecting and the Link prompts from popping up randomly

quiet swan
#

im having trouble trying to record gameplay in full screen is there something else I need to do?

#

I have used both OBS and geforce but they dont let me go full screen

keen prawn
#

why does my monitor go in that weird VR mode when i use the VR editor?

#

if i put my hmd off i cant do anything anymore

#

and outlines only render in 1 eye

#

no idea how to exit VR mode w/o restarting the editor

#

VR auto entry doesnt seem to work

#

well it exits the VR editor now

obtuse condor
#

My app is not working in VR
Its playing as a 2D app on Quest
using UE 4.23

#

Help needed!

nimble edge
#

I can't get any Valve Index Thumbstick or Trackpad Axis mappings to work in 4.24. Buttons are fine, but the Thumbsticks and Trackpads are always reading at 0. Is there something I need to do beyond setting up the bindings like in the screenshot?

past tiger
#

@spare lava There's finally a doc about it (see the pinned message). The last point is "For compatibility with SteamVR ensure all Thumbstick and Trackpad axes are suffixed with _Xand _Y corresponding to the horizontal and vertical axes. "

#

The axis mapping names have to be suffixed with _X and _Y.

nimble edge
#

Thanks! I also found I needed to have both defined. I couldn't have just _Y

stone lynx
#

Hoping someone can point me in the right direction. I have something weird going on in my level. When I press the button and select a point to teleport, I am then teleported under the level floor. Not sure what to check. I check the navmeshbounds and that seemed ok.

stone lynx
#

nvm, fixed it. It was referencing an old setting for the headset.

sturdy coral
#

@stone lynx if you see something similar in packaged I’ve run into a bug with blueprint nativization that causes it with the vr template’s teleporter

hallow knoll
#

@obtuse condor Have you checked β€œStart in VR” in project settings?

obtuse condor
#

@hallow knoll yes
Even executed the console command to enable vr (ofcourse on Quest)

sturdy canyon
#

Did you add Quest as your one and only target hardware in the android settings @obtuse condor ?

#

Oh that might be a 4.24 thing

#

I honestly haven’t tried packaging to Quest from vanilla 4.23. I always used the oculus branch

stone lynx
hallow knoll
#

@obtuse condor the console command isn’t necessary, have you tried without it?

stone lynx
#

Can anyone help me understand what Auto Receive Input does in relation to VR? I get that it allows to pass events from a parent to child BP, right?

#

I have Pawn -> Motion controller -> Weapon when would I set and not set Auto Receive Input?

sturdy coral
#

@stone lynx auto receive input is similar to auto possess, it is mostly for quick and dirty stuff; you can do the same by calling EnableInput

obtuse condor
#

@sturdy canyon That option is not there in 4.23
@hallow knoll Yes, I have tried without. No luck

hallow knoll
#

@obtuse condor how are you testing on the PC? This was the talk I studied to get started: https://youtu.be/hEtu-ciPc7g

This Unreal Fest Europe 2019 presentation by Oclus VR's Software Engineer Loren McQuade shows how to configure, build, deploy, debug, and profile your UE4 project for Oculus Rift and Oculus Quest. This talk assumes you are familiar with PC development on UE4, and focuses on co...

β–Ά Play video
obtuse condor
#

@hallow knoll Using a Vive to test on PC

#

Will go through the video, just in case I missed some obvious setting

hallow knoll
#

@outer bronze Ah, do you have SteamVR plugin enabled when you're packaging?

#

In my notes I've specifically noted to disable SteamVR when packaging for Quest, I think that might be your issue

#

Android Phone:
VR Plugins Disabled
Mobile Multi-View false

Quest:
Configure the AndroidManifest for deployment to Oculus Mobile true
OculusVRPlugin True
Mobile Multi-View true
Mobile Multi-View Direct true
SteamVRPlugin false

Windows:
SteamVR true
OculusVR true
(the rest doesn't matter)```
obtuse condor
#

@hallow knoll Could be, but I have packaged with the plugin before and it had worked.
Anyway, will give that a try as well

queen kestrel
#

Hello,

I'm having an issue with Steam VR where the controller doesn't seem to be working for packaged game using Steam VR.

Everything works on my end (Oculus Rift S) however other players are not able to get their controllers working (even with Rift).

Specifically, they have head tracking, but their controllers are on the floor, just touching each other, palm to palm.

