#virtual-reality
1 messages · Page 237 of 1
That seems specific to your setup, that's not the case with the Action/Axis events by default
I know that, it would be unreasonable for me to expect support on such a unique use case, except that I've been trying for 3 years now
Did you see the VR Spectator Livestream I did? I showed off a hack on how you can add a menu to the spectator preview
show me the link, I'm assuming it involves a scene capture and setting the spectatorscreen texture to the Render target tied to the scenecapture component
and basically point that at a 3D widget
No I have a 3DWidget infront of the SceneCapture component 🤷
Yes that's what I mean
then you get the mouse position and tick that relative to the WidgetInteraction
Mouse X/Y, do a little transform math, and voila
I'll take a look at your video, maybe there's something I'm missing
Someone had mentioned a way to apply the actual VR player's view to a render target as well
I'd like to try that and apply it to the background of that 3D widget, then I would have what appeared to be floating buttons
that float over the VR player's perspective
I didn't walk it through in the video, but an example is part of the project. I was going to link that buuuuut those Forum links are broken T_T Will PM you direct downlad instead
Thanks man, I appreciate it. Thanks for putting up with my bitching
The other thing I tried was to do a simple local multiplayer listener/client setup but I am not thinking that will work unless I can make the VR one keep focus while running two instances on VR - I wasn't able to do anything with it because I was testing remotely
@hallow knoll I am working on a multiplayer Oculus Mobile app (for the App Lab) and want to create a listen server just to match up 4 people to play a simple game- It looks like I should probably use the Oculus Subsystem after reading the support page. I guess I am just trying to figure out what blueprints to make and where to put them (I think the host and join nodes go into the 3d widget interface buttons, and then I need an entitlement check I think, but still trying to figure out what to do)
Yeah and you'd have to make everything work between host/client which would probably be a lot of work
When the Oculus Subsystem Creates a Session, does it open up a matchmaking pool that the OSS Find Matchmaking Systems can find instantly?
If you're looking to ship on the Oculus Store, and want to use their Social Features etc, then yes I'd recommend the Oculus OSS. They have documentation on their website on how to work with their API.
thank you! I have been reading the page, stumbling through slowly just because it's lots of new ideas for me.
If you haven't done multiplayer before, you're in for a ride
hahaha Aaargh!
aside from all the replication and RPC work, do you have any quick lookouts for a noob like me for just wanting to connect any 4 availible players to play VR horseshoes?
also another quick question- is there a difference between the APK file that is created by "Launch on Oculus Quest" and the APK that is produced by "Package Project for Android ASTC"?
Yes Launch will contain a bunch of editor stuff - only use that when you iterate
thank you!
There's no shortcut for multiplayer, learn the fundamentals, you need them for what might seem like "simple things"
You can download the Collaborative Viewer Template from the Launcher if you want to look at how they did multiplayer
But that's a "this works"-setup. VRExpansionPlugin is doing it the right way for a game.
Thanks so much again
Is something wrong with Lighting on Oculus 4.25.4, having issues with following -
- Piink HLOD textures after building.
- No indirect Lighting, all the indirect surfaces are pitch black.
- Reflection captures are messed up too.
Vive aciton mappings. Is there something required on the SteamVR controller binding side? For some reason I can receive input for Vive (R) Trackpad in the launcher VR template, but not in a level with a custom build. Same name in Action Mappings.
I been having an issue setting up a level for Architecture preview which i been doing through the game etc. I just installed it on my Quest 2 and I get the splash screen for a second then it 'loads' and the whole thing is just black and I can't see or do anything.
have you packaged your map ?@lethal kiln
I'm just packaing the whole thing through the android astc, is there something specific for map packing?
I get an OBB file with the APK
Yeah the same map is set for both Editor Startup Map and Default Map. Which is only map and I named it something unique to distinguish from default template name.
@chilly pasture
Yes, just an experiential kinda thing.
Okay it wasn't in there. thanks this might be the fix I needed.
well, if there is just one map, then it should not be the problem, but try this and let me know, if this does not work, there might be something else going on, you can always send logs that will give more detail on that.
Usually if you have this issue, in logs it will say at some point, packagae, your map name cannot be loaded, something like that.
Looking through the output log after launching the app on my quest gets me nothing. Still just 3 dots, and a black background. I really don't think the map is all that complex but could that be an issue?
@chilly pasture
you are launching then map should not be the issue.
once launched and then you can see an apk installed in your unknown source folder inside quest, you can run it from there and while running use adb to fetch the logs and then send those logs here.
I don't see nay errors, I got a couple warnings about PNGs being used which I think is just for the splash screen.
Hi there, I'm having an issue where SteamVR is seemingly tracking the exact location of my motion controllers, instead of the location of my hands. When I enable the oculus plugin for ue4 (I'm using an oculus rift s), the hands track properly and the in-game hand meshes correspond to the location of my hands. However, when using steamvr, the tracking is different and instead the location of the hand meshes corresponds to the exact location of my motion controllers. This makes it so that when my hands are pointing forward, the in-game hand meshes point upwards because the motion controllers are being held upright. Is this a common occurrence? Any help is greatly appreciated.
