#virtual-reality

1 messages · Page 232 of 1

trail shale
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updates the arrow mesh

shadow radish
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I'll check on my index tomorrow, mine has been working as expected on 4.25

trail shale
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although, I CAN control it, the rotation isn't perfect, it seems to correlate accurately but it doesn't feel right

shadow radish
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did you recently change engine versions at all? which version are you on?

trail shale
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4.25.4

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but this has been since the move in the controls, I'm modifying this thing and I'm doing something wrong

shadow radish
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what is the move in the controls sorry?

trail shale
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before you used the trackpad to control that blue arror

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and where it pointed, is the direction you were facing when you teleported

shadow radish
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yeah

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mine shows this for when it updates the teleport rotations

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am I on an older update or something?

trail shale
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and then an immediate jump, I SHOULD be facing the building, but I'm not

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I'll try overriding what i have using what you are showing me, can you post it as a higher definition please? @shadow radish

shadow radish
trail shale
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where is that drawing on a preview mesh?

shadow radish
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I think this is just for controlling the blue portion though--so it's not necessarily for what you are facing

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I don't know, it's just what I have for the UpdateTeleportRotations function on vive pawn character

trail shale
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I need to also see inside those functions unless they are native

shadow radish
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anyway I gotta go but I will try testing on index tomorrow, I haven't tested it since I updated to 4.25 so I'll let you know if I see any weirdness also

trail shale
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okay thanks, please let me know! @shadow radish

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yeah this baffles me

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SOMETIMES it teleports you and you are facing the correct direction....most of the time it does, but sometimes, it just doesn't at all, you don't change rotation.....but I've overrode the teleport function to take just the rotation of the teleport arrow mesh - so it's not directly related to any potential deadzone issues

shadow radish
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pay attention to where you are facing in the physical world, see if that has any clues for whether it fails or not

lament lagoon
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Im having issue using the vr mode with oculus quest, menus and icons are black, and no shortcut key to exit

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google didn't help at all

trail shale
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I'm facing the same direction @shadow radish

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the screenshot of two of them shows it

shadow radish
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I mean your head with the headset on

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not where the arrow is facing

trail shale
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well, you are seeing where the head is facing 🙂

tired tree
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the facing doesn't matter

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their teleport already adjusts for the hmd rotation

trail shale
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(that adjustment might be the problem?)

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it just baffles me that I can get that arrow meshes world rotation and it not syncing up each time....let me see if I can screencap vid it

tired tree
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it sounds like the index is being used not as cap touch so when you let go of the stick its not registering right away so your teleport arrow has the wrong rotation when the teleport fires

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don't know how that particular project handles the teleport exactly, but that was a problem with the default epic template at least last I checked

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haven't looked at the standard template is a long long time though

trail shale
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I posted some up top, standby

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damnit

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The thumbstick rotation "feels" off, but even if it does, I should be able to take the world rotation of the blue arrow mesh I use, and assign my rotation to that

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@tired tree It's a minute - the goal is obviously to face the direction that arrow is pointing - if this was off, it should be consistently off, but it's not - can you see the pattern?

quiet swan
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does anyone know if the rift s is touch sensative to the thumb stick?

bitter oar
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anyone here to talk to

placid spear
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I'm getting an infinite loop shutdown with a timeline when the VR hand overlaps a collision sphere in another blueprint. Does anyone have any thoughts on the solution I did in this picture? I put in a do once node and fed the Finished outpin from the timeline into the Reset pin on the Do Once node. This stopped the infinite loop error, but I'm wondering if this is correct usage.

sonic lake
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@bitter oar just ask your question. If someone knows the answer/is willing to help they will reply to you.

tawny halo
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Anyone worked with vr multiplayer? How do controllers get created? When client joins me he only gets one controller(although he can still use the other one for input) and he sees the server having 2 left controllers. The server has controllers created correctly and he sees only one controller on the clients pawn

quiet swan
vagrant drift
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First place id look is USceneComponent* VR_Right_Controller; declaration make sure a quick copy and paste didn't get overlooked.

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of course you will have named your controller whatever

quiet swan
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I have a rifts on mini display port and I have a free HDMI display port, I need to test multiplayer, could I use the same pc for 2 connections to test multiplayer this way? or do I need to pack the game?

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can I use a vive on the hdmi?

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and the rift on the midi display port?

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and then pick 2 players and play as listen server and play as client to test things out?

vagrant drift
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TBH never tried @quiet swan

quiet swan
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really? does anyone know. I mean, its because I need to write code and want to see if it works

vagrant drift
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I just verify replication quickly by having a second client pulled up on the second monitor and visually verify from there.

tawny halo
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@quiet swan thanks, will look into it

vagrant drift
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@quiet swan rereading that, my assumption would be you are plugging in two hmds? Are you trying to get each client to toggle between one HMD? I don't believe THAT will work but I could be wrong. I haven't however tried having a index and quest on a link cable on at the same time. I don't think SteamVR allows for it

eager pine
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Anyone tried the new live link XR plugin in ue4.26?

Im currently having issues related to it not working in ndisplay, and once ndisplay is exited, the live link subjects stop working and gets no data from source anymore.
Ive experienced similar issues regarding having steamVR activated. This is why i moved to VRPN devices instead. Maybe this is still the only solution?

granite idol
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Alright folks, I need some options.
I have a pilot station that I need to be interactable in VR. I rigged up the station in hopes that I could flip switches, turn knobs and move the joystick and such to control the ships mechanics. I have no idea how to go about this the right way. Any tips, tricks, research pointers?

viscid moat
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Depends on how in depth you want the knob and switch interactions. You could make them actual physical levers or you could simply ensure the direction you are moving when you overlap a collision is correct. I believe VRE plugin has a good physical lever example.

tall hedge
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Anyone here using a HTC Cosmos to develop with? I am having issues with... controllers...I tried ArchVisVR asset off epic, I can enter the room but 0 controller.

tired tree
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@viscid moat @granite idol actually he could keep it rigged like that and let those bones simulate and just run it all off of physical grips

granite idol
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@tired tree Hey Morden, right now I am setting up some constraints but I have no clue what I'm doing haha. I assigned some custom constraint profile and trying to figure it all out

tired tree
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you can have the constraints in the skeletal mesh itself

granite idol
tired tree
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then grip with a physics handle or constraint on the hand

granite idol
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Like that?!

tired tree
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using the bone name of the lever or w/e

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yeah

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generally this would be handled seperated

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but giving you options since you put so much into it being together already

granite idol
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Cool, thing is, on Simulation the pilot station falls down and the levers get floppy haha

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For sure, yeah man any input is good input

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If you have time to maybe do a quick 10 min stream chat with me, might be able to save me hours of frustration ahah

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If you have time, let me know @tired tree

weary swallow
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I am trying to create a laser that always connects between two movable pawns on a map, and if any enemy passes through the laser it takes damage. I got the beam particle to work, but can't figure out how to trigger damage- anyone have an idea?

mighty carbon
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Like with anything else, using collisions

mighty carbon
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Or overlap

sullen vortex
bitter oar
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is it possible to use AI and machine learning to grab images and develop something recognisable and place it randomly within sequence of the VR setting

weary swallow
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@sullen vortex Thank you! I will give that a try and see how it goes-

storm crag
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can anyone help me with vr characters?

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i wanna use the ue4 mannican so when i move the head the head move with the hmd and i wanna set up the arms to work with the motion controller

sonic lake
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@bitter oar I didn’t quite get what you want to do but there are free plugins which integrate OpenCV and Tensorflow into UE4 so that could be your starting point. There are also plugins implementing Q-Learning and reinforcement learning in general if that is closer to your needs.

sonic lake
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@storm crag there are a couple of YouTube tutorials on the subject. This one is more recent and seems to cover also room scale movements:
https://www.youtube.com/watch?v=qBooEZnlAA4

In this video I explain my process in creating an IK body for VR in unreal engine. You can follow along or skip to any of the chapters if you're simply curious about how I've tackled a specific component:

00:00 Introduction
00:17 1.0 Setup
02:47 2.0 Body - Pawn Setup
04:03 2.1 Body - Basic Logic Explained
05:05 2.2 Body - Distances
07:25 2.3 Bo...

▶ Play video
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Then you have my "old" one: https://www.youtube.com/watch?v=EKR8ogonD68

This is the easiest way I found to get yourself a VR body with arm Inverse Kinematic (requires Motion Controllers) and full thumbstick locomotion. This step-by-step tutorial shows exactly how to do it. Note that room-scale movement is not supported and you will end up out of your VR body. Standing/walking in place works after the initial re-cent...

▶ Play video
storm crag
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@sonic lake i have this project but and running into problems and dont know how to beebug

sonic lake
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@storm crag start by sharing what is your problem

storm crag
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@sonic lake i downloaded the project file from the full body and room scale but and i try and combind the advanced movement vr video with the full body idk it makes me stop and it looks werid and the feet ik dont respond well with the ground

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i like how they did there character on population one VR on steam

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@sonic lake i am new to unreal and played games mostly now i wanna make them and this is my first step lol

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@sonic lake i am also useing the windows mixed reality by samsung oddessy +

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so i add a floating pawn movement to it and use the advanced vr movement on youtube

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but it doesnt work out right

sonic lake
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@storm crag if you are new to Unreal, VR is not the easiest entry point because it has a lot of potential pitfalls

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The first step for you is to try out the standard VR template and make sure everything works as expected in it

storm crag
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have u seen the population one game from facebook by oculus

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i want that kind of VR character useing only head left arm and right arm with grabbing and chrouch kinda like a Pavlov VR Player

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is that possable with unreal?

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@sonic lake sorry if i dont sound well informed about this game creation is all new to me and i wanna create vr only games as starting out

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it is probably out side my area of expertness but i learn fast the first way doing it right 🙂

sonic lake
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@storm crag in Population One you just have hands and part of the arm if I am not mistaken

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At least this is what is visible from the YouTube movies, I never played it

storm crag
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does the left arm mirror the right arm

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population one looks like full arm ik and head idk but i would love to have help making this VR character for my VR Game project just using the ue4 mannikin just so it adds the realistics part

sonic lake
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@storm crag one option to consider is to use the UBIK plugin, which will do most of the work for you

storm crag
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is that a free plugin ?

sonic lake
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Yes totally free

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The other option is to use the VR Expansion Plugin, also free, which has even more capabilities

storm crag
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i wanna see if it is possable to do this with less cost of buying things do to covid being rampid im not very welthy it is only me working on my vr project

sonic lake
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These are all free assets

storm crag
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and another thing is it better to make my vr game from source code?

sonic lake
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are you asking if is better to program in C++ or Blueprints?

storm crag
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well for the VR template there is only blueprint option tho

sonic lake
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There is a port of the VR template to C++ as well

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It depends on your knowledge

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If you are familiar with C++ already and prefer to use it, you definitely can

storm crag
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i have no knowledge of anything game developing

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i played the forest game from steam

sonic lake
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C++ is the foundation of Unreal Engine 4 and you can do anything with it. Blueprints are a bit more limited in the programming area but more versatile for animations and other high level tasks.

storm crag
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and wated to make a vr game ever since

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now im addicted

sonic lake
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Ok but you cannot make a VR game just like that. You first need to learn the engine, then VR.

storm crag
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i read most of the documentation on unreals site

sonic lake
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The documentation is not very well organized in learning tracks. The video courses on learn.unrealengine.com are better for that.

