#virtual-reality
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and that should tell you the per-eye resolution there too and be the same as UE4 uses
Yeah so mine was set to 106
unless you change pixel density in ue4 from 1.0
yeah, just make sure what you are comparing from vive is same size when you multiply WxH
I don't know if they remember your manual setting per device, but if not 106 might have been your vive selected resolution and be too high for index or something
@eternal inlet I think the percentage is the total pixel number and not linear dimension number, so 142% on vive would be much less than 106 on index
index has 77% more pixels than vive, so vive at 177 should equal pixel count of render target of index at 100, but that also depends a bit on much much more 100% is than the screen pixels
it can vary by HMD because of the lens warp, more extreme warps need more to hit ideal res
and then WMR threw out all the rules and just chose a 100% to equal the same pixel count as vive 100%..
just try to compare using render targets that have the same pixel count by multipling width and height and make sure the result is roughly equal between headsets (auto res should pick a multiplier that is, but may have some other heuristics based on FOV for estimating geometry burden, I'm not sure)
man isn't vr dev fun?
Does anyone know how i can detect if my games launched in VR or window mode? im trying to render a different HUD depending on if your in the vr headset or not
@knotty tusk GetHeadMountedDisplayEnabled and GetHeadMountedDisplayConnected are supposed to handle that.
They have had periods of not working correctly, haven't tested in awhile.
They are, under headmounted display library, can access in c++ too
@sturdy coral about checking how much that's getting rendered. Do you happen to know if there's a stat cmd or similar that will dump what resolutions the rendered rendertargets are at?
jonas did you have an oculus or vive before the index?
sorry that is totally unrelated to your question
curious how index compares to other headsets, especially in terms of input mapping
@quiet vector i still have my vive, and still trying to get an impression of the quality difference, tbh, i haven't used the index much yet, because im stuck building levels atm.
but my initial impression, is that it looks much more smooth, somewhat darker in the colors, the audio is amazing, though i usally don't use it, i must say, after having tried the headphones, i feel like using them more when i play alone
i've had the knuckles for a while before i got the index, so they're not really new, but about input mappings, well... i actually still have that on my todo list to sort out the mappings for my game
what is the alternative to not using the headphones?
@eternal inlet index is a much better experience yes
i usally plugin a speaker to my pc, ie. when i play pistolwhip or beatsaber
oh
that's so weird! I guess it could make sense, I'm not used to that concept though since I mostly played Echo VR so you need the positional audio there
ah right... that makes sense
I need to get this project farther along so I can justify buying an Index also, but man $1k is so much
@eternal inlet index speakers likely better than your desk speakers
If primarily developing for oculus touch/quest do you guys recommend using steamVR plugin anyways? I'm thinking maybe I should so that later I can support knuckles controllers on vive or index (regular wands don't have enough buttons to really work I don't think). Or maybe I detect the hmd and swap the tracking method accordingly?
@quiet vector it really depends where you want to release the game. If oculus then don't use steamvr. If steam then steam vr. If both then you need to have both working separately
I see, thanks. For some reason I didn't quite understand that before but now it makes sense.
so for both would it be two builds? or one build that picks based on headset (assuming you didn't want to use oculus sdk on steam version)
hmm, then there is epic launcher itsellf
uh, just had a brainfreeze, how the heck is it i figure out which motioncontrollers are connected?
@eternal inlet not really a brain freeze, there isn't a built in way really
the new steam input you can sample the action source
which provides a model string
which you can compare too
oh, thought i had slept through the class hehe
I can give you an example node though that does it
that would be great
GetOpenVRControllerType in this source page from my module, there isn't a BP method really.
You can use the same string compares with valves plugin source check though.
ah that's perfectly fine, thx
Is there a way to disable Oculus and Steam VR from starting up every time a project is launched? There are times when I'd like to be able to preview in VR, however, both processes tend to make my 2080Ti overheat, and also changes my audio from speakers to the Rift S headset. Would love to figure out how to disable this, then turn in on when i need it. Thx.
How do I know/ test that my project has good performance for pc vr and possibly the pculus quest ?
I would really appreciate some guidance on this, please @ me
@real needle launch with -nohmd; but there are several bugs in it that make it not always work
one problem I found with steamvr is it forces off vsync I think even in editor or 2d, that requires a fix too to keep it from constantly maxing out your gpu
Any idea what the steamvr vsync fix is?
for my game I just fixed it by issuing console cmomands, steamvr will only overwrite it at startup
the main thing was if you try and put the console commands into [SystemSettings] or [SystemSettings.Editor] it will end up still overriding them
the right way for them to fix it is to make a custom present class with SyncInterval = 0; // VSync off like the oculus plugin does
Thanks. So issuing r.Vsync 1 should solve the noisy fan problem with my packaged builds. I'm gonna try now.
Worked a treat, many thanks!
@real needle launch with -nohmd; but there are several bugs in it that make it not always work
@sturdy coral Hey, i'm an Unreal noob, can you tell me how and where to execute the launch with -nohmd? I typically launch a project from My Projects in the Epic launcher. Can't seem to locate a command line for input. Thx!
@real needle go to Engine\Binaries\Win64 , right click ue4editor.exe and do create shortcut
then edit the shortcut and add C:\path\to\your.uproject -nohmd
@sturdy coral Ok, shortcut created, now, where do i add this? In the Shortcut Properties? I can't find where to "edit" the shortcut.
@real needle yes
@sturdy coral Where? In the Shortcut->Comment section? Also, this is only a stopgap for a particular project. I just want Oculus and Steam VR to not start at all unless I choose to. EDIT: Ok, i did a quick Google search, and see that i have to edit in the "Target" area.
@sturdy coral Sorry, still confused. How do you add the extra "C:\path\to\your.uproject -nohmd" to the already existing "C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\Win64\UE4Editor.exe"? Originally, i just added the -nohmd to the end of this original line, but it still opened both Oculus and SteamVR when I double clicked the shortcut.
add it outside of any quotes if there are any
@real needle I think oculus has a bug where it won't work, it looks up your audio device and starts the oculus service even if you pass -nohmd
I'll try and put my patches up on github for it when I get a chance
steam is broken too because it queries which graphics adapter to use and starts up steamvr
In the Unreal VR game starter using an Oculus HMD, there's a narrow focal length for the camera where objects in the distance are blurred. I'm not seeing this in the Post Process. Any idea how to reduce this?
there is new baby in the town as thinkreality from lenovo
@real needle the VR template should start with that disabled
If you started from a different template, you can try bringing the VR template's scalability inis over to your config folder
what does this mean: "Testing blocked in MAIN 4.25 @ CL 11144351" ?
what's blocking https://issues.unrealengine.com/issue/UE-87683 ?
@real needle the VR template should start with that disabled
@sturdy coral Ah, I guess I'm just seeing the textures reduced with a tiny bit of AA. It's not bad on organic looking textures, but my initial grid had soft lines
Hi! Does any Go/Quest/GearVR dev know if you can use the native Oculus virtual keyboard in UE4 apps, in a similar way you can use the Android virtual keyboard in non-vr mobile apps? I can't seem to "summon" it when interacting with UMG text blocks.
i have attached a gun to the motion controller. is there a way to stablize it and avoid small movements
Hi All, hope you are all fine. I am searching for an answer: Is it possible to run planar reflections on the oculus quest? Thanks
@analog cave The Quest barely supports mobile HDR and you can't even enable SSR on Android so I wouldn't count on it being possible any time soon :/
@analog cave The Quest barely supports mobile HDR and you can't even enable SSR on Android so I wouldn't count on it being possible any time soon :/
@nimble adder Thanks!
Np! You're stuck with reflection captures and cubemaps unfortunately
@sturdy coral i did some testing, and these are the numbers i came up with after switching around a bit
Index: 2400 x 2668 (142%)
Vive: 1852 x 2056 (142%)
raw resolutions with pixeldensity both set to 1.0
i grabbed those numbers from the GPU Visualizer, by looking at what the PostProcessing was reporting
so im thinking that in order to get a sort of reliable way of benchmarking the miliseconds (which i've been doing on the Vive so far only), could be to downscale the Index to about the same raw resolution and then playtest to see if it hits about the same miliseconds... does that sound like a reasonable way to proceed?
according to my calculations, vive renders 3.807.712 pixels vs. index 6.403.200 pixels. Which corresponds to 168% pixels relative to the Vive.
so in other words, im guessing i should multiply pixeldensity with the reciproc of that 1.68 (0,5946576711644178) to get the same resolution
@eternal inlet yeah that sounds about right. You will probably still expect index to be a bit more expensive due to fov and less stereo overlap (less efficient instanced stereo), and hidden area mask
i'll run some tests with it over the next week and let you know if it seems reliable
@sturdy coral interresting, if i set Pixeldensity < 1.0, engine crashes (4.24.3), so in order to hit the same amount of pixels as Vive, you were right with the 77%, which i now set with r.ScreenPercentage instead
Hi,
I would like to add snap rotation into my vr project, is there a simple way to do this ?
Yea it should be quite simple
I have managed it ๐ there was an amazingly clear tutorial for doing this and it took no time!
We go through the process of setting up the controls for the Oculus rift so that when you move the thumb stick left and right, it will rotate in that direction
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www.markom3d.com
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Al...
Hey im having an issue thats got me stumped wandering if anyone here might have a clue, ive added a tempry camera rotation to my game with 'add controller yaw input' and it works fine on an xbox controller, however it does not seem to work with the index control. both are mapped to the same input axis.. when i set it up to print the axis value to screen when you move the joystick the values show up fine for the xbox controler but it doesnt seem to print anything for the index? im confused as to why this would be ...i had the same issue with my movment stick but then it miraculously fixed it self ..leading to even more questions
i can get it to print axis values from the left index controller fine.. completly confused
Consumes the input?