@warped quail I often detect whether steamvr and apply an additional transform to compensate
@sturdy coral I am using the ue4 vr template mannequin
@short laurel I tried that, but I couldn't get it working very well, especially with grabbed objects. I ended up just copying the motion controller blueprint from steam vr's sample project, and it is now working fine
I finally did it... after cheating and looking up how to merge two levels and just merged the levels and copied them onto the tutorial level... I don't know what thing makes it work and i'll be honest I don't think I'll ever learn.
alright, this is driving me a bit insane. I've been trying to port a project to quest 2 for about 2 days now and everything I have tried has completely failed with next to no error logs
I've tried 4.25, I've tried 4.26, I spent 3 hour compiling the oculus branch of 4.26, I've tried blank projects, disabling all unneeded plugins, blank levels, everything, and upon launching the game on the headset through UE4 or installing an APK it just goes to white dots for a few seconds, and then straight back to home
the only two errors i have ever gotten were
and
and the first error vanished upon adding \oculusVR to additional asset directories to cook but the second error has been persistent
but no matter what it's the same thing, white dots and then back to the home screen
sometimes I can get the quest 2 to show me a screen with a button that says "app info" when it crashes but that just freezes my headset for a restart
I've tried uninstalling and reinstalling all android studio SDK's through different versions, I've tried every possible SDK and NDK number combo in the settings
I am just baffled as to how it somehow works for everyone else
I've followed every video and official tutorial I could find and searched up and tried all answers on the forums
I specifically thought installing the oculus branch, while painful, would atleast kind of help but it seems like it was just the biggest waste of time so far
@chrome siren Have you checked logcat? I had that second error at some point but unfortunately don't remember how I fixed it. Also can you post the full log? Maybe there's something in there
adb logcat -s UE4 -s debug -s DEBUG
Also had that first error actually but fixed it some other way
Possibly by also removing binaries and intermediate from my engine install and doing a full engine rebuild. But if you already set it up from scratch that wouldn't do anything
does anyone know how to setup oculus avatars with unreal? the documentation only tells thats not supported in 4.26 anymore, but there is nothing about how to use it in BPs
I'm trying to get a local listen server open on a VR game - but I can't open up more than one instance, Steam VR seems to shut it down instantly
Is there a way to make something not visible to a player but still output to a VR spectator screen
Hey I'm doing one of the VR learning modules (WHICH I DIDN'T KNOW EXISTED EARLIER) and I'm trying to set the action input to my vive trigger like the tutorial but I don't see it showing up.
It looks like that's possible - https://docs.unrealengine.com/en-US/SharingAndReleasing/XRDevelopment/VR/DevelopVR/VRSpectatorScreen/index.html
Hi, i have a vr camera problem when playing as Client.
Basically I have VR setup that works fine if I play standalone or Listen Server, however if I click on play as client, the camera in VR si locked, so if I move my head, surroindings move with it. Does anyone know a solution to this? Thank you very much.
So, after 3 years of trying to develop in VR - I feel like it's fair for me to think that the editor should open up the same SIZE of a VR screen , each time, instead of randomly doing it
Correction didn't fix it. My VR motion controllers don't show up when attempting to play
UGH, so the learning module (4.24) has me creating a BP for the motion controller named BP_VRHAND.
The module uses Occulus but it is supposedly the same for Vive. When they add the motion controller they go to details -> visualization and select display model source and it automatically detects the occulus but it doesn't for the vive.
-_-
The input action nodes are on the VR Pawn in the 4.26 VR template map.
Also there's a surprising amount of spelling errors.
@trail shale launch the other instance with -nohmd (re: "but I can't open up more than one instance, Steam VR seems to shut it down instantly")
Nope adding the controllers to the VR Pawn didn't work.
if -nohmd doesn't let you launch a second instance you need this pull request, but I think someone said it was merged in 4.25: https://github.com/EpicGames/UnrealEngine/pull/6980
Hello. I'm using live link face in unreal engine 4 but all of the head movements are backwards.
and i also have this error message
Anyone having problems with using their Oculus Rift after Version 26 update?
Can't seem to test out my game with my headset anymore I get 3 dots when I put my headset on
hi, anyone have experience with arkit/arcore? I am trying to reposition the world origin in the UE space to rotate around an object without breaking the mobility settings, but once I reposition world origin, it still rotates around the old one, any ideas?
The fix for this on my end was to update the drivers on the Oculus Store app and restart the editor. Also unplug and plug the headset in
Hello! Any chance someone has used app grouping to make cross-device (rift-quest) voice chat?
Did they change how things are structured between v 4.24 and 4.26 ?
Can I make my player move forward when the game detects heavy body movement (gyro sensor)?
Hey guys. Using OpenXR, is there any way you can figure out the device that is actually connected? Or even just the platform? We would like to know for analytics, but also need to know it to determine the correct Eye Tracking API to use
Since we now want to support the Reverb G2, we have to use OpenXR instead of the WMR plugin..