I have followed the Steam VR quick start as well as the Steam VR input guide:
https://docs.unrealengine.com/en-US/...art/index.html
https://docs.unrealengine.com/en-US/...put/index.html

Does anyone have an idea what might be happening here?

Thank you.

quartz kite
#

Anyone has or know any demo project of infoarquitecture to try it on quest? To see how is optimized and if it runs good on the headset. I want to start developing and designing for ArchViz on Quest! Thanks! (:

last knot
#

I'm getting so tired of stubbing my toe on doing the right thing, but it doesn't work the same way (or correct way) on the Quest

#

Latest one, if anyone has any suggestions: if you have a MediaPlayer hooked up to a MediaTexture and Material, and that material assigned to some surface, you can play video on it just fine. But when you Close the video, in THEORY, if you have MediaTexture.AutoClear set to true, it will replace the last frame on the video with the ClearColor value. So you stop the video and instead of getting a freeze frame, you get that color. Works fine, over Link. Doesn't work at all on a native Quest app. 😦

#

Does anyone know if - like the issue with Materials not being full resolution on mobile unless you go out of your way to turn on a specific setting - there is some way to make this work properly on Quest?

mighty carbon
#

time to switch to Unity πŸ€–

last knot
#

sometimes I wonder

#

especially when AnswerHub has been down for 10 days...

last knot
#

Well, yet another detailed bug report submitted. I'm sure they'll handle this one without any problems unlike the other two.

spare yew
#

@last knot Did you enable the android media player?

#

Also what do you mean by full resolution? What resolution textures are you trying to load?

real needle
#

How do I make an object pickable by the hands? I see other object referencing something called PickUpActorInterface

#

I want to know what exactly is the PickupActorInterface? All the functions in it are empty

#

Oh! I guess it's an empty class

#

I'm trying to make an item toggle pickup on the Vive. For example I need to toggle pickup the bow instead of having to keep holding the trigger to hold the bow.

#

I want to toggle holding with either the trigger or the grip and toggle drop using the grip button

fluid cipher
#

Using the Oculus Quest and 2.23 Unreal Engine launcher version, using force feedback in the controllers makes the game crash no matter what. Has anyone solved this?

mighty carbon
#

using 2.23 UE ? Damn, it's time to update to 4.23 πŸ˜‰

fluid cipher
#

hahaha

keen prawn
#

those outlines that render only in 1 eye make the VR editor a terrible place

#

and i can only select items with collision

#

completely removing editor outlines did the trick

keen prawn
#

it actually didnt sequencer still has outlines

#

tried some other VR programs like quill/ blocks /tiltbrush i might actually like the VR editor more than all of those

#

but its kinda wonky 😦

obtuse condor
#

@hallow knoll I fixed the issue. I was missing the manifest option under Android settings.
Thank you!

keen prawn
#

any1 know how those outlines that only render in 1 eye go away in VR editor?

#

instanced stereo

#

offcourse

#

nope, still there

keen prawn
#

the checkbox for scale/rotate at the same time also doesnt work

#

and its kinda inconsistent with tyhe normal viewport, like i cant rotate objects w/o a mesh

#

lotta weird stuff

#

also the dual laser for rotating when just grabbing would work way better

keen prawn
#

sequencer window just goes black during simulate

devout aurora
#

Q: Is there any reason for why you would want the VR Motion controllers to be their own blueprint?

little scaffold
#

@devout aurora because it is easily replaceable, it seperate the code so you don't have a giant pawn blueprint

devout aurora
#

Makes sense.

little scaffold
#

I think you will soon understand as you dive into it that it is easier for readibility

devout aurora
#

Yeah, it makes total sense considering the amount of variations that are out there and how you might want to cater to different systems. Even if you don't reduction of complexity....etc...etc...like you said. Don't want to have a giant pawn blueprint.

carmine yoke
#

Anyone messed around with Widget Interaction? Is it possible to get the 'Mouse' Location on the widget?