I had the same issue with vive controllers that took me a while to figure out, since you have two controllers you need to always keep that in mind unless they are two different classes
Hi ! I use the stereo layer to make my interface vr. I want to give information to the player as if he could read it in a cosmaunaut's helmet. But I have several concerns:
- I've tried different distance and size settings, but I still don't think it's great for the vision.
- I tried to make some parts of my HUD transparent but they turn "black" instead of transparent.
Do you have an idea?
@steady sparrow I believe that for the transparency issue, you have to assign a transparent material to your 3D widget
@steady sparrow Stereo layers are pretty bugged I've spoken about them quite a bit on here, what headset are you packaging for?
@frigid kite thx for advice i'm gonna check that.
@carmine yoke at first it will be for oculus rift but eventually it will be for steam vr.
But even when I launch the VR preview the problem of transparency is already there. So it is not a packaging issue atm
It's all about my incompetence i think lol
what is "PokeAHole" material? Is it a masked material ?
Asking cuz I saw this https://github.com/EpicGames/UnrealEngine/commit/5a533acfdb4432b2030378e5fe49e2a18bd45eb2 and I am wondering if that's related to alpha to coverage not working on Quest
You should also be aware that stereo layers are different in Oculus vs SteamVR, @steady sparrow
He has a more "universal" way to make a HUD appear in vr? Stereo layer is the only way i had found (thx mitch on yt)
You can use regular world widgets, but they're a lot less crisp than stereo layers
which is why stereo layers exist
However, on Steam you can't have anything rendering in front of them, at least you couldn't when I last used Unreal
@steady sparrow the plugin has a stereo layer widget component by the way
Does anyone know how to find out why the textures in this free prototyping asset pack show up as white on an Oculus Quest? https://www.unrealengine.com/marketplace/en-US/product/supergrid-starter-pack
I'm only using it because it's listed as supporting Android, but the benefit of the materials scaling properly is entirely gone due to the assets showing up as solid white on the device
I switched from ES3.1 to Vulkan and repackaged, and it still shows as white, even though the Vulkan ES3.1 preview on desktop looks normal
Look to see if Bloom is enabled for the project. Bloom is not recommended for quest, but you have to have bloom in order for emissive materials to work
I'm guessing the materials in the pack are emissive
Bloom was definitely disabled. I'll try packaging again. Thanks!
Still odd that it wasn't reflected in the mobile preview, though
@thin solstice bloom didn't help ๐ฆ
Hmmm. Are the materials emissive?
@thin solstice Looking closer, no
There's a base color, roughness, and normal, but that's it
I'm sorry man, that's about all I know. I'm not at my computer right now to check it out
Np, thanks anyway
I'm glad I can safely turn off bloom, though; I was noticing an odd ghosting immediately with it on
Oculus 4.25 branch just dropped!
I don't think I will test it until I get access to my work computer again, but the coworking just announced they won't be opening until at least July 1 ๐ฆ
Testing new engine versions on my laptop is a huge pita
does anyone know how to implement the gameplay ability system for a VRcharacter? More specifically, has anyone ever changed an already configured C++ RPG Character to inherit all the VRcharacter properties while maintaining the ability system
I'll let you know how that goes @sturdy canyon ๐
theres a great starter RPG character in the OWS open world starter project, id love to be able to use the already configured abilitysystem components within that project
Hello! I'm having a horrible time just trying to get everything setup so I can simply Launch test levels to my Oculus Quest. I've followed the updated documentation, and jumped through a few of the hoops (missing repositories.cfg file, remove the lldb;3.1 steps) and now having problems just running adb when it is clearly installed in the specified path. This is with version 4.25. Also, i don't know if it makes a difference, but i'm running on an AMD Threadripper. Any help would be greatly appreciated! https://answers.unrealengine.com/questions/961570/view.html
I just spent an unreasonable amount of time packaging the Soul: Cave demo for Quest only to have it crash within about 2 seconds
So that's pretty disheartening
Oculus 4.25 branch just dropped!
@sturdy canyon Is it recommended to use this version VS the one downloaded from Unreal's Launcher? I'm not an experienced developer, but just would like to be able to push test levels over to the Oculus Quest and be able to have them on the device untethered to show.
@real needle https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/GettingStarted/index.html https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/Setup/AndroidStudio/index.html https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/?device=QUEST
Setting up for development for the Android platform.
How to set up your Android development environment for Unreal 4.25 and later
between those 3 links, you should be good to go
@bright drift Yes, i've read them all numerous time. I follow step-by-step, but there is always some little hiccup and then nothing works. For example, adb is clearly installed at the proper path, but when i try to use 'adb devices' it doesn't even recognize the command. How is the environment variable not set correctly upon installation? Also, i have no idea how to properly add the correct path. Any guidance there?
I just followed those links a week ago and set everything up just fine
adb wasn't in my path either, so I just navigated to where I installed it and used it from there because I was too lazy to add it
but to add to your windows path, hit the windows key, type env, hit enter, click Environment Variables, etc.
add a user var so you don't have to reboot or anything
er, edit your path var I guess
@bright drift That's where i'm stuck - i get WHERE to edit the variable, i just don't know how to specify it properly.
click Environment Variables, click PATH under User variables, click Edit, click New, then paste in the directory your adb.exe is in
And if you don't know where it is, then search your C drive for adb.exe using Explorer and it should tell you
just right click it and click Open containing folder and then you can copy the path from there
@bright drift Yeah, i'm there - do i create a new USER variable, or a SYSTEM variable?
I already said click PATH under User variables ๐
@bright drift Sorry, there is no "PATH" in that winder. Only the options "new", "edit", and "delete". I'm in the NEW window, and trying to add it there.
You don't have a PATH user env var already? I thought Windows had it by default. Did you scroll down?
@bright drift d'oh - sorry, i see it. Was confused for a second there.
Np
@bright drift Ok, that worked. Now when i type 'adb devices', it started up a daemon, then listed my Quest, but is says "unauthorized" even though it's been set to Developer Mode pretty much since i first got it a year ago.
I think you have to put the quest on and enable usb debugging each time
Maybe each time you turn it on, or each time you connect it, I don't recall
Man, I feel stupid about trying to run that damn demo earlier...
@bright drift I'm using an ANKER USB 3.0 to USB C cable. I finally see that "Allow USB debugging" and clicked "always for this computer. I then enable the beta for Link. Now, adb devices shows "device" where before it was "unauthorized"
It's like 200k tris in every direction when Quest is supposed to be absolute max 50k
I'm not sure why you enabled the link beta if you're trying to do stuff in standalone @real needle
I dunno if it will let you copy stuff like a phone if it's in Link mode
I just checked and mine shows up as "device" too so I guess you're good to go
@bright drift I thought you need to be in link mode to be able to PreviewVR and also to send over to the Quest from UE4?
I believe link is for pc vr only
you mentioned standalone earlier
if you're using Link, then you're previewing PC VR not standalone
odd thing, now when i put the headset on (Quest) i get the three dots, then it stays black. It doesn't pop into Oculus Home like my Rift S does.
I recall it working in the past though. Weird.
it's still in beta
hmm - so, is it different then is i were to use the originally supplied USB-C to USB-C cable to the PC? I recall being able to send some test projects over to the Quest from Unity back in February, and it just worked.
My understanding is that if you use the public test channel of the PC oculus software, you can use any USB cable for Link
But if you put your quest in Link mode, your PC will treat it as a connected VR headset
So if you're trying to preview VR apps meant for Quest standalone, you're going to get the wrong impression of what that's like, as you'll be previewing your game running on PC and not on the Quest
Basically, "Link" is a Quest app, so you can't run another Quest app while it's up, as far as I know
Hmm. So, i can plug back in my Rift S, do my testing and PreviewVR with that, then when it's time to try and Launch a test, hook up the Quest and go from there?
I suppose
also - is it advised to have both the Rift S and Quest plugged in at the same time?
all I do is dev and test on PC, then package for quest and deploy on its own when I wanna test
advised? I doubt it
I've had issues using VR with my vive while my quest was plugged in
yeah, i'd kinda like to do that all with just the Quest
when you test on PC though, are you able to do the PreviewVR on the Quest?
I haven't tried it, but if you're in link mode, you can do a pc preview on quest, and otherwise, you should be able to do an android preview
but taking out the long cable is a pain so I just deploy and test standalone
yeah, i know i've gotten it to work before. I'm also testing out a PC Laptop and was able to get it to work over there.
Ok, here's an odd one: My Quest is attached (confirmed by 'adb devices') however, it's not showing up in UE4 4.25 Device Manager. So, I can't launch to it. I've tried manually adding it, but neither it's MAC address, or device number (from adb devices) seems to work. I know that the Quest should automagically appear in the list just right to the Launch tab, but no go. Any ideas?
Oculus 4.25 branch just dropped!
@sturdy canyon There is no web page at that link.
You have to be signed into github on an account with UE4 access
@sturdy canyon Ah. I am signed into github. How do i get access to UE4?
Search for it on there epic UE4 website somewhere
I got red matter on quest recently when it was on discount last week and I wonder what was the one time optimization that was done at the start. Anyone know?
Also their glass material. It works so well on quest...
They rewrote UE4 shaders @rich canopy
okay so im still at a loss
did anyone succeed yet with pairing their own custom-made hands with the quest controllers?
**rather replacing those default hands with your own
I can import and replace, but I cant figure out how to translate the functions of the default hands with my own. I know of anmiation and blend states, but im blanking as to how to set it up
Hey, I'm currently working on a multiplayer VR game and I have a small visual problem when connecting to a server.
When I join a server, the image inside my RV helmet freezes and if I move my head everything that was out of my field of view is black and artifacts appear.
I would like the screen to go black during loading. Do you have a method for that?