But with OpenXR, there seems to be no way to even detect who the manufacturer of the headset is let alone the device name
@tired tree may know, I think he maybe did openxr model detection at least for controllers
that was a bit of a workaround comparing prebaked input schemes
Helo, i need some advice. How much Trianlges drawn under RHI for example ALyx would have? I want just to releasy to PC VR. Must i stay around a Million? This cant be true because even Roborecall jumps up to 2 Million sometimes.
@twin heart I'm pretty sure they change the LOD amounts based on quality settings that they auto-pick when you first launch through gpu profiling
Unreal has a similar benchmarking thing built in
@sturdy coral yes i imagine. Whats the Benchmarks name?
Unreal Engine can auto-detect 'optimal' (graphical) settings per player based on a quick CPU and GPU benchmark. The functions are available in Blueprint to hook up into your game's options menu. Behind the scenes, the benchmark returns a performance index for CPU and GPU with a reference of 100.0 for "average good CPU/GPU". These values are then...
there is a command to adjust lod distances you could use based on the result of that
you'd probably want to know HMD refresh rate and FOV too, since that determines geometry burden
Yes its a struggle, i try to get around 1.5Mil triangles and around 1000 drawcalls
@sturdy coral if possible
But for me i don’t get how much i can target for Ultra Settings... i have in my hmd rift s 5 million triangles and 2000 drawcalls and runs on 80fps when everything up. Are there games out there that have this “costs” on Ultra? Or will i create there a mess?
Has anyone gotten the "SteamVR Input" example project with that red glove working with animations in Unreal?
My neighbor has oculus quest 2 but i do not. I would like to try developing a simpme game without an oculus of my own, build it to all and then have them try it out. Is that feasible?
I dont think I would be able to test the motion controllers without hardware of my own but perhaps I could substitute mouse cursor input to set up the gameplay mechanics.
@primal mountain see robo recall mod kit, they have a 2d mode for testing
left right mouse for triggers, q e for grips
is there any way to reset orientation and position for steamvr so that it accounts for player height? when using the reset orientation and position node, everything works except for the player's height - the camera's height just resets to the default scene root, which is in the ground
Yes I have the same issue with losing button interactivity after respawning VR pawns! Has there been any fix figured out for this? Thanks in advance
Is the Mixed Reality Capture Sample still available in the epicgames/unrealengine repository?
really weird issue here, running in VR on an Oculus Quest, getting horrendous performance when tabbed into the game (like 3 fps) but when I tab out it goes back to normal.
Also just getting unexpectedly shitty performance (20-30 fps) in a basic scene with a few trees and some grass
Could be a lot of things from size of textures used for the grass/trees, number of instances drawing at one time to using Mobile HDR (which will drop your fps right away by quite a bit)
I have to limit how much grass I have in my scene because it destroys performance
Are you using RenderDoc at all? It might give you some insight.
Anyone know how I could go about adding a fade to anything beyond the player when a menu spawns? I've been looking into render masking, but I'm wondering what the usual practice is for dimming or blurring a surrounding environment while an immediate object is accessed?
Hi guys.. Having trouble setting up my Quest 2 with UE4 v4.23... Anyone have any joy using theirs with that version that could enlighten me?
I haven't tried with my Quest 2 yet but I've set up my Quest 1 a number of times and may be able to help you trouble shoot if you want to DM me.
🙏 That'd be awesome thank you, I'm just trying it with turning off Mobile Multi-view as I've read this and Mobile HDR go hand in hand and don't work independent of each other. If this doesn't work I'll begging you for answers 😅
I could be wrong but I thought Quest 2 wasn't an option yet until 4.25.x
I too thought that but have seen it working with 4.23 so know it can be done
Do you have the option to compile the game engine from source code? The only reason I ask is because Oculus has their own build and its set up for quest 2.
I avoided doing it for a long time but ended up doing it because I ran into other issues with the normal game engine
Is that done by using GitHub? Think I read that somewhere, apologies I'm still a noob with the technical stuff.
It is.
And no apologies needed - nothing wrong with being new. I'm still figuring it all out.
Its a bit of a pain to learn to compile it but in the end it gives you a bit more freedom. It also can take a long time to compile depending on your computer so I tried to avoid it
but in the end I found it easier because they have things in there that aren't in the core version
Ahhhh OK thanks, well I'm running out of ideas to solve my issue so it surely can't hurt to try
I'm able to launch the project to my quest in UE4 but I just get a black screen (guardian boundary still appears however)
hmm..
Some tutorials use the android studio but when it comes to launching the .bat file I don't have the option, which I'm assuming is to do with the fact I'm using an older version of UE4.
Are you suing your own project or the sample vr project
Own project
Did you start it from the VR template?
I'm not sure as I wasn't part of the team when it was created, basically I've been given a laptop and quest 2 and told to set up the quest 2 to be able to package and launch it.
When windows stops doing its classic untimely update I'll be able to go into UE4 and find out more sorry
No worries.