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There are introductory courses to the Engine itself (Editor etc.), to Blueprints, to VR.

storm crag
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I am going to look into this learn some more things here about this VR topic on here ty for this useful knowledge if i have any more questions ill just pop back in here

sonic lake
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@storm crag perfect. Get yourself a good foundation on Unreal Engine, from there on everything will be simpler and it will be easy to tackle VR as well. Enjoy the learning! 🙂

storm crag
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🙂

quiet swan
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anyone else have issues using the rift s? I keep having connection issues with the headset

sonic lake
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@quiet swan sometimes that is due to not enough power supply from the USB port

tawny sandal
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Hey guys, did anyone else do a VR flight experience using a spline? For some reason the movement is jerky when changing direction, I cannot get a smooth spline out there.. anyone else have the same problem?

sharp shell
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Anyone having an issue with 4.24 crashing when attempting to profilegpu during VRPIE (and only VRPIE)

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Assertion failed: InRect.Width() <= TextureRHI->GetSizeXYZ().X >> InFlags.GetMip() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11RenderTarget.cpp] [Line: 505] Provided rect width (4032), must be smaller or equal to the texture size requested Mip (3600)

opaque sparrow
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@tawny sandal Are you applying the movement in your actors tick func?

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Make sure you have a tick dependency setup with whatever is ticking your movement + use the MoveComponent on the component you are moving, moving things just by doing SetActorLocation/Rotation is wonky

shadow radish
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@storm crag I'd agree with Marco's advice, do some tutorials on blueprint and unreal first, I suggest trying the twin stick shooter tutorial and the c++ battery collector tutorial to start, then try getting the vr expansion plugin set up as a starting point--once you master those things, then look into getting more complex implementations like VRIK going. I bought Yuri's VR IK plugin and I'm really happy with it, but it is fairly expensive.

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@tawny sandal you might consider checking out the DON flying AI plugin, I found using it I could build a pretty decent flying experience for flying on top of a dragon

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it's for AI of course, but you can also use it for moving your controlled pawn and it generates the flight path for it to follow.

quiet swan
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@sonic lake its a gaming laptop with a 2070. there is nothing connected to it but the rift s. It seems like its an issue as I see alot of people online saying there are connection issues but nothing to solve it. in my case, I was told to disable my on board graphics card, and it worked, then next day it did work and when I tried to do it again it didnt work.

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@limber blaze then I tried to get new drivers, worked then it didnt work

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im spending more time trying to connect my rift s then anything else.

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@limber blaze do you know if the rift s will work with a usbc adapater?

iron pine
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I have added an IK system to my vr project and got it to work with the vr expansion plugin. My problem is that the hands and the body are separate, the character hands follow the grasping hands but im trying to get the character to have the grasping animation and just use the hands as invisible physics hands can someone help?

quiet swan
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@iron pine you need to attach everything correclty in you character

iron pine
quiet swan
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when that happened me it was that I didnt have everything attached to the VR root correctly

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I had to attach everything to it

iron pine
iron pine
# iron pine

the second image shows the character hands don't have any grasping animations

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Can someone help. I am trying to get the animations from the grasping hands onto the character hands (i am using the vr expansion plugin)

sonic lake
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@quiet swan I know it works with an externally powered USB hub.

quiet swan
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but im having display port issues

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my usb 3 picks up fine

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its not picking up the display port

sonic lake
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Do you have one of those laptops with a built in Intel GPU and an NVidia GPU as secondary?

tired tree
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@iron pine you have to copy the animbp logic from the grasping hands to the characters mesh animbo then

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And make adjustments for it being full body, ie handling both hands

iron pine
tired tree
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Yes, they have custom logic and collision zones that handle their animation

quiet swan
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@limber blaze I think so I have the asus gl704gw

iron pine
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Is there something I missed or that I did wrong

daring pasture
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Where are the curl values being set?

iron pine
daring pasture
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Is it returning valid the hand ref?

iron pine
daring pasture
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Is your blendspace for the character setup?

iron pine
daring pasture
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The curl values update the bone rotations through the blendspace.
You need a blendspace for the character itself,I dont think you can use the hands blendspace

iron pine
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and it is all set up

quiet swan
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Does anyone know if we can install our game on a quest headset and these it out that way?

opal kiln
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Search "Getting Started With Quest Development"\

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Anyone heard if the quest 2 "infinite office" keyboard will be accessible within vr apps?

iron pine
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I have added an IK system to my vr project and got it to work with the vr expansion plugin. My problem is that the hands and the body are separate, the character hands follow the grasping hands but im trying to get the character to have the grasping animation from the grasping hands and just use the hands as invisible physics hands can someone help?

sonic lake
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@iron pine couldn't you rig a body with no hands and connect it to the grasping hands at the wrist?

iron pine
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I tried copying the grasping hand anim bp but for some reason it doesn't do anything

meager mica
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I’m thinking of buying a Quest. I really want to harness the hand grasping system it has. Does anyone know if there’s a hook to drive that (like opening and closing fingers) from BP/CPP instead of the Quest live input?

sonic lake
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@meager mica you still have the traditional Motion Controllers as input devices. Hand recognition is something you can switch on and off on a need basis.

meager mica
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Does the motion controller and pose recognition use the same “grasp contact” method? Is it physics based or line trace based?

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I was under the impression hand tracking had some fancy hand size and pose estimator ML under the hood. Do you know if that’s the case?

quiet swan
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I just got a used quest can this be used wirelessly to connect to unreal?

tired tree
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@meager mica pose recognition is really simple and doesn't need ML at all, it's threshold checking fingertip locations. Hand poses plus motion is more complicated and could make use of that sure

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The hand traki g is currently really limited, unsure how much better it will be in the near futurr

iron pine
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I am using the VRExpansionPlugin and I am trying to add a character ik system I got everything to work but I am still having trouble getting the animations form the grasping hands (which are the hands that handle the physics) to show on the character I got the grasping hand animations to work on the character's right hand but it doesn't work for the left hand can someone help (I think the reason for the problem might be that the grasping hand left is a child actor of the grasping hand right)

iron pine
junior grove
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How are people doing collision for smooth movement in VR? Is there a simple way to get a AddActorWorldOffset Sweep or similar to accept a collider that isn't the root?

junior grove
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AddActorWorldoffset only considers the root component for collision checks

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but that really doesn't work with roomscale since you need the collider to move with you

quiet swan
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how can I get the oculus quest to play my packed game so I wont need the cable anymore??

junior grove
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Hard to google this too, everyone is just saying to use a plugin

quiet swan
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do you own a quest @junior grove

junior grove
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Nope

quiet swan
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what you working o n

junior grove
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Index

quiet swan
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do you know if I pack for the quest, can they join servers from someone who connected from a PC using the .exe?

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if I can Ill go buy another quest right now

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but I want to see how my game plays on quest

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if it can

sonic lake
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You can have a Quest join a session hosted by a PC

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You need to package the game for the Quest and install it to it

quiet swan
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@limber blaze thanks

sonic lake
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Doing it over the internet is not straightforward though

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Better if on the same LAN

quiet swan
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@limber blaze do you know of any good videos that show you how ? I was going to ask, I was using the steam method to connect and test will I be able to do it like this for the quest using just the mobile headset (no cable to PC)?

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im using the steam_appid 480 method now

sonic lake
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Yes that is the test ID

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Never tried through Steam, only on a LAN but it should work

quiet swan
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yeah because I need to place a steam_appid480 file in my binary folder now for the exe, you only tried using LAN? is there a way to test using the steam 480 method on quest?

sonic lake
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Do the steam online services work on Android? That I don’t know

quiet swan
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does anyone here know or have tried to use the steam method to connect to quest users?

sonic lake
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Considering the Quest only uses the Oculus store I don’t know whether it would work

quiet swan
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can 2 quest be connected to 1 PC?

opaque gorge
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Does anybody here know how to attach a laser sight to a vr weapon? I have a video of me failing to do that.

upbeat eagle
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@opaque gorge it should be pretty straight forward. Whats the issue you are having

opaque gorge
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Believe me there's nothing to straightforward when I'm involved. Lol

I believe it to be a gravity issue but after tampering with the gravity For over an hour and even messing with the collision. Didn't yield any results besides a little bit of funny 0 gravity.

I'm thinking I might have to Take the blueprint I currently have For the laser sight and just added on to the weapon blueprint itself. Shouldn't take that long to jury rig but still advice is good.

bitter oar
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@sonic lake Thanks very much for that bit of info, I have been trying my luck with tensor flow and trying to come up with something

upbeat eagle
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@opaque gorge ill pm you

sonic lake
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@quiet swan yes you can connect two Quests to a PC. You can also have one Quest be the listen server and the other one be the client

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@bitter oar I didn’t quite understand what you are trying to achieve but the plugin I recommended do work well

quiet swan
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@limber blaze say I been working on my VR game, I see that packing to the oculus means I need tp pack to android, will the entire game need to be optimized for android or can I just pack and it should work?

ashen dome
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Anyone set up room scale movement? from HMD location

thick cove
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I want to start with ar and vr what resources should I refer to I have no previous knowledge about them except the basic difference between both.

reef dagger
# thick cove I want to start with ar and vr what resources should I refer to I have no previo...

probably the best way to start is to crack open some existing vr/ar projects, start to have an idea of what you're trying to build, and learn how those specific things work!
Lots of resources on youtube about how to set up basic movement. If you're looking for multiplayer you may need to use somethign like VRExpansionPlugin, which does some of the motion tracking replication for you (for vr)
very broad question, but use google of course, and ask specific questions, understand what you're trying to build, ask questions about specific things you're trying to do... (rather than vague ones like "where do I start". Hard for anyone to help you with that.)

opal kiln
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Anyone know any vr projects that implement the thing where you move the camera slightly differently from how the person moves to make them turn instead of walking straight?

storm crag
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how do i grabing to this conscept-------------->https://www.youtube.com/watch?v=qBooEZnlAA4&ab_channel=KazVoeten

In this video I explain my process in creating an IK body for VR in unreal engine. You can follow along or skip to any of the chapters if you're simply curious about how I've tackled a specific component:

00:00 Introduction
00:17 1.0 Setup
02:47 2.0 Body - Pawn Setup
04:03 2.1 Body - Basic Logic Explained
05:05 2.2 Body - Distances
07:25 2.3 Bo...

▶ Play video
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add grabbing for hands?

sonic lake
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@storm crag in the same way it is done in the standard VR template. You add an overlap sphere to the motion controller and check if it overlaps with a grabbable actor. If so, you tell the grabbale actor to attach to the motion controller. Then you need to adjust the pose of the hand to a grab pose.

storm crag
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is there a video ? on this or ?

brisk spade
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i have a problem spawning a cube direct in front of me. i thought getting the CameraWorldLocation+ ForwardVector would do the trick, but although my result vector is changing the position of my spawned cube switches between two positions :/

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maybe my spawning method is wrong?

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i drag and drop the cube from my content browser in my blueprint and attach the above result into the relative location of my spawn

reef dagger
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Hey Kano. So if you're trying to get a point right infront of the camera, (i.e. where the player is looking) is should be as easy as something like:

brisk spade
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@reef dagger thank you, i quit for today. i will try it tomorrow thank you 🙂

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i was looking for that. does it make a difference, if i use getCameraManager in my LevelMap? i want to spawn an object, that stays in the world

reef dagger
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GetPlayerCameraManager(int) should pretty much be referencing the same camera, should be the same thing.