#

I'm trying to make a drag/drop system but that's proving mildly difficult

hallow knoll
#

@obtuse condor Great! Glad I could help

last knot
#

@spare yew
@last knot Did you enable the android media player?
Also what do you mean by full resolution? What resolution textures are you trying to load?
Basically, by default on mobile, UE automatically downgrades the resolution on textures if you do any math on them. You have to turn on a setting in the material under Mobile to disable that "feature".

mighty carbon
#

@last knot what happens if you player video on a stereo layer ?

last knot
#

@mighty carbon Don't know, and considering that the fix is easy - you just set the Mobile->Use Full Precision flag on - I doubt I will test that

#

as they say, it's "by design"

mighty carbon
#

well, that's what stereo layers are for - Oculus advises using them for high quality images/videos in VR

last knot
#

I might try it at some point, but really this project will wind up being throwaway

#

I tried to throw it away already, but the boss is obsessed with seeing his vision in reality. or virtual reality.

mighty carbon
#

"show your work I am paying you for!" sounds familiar πŸ˜’

last knot
#

yeah. we're flailing around trying to figure out our next steps as an accidental VR company. we have zero idea what we're going to be doing in 3 months. right now they're doing a lot of VR outreach, setting up VR demos at places like libraries and colleges. but the coders - and especially me since I'm a coder that works remotely - can't really do that so our job is just to learn and fiddle with stuff and make pretty demos

#

another coder is working on doing stuff with hand tracking. he's using unity. I haven't jumped into that yet with UE, and am unsure if I should just switch over to unity to collab with him or try to get it working in UE

#

Quest hand tracking, that is

#

anyone here mess with Quest hand tracking in UE? would be interested to hear your experiences

carmine yoke
#

I'm trying to make a drag/drop system but that's proving mildly difficult
Jesus, okay. I managed to make a drag and drop system for VR, (just a really simple one where you can drag and drop words on the widget around, no drop delegates) If anyone ever needs to do that, hmu, I'll explain how I did it.

#

@mighty carbon I use stereo layers alot now, I couldn't get it to work with a video though?

#

I didn't put alot of effort in tbh because a simple material looked fine for me, but I seem to remember I couldn't get the video's render target properly to plug into the stereo layer's texture input

spare yew
#

@last knot So does half precision only kick in when you plug math into the UV input on the texture sample or anywhere along the chain? (adding brightness or desaturation adjustments etc)

last knot
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@spare yew yep. in my case, needing to do math to separate the left/right portions of side-by-side or over-under videos

spare yew
#

Which question did you answer yes to? I asked 2

#

anywhere along the chain or UV input only??

last knot
#

sorry, didn't realize it was a A or B question.Yeah, not entirely positive as I had to do the splitting part as the very first step

spare yew
#

Then follow the instructions in the links you posted and use customised UVs rather than plugging straight into the UV input

last knot
#

@spare yew i've already solved the problem, thanks

#

I wasn't asking, just mentioning that it was yet another place where they did stuff on mobile different than on desktop. Would be great to have a good place to find out all those changes ahead of time. Know any?

mighty carbon
sturdy canyon
#

Does anyone know how to render that gun-sight screen in stereo and render a different view to each eye?

hallow knoll
#

I tried to use two scene captures but without luck

#

The proper solution is to use a stencil mask, but I don't think I'm smart enough to figure that out

#

However, you can get good looking results with one scene capture and updating its location based on the relative loc/rot between the players camera and the render target plane

#

But that's more for portals/sniper scopes etc

spare yew
#

Does SteamVR support depth for stereo layers yet? I'm sure I saw that the SteamVR API was updated to support depth reading/writing but I don't recall seeing that updated in the SteamVR plugin for UE4. I also saw on the OpenVR repo that they were adding support for depth with stereo layers to other platforms too

dry python
#

Hey guys, I've been doing a lot of research on headsets/equipment for VR. This is what I've seen:

  • Oculus Quest seems to be one of the better ones . no wires. sharp display. but has lower refresh rate. around $500
  • HTC VIve . has external sensors. good quality. around $500
  • **Oculus Go **. really cheap. apparently good for 'noobies' wanting to see if VR is worth it? around $150
  • Oculus RIft S. seems to be around quite good? uses physical cables and has lower res than Quest.

In your opinions, which headsets do you think is good for UE4 devs like myself who are newcomers in the world of VR?

EDIT: Any info or resources would be appreciated

slim karma
#

for developing I liked the Rift or Vive. I usually felt that the Rift offered a slightly better image quality while the Vive had superior tracking. But this is in regard to the original versions of either headset and overall the differences were minor. But if you have the space and the money, go with the Vive, or these days maybe the Index, but I haven't used that one so I can't give a good verdict on that. Overall I guess developing on headsets that are wired you'll have an easier time iterating though your problems, I think. Not sure how easy it is these days to test your project on a wireless or standalone headset.