I was in a pretty similar situation. Was igven a project file. Was using 4.26. I just opened up the template and imported the level into it, there's something with the project file that lets it work and even after comparing both project files settings I couldn't find anything. But this worked. Packaged and works on my quest.
not running mobile HDR, I'm using the VR Expansion Plugin and running on their template project so it should all be configured properly. It's not the scene i get locked at 36 FPS even in an empty scene.
that's only when it's performing at all, whenever I focus the window it acts like it's minimized. drops down to 3 FPS. I get the same performance drop when it's actually minimized, only time it runs normally is when it's on the desktop but out of focus
stat unit says it's taking 300ms GPU time when I focus the window, but stat gpu says it's taking a normal frametime in both cases.
Is there any way to MoCap for android metahuman
https://docs.unrealengine.com/en-US/SharingAndReleasing/XRDevelopment/VR/DevelopVR/ContentSetup/index.html
https://docs.unrealengine.com/en-US/SharingAndReleasing/XRDevelopment/VR/DevelopVR/VRPerformance/index.html
Did you try some of the tips from those sites?
Best practices for creating and optimizing content for VR projects
Information on different performance optmizations for VR.
Hello everyone pls help, i'm trying to make a multiplayer with Oculus Quest but i can't create a session. I already follow Oculus OSS documentation but nothing works. I'm missing something?
It's not the scene i get locked at 36 FPS even in an empty scene
Yeah that shouldn't be happening, that's really odd. My performance drops if the window loses focus, behind visual studio or some other program but it picks back up if I tab to the window so its opposite of your issue.
@jade axle it's still happening?!
That's awful, hopefully someone can help you track down the issue.
Hey are Nav Mesh Bounds treated any differently in VR? I'm doing a learning module that covers making a teleporter from scratch and I keep clipping through the level I'm using.
Hi everybody, I'm using UE4.25 and been dealing with a strange bug. In the input mapping I created an "Action Mapping" named "FireWeaponButton" and choose "Vive (R) Trigger" and "Oculus Touch (R) Trigger" to trigger this "FireWeaponButton". So a player using HTC Vive controller will call this when they press trigger or a player using Oculus Touch controller will also call this when they press trigger. However when testing this out with HTC vive controller, when I press trigger the weapon simultaneously double fires (player uses 2 bullets), when I take out "Oculus Touch (R) Trigger" it uses 1 bullet. Why does pressing the Vive trigger also doubles as pressing the Oculus Touch trigger?
Hello!
hey @split steeple, you were working with SteamVR plugin if I remember correctly. Sorry if this is the wrong person. I'm trying to get which input is pressed with Any Key node. But Any Key only fires if that button is set up in the bindings. This doesnt happen with OculusVR. Is there a way to get whatever pressed in SteamVR without setting it up in the binding?
Is the XR Loading Screen supposed to work in 4.26? Any known caveats with its use? Doesn't seem to do anything for me.
Looking to add some geometry to a scene using an opacity map to fake holes into it. Is this, as a rule, better or worse for FPS than using actual polygonal holes?
if its not close to the camera, you can try putting black dots for the hole
Good thought, thanks! These are part of a set of storage rack beams, which will be near the person walking around in VR, but it's still viable overall. We're not shooting for perfect realism, thankfully.
Does anybody know how I can re-issue WMR to focus our app? We have to launch a calibration tool in the middle of it, which launches fine. But after it has completed, VR focus does not return to our app 😦
FApp::SetUseVRFocus(true);
FApp::SetHasVRFocus(true);
tried those two to no avail
Hey guys does anyone know why I cant see spot lights when packaging a standalone app onto the Oculus 2? I'm trying to get a flashlight working on a standalone build but when playing I cant see any light source being omitted from my flashlight The spotlight does work when packaging to PCVR though, so not really sure whats going on?
@everyone Does anyone know of a free realistic arm/upperbody ik solution other than the UBIK since it has a offset issue so I can't use it
Somehow I screwed up the VR spectator screen texture to be locked to a different render target - I've done a "find all" for the Set Spectator Screen Texture but none of the ones I removed have fixed it ( I can tell it's set to the wrong render target because it is showing pictures of assets that aren't even loaded, like it's cached in the editor) - Any other place I should look?
Weird - for anyone encountering this problem in the editor, you will literally have to run a command while running the game to set the spectator screen mode to something different, which I'm guessing will reinitialize the internal Render Target the editor uses (I know it's not a RT but you know what I mean, it's outputting the VR player's perspective )
I really hope Epic fixes it's VR editor preview tools in Unreal 5 (but I'm not holding out any hope) - really sucks to have this happen and have console commands do absolutely nothing to the preview mode
Right now I am forced to ALT-ENTER the window (but it doesn't want to redraw the correct resolution, it still only takes up the same size that the windowed version did) and then when I close it and run it again, for that one time only, it is full-screen like it should be )
I have ran into a strange problem. It look like unreal isnt detecting my input from my left controller. I use the oculus touch ones. I didnt mess with anything it just happened maybe cause of the recent update? I have tried it in two different projects too.
any fix for UE's water system not working in VR, besides disabling instanced stereo?