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Hey I'm not 100% sure if this is the best place to post, but does anyone happen to know if the Forward Shader & ISR is supposed to work with niagara in vr? I'm on snapshot 4.26 preview 7 and I'm seeing niagara particles only in one eye. I was tracking issue https://issues.unrealengine.com/issue/UE-61777 , think it may not be resolved with ISR & Forward shader. Does anyone know if this is intended, or a bug?

shadow radish
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on ue 4.25, is there a way anyone can recommend for detecting the controller someone is using? I need to differentiate between if the user is using the index or the original vive controller

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I saw this but was wondering if there's a better way

tired tree
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@shadow radish you are still using the plugin aren't you? its built int othat

shadow radish
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I am yes--thanks @tired tree was looking in engine and didn't see it

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this is perfect

wooden elbow
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Anyone looking in to Handheld AR at the moment? The camera textures are rendering black while the tracking seem to work as expected(its detecting planes and feature points)

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This is happening even for the default template 👆
Platform: iOS
Device: iPhone 7 Plus
Unreal Version: 4.26 Preview 7

fringe blaze
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I cannot get my WidgetInteraction component to click and I am losing my mind.

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I'm not sure what else to try. I tried changing the pointer index and trace channel. I also tried "Receive Hardware Input".

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It hovers, but won't click.

viscid moat
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Show your setup

fringe blaze
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The buttons on the widget are set up to Print their own message, and they don't print.

fringe blaze
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Actually, I've decided to use the interaction component as a finger tip thing, so I only need OnHover, which works.

viscid moat
#

Yea I use interaction component as well and it works nicely

viscid aurora
#

Hi everyone
we are working on VR project for Quest 2
In unreal play editor mode it shows fine but as soon as we packaged and run in quest 2 these wall turn black .
Any help would be highly appreciated.
thanks

forest ginkgo
#

Hey, i am wondering if someone could help or give advice, i an looking for a way to implement AR into use for Construction work. I have a plan of a room. And wanted to try to use AR to see all the places for outlets lights and pipes.

forest ginkgo
#

I would need the possibility to show ar elements in life size, walls and other stuff.
I probably would need a one reference point that aligns the object to real life pozition.

candid viper
#

@viscid aurora Oculus have a version of RenderDoc customised for Quest. Get that, grab captures from both and see what is different in the packaged version and go from there.

viscid aurora
#

@candid viper right now we are using oculus casting for quest and yes i will look into RenderDoc and then see if there is any difference or not , thank you for your suggestion, will let you if problem resolved or not .
thanks.

storm crag
#

hey guys im making the worlds best VR game 🙂

#

this is going to be better then gta 5 VR and Minecraft VR

iron pine
shadow radish
#

I'm having some trouble understanding completely configuring steamvr input with unreal 4.25

#

my input settings look like this for example, and when I go to edit it, it gives me a warning that they've been adjusted outside of the editor

#

I can open the steam vr input bindings outside the editor, but it doesn't seem to reflect at all where I added the last entry "valve index controller thumbstick"

#

the documentation here is not very straight forward to me

#

if anyone has some experience and can share what they did (specifically in 4.25 or above, since this deprecates the steamvr input plugin) please let me know. I feel like i've adjusted my steamvr input like 50 times by now over the course of this project and all the engine updates..

#

@split steeple sorry to ping you all the time, but pinging you since I know you had some involvement with this. If you can give any advice for sharing these bindings between two machines for source control, please let me know also as I'll need to copy them between machines. \

shadow radish
#

I am having a further issue as I try to dig into this

#

I am not seeing my actions I defined from input settings

#

I tried clicking all the buttons here

#

and I tried restarting ue4 and steam vr

#

and deleting those lines from the cache

#

and nothing works

#

every time I edit from input settings, I get this prompt popping up.

#

I click yes to all of course, but sharing this in case it helps

#

I am using source control with perforce

#

in case there's any thought that maybe I don't have a file checked out that behind the scenes it is trying to make changes to, let me know if that's a possibilityh

shadow radish
#

ok I am seeing my new actions--either my issue was not having all my config files checked out on perforce (made sure to check out the whole folder) or my issue was "reload actions manifest" and "regenerate controller bindings" made it sound to me like it was going FROM ue4--to the steamVR bindings. I kept hitting these before launching, and I guess what it was actually doing was overwriting my input settings.

obtuse spruce
#

@viscid aurora I've run into stuff like that in Quest dev before. Might be the material not being configured properly for ES3.1, which you can check in the mat BP editor using Preview Nodes -> ES3.1. If it's not that, I'd search your logs for clues

viscid aurora
#

@obtuse spruce thank you for your reply, the issue get resolved, the problem was very silly and small, it's because of uv overlapping which wasn't showing in logs but it resolved now.
Thanks for your time and suggestions.

split steeple
# shadow radish <@!220457870695596032> sorry to ping you all the time, but pinging you since I k...

Hi @shadow radish - common issue is having steamvr_ue_editor_app.json in source control, you can delete this safely and should be added to your p4ignore:
https://github.com/ValveSoftware/steamvr_unreal_plugin/issues/143#issuecomment-625991948

shadow radish
split steeple
#

"Regenerate Action Manifest" - re-creates the steamvr_manifest.json file (action manifest)
"Reload Action Manifest" - Registers the action manifest to SteamVR

urban ruin
#

https://www.youtube.com/watch?v=kqk2qWtTL1U

Hey guys, I'm terribly sorry keep for posting this clip. I got a college project that needs to know about how is this done. the game mechanic, custom events, etc.

The workout "Quad Watch" in BOXVR is a great way to get some lower body exercise. Push it to the next level by adding modified movements along with a weighted vest and ankle weights to maximize your results in each workout.

This video was take 7 so her heart rate was pretty high to start with. We were trying to get it perfect. She's wearing a 1...

▶ Play video
viscid aurora
#

Hey, can anyone help me with this issue "vr teleportation not working on dedicated server , it is working at start but when we join server its not working " .i am using default vr template ,
after adding replication to run on server , it shows this error "Accessed None trying to read property K2Node_CustomEvent_MotionController"
if anyone have any idea or solution to this please let me know
thanks

sonic lake
#

@urban ruin the base game mechanic should not be too difficult to reproduce. Just have a collision sphere attached to each motion controller component and make sure it generates overlap events. Shoot some target spheres toward the player which are also set to overlap. Once you get an overlap event from the collision sphere in the motion controller you know you have hit an incoming target sphere and you can count a point.

#

For the double hit, you will get an overlap from both controllers and you will check that they have occurred at pretty much the same time (maybe few frames of difference is allowed).

#

The beam that makes you crouch works in the same way, but this time the collider is attached to the head (aka VR Camera / HMD).

urban ruin
#

I see, so there's one more thing about the UI design. I know rhythm games has accuracy in tapping the button(like bad, good,etc) I don't see much tutorial about it. So how's it made of?

Also, swiping in VR. I don't see any tutorial in youtube about it as well so I wonder how's it done too

#

Sorry for so many questions, I just changed from Unity to UE4

storm crag
#

im not smart enough for this vr character ik setup XD or im looking at this all wrong i have no idea

sonic lake
#

@urban ruin if you do not consider physics sub-stepping, your lowest resolution is Delta Time (time between one frame and the next). In VR this is typically in the range of 10-30ms, which is good enough to measure reaction time or time synch with another event.

#

What do you mean with swiping? For collision detection?

urban ruin
sonic lake
#

@urban ruin ok I had to Google what a Maimai arcade machine is 😉

#

Yes it should be doable. If I understand correctly it is about swiping in a certain direction or following a pattern.

urban ruin
#

Sorry man, I just get to know that too lol. N I just realized looks like substepping is important for game physic lol

sonic lake
#

Few days ago there was a discussion about gesture recognition etc. You may want to scroll up and read it

sonic lake
#

@storm crag where are you stuck at?

storm crag
#

i guess all of it i have no idea lol

real needle
#

When i play my vr game, the audio is played through my headset and not the oculus headset. how can i fix this in UE?
I can use windows audio settings and make them play all audio in the oculus headset but thats not really a fix as i plan to release the game on steam and cant force people to do that

shadow radish
#

@real needle I think it's just down to people's settings on windows or within the vr specific software. SteamVR for example has specific settings you can use for where the sound plays and whether you want it mirrored as well to play through the default speakers

#

I could be wrong, but that's my impression of it--I didn't implement any special settings within UE for where to play the sound from

real needle
#

@shadow radish okay thanks for your answer.

trail shale
junior grove
#

Whomever did the SteamVR anim stuff needs a raise

#

literally one node and you get fingertracking

viscid moat
#

@junior grove i've had a lot of issues with that node in past versions including 4.25. I would save, exit unreal, then reopen and the node vanishes magically. I opened a ticket but it never got resolved so I did everything myself with custom logic.

junior grove
#

That sounds like a hassle

#

just implemented it now

viscid moat
#

Well do let me know if something similar happens to you. If not, I'll have to give it one more shot

tired tree
#

it should be mostly functional, it would remove itself if you turned off the steam vr module

#

@junior grove the main downside of that node though is that it is hard coding everything, its non functional outside of singleplayer

#

other than that, should be good

junior grove
#

Like it doesn't work at all for other players or just that the finger movements don't replicate?

#

It's kind of shit if you can't get the finger positions etc out of it

quiet swan
#

has anyone here packed a game for andriod?

rose current
#

yes, just ask the question

quiet swan
#

ok so I have a VR game and I wanted to pack to android for oculus. Is it as simple as just packing the game and if its not to expensive it should work? or do you need to redo everything before you pack to android? Or is the way they do it for android a more powerful method and you dont need to change much

rose current
#

They are doing some kind of optimization already on the packaging process, but it is not that much

#

And the packaging is the same process after you do some initial setup

#

You need to setup your Android SKD and then the packaging is the same

#

But generally the whole optimization part for Android is on your shoulders

trail shale
#

looks like one of my Index trackers died - I'm waiting to hear back from steam's RMA process - but I can sub in an Old Vive Tracker can't I? (I still have two just sitting around doing nothing)

tired tree
#

@junior grove that node hard reads the local values, so no, no replication possible with it. You can replicate the finger curl values and use those as a cheaper remote proxy though

oak ridge
#

anyone have experience adding candidateimages to an ARApp (ARCore)

#

I have one image which works fine, camera initalizes in the app when it's added

#

but another image which doesnt work. ARSession will not start and camera wont switch on

frigid kite
#

@trail shale You'll have to use both Vive base stations, since the Index uses SteamVR tracking 2.0, and it's not backwards compatible with 1.0 base stations

junior grove
#

You just need the old lighthouses

#

Index works with the 1.0 but not the other way around

trail shale
#

vr.RoundRobinOcclusion=1 I just discovered this - does it work well and play nice with Steam VR?

tacit quest
#

anyone know anything about speech mappings for hololens 2? we added a speech mapping and it seems to have introduced a variable lag when opening any map. on my computer it is only 1-5 seconds, but a colleague in a rural area is getting like 1second - 2minute lag. he lives in a rural area, so i am taking a guess it might be trying to connect to something online...any ideas?

trail shale
#

is it a native speech, like the sphinx plugin from years ago? @tacit quest

#

if it is using a google speech api call or something like that, then yeah, it's going to basically compress the audio of his speech and send it to a centralized server; unless for some reason you have a local speech engine but he just has a godawful computer

tacit quest
#

it's the native ue4 one in the project input settings. i believe it might have been added for hololens

trail shale
#

if you want to know for sure, just disconnect from the internet and try to get it to work on your machine