#

Just my two cents and personal opinions based on the experiences I've made.

dry python
#

@slim karma thanks for your two cents : ) really appreciate it. I'll keep this in mind

#

The more cents i get on the subject the better πŸ˜…

slim karma
#

just take it with a grain of salt as some of it might be a bit dated, haven't been able to keep up with the newer tech πŸ™‚

dry python
#

I understand πŸ‘ πŸ™‚

mighty carbon
#

it's not about what HMD is good for UE4, it's what market you are aiming at @dry python

#

if you are going after enterprise, Index would probably be the HMD you want. If you are after consumer market, then Quest is the way to go.

#

also Quest is $399

#

and using Oculus Link can work as Rift S when connected to PC

dry python
#

@mighty carbon Wow thats such a good question, i am disappointed I didnt even consider this 😞

Yes, I'd definitely be going Consumer Market. "using Oculus Link can work as Rift S when connected to PC" -> Thats a good point!

#

I'd say since I am atm a hobbyist (although am considering a career in VR [not that there are an abundance of jobs lol]), i'll start with the quest

carmine yoke
#

@mighty carbon Depends on the enterprise, at scale index doesn't really work because of the effort of setting up the rooms, My company's moving toward quest/mobile VR just because of the ballache of setting up kits on site

dry python
#

@carmine yoke but you would also agree that Quest one of the better HMDs?

tired tree
#

its one of the better development HMDs, and also a very accessible platform

mighty carbon
#

@carmine yoke that's true, but you want more precise tracking that doesn't depend on lighting conditions, widest FOV and high resolution. Index offers that. Might not fit every single enterprise case, but mostly can cover a lot of ground so to speak

tired tree
#

"better" being subjective in other areas

dry python
#

Yeah I guess I mean one of the more all-rounded HDMs

tired tree
#

you'll need one regardless if you ever intend to target the platform, and its the largest user base outside of psvr

mighty carbon
#

@carmine yoke I think Rift S + backpack PC would be the best enterprise option where you need total freedom of moving around and quick setup (but then you are screwed if client has odd IPD ).

tired tree
#

eh?

#

even in that case why not quest

#

you can always cable link it to a backpack

#

can also run multiple setups, backpack and without

mighty carbon
#

@tired tree well, I've heard some folks say Rift S is more comfy than Quest (I haven't tried Rift S, so I can't say) and has higher resolution displays

tired tree
#

rift S is pretty bad fitting for me

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not a fan of halo though

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and doesn't quest actually have the higher res display? its just not ran at full

mighty carbon
#

oh, I see.. Yeah, I suppose Quest would be the "best" option then

cosmic shoal
#

if you can find one

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last I checked it wasn't that easy

mighty carbon
#

Best Buy had some yesterday, both 64Gb and 128Gb models

cosmic shoal
#

cool

mighty carbon
cosmic shoal
#

to develop for VR I'd go with a RiftS, better screens and refresh rate, if you are gonna develop with the Quest you'll need the cable, a quality one costs around $70 otherwise you'll be compiling or streaming somehow.

carmine yoke
#

Yeah Absolutely @mighty carbon, we used to be on vive pro wireless, we're probably going to move to having a low end 'off the shelf' with the quest and a high end vive pro + kunckles so we can mess with the finger tracking

#

Scaling with VR is just such a problem

#

For niche cases, where you're doing everything in house and you want it to look and track amazingly yeah 100% go for vive pro/index with knuckles

#

I don't really see a use case for rift s/rift in business because you might aswell use the quest at that point tbh

mighty carbon
#

@cosmic shoal simply not true

#

I can't say I see too much difference between CV1's 90Hz and Quest's 72Hz in the same game (when using Link with Quest)

cosmic shoal
#

The quest is very portable and the setup is great, but unless you are are on a cable or streaming (both have dissadvantages) you'll have to use the on board processor/gpu that is about as fast as a mid range 2010 laptop.

mighty carbon
#

and so difference between 72Hz and 80Hz even less noticeable

carmine yoke
#

@dry python The quest is really good, accessible, and you can use the link for quick iteration and debugging. Getting an app on quest store would make it way more accessible to people too. Just bare in mind devving for the quest requires alot of optimisation/trade offs which aren't nearly as big a problem as devving for a high end desktop

mighty carbon
#

@cosmic shoal I doubt any hobbyst will be making something like Stormland or Lone Echo, so whatever they will be making might just work very well on "underpowered" Quest.

cosmic shoal
#

It totally depends on what you want to do

#

if you want to create something like job simulator, superhot, beat saber, sure. If you want to creat photorealistic arch-viz walkthroughs you'll suffer.