@jade axle We're working on making the new water system compatible with all platforms and devices - it's released as an Experimental Plugin in 4.26
alright, thanks
I make sure to reset the Spectator Screen Mode on Destroyed (which is what the editor tells the Actor to do when you stop PIE as well) like so:
@hallow knoll have you ever noticed this issue in unreal Victor ?!
What do you mean by "reset the pawn"?
Do you have hand tracking set to hands+controllers?
Seems like it could be related to the hands/controllers switching - and no, I've never come across that, but I also haven't done anything resembling production development with hand tracking - just goofing around
ah no I'm not using hand tracking - just with Rift S using motion controllers ... they track just fine even after re-spawning
the issue which is strange is just button press
so you meant that the motion controllers are tracked, but X/Y A/B doesn't work
'hmmm I was thinking there might be an oculus specific command to force re-enable inputs
file a bug/post on the forums and let me know when you do
repro project 🙏
When doing an "Open Level" call that blocks the main thread it seems as though my 3D widget becomes 2D in HMD, is this what is supposed to happen?
Anyone know how to render the right lens to the monitor instead of the left? I'm using a Rift S
@mental halo I don't think yo ucan
Hey does anyone use blueprint for both VIVE & Occulus?
I'm looking at the "Unreal for Virtual Reality Development" learning series and they make a point to say that it's specifically for the Occulus and not the Rift. Which leads me to wonder if the course is worth doing if I don't have an Occulus.
At one point Wrench was entirely blueprint and on both vive and oculus
I didn't know about Wrench so I goggled it. Thats a pretty awesome project you guys created!
I wish I had something like that when back when I attempted my first gear replacement...
@hallow knoll is there any reason for the bIsTracked bool on motion controllers to still be accessible? It appears to me that it's returning true even when controllers are off, so it might be legacy? It seems to have been replaced in favor of an enum for the controller status which appears to properly say NotTracked, unless I am mistaken?
@hallow knoll Have you moved over to VR stuff now?
Does VR have different rules for collision because they want VR to fail?
Not trolling - I don't understand why this Last Hit Actor is NEVER any of these items - even though this motion controller CAN interact with these objects, and even the laser pointer CAN, when I override it's visibility to ensure it is on
Not sure
Nope, just a little biased since it's what I do in my spare time :b
I might be wrong here, but doesn't hit events only fire when the bodies are simulating physics?
I always use overlap for anything attached to the motioncontrollers, especially since hit is more expensive and fires every time two primitives touch (which can be quite common since your hands shake slightly)
Basically the gameplay is for firefighters to do incident command (strategic thinking of complex incidents) - so outside of the truck, I want to have the laser pointer ON - but inside, I want it OFF, (that's LS Draw Laser Pointer Bool) - So when they ARE in the Firetruck, it sets the "show pointer" (which literally is used to draw visibility of the pointer) - however, if it is pointing at one of those actors listed, it should show them
As far as I can tell, that second screenshot is where the relevant LastHitActor is set
@hallow knoll as far as I can tell, being "inside" of one actor is making the collision system not poll again and check to see if it is colliding with one of these other actors - in fact, if I debug move my player away from that truck, it will actually interact with the items - (but oddly enough, not toggling visibility of the laser pointer)
yeah hit is only for the immediate >|< hit, not overlap etc
So my issue is I guess I have to filter out that collision channel of the Truck itself
The problem is sometimes I need to interact with the truck (the truck handle)
and I really don't want to just filter it out, it seems like a brute force way to get some functionality at the cost of future functionality later
This might sound a little odd but I'm wondering if there is easy ways to distribute a VR game/apk/experience so someone can do a really simple download or go to a website see a QR code and get a link or something for Quest. Obviously Oculus store but wondering if there is some alternatives (not trying to skirt around cost, games would be free just educational research thing.)
Does oculus charge you if you give them a product for free distribution?
Check out sidequest
this normal? oculus link eating up so much GPU power
finding it impossible to hit 72/90 FPS on my system even in basic scenes and with everything turned down
I just have a landscape with two world aligned blends, some grass, and some trees, yet no matter what I disable I'm always running at 36/45 FPS
Make sure you don't have dynamic shadows on the grass (especially if it is animated)
i get 45 FPS with the grass disabled
idk what's going on
my PC runs HL Alyx at 120 FPS
So, assuming you've done the restarts and what not
but it won't run a basic scene lol, I can turn off everything except the landscape and set it to black and it still locks to 45 FPS
what does the detailed GPU info show you when you use it the CTRL, SHIFT , thing
Shortcut: Ctrl+Shift+,
What version of unreal are you running? I've heard 4.26.2 might have known issues with framerates.
4.26.2
Try 4.26.1 or a later 4.25
So does anybody now how I can size the collision for a character based on the location of the hmd irl? I have been having a lot of trouble and would like any sort of assistance I can get
What are the important metrics to profile regarding textures optimization?
The memory?