#

if it stops working, your suspicions were correct

#

seems odd though, if it's only on lvl loading

tacit quest
#

on hololens device settings you can disable internet dependency for voice commands, and the lag was introduced when i added the command to ue4 input and nothing else.

i can't disconnect from the internet because the hololens streaming app requires internet connection apparently

trail shale
#

i can't disconnect from the internet because the hololens streaming app requires internet connection apparently lol, now you know why

tacit quest
#

?

trail shale
#

It's probably directly related

#

are you able to tick through it and see what's happening? like have you tried looking at the stack in VS?

tacit quest
#

we've been using the streaming app this whole time, the lag is introduced when i add a speech mapping to defaultinput.ini, nothing else

trail shale
#

wonder if that's a bug

tacit quest
#

i am diving into the source right now, i just wanted to ask here in case anyone had any experience with it

#

it may be, it seems like a lot of the hololens stuff is just up and running, but not too advanced

trail shale
#

I guess if you had to you could make a work around that just used traditional mic input and then didn't bother using the hololens speech input on the defaultinput.ini, but you made it process that audio

tacit quest
#

ya, we have a couple options, for development to unstick my colleague can probably just map a keybinding too so he can unmap the speech command while he's working

#

that's prob the simplest solution i guess

#

thanks @trail shale appreciate the input

quiet swan
#

@limber blaze you said we could use 2 rifts to test out on unreal? how can we do this? I am testing out if animation is replication correctly and it would help if I could do it in the editor?

sonic lake
#

@quiet swan I think you keep pinging another Marco, not sure he is happy about it! 😉 You can create a LAN session between the editor (running with a Rift S) and a Quest (standalone), the first acting as listen server and the other as client.

granite idol
#

How many verts in a scene would be considered "expensive" for a VR game for the Oculus Quest 1

granite idol
#

Also, can I sell my game on the oculus store AND steam?

#

I heard you can only sell on one or the other, but not both for some reason

polar valve
#

@granite idol Oculus recommends 50-100k triangles

granite idol
#

Aye, thanks, do you know about selling on the oculus store and steam store rules?

polar valve
#

There are several games which sell on both so I don't think it's an issue? I'd hope so anyway.

granite idol
#

Yeah maybe that intel I had was wrong. Good to know. I think for my first VR game I should release it on steam, then I can for Oculus

tawdry bough
queen kestrel
#

Hello, I'm trying to follow the instructions to setup the Quest 2 with unreal (https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/)

I'm trying to "Open Advanced APKPackaging and click the + next to Package for Oculus Mobile Devices. From the drop-down select Oculus Quest and Oculus Quest 2."

I'm only getting Quest and not Quest 2 in the Oculus Mobile Devices option. Any idea how I can add Quest 2 to unreal?

indigo rampart
#

Quest 2 is only supported in OVR 1.52 and above which requires pulling down a special version of Unreal
https://developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/
per the release notes here,
https://developer.oculus.com/documentation/unreal/unreal-release-archive/
@queen kestrel
A note of caution it works but is slightly buggy, check the issues tab on github to be aware of what features only partially work. https://github.com/Oculus-VR/UnrealEngine/tree/oculus-4.25.3-release-1.52.1-v20.1

queen kestrel
#

@indigo rampart Thank you.

storm crag
#

@prime basin

prime basin
#

@storm crag ?

fickle veldt
queen kestrel
arctic saddle
#

I have not been able to find a solid solution or answer in regards to how to detect if the user is wearing the VR headset or not.

I have tried two styles. Input Settings with an input called HeadsetOn using the SteamVR HMD Proximity (sensor).

And the GetHMDWornState function. The state in which it reports is too slow causing delays or skipping branch statements.

I just want to simply make an idle screen so when the user is not in the headset, a 2D movie is playing (Trailer style) before the next user puts the headset on.

ivory magnet
#

Anyone with a Quest know why 4.25 APK wont install via SideQuest?

#

it says successful but I can't find it where it usually installed in 4.24

quiet swan
#

hey I am trying to port and packing for quest and was wondering the tutorial says to turn off movie HDR will this mess up the VR project im working on? Do I need to turn this back on after?

fickle veldt
fickle veldt
fickle veldt
# queen kestrel that's really useful to know - doing it from source might be a bit beyond my cap...

You can test pretty easily by using the default VR template but remember to set the project to open in the MotionController Map for both editor and - simply set both Editor Startup Map, and Game Default Map to this map. Then package for Android and install to your Quest 2. I've used the same APK on both Quest and Quest 2. I'm likely missing features but what I've tried so far works the same on both headsets

quiet swan
#

does anyone know how to install an APK to oculus quest? I see 3 files, but I dont know what to do

#

do I sidequest the apk or the OBB?

sonic lake
#

The batch file does it for you

#

The one called Install

trail shale
#

VR devs, who must learn to optimize because of the increased requirements - SOMEONE here must know about the HLOD system - WHY is this happening - I just spent 3 hours building HLODS, saved everything, closed unreal and gave it's process time to exit cleanly.

When I open up to the exact same map, there are like **hundreds of HLOD's that need to be rebuilt and when i rebuild them, they refuse to save (they save fine but when you reopen the editor, they need to be built again) **- and I have already tested that building a single one, or all at the same time, doesn't affect the process. I've tried to vary up the cluster/mesh generation settings, but there is little practical info beyond the descriptions given by the tooltips. I moved out of my own home away from my wife/kids to work fulltime on this, when I'm not at the fire dept, so if you read this and have any idea WHO WOULD EVEN KNOW THIS STUFF, please consider reaching out. Not to be dramatic but if I don't get some of these systems working in the right amount of time, I'm going to lose my family. (This isn't a violation of any server rules, and if you have problem with it, do an @trail shale search with the subphrase HLOD to see, that I have been asking for information on this particularly system and mainly, troubleshooting it, for nearly 3 years.)

#

I've got some meshes that animated because of their materials but nothing in the docs says that's a no go - it DOES generate the LOD actor and you can see the mesh in there, with its normally animated texture obviously baked, but that's what LOD's are for

#

so this exists, and it is fine now but when I exit the editor and return, this actor doesn't exist anymore -

#

I get the less than helpful, ungoogable phrase " Failed to Import for Static Mesh: 0_HLOD_0_DrivewayEdge175" referenced by export StaticMeshComponent" except a few hundreds times - mind you, **this is just me starting up the editor and opening that map, i'm not trying to import anything **

#

I even duplicated and asset and renamed it, and it's gone (but I can see it in the windows explorer of that content folder)

ivory magnet
#

@fickle veldt Nah the APK isn't even being loaded by BAT or SideQuest, I didn't follow the setup for android sdk on 4.25 so I tried that but SetupAndroid.bat always fails

sonic lake
#

@trail shale when I get stuck on something I usually try it out on a minimalistic project to understand whether it is a bug or maybe I am doing it wrong.

#

This gives me a fresh start and it helps to overcome the challenge of trying it out on a very large project.

trail shale
#

I know what's wrong but I can't find the information or who knows about it

#

those hedges in that picture - they seem to be the problem, when I remove them and rebuild the proxy mesh, it works - now they have a "swaying in the wind" material that is animated - but if that was the problem, why does the LOD actor build just fine, you can see it obviously baked whatever material it had and I'm fine with the result but that doesn't explain why it doesn't load

#

@sonic lake

sonic lake
#

The spirit of using HLOD is to simplify the rendering of distant actors and cluster them, so you should ensure the materials are also as simple as possible.

#

Swaying in the wind materials use vertex displacement and such effect is not really visible at far distance.

#

Did you try without that material?

trail shale
#

why does it work though

#

it bakes it into an LOD actor, you saw in that screenshot

#

whatever workaround the system had to do with that material, however it handled the vertex disp, it worked.... and any calculations should be after the fact, because a new material is generated and it's fine. So why doesn't it persist, why doesn't it load when the map does?

#

@sonic lake

sonic lake
#

There may be something invalid in the HLOD which prevents them from saving properly and reloading. Usually such errors or warnings are visible in the log. Any hint there?

trail shale
#

I'll check, there weren't any when I built them originally

#

only showed up when i OPENED the editor

sonic lake
#

That’s why I am suggesting to try on a fresh minimal project. It is easier to spot these issues as the log is also less extensive and polluted by other information.

trail shale
sonic lake
#

The creation doesn’t produce any warning or error?

trail shale
#

nope

#

that's why it's so frustrating, it defies traditional troubleshooting practices

sonic lake
#

But you get an error when loading, right?

trail shale
#

if you duplicate one of those LOD actors, even the duplicate gets deleted...even if you rename it to somethign entirely different - that doesn't make any sense

sonic lake
#

So also the creation has issues

#

But no errors in the log

#

I reiterate my recommendation to try the exact same procedure in a brand new project with only few elements and see if it works properly in it.

trail shale
#

I'll try it out for sure

sonic lake
#

You want to make sure that it is not something in your current project which causes issues.

#

You need to check the output log

#

The message log doesn’t say much

trail shale
#

no error

#
LogProxyLODMeshReduction: Spatial Sampling Distance Scale used 4.874990, and the major axis for the object bbox was 2249.995605
LogProxyLODMeshReduction: Material Distance 29.249943 used to discover textures.
LogTexture: Display: Building textures: T_ModNeighborPack_OptimizedVersion_0_HLOD_0_Roof_Half_407_Diffuse (BGRA8, 1024X1024)
LogTexture: Display: Building textures: T_ModNeighborPack_OptimizedVersion_0_HLOD_0_Roof_Half_407_Normal (BGRA8, 1024X1024)
LogStaticMesh: Building static mesh SM_ModNeighborPack_OptimizedVersion_0_HLOD_0_Roof_Half_407...
LogStaticMesh: Built static mesh [0.07s] /Game/Maps/HLOD/ModNeighborPack_OptimizedVersion_0_HLOD.SM_ModNeighborPack_OptimizedVersion_0_HLOD_0_Roof_Half_407
LogStaticMesh: Display: Main thread blocked for 0.011s for async distance field build of SM_ModNeighborPack_OptimizedVersion_0_HLOD_0_Roof_Half_407 to complete!  This can happen if the mesh is rebuilt excessively.
LogSourceControl: Attempting 'p4 fstat -Or E:/LiveSimMainline/Content/Maps/HLOD/ModNeighborPack_OptimizedVersion_0_HLOD.uasset'
LogUObjectHash: Compacting FUObjectHashTables data took   4.34ms```
#

I'll try saving it and check then

sonic lake
#

Are you using source control?

trail shale
#

I am but everything is writable source control is the first thing I checked

#

The only other thing I could think of is that maybe there's some temporary files that unreal uses that I'm not aware of but are right protected but then why do some of them save?

sonic lake
#

Just make a copy of your whole project out of the depot, set everything writeable and try on that one.

#

In other words, try without source control.

trail shale
#

Good idea thanks for your help

urban igloo
#

3 out my 4 lighthouses flash red on start up. Am I that unlucky?

dusky moon
#

Hey guys, is there any speculation about release date of 4.26 ?! 😛

ancient sleet
sonic lake
#

@ancient sleet is it my impression or you have shorter fingers on the Quest?