@spare crown https://docs.unrealengine.com/en-US/BlueprintAPI/CameraFades/StartCameraFade/index.html
Start Camera Fade
Thanks ! So this is the regular method when joining a server in VR ? The default behavior is to freeze the last image ?
Hello,
is it possible to set the spectator view inside UE, like these values in steamvr VR view?
Especially Both eyes option
@spare crown when loading happens render/game thread doesn't tick; you can fade to black before loading, or you can fade to a custom skybox and set some overlay panes with your game's logo and stuff
Ok thank you i will try that !
can anyone help me with debugging a resolution error in 4.23 set to dx12? It only happens on steamVR ( not oculus ) I have modified the ProMainMenu pack to work with VR and there are resolution settings interfering with the HMDs that results in a render thread time out
I have a budget for the debug and need it done asap, thanks
any way to receive input in VR preview without the HMD state being 'worn'? (just in PIE, for easier testing)
don't want to rest it on my head, wear it properly or hold the sensor with my thumb every time I test something
gets really annoying
@daring mural you can enable it permanent in Oculus Dev settings, I just use a stuffed animal usually
Has anyone heard anything from Valve about OpenXR? Is it still happening?
hi guys i'm using 4.23 with vr template(motion controller pawn). i have problem with teleport . spawning motion controller sometimes at 0,0,0 while teleporting, and i cant figure it out why. usign complex collisions for whole level and setted collison handling override to "always spawn,ignore collisions" . there r no navmesh on spawning area too (0,0,0) how can i get rid of it?
I have an issue with ios device using VCAM : I can't determine where the camera i want to use in the stage. When i press play the device get well connected but he always at a wrong position and also look like a new CineCameraActor appear into the Take Recorder each time on play. Does someone have any suggestion for me to be able to set which camera should be used when i play ?
here are the result and camera appears into Take Recorder
Could anyone briefly tell me the problem with early z-pass and vr? Forward Rendering ๐ค
Is there any plans to support virtual texturing for VR?
@scenic sky it is supported on mobile, so should work in VR too
it suppose to work on PC as is
is it not working for you ?
well, go ahead and check then ๐
Hi guys. I'm having the hardest time figuring out the VR editor. I cannot get the radial menus to appear. I've read the manual. Looked online but nothing works. Is there something I'm missing? In using vive pro.
I'm also on v4.25
Hi all, I'm using the VRExpansion plugin and I have a lever that is rotating along the Y axis only. When I grab the lever, I can rotate it just fine but if I move my hand in real life, it "comes off" of the lever even though it still moves the lever, if that makes sense (i.e., the hand is still gripping it even though it's not virtually attached). How can I make my hand "stick" where it remains on the lever At the point of the original grip while the lever is being gripped?
@thin solstice see the grasping hands in the latest 4.24+ template
they attach and example how you get the transforms
you can also do it with components to declare zones and animations'
ok, thank you. I'll look at the template.
Does that template also have the "Alyx Hands"?
yes
That video was pretty awesome
the debug menu lets you switch hand types now
Thanks for your work, man
Does somebody know a workaround for Stereo Layers not showing on packaged builds for the quest?
As in, being rendered with that world grid material
@carmine yoke I've seen through the search function that you said you're using stereo layers in your projects working well on quest. Does that include packaged builds? Are you able to get rid of the problem where the stereo layers only show up as world grid materials?
@violet musk Yeah, mine work fine. Maybe PM me? Not sure why you're getting world grid mat, I've not had that
Send me you're code/stereo layer settings and I'll try to help
Cool, will do
@carmine yoke was able to help me, thanks for that!
If somebody has a world grid material in place of the rendered stereo layer material like this:
It could help to simply add the OculusVR folder in the packaging settings:
Howdy all. What are people using for 360 video captures now? Looks like the Nvidia hack hasn't been updated in a while.
I have been full time on wrench for roughly 3 years, the majority of those production hours are on screen in this 16k pixel wide wall paper: 22mb image warning>
http://wrenchgame.com/somanyparts16.jpg
Anybody know how to get VR mode to display radial menus in ue4.25. Just doesn't work. Using vive pro
HP announced specs and things of they Reverb G2
$600 is the worst spec
in AltspaceVR I am in event and there is HP people there
looks like similar where Rift was with the included speaker headset
Anyone here has any experience working with Blackmagic Design hardware and outputting video through a decklink?
from Unreal engine while using the native BMD plugin from epic
https://account.altvr.com/photos/1482961333451227875 these way for unreal would be great
@alpine torrent could you please ask them if it's compatible with XBox SeX ?
event closed already sorry
๐ฆ
does someone knows how to set a grab animation per object in VR ?
can someone help me to make a rotating wheel, that i can rotate
that also recognises the rotations?
@tired tree Isn't that part of VRE?
depends but yes
Just got some index controllers in the mail
They bluetooth to the headset, right?
like I need a steamVR headset installed to use them?
@tired tree I looked at the template and everything is working great in the Rift. However, when I compile for the Quest, for the "standard" hands, the collision sphere is shifted for both hands to the right of the hand, and when I change the hands to either of the grasping ones (with or without physics), the right hand is blue and is rotated 180 degrees where the thumb is pointing down, and both hand still have the collision sphere displaced. Have you run into this on the Quest?
@thin solstice you are on an older template?
a community member ported the left hand to a new model and I merged it in, but he used a steamVR only enum
it fails in quest builds
I had to revise it a week ago to use a generic controller identifier
I'm pretty sure I'm on the newest template. I'll check to make sure. This didn't fail the quest build, only got skewed.
thats what i meant
it can't figure out the correct hand
because it was using an enum that doesn't work with quest
One thing I hate about VR dev is how the VR aspect is always so much more powerful when you fuck it up, added a haptic effect to the wrong hand when shooting a pistol and that really didn't feel good at all haha
It added way more discomfort than putting it on the right hand improved the experience
@sly elk I think it is possible to flash steam controller (gamepad) dongles to use them, but otherwise you need a vive/index/pimax/cosmos
Some new grab functionality. Palm grab is the grab button, pinch grab is on trigger
palm and pinch grab will filter grab choices different (prioritize small and big parts differently)
still some polish needed on it but it hugely helps with the small interactions our game has
I am very Keen to make a trailer for my project.
Primarily in mixed reality.
I have never caught mixed reality footage before and as I look into it, most of the capture methods require the game be capable of being caught that way..
my question is...
Is it possible to capture fottage of my unreal project using mixed reality ?
I just don't think I will be able to convey what's going on to the VR un-initiated without this footage.
I would be greatful for any advice!
For VR stuff I usually record gameplay from a static camera
with minimal first person camera capture
first person camera always looks soft and shaky
@sly elk I was hoping to film exclusively 3rd person so that it is easy to see what I am doing, any recommendations for doing it ? (straight from unreal engine if possible)
unreal has mixed reality featurs if you are looking to composite yourself into the image but I havent ever used them
i just set up a camera and capture to a video from it
Anyone here experienced with the VR template?
I added an input on the Drop interface function just like the Pickup one
In my holdable object, I want to check which hand is calling the drop function
But the bool is always false
I solved it with magic
In the motion controller blueprint, it is set to only drop what is attached to the hand.
I deleted that check
Heya people
I have a question - is there any support for valve index finger tracking in versions 4.24 or 4.25 out of box?
I've googled info for integration, but found only custom plugins from Rune Berg for 4.21
@plucky current runeberg's plugin is merged into the engine as of 4.24 and should be able to do it; if you need it to work with full body or be replicated you need a plugin from mordentral
guys, im doing a Spectator screen using a SceneCaptureComponent2D, when i run my game, i start to get some strange spikes in CPU performance every 36 frame (or so). In a non spectator mode, my GPU is currently sitting around 4-6ms and the CPU at around 3-5ms. When i turn on the spectator stuff, it does that spike thing. I've tried to lower screenrenderresolution from 100 to 50, and then it goes stable to 4-5ms on the CPU. Any ideas what can cause this?
actually here you can see my tick, is around 1.8 and what seem to take most of the time is actually Slate tick (for some other odd reason)
looking at the FViewExtensionPreDrawCommand, it seems there's a correlation with the spike there. though it's actually dropping
looking at the frame just before the spike, i can see the FdrawSceneCommand pops up at a wooping 7.3ms
where it's normally sitting at around 2-3ms
hmm unfolding the FDrawSceneCommand, on the frame prior to the spike, i can see it eats up 4.9ms to "Delete Resources". Is that some kind of garbagecollection?
here's a snap of one of the "normal" frames, where "Delete Resources" only take up 0.1ms
What is a good way of learning Unreal VR? I'm almost done learning C++ and Unreal, so I want to delve into VR.
I noticed that Dev.tv has an Unreal VR course on Udemy, but I took their Unreal C++ course, and it was way too messy for my taste.
I want to learn how to:
- Model and rig guns in Blender.
- And then implement them on Unreal.