@jade axle would be best off checking performance without DLSS prior
to make sure the baseline is solid
does the quest support cloth physics?
Anyone else having problems showing a texture on the spectator screen in 4.26?
(or can test and see if it works for you?)
I'm on 4.26.1 and my spectator screen shows everything just fine it seems.
Can you set a texture instead of the default VR mirror?
Not really sure what you're referring to?
There’s a “set spectator mode” node. If you set it to texture. Then do a set spectator texture mode and set it to any old texture: it should show that texture
In 4.26 I’m just getting black, instead of the set texture.
Yes, I built a camera last night and it works just fine. It uses a render target that is set up properly.
Call these in this order: UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenMode(ESpectatorScreenMode::Texture); UHeadMountedDisplayFunctionLibrary::SetSpectatorScreenTexture(SpectatorRenderTarget);
Change the gama on the RT to 2.2 or else it's too dark
And make sure the size is correct
Hrmmm. Thanks.
I have it working in several projects, but it won’t work in any of my 4.26 projects
I haven't had this set up til last night so I can't speak for previous versions.
I’m setting it to a widget, instead of a RT, but no textures are working for me... so it’s not a widget problem.
Won't be able to help without code/bp screenshots really. If you follow the tut everything should just work
I also can't speak for 4.26.2
Bind things to keys so you can try them at runtime instead of prefab.
This is a simplified version of what I'm doing:
That works in my 4.25 projects. But not my 4.26 projects.
ooo, false. It doesn't work in THIS project....
Sounds project specific then. Not sure if there's some settings you may have opted into that are preventing it from working, but if you make a blank 4.26 project, and it works, then you have some personal digging to do.
Don't mean that in a bad way, just that I can't help much without source code.
Found it. OpenXR
OpenXR on - No texture. OpenXR off. Texture.
cruuud. I need OpenXR for this project.
Or maybe it's WMR. I'll check later today.
Glad you were able to fix it! Always the dreaded check boxes that ruin things in UE far too often lol
And yea, OpenXR isn't quite ready, so I'm not using it yet. Going to use it in the future when all the kinks are worked out.
Looks like it's not openXR, it's WMR.
As soon as I turn on the WMR plugin, or the OpenXR plugin the texture stops displaying
Which is no good fro me. This project is WMR only
Yikes... I have no experience with WMR unfortunately so I can't help any further. Might be better off filing a bug report somewhere to try and address it.
where do I file bugs?
I've never done that for UE
found it. I should have googled first.
seems DLSS is per eye so it's running twice, still getting a minor performance boost from it though
is there any way for it to like, not do that? I would have figured it would run both eyes as one image and upscale the whole thing. Doing it this way seems slower.
anyone know how to debug quest crashes?
it crashes on launch via editor
tried running adb logcat -s UE4 debug Debug DEBUG AndroidRuntime
but nothing good came out of it
I'm usually able to get a decent log in the unreal output log if I'm using the launcher when testing.
I have to find it but there was a pretty decent talk by someone at Epic showing how he debugged it
doesn't have as much information outside of what you are doing but here it is anyway:
https://youtu.be/hEtu-ciPc7g?t=663
This Unreal Fest Europe 2019 presentation by Oclus VR's Software Engineer Loren McQuade shows how to configure, build, deploy, debug, and profile your UE4 project for Oculus Rift and Oculus Quest. This talk assumes you are familiar with PC development on UE4, and focuses on considerations to keep in mind developing a VR application for Oculus HM...
Does someone already used the Mobile software occlusion feature?
Changing this doesn't seem to have any impact on the occlusion distance
Hi, we are about the make an android VR game. It will just a project which we will look around in the spheres textured with 360-degree photos. We only need to look around and don't move anywhere.
How we need to start?
We dont know what we should do.
thanks @low bough will look into it
I am attempting to set relative transform of a skeletons bone
unfortunately it only lets me select objects like a camera, is there any way to select an objects bone?
Not possible, sorry.
How do VR games move a character rigs hands then?
@neon geyser I've done some software occlusion. Have you set r.SO.VisualizeBuffer to 1 while using the mobile preview renderer to see it's working? Occluders show up as white in the visual
An overview of using Software Occlusion Queries for mobile platforms as a dynamic occlusion culling method.
You can also use stat softwareocclusion to get hard data on what it's doing
@tacit solstice That seems pretty simple. If all you need VR-wise is a pawn with a camera following the HMD, the VR template project has you covered
The Unreal VR sample project shows how they do it. The Hands/Arms are usually separate models parented to the motion controllers.
You can do some limited bone transformations in an animation blueprint but if you are just trying to have hands that are attached to the motion controllers, its better to break the model up into separate body and hand/arm models.
You can also add arm/elbow/hand movement if you want full arms using IK in the animation blueprint.
I just got myself an oculus quest, is there an easy quick how to guide on how to connect the oculus to the pc without publishing the app into the device?
i just wanna try to use the quest as an motion capture. is that possible and are there any tutorials?
If you have a graphics card that can support the rift you can use oculus link to view your Unreal project through VR Preview. You need the oculus software and plugins installed.
i have the quest, is it only working with the rift?