#

Not the thumb, but the others look shorter

ancient sleet
#

@sonic lake I honestly can’t tell. It’s possible? At times the fingers seem a bit shorter.
I’m using VRE with 4.25 and the quest is identified as “Oculus Touch” like a rift, so I don’t see any reason that would lead to the issue though.

sonic lake
#

Unless it is something you your animation system but that looks strange

#

Are those pre-made poses?

ancient sleet
#

Yes. Programmer is using gripping collisions made for VRE test objects and modifying them. The original VRE test objects like spears grip and work fine so it appears related to how the gripping was setup on the object

#

It’s mainly confusing why it works on one setup with a rift s and not on a quest

cosmic shoal
ancient sleet
#

Yup exactly. I can’t find any resources to explain why a quest and rift would behave differently. I use my quest in link mode as a rift all the time.

#

All I can think to do for now are have my Rift programmer send me their full local project, to see if anything he has isn’t getting pushed to the server, and also have my programmer with a quest try to adjust the collision and see if they can get it to work like the demo VRE objects

#

In general am certainly concerned if the project could behave differently on different headsets though

junior grove
#

Is this normal for VR ? failing to hit the rendertime target but still not taxing GPU or CPU fully?

#

no CPU core is maxed out

#

unpackaged game, just playing in editor

rose current
#

@junior grove it depends on how well your game utilizes CPU and GPU

junior grove
#

it just seems that nothing is the bottleneck now which is odd to me

#

shouldn't something be at 100%?

rose current
#

no. You better check stat unit command and see what takes the most time of the frame then you would definitely know where is the bottleneck

junior grove
#

I'll check that as soon as this packaging finishes

rose current
#

I believe it is impossible to have 100% cpu utilization actually. All of your cores would have to be at 100% all the time.

junior grove
#

Oh yeah, but I checked the individual cores

#

expected one of them to be maxed out, but they all were very similar

rose current
#

unreal insights should also give you a nice overall view of what is happening and what could be optimized

junior grove
#

Stat unit says the game takes like 5 ms while the rendering is taking 16

#

GPU profiling isn't helping an awful lot either, seems the only things that take time is the basepass and my antialiasing

quiet swan
#

my VR character is not rotating as a client, does anyone know if I need to replicate anything else to get it to rotate as a client?

tired tree
#

@quiet swan read the character section of the vreue4.com documentation about client auth rotation

#

Though you can use a snap turn move action or a set rotation move action generally

#

Oh wait, is that not a plugin char?

#

The variable categories were identical

#

But the rest isnt

quiet swan
#

I used the project to get the grip scrip working on the character

#

all the variables are there

tired tree
#

Yeah so that's not a vrcharacter, you just imported the variables

#

In that case in multiplayer you need to set the control rotation as it's replicated

quiet swan
#

where is that located?

#

where is that located?

#

in what section?

tired tree
#

Control rotation is off of the player controller

#

My initial advice was assuming that you were using a vrcharacter which has some custom shortcuts and utility functions

clever iron
#

Anybody have issues with widgets attached to motioncontrollers in 4.25.3?

#

Particularly swapping 2dtextures, it's now just merging the old and new textures

quiet swan
#

my widgets wiggle alot attached to the weapon I have

#

it shows ammo and bullets but when I move it wiggles

clever iron
#

trying to roll back to oculus' 4.25.1 branch to see if that fixes it

quiet swan
#

how do I do that everything is already in the new version

clever iron
#

oh, I thought you were responding to my comment. disregard for your issues

rose current
#

@junior grove if it is a basepass then probably your scene is just to complex for VR. You could check draw calls amount and triangle count to see if it is not too much

#

also complicated shaders might be the issue there

junior grove
#

Any way to break down the base pass profiling further ?

rose current
#

@junior grove With RenderDoc for example then you will have everything laid out

jade kettle
#

What's the correct workflow to run a UE4 project in a Oculus Quest via the Link cable

#

I got the Oculus Quest running in Desktop mode, I have the default VR template project open

#

I launched the project in a separate window and now the Quest says it's loading the UE4 editor

#

But it's taking a while

granite idol
#

@jade kettle You need to go into your quest and enable oculus link

#

Then once the link is established, play your project

jade kettle
#

The Link is established I think

#

I see my virtual desktop on the Quest righ tnow

granite idol
#

If you see your steam VR world or a white room with Oculus store front in your face then the link was established

wispy snow
#

Hmm

jade kettle
#

Think I'll do a quick reboot of the whole system

#

Do I use the VR Preview mode?

granite idol
#

Yes, VR preview mode should do it

jade kettle
#

Thanks

granite idol
#

Did it work?

jade kettle
#

A quick restart fixed it yeah

granite idol
#

Thata boy!

#

Now it's time to get to work!

jade kettle
#

Wooooo

royal plume
fickle veldt
#

@royal plume some here built from source and may afford more features, but the publicly available binaries from UE will build APKs to run on Quest and Quest 2. Try it out with the default VR template and it should work fine. I have a few simple test projects that run fine in this fashion. I'm sure there are advantages to the build from source approach but for my simple tests, the publicly available option works.

clever iron
#

If you're building for quest, oculus source is the only means of getting hand tracking and several oculus specific fixes for oculus headsets

royal plume
royal plume
rustic cargo
royal plume
#

So it looks like epic does it's best to keep up to date with oculus exclusive features but if it's super new building from source might be your best bet

rustic cargo
#

Yeah, hand tracking is the only reason I've ever had to use Oculus branch, but that's where all the new new will be until plugin gets updated on UE side

ivory magnet
#

Anyone on oculus quest with 4.25.4?

#

I can't get my APK to load via sidequest or the bat file

#

4.24 worked great

#

I've reinstalled every piece of androidsdk, ndk, jdk multiple times and different versions

#

I've tried arm7 and arm64

past kestrel
#

Hey yoo! Anyone have a Texel Density chart, or recommended numbers, for setting up textures on models?

jade kettle
#

@past kestrel You might have better luck asking that in the #graphics channel

#

Does anyone here have any experience in connecting a Vive Pro to an HP G2 VR backpack?

sullen vortex
#

@ivory magnet have you tried with 4.25.4 ?

rich canopy
#

@jade kettle sup? I tried before I think

mighty carbon
#

Has anyone tried HISMs on Quest (with Vulkan) in 4.25.3/.4 ? How is performance? Any glitches ?

royal plume
#

Anyone have some experienced advice on developing a project for a high computation and low computation system concurrently (like making a game for the Valve Index and the Quest at the same time)?

opaque sparrow
#

I can't find any instance of UE4 passing the splash screen texture off to SteamVR in the source code, the only ones that actually implement the new SplashScreen API seem to be Oculus. SplashScreen's in 4.25 seem to be dead for SteamVR
EDIT: Nvm, uses IVROverlay::CreateOverlay now.

granite idol
#

I'm about to import my self made VR hands into Ue4, which way should I orient them for best results? Flat down or vertical, like a karate chop

royal plume
granite idol
#

I suppose you're right. I could simply just add a scene component and rot that if need be at 0,0,0 or so

#

Cool

ivory magnet
#

@sullen vortex Oops I meant 4.25.4

tepid flame
#

for inputs whats the difference between force and axis?

ashen dome
#

Trying to grab an actor at a components relative transform?

spiral marlin
#

Is it possible to optionally boot the application NOT in vr (perhaps through a flag on the .exe)?

#

I'm trying to create a flat-screen and vr version

sturdy coral
#

@spiral marlin yes, pass -nohmd parameter

spiral marlin
#

thank you @sturdy coral 🙂

sullen vortex
#

@ivory magnet sorry for the late reply, do you see your quest listed if you do adb devices? its running fine here on Quest & Quest 2 with UE_4.25.4

ivory magnet
#

Yeah I can put the OBB on the quest just fine

#

but it refuses to take the APK

#

It says successful on the aPK through sidequest or Bat file

#

but then its no where to be found

sullen vortex
#

can´t you just go all in the apk?

sullen vortex
#

i personally don´t use obb, i just package game data inside apk

jade kettle
# rich canopy <@259474121484795907> sup? I tried before I think

Hi, we've run into the issue of connecting the power between the Vive Pro linkbox and the HP G2 backpack. We found an HP component that should be able to connect the two but it's basically 100 euros for a dumb cable so I was wondering if anyone's jerry rigged a cable

rich canopy
#

Yea its really troublesome for pro cos the Backpack pc was designed for OG vive. You definitely can find a cheaper 3rd party solution for this. Just need to search around and test different cables to see if it works.

#

If you have a electronics store nearby just go over with the backpack pc and ask them for help to find a cable that can connect that way

jade kettle
#

That's not a bad idea

#

Because I have 0 experience with electric stuff

#

I think my boss has experience so I'll ask him to help me

#

Thanks!

rich canopy
#

HP connection would be 4mm and the link box would be 3.5mm

#

You can ask look for the sizes like these, might need to connect two together, depending on where you go. Or even custom make one that has a short length.

jade kettle
rich canopy
#

Yea have to try

#

I can’t rmb but the short cable that came with the backpack pc

#

The 3 in 1

#

Does it work?

#

If you don’t mind the extra cables you can try use that to connect the backpack pc to the link box

#

Except for the hdmi of course

high trench
#

Curious to know what everyone's opinion is of the impact of UE5 nanite specifically on VR. We're currently designing a VR multiplayer, but can only have small groups and have to carefully 'herd' players to ensure several areas of the map aren't being loaded at once for everyone. Nanite looks like it could potentially give us more flexibility in streaming map plots in/out, but I've heard varying opinions on whether this is the case. It seems a bit too good to be true!

trail shale
#

There is no way to optimize in Unreal for VR, that's why it hasn't taken off

high trench
#

Yeah, it's been a massive PITA so far. Very manual.

trail shale
#

HLOD's don't all stay saved. I save them and the HLOD fine

#

When I reload the map, they are "unbuilt"

mighty carbon
ivory magnet
#

@sullen vortex Yes, I'll try only using APK

worthy quest
#

Hey guys, does anyone know if there is a fix or workaround for the ARCore camera feed being really dark? I've read a lot about it in the forums but couldn't find an answer

sullen vortex
ivory magnet
#

It did not 😢 I think I'll have to try the oculus source build

sullen vortex
#

you shouldn´t im working on epic´s source build

ivory magnet
#

I'm on binary 4.25

#

the project worked great in 4.24 without any issues besides some visual artifacts from vulkan

sullen vortex
#

it shouldn´t matter as long as you have Andorid set it up ok

ivory magnet
#

When I install the APK it acts like its installed but the folders it leaves are all empty

#

inside the headset

sullen vortex
#

are you sure you are on the correct ndk and your android project settings are ok?

ivory magnet
#

Yeah I've confirmed with my engineering team

sullen vortex
#

if you want lets go dm so we don´t bother here

ivory magnet
#

For sure

granite idol
#

In the MotionControllerPawn, by default, out of the box, does it have a any interfaces in it? same for BP_MotionController

#

As in, did Ue4 attach a interface to the pawn or controller? I had to delete a config file thanks to UE4's 39% loading bug

junior grove
#

Anyone know what Steamtours is and why it sometimes uses like 99% of my GPU while in the UE4 editor?

#

That's how the steamVR performance monitor normally looks while I have the editor open and the game isn't running

#

but sometimes it goes bonkers and just lags my machine to hell and back

daring pasture
#

@junior grove disable steamvr home. For whatever reason it seems to cause a memory leak sometimes with unreal.

junior grove
#

I'll try that thanks

chilly ocean
#

Does the quest 2 still have gigantic ass loading times between levels like the quest and rift s did?