@eternal inlet I think you need that same thing as the scene capture fix
what version are you on?
scene capture fix? im on 4.25
hmm I think it is supposed to be fixed on that version
@eternal inlet try this anyway:
[/Script/Engine.RendererSettings]
r.SceneRenderTargetResizeMethod=2
r.SceneRenderTargetResizeMethodForceOverride=True```
must be set in ini and not console or it may not fully work
I think it was mainly for scene captures in shipping builds acting differently than in editor though
but I'm assuming your spectator screen is using a scene capture right?
yes correct, using a scene capture
the numbers i posted btw, was from editor... they're the same in built version though
will try your settings anyway
nope, sadly same issue
with no spectator, the right graph (CPU) stay stable at around 4-5ms
@eternal inlet you might try profiling in visual studio to figure out what is causing it, otherwise add a stat to the destructor in everything that inherits from FRHIResource in RHIResources.h
also could try adding a second stat here before it gets to the deleters to see if it is the cause:
void FRHIResource::FlushPendingDeletes(bool bFlushDeferredDeletes)
{
SCOPE_CYCLE_COUNTER(STAT_DeleteResources);
check(IsInRenderingThread()); FRHICommandListExecutor::GetImmediateCommandList().ImmediateFlush(EImmediateFlushType::FlushRHIThread);
FRHICommandListExecutor::CheckNoOutstandingCmdLists();
if (GDynamicRHI)
{
//-----> add a second stat here to see if this is what is slowing down
GDynamicRHI->RHIPerFrameRHIFlushComplete(); }
so you suggest i find the places in the engine and add those stats?
probably easiest is first to try the profiler
similar to the one you pasted: SCOPE_CYCLE_COUNTER(STAT_DeleteResources);
I fixed a similar issue in this area with the lightgrid where it was getting deleted and recreated every frame with dynamic res and changed it to instead overallocate based on max resolution
yeah i may stick to the profiler a bit longer, though i didn't find anything yet
I mean not hte ue4 profiler though
ah VS profiler
the visual studio one will cover all functions
the ue4 profiler is only the ones with stats
only issue is sometimes optimization prevents it from instrumenting every function because they are inlined and stuff
ah i see
Anyone here familiar with the VR template?
I literally duplicated the BP_Cube
And I can't release it anymore
The event drop can't be called
I'm thinking of making my game a VR game for the Oculus Quest store. I'm using UE4.
Do you guys have any optimization tips and tricks for me before diving in? I know I have to merge assets, use mesh instancing and mat instaces, use only 1 dynamic light. Light bake uv maps. Any other tips to keep the draw caฤบls from 50-100 per frame max?
If you have any suggestions, just @ me please. Any suggestions helps
I also know about the UE4 best practices. I guess I'm more or less looking for workflow pipeline tips and tricks haha.
Good morning, I would like to hear if anybody has managed to get multiplayer to work with the oculus network (not lan).
@tired tree When you mentioned that you revised the template to use a generic controller identifier, what identifier did you use and where was that set? Is this when you call the LoadControllerProfileByName function? I loaded the latest template but it is in 4.25 - my project is in 4.24 and I'm a little leery of updating to 4.25 right now as you have to load android studio, etc. for the Quest
@thin solstice there is a 4.24 branch of the template as well. But yeah, those controller profiles have a transform that can be applied to offset the controllers. They also used to be used for per controller button remapping before epic remade the input system in 4.24, to prep people for that eventual change.
Ok, thank you. I wasnโt sure if the 4.24 branch had the changes you were taking about since you made them so recently. Thank you!
@thin solstice the controller profiles aren't recent, added those in 4.18 or so, like I said, to prep for OpenXR style inputs.
Hey, so i need a little help with something i'm trying to program
please ping me if someone who can help sees this
@tired tree when you mentioned that you revised the blueprint a week ago to use a generic controller identifier, where was that? I am still getting the blue/inverted right hand when I compile for the quest, but everything is fine with the Rift.
@opal compass donโt ask to ask, just ask
alright
i'm trying to make a third person game similar to that of moss that uses both motion controllers and a third person character
how would i go about doing that
@opal compass in the learn tab look at the couch knights project
It is a bit out of date now as it was one of the earliest
alright, i'll try
@thin solstice in the grasping hand blueprint, the laterality variable was changed to be of the type EControllerHand
i did just specifically test yesterday with quest to make sure it was working
@sturdy coral it says it isn't for sale :/
@opal compass it should be free, are you in the learn tab?
Iโve never seen anything for sale in there
i dunno where the learning tab is, i'm new to this
@opal compass in launcher click unreal engine (left) -> learn (at top)
it may be gone from main learn page, I don't see it anymore
not sure why they get marked not for sale on their marketplace page or how to get them without them being listed on learn tab
Greetings @everyone , I'm struggling with the implementation of IAP for Oculus Go/Quest. I've read through their documentation on Oculus developer site and also tried the "VRMonkey" plugin, which was released years ago and doesn't work on the current version of UE4 (at least I can't get it worked).
Could someone be so kind and share some steps how you get the IAP done? (C++ or BP, doesn't matter, as long as I can get it done. I have been googling so much and still no luck โน๏ธ )
hi all you wonderful VR people
Sponge I am not familiar with IAP integration sorry
I've been working on an update for my game the last five months, I had a somewhat disappointing launch
converting it to be more open world, got a lot of feedback people were against wave based games
anyone have any inspiring stories of a struggled launch but rebound for their VR game I can draw some hope from?
Not personally but No Manโs Sky is probably the poster child for a horrid launch with a rebound. Sorry to hear about your disappointing launch.
note that Sony and a lot of money were behind No Man's Sky.
Truth.... but it can happen
@tired tree i am having a problem when trying to setup the finger tracking in the example template. The hand becomes offset
is there a way that I can fix this?
@hot willow turn off bone morphing, morphing doesnt work correctly with manniquin hand anyway since it's not skinned for it. That is the root bone offset to align it to the controller if you want it to.
thank you so much!
@real needle @sturdy timber @thick linden @ebon scaffold @undone ruin @quiet badger @narrow topaz
fix for -nohmd (oculus audio causing oculus launch and graphics adapter query making steamvr launch):
https://github.com/EpicGames/UnrealEngine/pull/6980
just @mentioning everyone I found in search that trying to fix this in the past
for people with broken hand animations in -game mode:
https://github.com/EpicGames/UnrealEngine/pull/6981
you also have to change the module type in the steamvr input uplugin somewhere, I didn't include that yet because I use mordentral's openinputplugin that supports hand animation with full body and replication
the change for his is:
[OpenInputPlugin.uplugin]
{
"Name": "OpenInputPluginEditor",
- "Type": "Editor",
+ "Type": "EditorOrEditorGame",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms" :
[
"Win64",
"Win32",
"Linux",
"Mac"
]
}```
@tired tree looking at physxvehicles just now I think that fixed it with UncookedOnly ; change would be:
[OpenInputPlugin.uplugin]
{
"Name": "OpenInputPluginEditor",
- "Type": "Editor",
+ "Type": "UncookedOnly",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms" :
[
"Win64",
"Win32",
"Linux",
"Mac"
]
}
@sturdy coral mm, i'll look at it
this was their commit:
https://github.com/EpicGames/UnrealEngine/commit/03b04fc3d1ca
Another one if anyone needs; handle SteamVR resolution changes during play:
for detecting the vr pie instance with multiplayer and other 2d pie instances:
Fixes headtracking affecting 2d-only worlds with multiple instance PIE:
https://github.com/EpicGames/UnrealEngine/pull/6984
distinguish gamepad keys from motion controller keys (for detecting switch between gamepad and motion controller during play without string compare or set lookup):
optionally attach voip talker to socket (if you use spatialized voip):
opt out of vsync clash from UGameUserSettings (steamvr plugin manually fudges with vsync console vars, which then clashes): https://github.com/EpicGames/UnrealEngine/pull/6989
fix steamvr GetControllerTrackingStatus to actually tell if the controller is tracked and not just connected:
fix steamvr crash if depth is submission is off:
https://github.com/EpicGames/UnrealEngine/pull/6991
support for consuming scrollwheel with widget interactor (I used that for something with VR UI, I think allowing player to still walk if UI didn't consume joystick axis or something along those lines):
https://github.com/muchcharles/UnrealEngine/pull/new/muchcharles-widget-interaction-scrollwheel-consume
clearable software cursor widget (if you toggle 2d and VR and also are exposing your viewport in VR with a widget, software cursors could get stuck on it with no easy way to clear since cursors are setup mostly declaritively) https://github.com/EpicGames/UnrealEngine/pull/6994
Allow landscape LOD0 to be distributed less than 1, can be necessary in VR on weak GPUs:
https://github.com/EpicGames/UnrealEngine/pull/6995
Fix reversed left/right eyes in emulatedstereo and support WorldToMeters:
https://github.com/EpicGames/UnrealEngine/pull/6997
support diagonals on oculus joystick to be in line with how Gamepad_ directional key events work: https://github.com/EpicGames/UnrealEngine/pull/6998
fix error checking on left eye submit: https://github.com/EpicGames/UnrealEngine/pull/6999
Add AActor::FindActiveCamera to allow overrides (used this for switching cameras depending on 2D or VR) https://github.com/EpicGames/UnrealEngine/pull/7000
Fix UWidgetInteractionComponent::PressKey: https://github.com/EpicGames/UnrealEngine/pull/7001
fix many issues with hmd worn state and steamvr:
Hi all.
Can anyone give me some advice on making VR loading screens ?
I would really like to put the player into a blank room with a widget containing information about the level they are loading.
I watched the live training unreal put out for a loading screen but that was for non VR, I was wondering how different it is ?
Heya there. I've started out a VR project (from the VR template, quite modiified now), kinda struggling with how camera works. I'd like to follow a projectile for instance but i always find myself above the projectile and the position of the camera in the viewport doesn't seem to matter. Same when controlling a third person character, can't seem to affect the camera much. Any ideas ?
@abstract venture in default setup every tick the cameraโs relative position is updated to he hmd position
So any change to camera position elsewhere will get erased
Instead you should attach camera to an empty scene component, and move that to move the camera, including for default offset to your projectile
ok, thx, i'll try that out ๐
I'd also like to get a progress bar on top of say, the VR hands but can't seem to make it appear. Managed with a third person but not in VR, is there a different way to make it work ?