If your computer has a graphics card that can handle the rift, Oculus link allows you to use your quest as a rift
AAt OC6, we introduced Oculus Link—a new way to access Rift games and experiences from a gaming PC on Oculus Quest. Today, we’re excited to share that Oculus Link software is rolling out in beta, so you can now enjoy AAA PC VR games like Asgard’s Wrath and Stormland on Quest. Oculus Link lets you explore the richness of the Rift content library ...
yes mine works
I believe you can load up a VR project in unreal with your quest plugged into your computer in rift mode and run the projects
https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-rift/
I use my quest as a rift when I'm developing and don't want to deploy. You should be able to do that with at least Unreal 4.25 and above. Not sure about anything before that
Describes a quick start for Oculus Rift development in Unreal.
You need the oculus software installed:
https://www.oculus.com/setup/
thank you very much
No problem.
im getting some weird behavior while using vr headset with skylight, left eye shows skylight but also has some image overlayed and right eye does not show skylight. what should i look into?
@nimble edge Spectator screen in 4.26 with OpenXR doesn't work - fixed in 4.27
@jade axle Each eye is a separate camera and post-effects like that need to be processed for each eye. Nvidia might be able share data between the cameras and do DLSS but not currently. Remember that only tensor cores can use DLSS so it limits your market if it only performs with DLSS on.
so... no one has any problems with skylight flickering? also, do volumetric clouds appear ok in both eyes?
I believe I've heard people in here before 'complaining' about the clouds not working, not sure about the skylight though.
I haven't had any issues with skylight. I have it set to static though and mainly use it for baking. I'm also using the Oculus build of 4.26 so I wonder if something from the Epic build wasn't merged into it.
oh, the oculus build, right, will check it out, thanks
this is the viewport
this is when i preview in vr
and sometimes, if i reload the level while previewing it, or im not sure how how to reproduce it yet, left eye flickers between top and bottom image and right eye shows bottom image
any1 here tried air link on quest ? curious about the latency
@dusky moon im using the air link since yesterday. havent noticed any latency
Are you using Quest 1 or 2?
@north tapir quest2
Anyone know how to grab ragdoll mannequin in vr
Use a Physics Handle
Thanks it works ✌
Is there a trick to getting this audio device to default to NOT muted? Valve Index - I need to find a way to activate this from the engine automatically if possible - because I'm recording audio and it won't work if it is muted
I don't think my mic on the Vive is automatically muted
I know that's not helpful, but I would check to see if it's a Windows setting vs an engine setting.
I know you can turn the mic on via cpp or bp, as I had a hell of a time figuring out how to get the submix to record properly without getting audio feedback.
I would imagine turning the mic on via the engine should default to being unmuted? That would be logical.
ok my problem had to do with screen space global illumination. when its activated, i can see skylight only in the left eye
i am using SteamVR with Oculus Quest. Not sure why, but the thumbstick axis values don't get picked up. trigger axis values work though...
did anyone run into this problem?
This sounds like something you should make a bug report for. I had disabled things in one eye in the past that are now fixed.
solved it. looks like unreal needs to "get" both axis, X and Y...
quick question- How can I get a good screenshot of a VR scene without putting on the headset and trying to take a screen capture of PIE? I just want some simple shots without all the widgets and crap all over the editor window
You can press 'g' in the editor viewport to toggle all that stuff on/off if that helps.
@weary swallow There's a tool for that:
https://docs.unrealengine.com/en-US/WorkingWithMedia/TakingScreenshots/#highresolutionscreenshottool
Guide to taking in-game screenshots of environments and gameplay.
And a console command, on the same doc
I'm starting on a 2 player VR game. Does anyone know if the built in motion controller class is replicated?
It’s not to my knowledge, I had to replicate it my self.
But it can definitely be done, at least in C++. Didn’t try it in BP.
@spare dagger that's with mediapipe?
how did you convert their points to blend shapes or bones?
FACS and a nn
and within unreal is using additive with the pose asset
and yeah mediapipe for tracking
@spare dagger cool. you trained it to generate FACS/blendshapes from the points, or is there a project out there somewhere that already does?
I've been looking for something like that with it
solve 3d position and rotation from fake mediapipe depth, then you have a normalized looking straight face
from there is just record min max a few times and train from that
No, but you can download the Collab Viewer Template which has a Blueprint solution on how to replicate a VR Pawn: https://docs.unrealengine.com/en-US/Resources/Templates/CollabViewer/index.html
Describes how to get started doing collaborative VR and desktop design reviews with the Collab Viewer Template.
For more than 2-4 player setup, take a look at VR Expansion Plugin. It comes with exposed data frequency parameters and client side interpolation - which allows for less bandwidth-intensive transform replication
@hallow knoll I didn't know about that template, thank you
Anyone got a good method of making sure when you push forwards the vr character will always walk in the forward vector of the the mesh or an arrow ref like I made . I have solved this with snap turn by using set control rotation, But I have setup a vr system where Im rotating the character mesh to face My hmd rotation But Im experiencing constant spinning or walking in a circle . . Is there a way I could set the control rotation without affecting the actor?