#

Specifically when doing an openlevel call in Unreal

idle osprey
#

I am trying to resize my capsule based on whether I'm standing, kneeling, etc. I am pretty sure I understand the math for resizing the capsule, but I am not seeing how to determine the height of the Camera/HMD from the floor. Is the Z value from GetWorldPosition correct? It seems to me that would be incorrect the moment you, say, climbed stairs in the game world.

clever iron
#

Anyone have experience with Oculus Online Subsystem and AWS? Thinking through it before diving in, I think I can use the Oculus OSS to create sessions for use on an AWS fleet yea?

short laurel
#

@mighty carbon Did you get HISM working? I tried using a plugin I hadthat uses ISM and got a crash rendering - tbh not sure if it was the ism or not. moved on to something else but curious if hism/ism works

mighty carbon
#

ISM works fine for me

#

I haven't tried HISM

sonic lake
#

@idle osprey you need to line trace down from the HMD location to the floor (direction 0,0,-1)

tired tree
#

@sonic lake @idle osprey could be entirely done with the tracking space height of the HMD

#

since its relative to the capsule already

old olive
#

hey folks, been out of the loop on this for a while, but I'm guessing it comes up all the time... is Niagara working in both eyes yet? Also, I noticed the Sky Atmosphere renders differently in each eye, is there a fix for that?

#

Something to do with Instanced Rendering? I guess I'm just wondering, what's the current best method for particle effects in VR?

daring pasture
#

Niagara is working properly with VR now.

old olive
#

Cool, I'm seeing that instanced rendering is an issue, tho. I'm guessing that's why my Sky Atmosphere broke too... hopefully it's not a huge performance hit

old olive
#

huh well... instanced rendering isn't the problem w the Sky Atmosphere. That's still wonky :/

#

I'm not seeing anything on google about that, if anyone's got it looking nice, pls ping me ❤️

mighty carbon
#

just probably not supported

idle osprey
tired tree
idle osprey
#

Ok, great, thanks! I found something else yesterday and didn't think it was the right node. I was right. 🙂

viscid moat
#

@daring pasture what version of UE4 is niagara working now? Im still on 4.25.3 and it has issues

daring pasture
#

Im on the same version, works fine for me

#

I'm also using deferred, I'm not sure about forward

viscid moat
#

If you check instanced stereo on and drop a niagara fountain in the level it doesn’t render differently in both eyes causing things to flash with both eyes open?

daring pasture
#

No. Are you on deferred or forward?

viscid moat
#

I don’t know what deferred and forward are. Can you explain?

daring pasture
#

Rendering, you're most likely using forward

viscid moat
#

Can you give me a tldr of the benefits/drawbacks of one over the other?

#

Seems strange that the default forward would have issues though and not deferred

daring pasture
viscid moat
#

Hmm so forward seems better overall. That’s silly if that is the reason why it breaks. Earlier versions worked fine for me.

dense tendon
#

Hey all, I'm trying to run Locomotion Map sample on my Quest 2. I used 5 October Oculus sources from last built UE fork 4.25.3 (I followed very carefully the "unreal quick start guide quest") to set up the project template but when I launch the project on the Quest 2 from the project launcher I've blackout screen... Can you help me? 🙂
Update: the App is running well after the packaging process and a manual installation from the script but I don't know why it doesn't work from the Project Launcher :/ any idea about this issue?

dusky moon
#

I just installed 4.26 and tried the water plugin with VR. it crashes the editor when I go underwater. does it happen for you all ?!

#

Also the Volumetric clouds look super weird in VR the right eye image looks distorted

idle osprey
#

I'm getting closer. My capsule is resizing as I raise and lower the HMD, but the bottom of the capsule is also rising from the floor. ie, the center of the capsule isn't moving. I'm not sure how to keep the capsule grounded or re-ground it after sizing.

maiden willow
#

This isn't a VR answer but it should work

#

I downloaded it, is there a way I can get you the zip file?

idle osprey
#

how big is it?

maiden willow
#

21.4mb

tired tree
#

@idle osprey Center of the capsule is the zero point of one, the entire character/pawn moves down to re-ground the capsule when you make it shorter

#

at least for default characters that is

idle osprey
#

Yeah, I discovered it's not quite working like I thought. If I put my controller on the ground, then stand straight, I can see it. As I crouch, I can see my capsule resize, but I can also see the ground is coming up, obscuring my controller. OOPS! Not quite what I want.

#

So it is actually grounding, like I expected it would originally. But I need to figure out the offset of the capsule height vs my eye/HMD height, I think. And scale accordingly?

#

The cool part is that it's working! I can come up to a short door, bend down and move forward and I don't collide.

viscid moat
#

@daring pasture not sure how your setup varies from mine but I rechecked and I do not have forward rendering enabled. In a blank project with instanced stereo enabled and dragging out a niagra fountain into the level in 4.25.3 shows two different simulations in both eyes during play. If anyone else can confirm or deny this it would be helpful for me.

viscid moat
#

For reference, this is what it looks like even in a fresh project when you ensure you tick instanced stereo in 4.25.3 and restart the editor with it ticked and drag out a fountain into the scene.

obtuse spruce
#

Made a 4.26 copy of a project using v19 of Oculus's fork, and get this error preventing packaging:

Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:3217: error: cannot find symbol
powerManager.addThermalStatusListener(getMainExecutor(), new PowerManager.OnThermalStatusChangedListener() {

ERROR: cmd.exe failed with args /c "[project path] 4.26\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
(Where [project path] is the path and not that literal string)

Can anyone help me understand the error and how to fix it?

plush mortar
#

Hello! Has anyone had experience in developing ar multiplayer games for ios? How well is ue supported now? Does anyone know examples of ar multiplayer games in the appstore released?

neat prawn
#

so sdk's update automatically? arcore 1.18 is supported now, and i cant find a SDK for it

steady shoal
#

Ok. So this is a bit strange. After updating from 4.26 preview 7 to 4.26 release, my apk has grown to 2x the size. Anyone know what`s up with that?

trail pagoda
#

hey everyone! did some of you manage any post process volume stuff on the quest? im currently on 4.25.3

sterile vault
tired tree
#

@sterile vault @obtuse spruce newer version of android NDK has that function

#

4.26 updated the NDK again to higher than 4.25

#

api level 29 is needed for that event listener

sterile vault
#

I see that will fix the error for sure thanks

frank glade
#

Hi! im totally new to UE4 and i was watching a yt vid about the tutorial..i pretty much got the basic stuff..but while in the video ,there was a part of exporting a 3d grass asset from megascans to UE4 ..through quixel bridge..so i installed everything which were necessary..now when i imported a 3d plant asset..and used it in the Viewport in UE4 ..it was only mesh..without any material..there were the materials tho..but placing the grass in the viewport,it was completly blank..and also wired rectangular shaped..however in the yt video..he imported the grass easily..and said "Unreal automatically did the necessasy things...thats very cool" and there were no wiered shapes..it was also with full material.. any help?

junior grove
#

looks like you just need to apply the materials to the meshes

granite idol
#

Question: I made some VR hand animations, but they are mirroring from right hand to left, how do I not have the left hand mirror the rights animations?

mighty carbon
#

have a different AnimBP for it

granite idol
#

Yeeah, I was trying to avoid that if possible, might have to though

little marsh
#

Has anyone tried viewing the new waves and hair in VR? Is it a big performance hit?

mighty carbon
#

@granite idol I have separate hand models, each with its own mesh and animBP

#

I recall it was about some issues with physics when using mirrored skel mesh

granite idol
#

@mighty carbon Aye, that makes sense. Seems like I got this to work for now, if I need to to get more crazy with the animations I will

junior grove
#

Anyone know if the Oculus touch controllers grip is an axis?

#

shows up as one in UE4 but doesn't seem to work when my friend with one tries it

#

trying to find oculus documentation on this but it's all 404

idle osprey
#

I don't think grip is. Trigger is.

obtuse spruce
#

@tired tree Thanks for that!
I installed the latest version of android 10 (API level 29, revision 5), set SDK and NDK API levels in SDKConfig to "latest", and set min and target SDK version in APK Packaging to 29, but I still get the error 😓

I'm not sure what to do next (not an Android expert). This seems suspect:
Building Java with SDK API level 'android-28'

edit: Changed SDK API level from "latest" to "android-29". Gave a warning that android-29 wasn't installed (confusing), so gradle downloaded it. Error fixed!

junior grove
#

That's odd though since UE4 has an axis mapping for it

maiden willow
#

It may just be they followed suit across all controllers and buttons when they deprecated the single MotionController style

viscid moat
#

Welp... the bug ticket I submitted long ago about landscapes clipping in one eye for 4.25.3 looks to be fixed in 4.26, so I am very happy.

#

Will have to test out Niagara effects with instanced stereo on next

viscid moat
#

Eureka! All is good in the world now with 4.26

dreamy ivy
oak ridge
#

hey, I need to somehow launch my VR project in editor VR preview without launching the oculus app (on quest2) anyone know how to do that?

#

basically my gpu is too old, and it can launch games like alyx/vrchat which seem to have a workaround, but if you try to launch PIE VR session in UE, it will launch the oculus launcher, which says the GPU is too old and interrupts it

ember forum
#

is it just me or does VR crash in DX12 ocassionally (using a oculus rift)

idle osprey
#

@oak ridge Why don't you just Launch it on the Quest?

#

After the first 4000 shader build, it launches in just a few seconds to run natively on the Quest.

#

You can't do Preview mode, however. You deploy it to the Quest. The only way you'll get preview mode is with Link.

oak ridge
#

oh, its a pcvr game, I am using the quest2 to test it with

#

but the thing is it launches the oculus app, which prevents it from going into steamvr

#

oh sweet, I have it working, I just needed to disable the oculus plugin : D it uses the steamvr controller binds for Q2

north tapir
#

Hey everyone, does anyone know how to identify different HMDs? GetHMDDeviceName only returns the platform. I use GetDeviceName from Oculus VR plugin to identify Oculus HMDs but I cant identify SteamVR HMDs

viscid aurora
#

hi everyone , can anyone help me out please - my video texture render perfectly in desktop mode but it won't run in oculus quest it shows black screen , video is in .mp4 ->h.264 format and have 50 mb of size

dreamy ivy
#

@viscid aurora I actually made a video on this.
https://youtu.be/pmt_v04sPh4

I'd recommend putting a delay before the play blueprint so your video has time to load. The quest isn't as fast as desktop so needs more time.

#UnrealEngine4 #360 #OculusQuest

This tutorial aims to show how you can add your own 360 footage to your Oculus Quest project using Unreal Engine 4, this also works with any other Virtual Reality headset.

The footage used in the video was downloaded from:
https://www.mettle.com/360vr-master-series-free-360-downloads-page/

Discord: https://di...

▶ Play video
viscid aurora
#

@dreamy ivy thank you so much , your tutorial and my setup for blueprint is same except i am using only 2 sec of delay but still shows black , will try with more delay time . let see (learn lots of VR stuff from your channel ,thank you for that also )
may i ask which one of these are you using for media texture rendering -ES3.1 or Vulkan (does it even matter) ?

dreamy ivy
#

@viscid aurora I'm really pleased there being helpful lol. In this video I believe it's ES3.1 but I don't think it should really make a difference.

dusky storm
#

you guys had any issues launching to quest2 from the editor?