Actually, are there general difference that I should know about between VR and non VR dev on unreal ? If there's a good resource (video, documentation, article) i'd be keen. Cause there are a lot of good stuff on youtube but I found that numerous don't seem to work with VR
does anyone have advice on how to pull the drag-to-move function from vr-mode into your own project? I am new to unreal and have been using blueprints, but it looks like all of the vr-mode attributes are in cpp (which I'm not super familiar with yet) somewhere around here: https://github.com/EpicGames/UnrealEngine/blob/f8f4b403eb682ffc055613c7caf9d2ba5df7f319/Engine/Source/Editor/VREditor/VREditorAvatarActor.cpp#L371
Interesting product
May be useful for people using ue4 for architecture visualisations
i need help to make a rotator i can move in VR
What's a good way to do water with VR? I really like the look of this shader: https://www.unrealengine.com/marketplace/en-US/product/cartoon-water-shader However I highly doubt it will work with VR. Am I mistaken?
it just might - he offers mobile shader in his package
what's going to kill performance is translucency - can't have depth fade without it
and distance fields eat up RAM like crazy on Quest, so I didn't try the other method
on PC it should just work
Really? That would be awesome if it did. I just recently switched over from Unity and was having lots of problems with water shaders and stereoscopic rendering (the shader would work in one eye but not the other). I've only been using UE for about a day, so I have much to learn.
So far the rendering capabilities have blown Unity out of the water. I brought over a few assets from Unity and was absolutely stunned on how much better they look with default rendering in UE.
Yeah, you can make Unity look really pretty, but you need to donwload stuff and enable stuff and do all kinds of stuff ๐
Unity is a spectacular prototyping tool
Been working in it for around 8 years, and every.single.project hits huge problems around 70-80% complete because it's not a fully implemented engine
maybe you are over ambitious hehe we have several things done in Unity
Perhaps
Most my stuff has been mobile, but that includes bluetooth controllers for robots
I wasn't saying the projects were not complete, I was saying there were always snags where we had to (re)write something we didn't think we would need to
We have a few mobile apps, VR apps and a lot of webGL stuff.
Unreal has its own set of problems though
Which problems are good to keep an eye out for?
4.25.1 is still not out!
In general, it seems that they have not looked at VR since the release of robo recall
Are there known design patterns that could unwittingly land me in a bad place in the future?
๐
Seems VR is "unfinished" in every engine
@mighty carbon do you also have experience with Unity VR dev, or just unreal?
there are quite a few basic issues that should have been fixed in 4.16 or even earlier.. Yet, those issues still present and simply being shoveled over to the next releases
and with UE5 on the horizon, I have little faith in Epic in regards to VR
@frigid kite just Unreal
(and mostly on art/design side with a sprinkle of BP)
and with UE5 on the horizon, I have little faith in Epic in regards to VR
I'm cautiously positive about Nanite also being beneficial to VR, though it's likely deferred only
it's likely not going to work in VR at all
I believe they said that it will work for high end VR
Is it reasonable to do high end and mobile VR in the same project?
I think it's gonna be like VR. It works, it's quirky and it's not for everyone.
Or should they essentially be considered different games?
You're saying that based on their VR track record, or based on how you think the technology works?
@radiant garden Unreal has some really good scalability tools, much better than Unity
(Because of Fortnite)
You can easily swap out assets based on quality level right in the model/texture properties, for instance
So you can have one set of materials for high end and a different for mobile?
Yeah, and auto generate lods and have different lod sets for mobile for instance
Or does it go even deeper than that, allowing for different mesh complexities for the quality levels?
If the quest wasn't so popular I'd tell you to do high end first then optimize for mobile
Yeah I'm starting to view the Quest as an annoyance :/
I have an Index myself
and a mid to high end pc
So I'm really concerned on how I'm going to manage profiling to make sure I support mid to low end devices
The only true way is getting a low end device
There is a talk by SuperHot developers, descriving how they optimized super hot for quest. Really good info there.
Same for Robo recall ๐
Oh nice! I will look for those.
Which arguably was a far more high end title, graphically
they did murder robo Recall tho ๐
I dunno, I think it's still fine
I played it on the Quest only very briefly, but I was quite surprised how well it still played and looked - it looked terrible in the screenshots
Doesn't most VR look bad in screenshots?
as far as quest games go it looks pretty good I guess
I wouldn't say that @radiant garden
Quest is the future.. That's where the money is at
Next HMD will have better SoC and will be wireless most likely
(wireless Link)
Does Quest have a large install base?
after psvr probably the biggest by now? I'd have to check
Sorry if I'm a bit naรฏve on VR topics. I've only been working with it for about a month.
I definitely believe that if you want to ship a VR game, it would be foolish to leave out the Quest
You just have to be approved by Oculus/Facebook first
Doesn't that just mean passing their test?
They're apparently notoriously picky
On what they decide fits in the Quest ecosystem
It's a bit arbitrary
Basically it means that it's mostly established VR publishers that get on there
kinda like getting your game to PS4, but with tighter requirements
For instance, they only just allowed productivity apps like spatial.io on there a few weeks ago - there's no reason why it was not allowed from the start
That is odd
Still, it's a very popular platform that you can't afford to ignore
If I hadn't worked on console games in the past you might have just scared me there
"You can't succeed if you can't get on Quest, and you probably won't get on Quest" ๐
I built a few "punch gesture recognition"... thingies in C# on Unity. I'd like to port these to C++ in UE4. Is there a good API list for getting tracking and input data for VR?
I've been dabbling with the VRExtension plugin. Seems really solid so far.
I plan on exposing the gestures as blueprints to do the rest of the game logic
I wasn't sure if it is best to try to get input data from UE directly, or if there was an API I would be wise to use from the plugin
@radiant garden you can directly sample tracker information yes, but at that point just sampling the relative location of the motion controller components will work
@tired tree Oh hey! I've been super impressed with your plugin so far!
your c# should also mostly 1:1 convert
I feel I've been around the racetrack trying VR on every platform so far (in terms of prototyping stuff), and your plugin has been far superior to a lot of what I've seen.
I was hoping so
I'm mostly doing distance comparisons and dot products to determine if a particular movement should register
I do also have a gesture component using dynamic time warp @radiant garden
though if you are looking for very general motions a naive sampling like yours would likely outperform and be more reliable
I'm looking for certain types of punches
So a "symbolic" gesture recognizer would likely struggle with the finer details
you may want to play with the gesture component then
All the motions are essentially straight lines
it has thresholds
and speed shouldn't effect it as long as the sample buffer is long enough to cover it
I've been going off distance magnitudes, velocities, and angles of travel
Faster actually makes it more difficult because you end up with fewer datapoints
and the points can be a bit more noisy
@tired tree Is the gesture system the one on the table in your example level?
yeah, its just a component on that wand, could attach to controllers instead
and run always on sampling
What is the feedback when you successfully perform the gesture?
event is thrown with a copy of the gesture
I played with it for a few minutes yesterday, but I wasn't quite certain how to use it
i have a few people using it with hand pose gestures to do spell casting and the like
you can pm me if you have questions about implementation for it, I dont have a tutorial for it besides the wand reference implementation currently
Did you base it on the $1 recognizer algorithm sometimes used in 2D recognition?
I feel I've been around the racetrack trying VR on every platform so far (in terms of prototyping stuff)
Have you also tested VRTK?
@radiant garden no, its a low featured Dynamic Time Warping function
@frigid kite I looked at it briefly. For my purposes I felt SteamVR gave a better start and if I stuck with Unity I was going to port the functionality I needed for Oculus.
Yeah I also decided to run with SteamVR, I found VRTK to be horribly over engineered
That was pretty much my impression as well
I also really dig VRE, but my project is heavily dependent on compute shaders and from what I see those are not really well exposed in UE
@frigid kite well you do have full engine source available to you
but i guess that is a bit heavy handed if you aren't accustomed to it
Indeed, heavy handed compared to "it just works"
When Unity "just works" it is wonderful
When it doesn't, you end up losing a limb
๐
I have been contemplating making the switch, but in general I find development in UE to be a bit slower; compile times, build times
If by limb you mean your hair.
Nah actually I mean you lose a lot of sleep from crunch b/c you suddenly have new features to develop
That also happens with UE, @radiant garden
It's a lot more feature complete than Unity, but that doesn't mean you won't run into situations where you run into a dead end
At least you have the source code
The situations I've run into, were where Unity's implementation is inadequate and ends up requiring a lot of rework - or otherwise makes it more difficult to do a work around
Though my usages have been a bit "off the beaten path"
Hi everyone, today is the last day of the spring sale. The VR Debug Plugin is still 50% discounted if anyone is interested.
https://www.unrealengine.com/marketplace/en-US/product/vr-debug-plugin
Have a great day devs!!!
I wonder if it's useful for VR https://www.unrealengine.com/marketplace/en-US/product/control-rig-mannequin/
@mighty carbon interesting, was there a post about that control rig being released somewhere?
@sturdy coral this is where I got it from https://twitter.com/AlanNoon/status/1267896422583676928
Thanks!
Can somebody explain what that does that we aren't already doing with manual IK on stuff?
its used for in editor animation and rigging
Normally that happens on the 3d software like maya
I'm very excited for that control rig thing
I've been dreading having to learn a bunch of aspects of 3d animating just to do a few simple hand poses
now, assuming that sample project is documented well enough, I can just do the thing and move on to the next problem
finally, 4.25.1
are there patch notes? @mighty carbon can't find any
@carmine yoke https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1770617-4-25-1-hotfix-released
The 4.25.1 Hotfix is now live!
Feel free to discuss this release on the 4.25 forum thread (https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1755531).
If you experience a bug with the 4.25.1 Hotfix, please follow the How To Report a Bug Guide (https://...
nice, cheers
Hi guys, I have an area which I cant get to but I need it to be reachable by the player...