mighty carbon
#

$399, works as powerful mobile VR HMD and very good PC VR HMD (can develop and play for/on both platforms).. It's quite a no-brainer when it comes to choice between Quest and Rift S

carmine yoke
#

Plus there's gonna be a Quest 2 before we know it

mighty carbon
#

@carmine yoke highly unlikely

#

not any time soon at least

carmine yoke
#

Yeah fine - but they already tried to make it with a better processor they just didn't get approval

#

Pico have one with a better processor, and eye tracking already

#

Just saying we'll see the technology jump at some point

cosmic shoal
#

I tried them both at OC6 and I could totally tell the difference between the riftS and quest even while using the $70 usd cable.

mighty carbon
#

Pico has no platform.. Tiny pool of devs too.

carmine yoke
#

I'm just being hopeful πŸ€·β€β™‚οΈ

mighty carbon
#

@cosmic shoal well, maybe you are special.. Market numbers say Quest > Rift S..

cosmic shoal
#

If anybody asks me what headset to get I'll tell them Quest. (unless you have a good pc already)

#

but the experience is better in the Rift, just not as convenient/cheap

carmine yoke
#

@dry python Oh another thing you need to consider is ease of devving, I use quest at my desk with the link cable, with OG vive or rift you'd need sensors up, massive ballache

#

Rift s / cosmos (fuck the cosmos) you can use the inside out

cosmic shoal
#

Rift S doesn't need fixed sensors

#

oops didn't read completely

dry python
#

@carmine yoke Your comment about devving for quest and optimisation/trade offs, isnt that for VR in general? Or are you saying specifically for the Quest in comparison to other HDMs?
in regards to the set up thats also a good point, i thought about it and i honestly didnt mind either option. as in I'd pick whichever HDM is more accessible/popular and is of higher quality whilst also not obliterating my bank account

btw i appreciate all this info! thank you

carmine yoke
#

Quest specifically, the power is so low compared to a high end PC, can't use post processing at all. Can only have 100k tris / 100 draw calls (give or take), Can't use complex shaders, gotta keep texture resolutions down. Some things straight up don't work on android because of bugs so you need to find ways around them. But that's only if you're devving for quest. If you're using quest to dev for PC then its irrelevant. You do need to keep your game optimised in general but there's alot more leway and choice compared to the Quest

tired tree
#

if you ever intend to dev for the quest you need one

#

so it with a link cable is the best dev headset

#

if you can only have one

carmine yoke
#

Yeah thats basically the takeaway ^

#

Get a quest, Best of both worlds

tired tree
#

obviously, multiple headsets is better

#

i dev almost entirely on index

#

just because...its great

carmine yoke
#

Anyways, gotta get back to work, in a bit lads

cosmic shoal
#

I use a regular Rift at work and an Odyssey+ at home.

dry python
#

@carmine yoke ahhhh ok . I understand now. wow. i completely forgot that the Quest system doesn't need a PC . thanks for all the info. i'll def be devving for PC

last knot
#

and if you want to dev the same app for Quest and PC, starting with Quest and moving to PC will be easier than the reverse.

cosmic shoal
#

You should target the Quest market for sure, it is huge and growing. The developers of Superhot talk about how they optimized it for Quest https://www.youtube.com/watch?v=hr35o5R7EMA

Programmers Dr. Luke Thompson and Mark Schramm take you on a (mostly) chronological journey to get their award-winning VR game running on a standalone HMD, and making it the best version to date. This talk will include the technical hurdles, triumphs, hints, tips and mistakes ...

β–Ά Play video
dry python
#

@cosmic shoal thanks for sharing. i'll take a look! πŸ‘

last knot
#

Yeah, they basically had to rebuild it from the ground up. It's a lot easier to add features, code things the more "lazy" way, and add general bloat than it is to take any of that away.

sturdy canyon
#

I swapped out all my default lit pbr shaders for unlit ones with phong lighting

#

And I’m using Vulkan. So I can afford lots of tris and lots of draw calls

#

~350k tris on screen and 170 draw calls maybe

#

I haven’t measured draw calls lately

#

I actually should be able to afford a lot more triangles now too

#

A bunch of Vulkan perf bugs were fixed in the latest OS update

mighty carbon
#

that's you though.. Vulkan is shit on Quest with Oculus' UE4 fork.. It's sooo bad that I can't even do anything with it. ES3.1 on other hand is blazing fast.