#

with 4.26 I mean...

sonic lake
#

@dusky storm it should work just fine, make sure Oculus Link is not active. Which problem are you having?

dusky storm
#

@sonic lake I have aproject that built fine on preview7, but once I updated to final 4.26, the project builds, but crashes immediately when started on the headset (link is off)

sonic lake
#

Did you clean all Intermediate, Saved, Build etc.?

dusky storm
#

yeah cleaned, all twice, even ripped out my android studio install and redid that as well

sonic lake
#

Did you check the project settings? Anything that may have reverted to default

dusky storm
#

no, not that I can see... all the usual settings are the same, and I'm not using vulkan either... just ES3.1

sonic lake
#

NDK level?

#

Did you pull the log file from the device?

dusky storm
#

NDK is the same as suggest in the ue4 docs.. 21b if I remember correctly

#

I'm using the android setup script in engine/extra/android to set it up (in 4.26)

dusky storm
sonic lake
#

@dusky storm which version of the Oculus plugin is 4.26 showing?

#

I am recompiling 4.26 from source at the moment, I cannot check

dusky storm
#

Here is the log from the crash if you'd like to have a peek

#

I haven't built from source yet, using the binary release

#

the oculus plugin is 1.51.0

sonic lake
#

@dusky storm to log has no indications of a crash / error

dusky storm
#

yeah it's strange

#

🤷‍♂️

#

build doesn't crash, but app crashed on headset

sonic lake
#

It is working with the 4.25 Oculus branch

dusky storm
#

it was working with 4.25 and all the 4.26 preview builds yeah

viscid aurora
#

@dreamy ivy what if we are streaming a video through URL , what's the procedure for that

rich canopy
#

Have not tried this but it’s free

sonic lake
#

@dusky storm did you read through the Oculus dev forum?

dusky storm
#

I saw a few other guys having issues on the forums, but havent checked oculus forum yet.. will do now

ashen dome
#

Hi just thought I would leave this here for lols and to show off my VR dev work

dreamy ivy
#

@viscid aurora truthfully no idea. I haven't tried it. But if it's streaming I don't think there should be much of a problem as long as your using the correct web address.

iron pine
vast thunder
#

I have a problem with my vr game, when I grab my flash light off the floor I think it collides with something and sends my player flying and changes view angle etvc

#

I think its colliding with my character so I tries to relocate, how do i fix?

half rune
#

Hey, all. Recently my gf hasn't been able to use her vr headset due to steam vr and every game suddenly running at 11 frames. We pinpointed it to being a recent windows update, some people are having the issue while others, me included, are not. Does anyone have an idea for a fix for steam vr suddenly running at 11 frames?
Even in the default steam vr home.
Any help/suggestions is greatly heckin appreciated.

stable shadow
#

Hello guys,
Any idea how to run the Robo Recall mod for the HTC VIVE... I could run the mod editor with HTC VIVE last year but after download and install it again the VR preview button is disabled.... I tried a few methods from the youtube tutorial but it seems they're out of date!!

iron pine
#

I added an IK system to the expansion plugin and im using the the grasping hands to handle the physics and the grasping animations they are not visible though the hand animations are sent to the IK system and blended with the rest of the body the problem is that sometimes the hands have an offset form the grasping hands where they are suppose to be. I think the problem is that the IK system is not perfect and has some problems at specific points this small offset occurs does anyone have any ideas on how to fix that

rustic cargo
proud wave
#

Anyone doing the Unreal Jam?

#

I guess there's a whole channel for it , nvm 🙂

vagrant grove
#

Hi, a quick question about Quest and Rift. Can I preview the project on quest 2 by simulating a rift device on ue4 to avoid the slow packing?

opaque sparrow
#

I recently upgraded my engine forks OpenVR version to 1.15.14 and was thinking of cherry picking the changes and making a PR. Would anyone need this?

tired tree
#

they generally update it anyway each release to the last stable one at the start of the work on that release

#

though thats likely to die off as the engine will be going fully OpenXR

rustic cargo
#

@vagrant grove Yeah, just run the Quest in Oculus link mode before starting UE4

trail shale
#

WHY aren't these being registered???? I've hit regenerate action manifest, regen controller bindings, reload action manifest, and I"ve confirmed that the bindings config is not in source control ---whoever designed this steam VR input integration should be thrown in a dumpster

vagrant grove
#

@rustic cargo thx man.

high socket
#

hi all, oculus quest 1 with a link cable:
4.26, i create a vr template project, play in vr preview. all that works is my hmd orientation, im completely handless, no motion controllers or buttons working. any ideas

mighty carbon
#

wait for 4.26.1 I guess (and report this issue to Epic meanwhile)

viscid moat
#

There are still lots of issues in 4.26

high socket
#

yea i appreciate the great new features but its very buggy, raytracing enabled cripples performance even with nothing being bounced

viscid aurora
simple briar
#

How might I resolve this issue? (see ss)

I successfully merged a custom fork into 4.26 release. Nothing in the fork is related to SteamVR and SteamVR is updated/cache verified.

UE4 launched SteamVR (as it always does by default)

edit: i should probably wait for 4.26.1...

dusky storm
#

@rustic cargo Thanks for the tip, beats digging through the device logs yeah. Glad to see others having this issue and not just me... guess we have to wait for 4.26.1 then.

idle osprey
high socket
#

i had the same yesterday

idle osprey
#

Are you on Win or OSX?

high socket
#

win

idle osprey
#

ok, good. Then it's likely a .0 bug and not a Mac-ism.

high socket
#

didn't resolve it here. older vr projects of mine worked

idle osprey
#

I experimented with migrating my project from 4.25 and ran in to it, so I thought I'd try a brand new, clean one. Same problem. I'm not planning on really moving until a .2 release or so. But I wanted to be aware of any issues I might have.

#

I'm embarassed to say I'm still struggling with my resizing capsule code. 😦

tired tree
#

you really don't need that component

#

and its not cross platform anyway

#

the only thing that component does is show the roomscale rect when teleporting, which isn't really a thing that is used in games

idle osprey
#

Well, I know I don't, since I'm all Oculus. And on a Mac...so even not Oculus. 😛

#

I see. Yeah, I have stayed away from all the vendor specific stuff so far.

#

heehee, I just realized I'm considering starting a VRE project just so I can use the whiteboard to figure out what's wrong with my own project.

viscid moat
#

Always a good course of action to make fresh projects to troubleshoot your own.

spiral oasis
#

any hololens 2 devs working with unreal 4.26?

#

after fixing a slew of issues after updating to 4.26, i can't get spatial mapping to work anymore. the events from AR Trackable Notify Component just aren't being called and everything looks right 😭

tired tree
#

@idle osprey which one? the capsule issue?

#

because you'll need to move your VRRoot as well when you shrink the capsule

idle osprey
#

Yeah, I need some paper to get this straight in my head and I don't have any. I just thought it'd be funny to be using your whiteboard example to fix my problem.

tired tree
#

vrroot should be 1/2 capsule full height in -Z

#

capsule half height should be camera Z/2

#

since capsules zero point is centerline

idle osprey
#

yeah, that's sort of the conclusion I had come to. My camera's parent is the VR Root. My capsule is at 88. My camera starts at 0. It's at some offset from the height of the HMD.

#

Hmmm, so my VR Origin starts at 0,0,-88. My camera starts at 0,0,-88, too. I'm not moving the Z of my VR Origin as I move around in roomscale, so maybe my problem is in there.

tired tree
#

tbh, if using a character it should actually be halfcapsuleheight + (2.15 uu) in - Z

#

characters float a bit, and that grounds the feet entirely

#

when falling and hitting the ground your view will jump a bit since falling doesn't have that offset, I had to fix that in my custom character

idle osprey
#

This is the BP version of my C++ code that handles roomscale. I'm wondering if that Z set to zero is shooting me in the foot.

tired tree
#

well yeah

#

it should be negative at the values I detailed above

#

in relative space, but could do it in world space off of the actor Z

#

oh nvm

#

thats during locomotion

#

no thats fine

#

is during capsule resize that it matters

#

though that add offset method doesn't work with character movement, which I thought you had said you were using

idle osprey
#

No, I am using Add Movement Input

tired tree
#

yeah

#

which a character

#

adding actor offset though ignores the character movement pathways

idle osprey
#

A lot of my code is right out of Sam's VR class at GameDev.tv

tired tree
#

unless this is flying movement component

idle osprey
#

If you use AddActorOffset, and step backwards against a wall, you climb it.

tired tree
#

that would be it depenetrating

#

you aren't sweeping that movement there

#

so its walking right into the wall before the character movement ticks and attempts to correct it

#

the faster you move the worse it would be

idle osprey
#

ah, I see, that's what sweep is for. I only had teleport on.

tired tree
#

I am not familier with that vr class so don't know what its intention or quality is

#

but at least sweep in this instance

#

and adding offset is very much not multiplayer friendly

#

so unsure if this is singleplayer or not

idle osprey
#

Eventually, I'd like it to be Multiplayer.

tired tree
#

it can also cause some bad interactions with clipping through floors, but it would be rare

#

and almost nonexistant with sweep

idle osprey
#

But I haven't even looked at multiplayer code. I'm just trying to get movement working.

tired tree
#

i'm saying that when you go to do multiplayer that this method straight up won't work

#

if trying to rely on the character movement to replicate things for you

#

I guess you could turn on client authority and just always trust the clients positioning

idle osprey
#

See, that I don't know. Coming from Unity, it's all based on the movement of RigidBody components. I don't know the Unreal equivalent.

tired tree
#

the playback and correction doesn't have that offset, or if it does, its at the wrong time in the play back

idle osprey
#

Well you have to do that for some things. Otherwise, if the server has to authenticate every move, you introduce a lot of lag.

tired tree
#

the client would be correctly constantly

#

and no, the server does auth all of the character movements, it plays them back and if it agrees then nothing happens

#

generally with well coded movement they don't disagree much

#

there is no lag, just corrections if they lose sync

idle osprey
#

ok, yeah, that's basically the way I was going to do it. Sort of like an I-Frame in video.

tired tree
#

anyway, i have to take off, good luck

idle osprey
#

Thanks. I'll try to get my pea of a brain around what you said up there and crack this.

#

I really appreciate the help. I really want to learn this stuff for myself, even tho it's slow for me.

old olive
#

curious if anyone has ever tried repositioning a seated view so that the user can lay down on their back and see a standing perspective? Any experience with better/worse for nauseous folk?

vast thunder
#

Hey guys!

Over the past two years I have been hard at work on my first big vrgame. I went through lots of bumps and bruises but finally have a first look into what I have been creating!

I would love if u guys could dm me some advice on the games current state!
Check out the video for yourself! https://youtu.be/puEesj4vK4A

I didn’t spend any time editing it or making it look fancy or adding music, this is complete raw gameplay at its current point. It has an expected 2-5 months of development left and will be released FREE to all vr platforms. The video was taken of editor so it is a little choppy (:

This is the first look at a game 2 years in the making. A horror vr game coming soon free to side quest and pc vr.

This video was recorded at a low quality for time purposes.