I would be greatful for any advice
does anyone have advice on how to pull the drag-to-move function from vr-mode into your own project? I am new to unreal and have been using blueprints, but it looks like all of the vr-mode attributes are in cpp (which I'm not super familiar with yet) somewhere around here: https://github.com/EpicGames/UnrealEngine/blob/f8f4b403eb682ffc055613c7caf9d2ba5df7f319/Engine/Source/Editor/VREditor/VREditorAvatarActor.cpp#L371
read what they do and make it in BP
its prolly something like get locationg when u press , than get the vector of the movement ,. invert that
or u could check out the virtual production pawn, it might have that exact same thing in BP
not sure if ur allowed to use engine content for games , but this prolly wont be a problem
i think thats more for stuff like using the landscaping tool as level editor
Anyone use the quest? first time setting it up, followed a tutorial, I can't seem to play it in Play, simulation. UE4 recognizes my headset but still cant test
Any tips
Anyone?!
got a link ?
you need oculus link with quest to go play
otherwise you need to compile your apk and upload it to the quest with adb (or sidequest)
i might be slighty wrong with the adb and sidequest thing as I never did it but that's what I understood
I've seen that with the latest oculus link you can do it with the shipped 3m cable now, but you still need to have oculus link ready before you start your project for it to work inside UE4
@abstract venture I just got a cable today, I hooked it up and I didn't make a build yet ahha
BUT I did download steam VR and it worked...kind of. It was hella choppy which was a bummer. I need a new pc probably
I do have side quest so I will have to try it out once the build is done
Was your project set up for Android ?
@keen prawn You're allowed to use engine content for games
You need to switch to PC if that's the case
@hallow knoll what are the chances for alpha to coverage MSAA for ES3.1 / mobile Vulkan to be implemented in 4.26 ?
ahh must be engine c++ classes or plugin content than
i really dont think ur allowed to make the chaos fracture editor go on runtime and use that
Hello everyone, please vote to https://issues.unrealengine.com/issue/UE-86294
done @alpine crater
Hi All, I'm looking for some help with a WMR Plugin issue.
VR Preview isn't streaming to my HP Reverb
@mighty carbon Not sure
@hallow knoll is there any way you could ask around? ๐
cuz not having MSAA (and alpha to coverage MSAA is what's needed for masked materials) would be an automatic reject from having game on Quest
@keen prawn you can use engine and plugin content, mostly just not stuff under 'Editor' folders
or 'PluginNameEditor' (probably includes fracture editor)
Asked this in #graphics and got pretty much crickets. My coworker is using Unity to work with the same fbx I am, and he found some settings that helped him get the frame rate way down. I'm still struggling with it. What he did was changed the mobile shader from Bumped Diffuse to Diffuse (since we realized some things we thought were bump maps weren't).
Is there anything equivalent in UE at all for mobile shaders?
unlit maybe ?
other than that, UE4 shaders are not really made for mobile VR.. Ideally you need to rewrite lighting and shaders in UE4 to maximize performance on Quest
if only Epic cared more about mobile VR or Oculus cared more about using UE4 for Quest, we'd probably have a lighting model and shaders optimized for Quest
Greetings! We have an ongoing XR Developer Survey that asks developers about their XR application and development experience. Survey participants can win a $200 Amazon gift card (two will be raffled).
The analyzed survey results will help to understand XR development better and find ways to make XR development easier (better tools, guidelines, etc.). We currently have 76 answers, of which 12 are Unreal developers, and rest are Unity developers.
I would love to have more Unreal developers to fill the survey, so that your XR development issues receive enough attention. Please participate when you have a moment (the survey could take up to 30 minutes if you answer all the optional questions).
https://www.surveygizmo.com/s3/5156935/XRDevSurvey
XR Developer Survey.
@mighty carbon no, he's definitely using baked lighting
so the answer is "yeah, I just may have sucky performance on the exact same scene because I use UE"? That is, without adding in optimizations that he's not.
Does anyone have any documentation on running an android preview with the debugger attached on Quest?
I'm trying to debug a crash with one of the plugins I'm using
Is using Android Studio the only option? https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/AndroidDebugging/index.html
Taking a look at how to debug your UE4 project using Android Studio.
That page doesn't work for 4.25
I skipped the step about adding the line with the python script, since that folder isn't on my pc in 4.25, and when I try to debug, the device says it's waiting for the debugger to attach
Android Studio never asks for a device even though it does launch the app on the quest
Nvm, I think I got it
Does anyone have tips for packaging for quest faster?
I think I found the right page for this: https://developer.oculus.com/documentation/unreal/unreal-ide-guide-android/
Describes how to debug or test your Oculus Go or quest app.
@mighty carbon So, given what you told me earlier, would you say developing a VR app for Quest in Unreal maybe isn't a great idea? Stick to unity?
well, if you have no hope finding someone to implement certain things, either make sure your project doesn't use unsupported features or look into Unity, yeah
I am sure Unity has its fair share of shit to deal with
but at least there are a lot more devs available there if you need help and a lot more stuff in the Assets store
and it's Oculus main in-house engine, so probably a lot better supported on Quest
I don't have much issues with performance on Quest with UE4
it's just missing / broken things
what's missing/broken?
Thanks for the perspective. We're kind of just getting into VR dev (with Quest as our main platform target), and the boss has me doing UE and my friend/coworker doing Unity. He want to "keep all the options open", but it feels like a lot of wasted effort. I think that I'm going to have to really plead with him to abandon UE and let me switch to Unity. Which... god, that's real cruelty. I would MUCH rather be working with UE.
I'm also using UE4 for a multiplat game mostly targeting quest (assuming I even get approved by Oculus)
@bright drift well, I can just quote one thing that @mighty carbon just recently posted:
VictorLerp what are the chances for alpha to coverage MSAA for ES3.1 / mobile Vulkan to be implemented in 4.26 ?
cuz not having MSAA (and alpha to coverage MSAA is what's needed for masked materials) would be an automatic reject from having game on Quest
I'm not sure I'm keeping up with most of that sentence
but I take it UE4 on Quest doesn't support the specific type of MSAA that's performant enough to be worthwhile?
at least, for the use case of "masked materials?"
@bright drift UE4 doesn't support alpha to coverage MSAA on Android (ES3.1 / Vulkan) at all. It's not in the engine at all. Nothing.
that's what it is on Unity
you only need a2c on masked materials, because other materials with alpha transparency don't need it
(and you don't want to use blended transparency on Quest, only additive and masked, for performance reasons)
and this is what's broken https://issues.unrealengine.com/issue/search?q=fix%3A4.26&resolution=unresolved&component=xr&sort=
most of those issues keeps being pushed over since before Quest was a thing
I guess I'm thrown off on why this is a dealbreaker because I'm pretty sure there are multiple shipped UE4 quest games
not really
the ones that are shipped either made by ex-AAA devs who added what's missing themselves, or internal Oculus projects that also added whatever was missing themselves
and no, there are not whole a lot of UE4 based games on Quest
that sounds pretty ominous
and since we complain about it, we are obviously no capable implementing a2c MSAA ๐ ๐
(at least I am not)
On Quest, when I try to use the DebugWidget (by calling PrintString_DW in a blueprint), it just crashes. I'm trying to debug it so I can help the dev who made that plugin fix it, but I'm having trouble getting anything useful from the crash
I tried a logcat and didn't get anything useful beyond some technical way of saying "it crashed", "SIGSEGV"
I tried running it with Android Studio's debugger attached and it said that it tried to access an invalid memory location
are you in Oculus Start ?
me? no
you should join - they help out with things like that
(you actually get 5 sessions with Oculus devs)
really? I thought that program was just for getting a free kit
nah, it's more than that
I found out after I bought one and figured I'd missed out, but I guess I'll look into it, thanks
(not UDN more, but it's better to be in it)
Tbh, back in october I ran into an awful engine regression on quest
got no help from users or Epic, ran to godot for several months. very bad idea
also, for Quest you are better off using Oculus fork of UE4
really? why? for the newer SDK?
yeah.. SDK is up to date (at least the main one), easier to get dev support help, they also sometimes have tweaks to the engine to make sure it runs well on Quest
hmmm
also, Quest requires for SDK to be no less than certain version
and since stock UE4 drags behind, you might end up in a situation that your build will be rejected due to older SDK being used
well, I'm not concerning myself too much on oculus restrictions til I get an OK from them. I'm just trying to keep the game performant in the meanwhile with occasional device tests
(or it might even not run at all)
any idea why this would happen? LogCook: Display: Cooked packages 693 Packages Remain 1 Total 694
I'm trying to launch from the editor to figure out that crash, but either it gets stuck on the last cooked package or I enable cooking on the fly and it just fails and doesn't say why
maybe I should just try this all again from the oculus fork...
all of the problems I've had since coming back to UE4 have been specific to quest
I'm using the SuperGrid free asset pack for prototyping, but the materials are very funky on quest even though it's set up to support android
nah, no idea. I found out that running from Editor on Quest is not a great idea because sometimes it runs fine like that, but shipping cooked build crashes.. So might as well just build shipping apk for tests.
(or sometimes it won't run, like in your case)
hmmmm
so yeah, right now I have the problem of the debug widget crashing (and thus being unusable) and this texture thing: https://www.youtube.com/watch?v=iwqtjjEP4K4
I use Oculus fork, keep Quest software and Oculus PC software updated and preferably of the same version and mostly have zero issues.
it's white when it should look like this:
hmm. I never used SuperGrid, so I wouldn't know ๐ฆ
I asked the pack's author and he said it had something to do with how his parent material's set up and how epic's changed stuff about that across engine versions
I dunno enough about it to fix it myself yet, and this debug widget crash... I still haven't figured out how to get useful debug info from the crash
I figured if I launched from the editor I might get a crashreporter pop up with something actionable, but I can't even get that far
and it sounds like using the oculus fork wouldn't help that too much
why do you use debug widget ? (I don't even know what that is)
I just use Print String, stat cmds and logcat.. Sometimes I use RenderDoc.
debug widget is a pretty simple plugin
basically a widget with a text display set up on it
I can call "PrintString_DW" from any blueprint, and I have the widget attached to the HMD camera so I can easily see whatever
on PC, the regular debug log text is tiny and in a far corner of the display in the headset, so it's nearly impossible to read
given that linking github to an epic account is apparently completely broken across multiple browsers right now, maybe I should just stop going down this rabbit hole
what level? the template?