▶ Play video
harsh cedar
#

**nvm, fixed it. was a gpu issue

knotty igloo
spiral oasis
knotty igloo
spiral oasis
#

ohh nice, that could be helpful. basically i can't get the AR Trackable Notify Component or the ARBlueprintLibrary functions to trigger spatial mapping updates (have tried both BP and CPP in existing and fresh projects), and i can't tell if i'm missing a setting somewhere or hitting a bug - but it was working fine in earlier versions

knotty igloo
#

are you toggling ARCapture? (that's newly added in 4.26)

spiral oasis
#

indeed - being able to toggle spatial mapping is the main reason for updating 😄

#

we couldn't find a way to turn it off once it has been activated in 4.25 which has been a major thorn - if you know of a way maybe we can hold off on updating

knotty igloo
#

^a workaround in 4.25 is to pause/resume the AR session (since those functions only stop and resume spatial mapping)

spiral oasis
#

gotcha - we were looking into stop/start AR Session with different configs, but that didn't seem to work. will try the pause/resume way

#

thank you for helping out btw 😄

knotty igloo
#

I just checked with someone on my team and apparently toggleARcapture isn't actually hooked up for spatial mapping in 4.26 yet (only QR code and PVCamera) 🤦‍♂️ but we're working on getting the fix into 4.26.1. So for now I think this is your best bet. No problem!

spiral oasis
#

oh dang hah, that would explain some issues

iron pine
#

I'm having problems with oculus and steam. I'm using the vr expansion plugin and the finger tracking works with steam vr but most of the time even if I open steam vr the finger tracking doesn't work. It only works if steam vr understands that I have UE4 open is there a way to fix this btw im using the oculus touch controllers

chrome quail
#

How to setup unreal for AR mobile?

spiral ore
#

Can anyone make sense of these build errors? This is my first time building to the oculus.

obtuse spruce
#

@spiral ore Recently fixed that exact build error! The symbol it can't find is an event listener that doesn't exist in SDK API lvls below 29, so you just need to change to that version

spiral ore
#

thx

dire lion
#

My Quest is listed in ADB devices and in device manager, but isnt showing up as a launch device...any thoughts? I followed the Oculus quick start line for line

sonic lake
#

@dire lion make sure you don't have Oculus Link enabled. If so, you should get the Play in VR option in the editor but not the Launch option.

real needle
#

How do i get inputs from htc cosmos for my unreal. I'm developing a VR project with a friend i got oculus and he got cosmos. before he just sends me his input file and then i got his inputs. but its not working any longer when i export the project

real needle
#

its theese i am missing when i dont have the headset connected to my pc

elfin edge
#

Did you update to 4.26 @real needle ? I don't see the cosmos bindings any more in 4.26. All the other mapping are there. It might be a 4.26 bug.

#

Anyone else having transparency issues in 4.26? As in they only show in the left eye? (Forward renderer.)

real needle
#

@elfin edge no, i'm still using 4.25.4

#

Ive never had the cosmos bindings but my friend dose only difference is that he has a cosmos headset while i got oculus

elfin edge
#

If you can get a copy of your friends Config/DefaultInput.ini file you can probably copy paste over the cosmos lines into yours

#

It'll have lines like:
+AxisMappings=(AxisName="MotionControllerThumbLeft_X",Scale=1.000000,Key=Cosmos_Left_Thumbstick_X)
+AxisMappings=(AxisName="MotionControllerThumbLeft_Y",Scale=1.000000,Key=Cosmos_Left_Thumbstick_Y)

real needle
#

that was what we have been doing so far

#

but when i export the game now. trigger and grab buttons are working for him. but not x and a button touch. We have just added the pause function to the game and now if i export he cant use them. but if he exports it works fine

tired tree
#

@real needle those bindings exist in the steam input plugin that got merged into the engine in 4.25, they don't exist unless the module is active and its been buggy since introduction

#

the easiest work around is to just generate the JSON bindings directly in steamvr and keep them, the inputs in editor are only used for the auto generation anyway and they don't do that good of a job auto generating and require manual tweaks normally

real needle
#

okay thanks ill try and look into that then

royal plume
#

I'm sure I'm not the only one whose run into trying to use the character controller for vr and getting frustrated by the fact that the character capsule transform is centered rather then at the bottom which messes up the HMD locked camera position, how did you solve this?

short laurel
tired tree
#

that is not the correct fix

#

keep floor level and set the VRRoot to -CapsuleHalfHeight.Z

#

if you want to get technical with it, move it down another 2.15 UU as well to account for character floor hovering

#

however just doing that won't fix the collision being centered

#

when walking around

royal plume
#

wait a second

#

I think I see the error, some how the minus got disconnected 😅 Thanks mate for your help!

trail shale
#

What's a good way to detect if controllers are picked up (in motion) I want something to happen when they set down

viscid moat
#

I'd check velocity. Not sure there's a better way to check.

trail shale
#

didn't work or I did it wrong

viscid moat
#

And if you print out the velocity, what is it

trail shale
#

guess threshold was too low

viscid moat
#

Yea, that's a very possible scenario

#

Print out your values constantly, try slight movement, then put the controllers down and see what the resting rate is at

#

Then if it never exceeds that threshold, start a sleep timer, if it stays that way for x amount of time then you can verify they have been set down.

trail shale
#

@viscid moat you were right

eternal swan
#

Anyone have an issue where just printing a string to Quest is crashing the app? If you disable print to screen it does not crash the app but it kind of defeats the purpose of it lol

magic bridge
#

anyone here know how to get an ARCore passthrough camera to show up in a post process material?

proven epoch
#

Basically things close to my player cam in oculus vr are darkened and I dont know the reason, things a bit further are ok

#

Does anyone know a solution to that?

#

Only happens in VR

#

like a sphere or a rectangle from the place I look onward that darkens a bit things in front of me

#

maybe it disables light there idk why

proven epoch
#

^ It was culling from project settings

tropic kestrel
#

Anybody use the device manager in UE4 and Quest 2? I can't get my Quest to appear in the list of launchable devices, tried explicitly searching via mac address ect, Doesn't seem to wanna come up

maiden willow
#

Make sure you've enabled developer mode through the app and also that you are on 4.25.4+ (Epic Launcher) or the newest Oculus Repo version

tropic kestrel
#

@maiden willow Hmmm, I've done that, I have ODH installed also, Still no dice.

#

I'm on 4.26.0

sonic lake
#

@tropic kestrel can you see it with adb devices?

tropic kestrel
#

Yeah I just realised I didn't have adb installed

#

I'm installing Nvidia Codeworks now

idle osprey
#

no!

#

Not codeworks!

sonic lake
#

Android Studio

idle osprey
#

not for 4.25+

tropic kestrel
#

oh yikes

idle osprey
sonic lake
#

Pull the cable

#

Hammer the wifi

tropic kestrel
#

ahahaha

#

what's wrong with codeworks?

idle osprey
#

wrong NDK version

tropic kestrel
#

ah shieeeeet

idle osprey
#

If you've got it installed...you'll need to rip it out....including removing the environment variables it sets.

tropic kestrel
#

damnnnnnnnnnnit

#

It was halfway through the install

#

I stopped it halfway

idle osprey
#

It's not that bad...just tedious.

tropic kestrel
#

I thiiiink I might have gotten lucky

#

and they were all downloading

idle osprey
#

open a cmd prompt, type echo %NDKHOME% and if you're lucky, it's blank.

tropic kestrel
#

Right okay, so android studio I have just installed

#

that's all I need?

idle osprey
#

No...haha, no.

tropic kestrel
#

(╯°□°)╯︵ ┻━┻

#

I looked at the oculus documentation it doesn't say shit about any of this lul

idle osprey
#

After you've run Android Studio, check your env vars and see if it has any ANDROID_* variables set.

tropic kestrel
#

ah

#

tyvm for help btw

idle osprey
tropic kestrel
#

Am used to developing for SteamVR where everything sorta works out the box

idle osprey
#

You need to have ANDROID_HOME set.

tropic kestrel
#

ya sweet

idle osprey
#

Android Studio should do that for you.

tropic kestrel
#

aye, it's installing APKs ect atm

idle osprey
#

after that, cd to UE_4.25\Engine\Extras\Android and run SetupCommand.bat. I recommend opening a CMD window first, then running it so it doesn't suddenly close on you and you miss any error messages.

#

Once that works without errors, run the UpdateLinker.bat

tropic kestrel
#

ah fantastic! thank you 🙂

idle osprey
#

You might have to go in and tweak Android Studio...some people I've helped with this have needed to manually install the right SDK and NDK. You get to that from the main Android Studio startup screen, and selecting the SDK Manager. Actually, you don't even really need Android Studio...but it bundles all the build tools in to one place. You'll never directly use the editor. Anyway, this is the way you get to the SDK manager: https://cdn.discordapp.com/attachments/765200535628152833/770134270076518430/unknown.png

tropic kestrel
#

ah man, you're a boss

idle osprey
#

Show Package Details...and then you get the view above.

tropic kestrel
#

Would have taken me so long to figure this all out ahahaha

#

tysm

idle osprey
#

I don't know if that's the right NDK anymore or if it's upgraded since I took that screenshot, but you get the idea. Just depend on the result of that Setup batchfile. Ping me if you need help and I'll try -- but I'm on a Mac right now, so it's very similar, but not exactly the same as Windows.

tropic kestrel
#

ya, I'l have a dig, ty man!

idle osprey
#

I've done this about 9 times now...so... kinda run the gambit of problems.

tropic kestrel
#

aha

#

vietnam flashbacks

idle osprey
#

it's not that bad...capsule resizing is giving me PTSD, tho.

tropic kestrel
#

😄 ah yes

#

that old chestnut

#

Is there a way to know which is the currently used NDK ver for X editor ver

#

ah I see, says in the SetupAndroid batch actually

#

21.1.6352462 for 4.26 it looks like

idle osprey
#

They didn't QA any of these scripts... I found errors in the Mac version, using DOS-style variables.

tropic kestrel
#

ofc lmfao

tired tree
#

@tropic kestrel in 4.26 you want to meet API level 29

#

due to this event being used with oculus quest 2

tropic kestrel
#

ah ty

granite idol
#

I have a basic loading screen set up, seems like it decides to show sometimes and not other times, any tips

#

I set it and show it before I head out to OpenLevel but it seems to fail

spiral oasis
#

@granite idol just a thought but maybe game instance isn't always ready by the time begin play executes, so that cast sometimes fails? seems weird to me though

royal plume
#

I think I'm missing something fundamental here, why do we say that the UE4 Mannequin is 182uu tall but in the Object Viewer it says it's 283 tall?

atomic mirage
#

Hello having some new and pretty random packaging issues for the HoloLens2. It has been packaging fine for the past month and now getting this, any help would be greatly appreciated! thanks

UATHelper: Packaging (HoloLens): LogPython: Error: '/Script/UXTools.EUxtPaginateResult' has an invalid 'ScriptName' meta-data value 'Failed, Concurrent Operation': Name contains ',' which is invalid for Python.

granite idol
#

@spiral oasis Aye, could be, but Game Instance is usually one of the first in line to go through the flow

#

My Game Mode also has None for Default Pawn

spiral oasis
#

yeah i'd expect game instance to be loaded before anything else, but there's no exec path coming off cast fail so that could account for mysterious failures

#

maybe throw up a big scary log if the cast fails

granite idol
#

I know it's not failing because the pawn spawns after the 5 seconds, so the code works, but the node for showing the loading screen dosn't

#

Also, it was working fine when I was using level streaming

#

I decided to ditch that and go with OpenLevel so the levels would start fresh

#

But yeah, seems like it's either bugger or not operational with OpenLevel

royal plume
#

This is where I'm getting 283 from, any help is greatly appreciated!