Yes
the debug widget is nice because it took almost zero effort or time to get it working
Tbh, the main reason I was spending time figuring out why it was broken on quest was because that seems like something I should be able to do in general
As of right now, at least until I port your console over, I don't have any way of reading debug text or actually debugging at all on the device
I can package and install, but if it crashes I'm kinda at a loss
On PC I get a crash reporter or I can attach visual studio and just look at it
Hey guys, I just migrated my Quest project to 4.25. Initially it would crash on load saying "Object StereoLayerShapeQuad StereoLayerShapeQuad_0 created in Package instead of StereoLayerComponent". So I rolled it back and deleted Stereo Layers from all of the relevant BP. Now it opens fine in 4.25, but when I try to package it says the same problem. I've literally removed every instance of a stereo layer, so why is it still happening?
try wiping the folders with your existing packaged stuff
I'm at the end of a project on Quest using 4.22.3 and I want to install 4.25.1
Can I do this without it affecting my Android build setup for 4.22 (I won't be setting up Android SDK etc for the 4.25 install...)
Cheers!
@carmine yoke at least get rid of intermediate. maybe also binaries. I don't remember which folders are generated, so double check, then delete
@blissful bear No you need to get the new android ndk etc
@bright drift Cheers, I'll try that
@carmine yoke Thanks. I know 4.25 has a whole new android dev setup but I have no need to set that up at present. I just want to install 4.25 from the launcher without it trashing my ability to build for Quest in 4.22. I think I'm safe to do that but thought I'd ask...
oh yeah thats fine, no prob
Great stuff. Thank you for the extra bit of confidence I needed.
@bright drift didn't work ๐ฆ
Hey guys, I'm new to VR/Unreal. Could someone tell me if it possible to create a vr app wiht only having a mouse and keyboard available? In Unity you've got VRTK, is there maybe an equivalent to that?
@hallow knoll Can you help me with this at all? I saw that Frostic might have had a solution on the Unreal Forum (https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1728453-unreal-engine-4-25-preview/page3) but I can't contact him on this discord and he might take a while to reply on the forum.
I've purged all cases of stereo layers in my project, pretty sure there's nothing there. And I've uninstalled 4.24, reinstalled 4.25 prereqs
Deleted all derived files and rederived them
Built project from source
Not sure what else to try
is anybody able to help me create a full body ik system?
im too lazy to search far and wide on google lmao
๐
@real needle but why ?
@mighty carbon I need to setup a small VR project in Unreal, something that I haven't done before. I was told that VRTK is a good option for people who only have Keybaord and mouse, but its only for Unity. Because I want to learn Unreal, I'm looking for an alternative way to get started
I mean, VR and kb/mouse?!
the whole premise of VR is to be able to dive into another dimension, so to speak, physically.. Meaning using motion controllers and physical interactions.
@real needle Look into using the VRExpansion plugin for Unreal. It gives you a great example map to study from and should allow you to use a first-person player with mouse and keyboard and then full vr once you get the hw.
if you wan to learn UE4, just learn it making a small pancake game. Sell it, make some money, buy yourself proper VR hardware.
or
make a decent concept, apply for Oculus Start and they'll send you Rift S and Go for free
@mighty carbon It's a College exercise and due to Corona we're not able to use the VR equipment from school.. Thus we're required to make it work with Keyboard and Mouse
@blissful bear @mighty carbon Thank you both for your input
Oh wow. That's really lame
If you don't have the VR equipment, a VR project just adds unnecessary complexity for no gain
I don't even know how you can make VR project without VR hardware
Technically you can create it. Just won't be able to test it
also, if you are in school for VR, why not to apply for Oculus Start to have VR hardware at home?!
also, when you are set out to learn a new engine you are better off learning from scratch.
not using anyone's plugins/templates
you can make vr project without hardware. testing is another matter though.
also there is a mobile app that emulates hmd when plugged into a pc. it works ok
@mighty carbon on that note, is there an API reference on how to get the world space transforms for the headset and both controllers?
I wouldn't know, sorry
No worries! I found a call last night to get a device rotation and position, but I wasn't sure how to find the device IDs for the controllers and it sounded like it was an offset from the pawn's position / rotation
I mean it sounded like the resulting position and rotation was in local space to the pawn, but I was a bit confused on how to get the pawn's position and rotation
@carmine yoke Can't help without your logs - send em plz
Hey guys , what is the best way to match scale of Real world Objects inside VR ?
Measure and make to scale?
even with that VR world appears out of scale due to restrictive FOV, imo.. It never looks right
@hallow knoll Don't worry, I saved/relit a couple of levels which must have had some kind of residual reference to a stereo layer. Managed to get it to package!
@mighty carbon people always look way too huge to me in any stereoscopic video I've ever seen
@real needle look at roborecall modkit, they have a player that works in 2d in the editor for testing
Thank you!
Hi there
Anyone having troubles with motion controller tracking on oculus quest?
ue 4.24
Mine controllers stay on the floor
@sinful vault are you using the VR template in the motion controller map to test?
Anyone here have any experience working with oculus native sdk?
highly unlikely @languid night
since UE4 comes with integrated SDK, no point in using native SDK with UE4
That is true, I was just curious
@maiden willow the template pawn and motion controllers work. But any other pawn or motion controller, even the simplest one doesnt works now.
There are a few bits that are necessary to attach your controllers to the HMD. I rewrote a lot of it just to understand the flow and what was being accomplished
Can anyone advise me on/ point me towards some info on VR loading screens and how to make them ?
Most VR loading screens I have seen in games are within a black/empty room with maybe a dialog box/illustrations.
THAT is exactly what I am hoping to create for my project..
Hi all, I'm using 4.25. The project builds without errors in the output log, but I'm getting this error in the headset. I'm hoping some of you can shine some light on this issue I'm having. You're help is much appreciated.
Oculus Quest by the way.
@smoky valve If you launch the project through Editor and look at the Device Output log you'll be able to get more information - no idea what's going on without more information
q: is Instanced Stereo recommended on desktop? I vaguely remember reading that it turned out not to be a performance win but that might have been on mobile
@silver robin it is supposed to relieve cpu but increase geometry work, so it likely depends on if you are draw call bound or not
but I don't know how much that changed after 4.22 added automatic instancing everywhere, that may already have a geometry overhead that doesn't get compounded somehow
hmm okay, thanks
doesnโt seem to make a whole lot of difference to my project so I guess Iโll leave it off
Has anyone here managed to capture mixed reality footage of an unreal engine project ?
I can't seem to find the Set or hide splash screen nodes which are in this tut. Any ideas ?
Is it that loading and splash screens been merged ?
that would explain why I cant get these nodes.
Is there a way to identify which motion controller the player is using? (Vive default, knuckles etc, as many players have vive but use knuckles controllers)
I am VERY stuck here.
All I want to do is enable a splash screen so I don't have this sickness inducing/crashed looking screen when I move between levels.
But the documantation for it is all different and seemingly all out of date as I can not even get the nodes which are used in them. :/
had an amazingly simple solution which worked and actually made my loading time near instant (the very reason I wanted Splash screen to start with)
@marble frost you will find how to implement that in VRE plugin
@sullen vortex the OpenVRExpansion plugin has functionality to detect the headset, I was not able to find anything that could detect the controllers, I will keep looking though, thanks a lot
look for where it loads the controllers profile
oh you want to detect controllers, not hmd, sorry
but if you know the hmd model you will 90% of chance to know which controllers is using
Yeah, that's why I mentioned about Vive users using knuckles ๐
What I can do though, is that I can ask for the user to press trigger when the game starts and once they do that, I will get the info about their controllers
@marble frost it has an openvrcontroller type node now actually
Specifically because of Vive with knuckles started to show up
I actually have to go add quest on steamvr to it now that link exists
That's awesome, thanks! I might be using the older version of the plugin
@marble frost yeah I think that was updated in 4.23 or so https://vreue4.com/GeneratedDocs/OpenVRExpansionPlugin/OpenVRExpansionFunctionLibrary/nodes/GetOpenVRControllerType.html
You can use the gain and lost tracking events on the controllers to reinit if the players swap controllers mid game too
Perfect! ๐๐พ
Iโm probably missing something obvious but Iโm out of ideas. I have a pawn set up with some components that follow the motion controllers; they show up, so far so good. the problem happens when I try to attach another actor to one of those components: it stays at the origin. if I pause the game, the actors are set as children of the pawn, but they donโt move. ring any bells?
is it because the controller components are the ones moving, not the actor itself, so the child actors donโt inherit any motion?
yep that was it. if I use โattach component to componentโ with the actorsโ roots, instead of โactor to componentโ, it works fine
@hallow knoll thanks for your reply. I opened the device output log and I see what's causing it. Not sure how to go about fixing it.
If you're okay with it, I'd like to PM you and show you the log. If you want.
Hey all. I'm getting this error in the Oculus Quest, and discovered this in the device output log.
The project builds without errors in the output log though. I'm using 4.25
what plugins are you running
@lethal delta just those two. One of which is disabled.
Oh crap! haha, that's my other project.
I have two open.
Let me check the actual vr project :p
Okay yeah, those are both on each project. The vr one I'm trying to build has both disabled, so I don't think those would give it any issues.
is there a way to know whether the userโs set up their VR stuff for standing vs. room-scale? it looks like for the latter I can use the SteamVR chaperone vectors or Oculusโs play area transform, but Iโm not sure what either of those will return if itโs set up as standing-only
@smoky valve did you set up your android platform stuff in engine settings?
Yeah, I've got all that setup.
custom engine?
sorry only reason im asking is i remember getting the same bug and im trying to job my memory
In fact it was running just fine in 4.24, until I upgraded to 4.25
No worries.
I also should note that I'm using the Human Codable VR Framework from the marketplace. But that's working just fine, so I doubt it's that.
this is in 4.25โI vaguely remember seeing some note about a change to how VR inputs worked but now I canโt find it
@silver robin It's pinned to this channel: https://docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/MotionControllerKeyDeprecation/index.html
Overview of Motion Controller Key Deprecation and Migration
However I think that's unrelated to @smoky valve's problem. It seems like your project in 4.24 was referencing that file - As a test could you try to find it in the 4.24 version of your project and if the file doesn't exist in the 4.25 version, copy it over?
Are you excluding "Engine content" when packaging?
Hey,
(Unreal engine 4.25.1)
I've started a new project (c++) and created a blueprint based on the vr template to spawn two motion controller actors, they are spawned and appear ingame, the only issue I have is that I can't control them.
I'm checking it with the vr template project but the blueprint and settings are the same, so I'm running out of ideas
anyone had this issue?
@hallow knoll Does that pinned deprecation note mean you are supposed to use something different than the project Input Actions to get button presses from motion controllers?
@limpid widget if using steamvr make sure you generated bindings etc.
Hey, has anyone been able to change the exposure settings of an android? Currently when using the camera, its way to dark for some reason
hi there! somebody can tell me how to setup the Oculus Quest Thumbstick to be progressive? I'm using the input Thumbstick Up but it return 1 when it is press and 0 when it is released... (how to get the progressive values?)
i'd like to modulate a float with thumbstick...
working: i'm using MotionControllerThumbRight_Y now
@radiant garden No it means that you now have to use the Action/Axis-Input system
You have to set it up for it to work - You can no longer do "MotionControllerRightTrigger" directly in Blueprints
Take a look at how SteamVR handles it on the users end - It's pretty cool and allows controllers that were released after your game to be supported, either by you providing a new Action manifest or someone in the community if you're no longer supporting the game.
Oh. You can bind the steam VR actions against the ue4 actions?
I'm new to ue4 but I did a VR prototype in Unity with steam VR
they are one and the same
ue4 exports its "actions" as actions for steamvr to fill in with buttons
Oh that's so cool!
Oh wait... I should know this already!
I was futzing around with the json files yesterday
hi all, is it possible to use the oculus quest with UE 4.25 via virtual Desktop wirelessly instead of being directly connected ??
please let me know if you find a way to do that @real needle !
it's about time... https://www.smart-prototyping.com/AR-VR-MR-XR/AR-VR-Kits-Bundles
Can anyone help me getting oculus mixed reality capture working? I have calibration and OBS setup completed and that all works with other applications.
My issue is enabling MRC in my game
This is on quest by the way
I have set casting and composition method and called "save to ini"
But I think the issue is the "get oculus MR settings" node returns null
So setting casting etc never actually happen
Does the app need read write android perms to access its own directory? (surely not...)
reading docs:
bIsCasting (GetIsCasting/SetIsCasting) - Turns MRC on and off (does not get saved to or loaded from ini)
so this doesnt get saved? why does it need the MR object???
this is the ref oculus provide:
Get mr settings, set casting, set comp method, save to ini... what am I missing? and why is MR settings always null?? Do I need to manually create MR settings directly in the ini???
So i am able to launch project from Unreal Engine 4 from pc selecting quest which it sees being wirelessly connected not sure if this is sidequest enabling that or virtual desktop. However after it gets to stage of launching it on the quest i put headset on and I see error message saying it couldn't launch the app and wether to retry or close app
if I retry it seems to retry then second of two later slightly different message but means same as previous message only with a only close app button being a option to chose ?
Check your settings in android.
you prob have wrong renderer or something set
have you ever had it running on quest?
ok
one sec
this is my android SDK settings
my method to launch is click drop down on launch and launch Project Launcher then change the android quest setting to be advanced and then on the books compared to on the fly then I click launch
it runs through various steps, then get to deploying to quest which it seems to do fine and there's no errors before in any other steps
However, after putting on head set I get the error messages stated above
thats the settings build part
turn off arm 7
turn off es, just use vulcan
make sure your sdk target is 28
there are also some rendering settings you will need
in engine>rendering
when packaging use
there should be somewhere to set astc textures as preferred ...
do i do this even if I want to run a test launch to see how it plays etc
also my sdk installed isn't latest is that gonna cause an issue setting it to 28 ?
okidokes
if I just want to launch the project to test it is there a method I can just do that ?
launch should work
what are you launch setting etc
and do you just click launch or click project launch ??
right for some reason everytime I do that it keeps compile shaders etc but the amount it's compiling is stupidly larger and takes decent amount of time is there a way it compiles once
not each time I click launch ?
so if I stick with volken on it should just compile once and then not again unless there new shaders it needs to compile ?
yeah
subsequent builds will be quicker
if you change some settings it will recompile them, like there are some stationary light settings etc, stuff like that have a global effect
right
that is what i meant about the project launch thing which i tried initally after following a video, shall I set all this back to defualt before I attempt the next fix ?
@balmy scarab ?
I am not sure what you have done
so cant really say for sure
but that looks correct
i changed the android oculus part from on the fly on the right to by the book
oh
also just tried launching the app from the oculus from unkown sources part and it's gave me same error message. I thought I'd try this whilst this compiles shaders
dont use on the fly
you would have to relaunch before you see any changes in the quest
okidokes so on the books is best for that option then
I am still chasing help with enabling oculus mixed reality capture. Would appreciate some help.
have you ever tried doing the quest and unreal engine 4 through virtual desktop before ??
or is your headset wired up througout the entire session that your working on it etc
i get alot of warnings when it does something with avatar ??
I have a rift and do most my dev in that, just build and test in quest as needed
I get this error now after setting the android thing to 28 instead of 25 ??
thats wierd
you mean press launch button llke when I want to test it ??
yeah
i've installed android studios 3.5.3 is that right ??
change the sdk and ndk api to latest
the video I followed said that with that UE version the NVPack thing isn't needed
where am I changing that ??
platforms- android sdk
I've changed it back to 25 but I had changed that to 28 as stated above which brought the error shown above
however there is one difference
this is what I have set for android SDK
i notice you have two boxes empty ??
they use env variables when empty
right
is there anything else on that last screen shot you can see is different to what you have set which you think could be causing some issues ?
still not worked I just keep getting the name of the project and that is stopping or keeps stopping ??
am i meant to have android studio open when I'm doing this ??
@sturdy coral i think i found the cause of my performance issue... i tried running with r.HZBOcclusion=1 and then i get rid of the huge perf.hits every now and then. However it causes meshes to pop in and out in the periphery part of the vision (as i feared they would). https://issues.unrealengine.com/issue/UE-85356
apologies for me it's 7:43 pm
okidokes, I'm really new to VR in unreal engine so these problems i'm lost for when it comes to looking for where the possible issue lies etc sorry i'm not much help
@real needle so you're using Ue 4.25?
is your ndk correct?
@eternal inlet hmm I'm not sure why that would hitch vs just being more expensive every frame
I haven't noticed much pop-in with hzb but I've heard it can happen
so somehow I managed to get it working
i click launch it runs through stuff in log then starts it however it's only showing through one eye of the oculus
@sinful vault how would I tell what verison I am using ??
I downloaded android 3.5.3 thing?
oh i see, you are already on the right ndk
rightio, yeah i'm going to attemp to run the launch again
do you know why when it's ran so far I am only getting one controller showing and it's showing the wrong hand ??
for the one controller use this
After the new firmware update for the Oculus Quest, only one controller can be used at a time. This is because the app is running in 3DOF mode. In this video, I'll show you how to modify the AndroidManifest.xml file to make the app run in 6DOF mode again, and how future versio...
i tried that and it broke it, after applying that I end up getting launch failed:unkown error
and above scrolling it mentions something about manifest things
also in the document he copies from theres a line or two I don't have ??
@sinful vault
also in the document he copies from theres a line or two I don't have ??
@real needle
Probabbly
i tried that and it broke it, after applying that I end up getting launch failed:unkown error
@real needle but if you tried and broke it i dont know what could that be
haven't used 4.25
Sorry, what do you mean by sit?
i were sat down when i typed it haha, I were trying to insert little bit of humour didn't work though haha
oh haha now i got it
Good evening everyone, does anyone have an idea of why intro videos would only produce audio but no video? Use case is Oculus Quest on 4.24.3. Any insight will be greatly appreciated ๐
Just got this error when attempting a level I just made in VR template, if anyone understands what has gone wrong be appreciated to find out the fix
if you can PM that would be awesome as by tommoz morning this post will be deep in with loads of others thanks ๐
hello everyone
I followed some instructions and tutorials to get unreal template vr working on my oculus quest, but when I launch the project, I only get black screen, have you had any issue like this?
I get "LogTcpMessaging: Discovered node '0077500F08D80CA039F97EE848BE790F' on connection '127.0.0.1:6666'...
LogTcpMessaging: Discovered node '007D253108D80CA03BF5F61848F151C6' on connection '127.0.0.1:6666'..."
please ignore, the issue was "Package for Oculus Mobile Devices" was empty (I think)
Hey all! Does anyone know what happened to the Showdown VR demo? Epic released it way back in 2015, and a lot of their docs on VR reference it. I went looking for it to download the project, since they have an article that states that its "Free in the Learn tab" of the Epic/Unreal launcher, but it is no longer there. Then, when I did find it in the marketplace, it seems to no longer be available: https://www.unrealengine.com/marketplace/en-US/product/showdown-demo. Just wondering if anyone has insight as to why it was removed