I'm having a bit of an issue, I'm using an Oculus Rift S, and when I go into VR Preview, The headset works just fine, but my controllers aren't appearing/tracking. The only thing that works is when i press the menu on them it does bring up the menu. I've tested the controllers in other games and they work just fine. Its only in UE's VR Preview that they don't show up at all. Anyone by chance have a fix?
Are you using the VR Template or just a blank project? If it's a blank project you have to setup your Pawn to display your tracked motion controller
I've tried both. The project I originally was working on was working and then I'm not sure what happened but it stopped.
Thats good to know about the blank project though! As that would explain why it isn't working.
Working with VR is somewhat notorious of occasionally having things not working - whether performance related, black screen in the HMD, or controllers not working. If you're testing with a newly created VR Template and it's not working, a PC restart is my go-to
@ashen dome you can set bAbsoluteRotation on scene components
and then location can be in relative space and rotation in world space
there are some tricky things with characters and control rotation because rotation is applied pre-tick during input handling, in APlayerController::PlayerTick
@hallow knoll I'll give that a go and hope for the best.
@hallow knoll do you know any workaround for building arm64 apk on 4.25? it seems to be a bug making an app crash on Quest everytime there is an open level, or server traveling
Do you have a crash log? I'm not familiar with the issue
on the app log there is no sign of what is causing the crash, will try adb logcat to get a crash.log
found a lot of devs having the same issue with 4.25, owrked for me changing ndk version but now is happening the same thing again
Seems like the log ends (in Discord) before the crash
if you download the log you will be able to find the backtrace
@hallow knoll Sadly that didn't work. Restarted the computer and when I hop back into my existing project, the controllers are still missing.
Existing project could be related to that project - have you reproduced in a fresh VR Template?
I haven't tried. I'll give that a go first. Is there anything special I need to add into the fresh VR template to get the Rift S controllers to work?
Nope, just open MotionControllerMap and VR PIE
awesome! I'll give that a go
@hallow knoll Looks like it is an issue with my existing project. The new build is working just fine! I'll dig deeper! Thank you for the help!
Is there any "non-taping sensor" way of preventing the headset from going to sleep mode when taking it off within Unreal?
Oculus Quest btw
@bright rock for oculus pc headsets there is something in the debug tool, you could try that
I'm not sure if it works for quest
Describes how to use the Oculus Debug Tool (ODT).
You can disable the proximity sensor from Oculus Developer Hub
in your Quest / settings / power /auto sleep headset change to your desire settings
Hi, Im making a Vr game, where players character moves a lot in a space (flying). Now I have a question regarding optimalization. When im high and I see whole world and I have certain speed, FPS drops. Im thinking the reason is that lot of pixels are updating so bigger the speed and bigger the world I currently see causes FPS drop. Now im not sure, so can anybody tell me if Im right with my assumptions?
- If i correctly set cull distance and LODS, game will be more optimized, since player doesnt see everything
- If I dont look somewhere, so pixels are not updating on camera, unreal does not calculate this by default (I dont know if its true or not)
- I want to limit peripheral vision based on speed, that way I dont see whole world just. Does limiting peripheral vision based on speed increases optimalization and how can I achieve it?
Thank you very much for your help.
I’m so confused. I have an object with a snap point and when the line trace hits it, I want it to move to the hand but the hand and snap point should be aligned. Does anyone know how to do this?
@mighty carbon @shy merlin did you solve the 4.25 arm64 for Quest 2 issue? if yes, could you share some info about? thanks in advance!
what kind of issue? I never had any arm64 issue with 4.25
I solved this issue by turning off the RHI thread.
As far as I could tell, its related to a lost frame in the RHI causing something similar to a nullptr
It was very difficult to isolate because the crash log was not very informative.
But my application works perfectly now with arm64, vulkan, mobile-multiview, etc
where do you that in project settings?
You just need to do a console command, there does not seem to be a way to do it in the project settings.
ok, so you add a console command at begin play in the level? or am i missing something?
r.RHIThread.Enable 0
Taking a high-level look at Parallel Rendering Overview in Unreal Engine 4
yeah, already found the documentation
did you get any performance down cause of that?
thanks!
I’m so confused. I have an object with a snap point and when the line trace hits it, I want it to move to the hand but the hand and snap point should be aligned. Does anyone know how to do this?
no lucky for me, still crshing on open level, any ideas? im stucked with this
you have a crash log?
on it
just pm you
Anyone ever had the problem where changing levels (using Open Level node) in a packaged build changes the lighting? This strangely only happens in a built project but not when changing levels in editor. Also, the lighting is normal when starting up the packaged build (this is the default map) but changes when the map is reloaded (opening the same level) or changed to another. It appears to be turning off the Skylight, because deleting it in editor and using PIE makes it look identical to this.
After changing levels (to the same one):
Seem to have found a possible solution here: https://forums.unrealengine.com/t/skylight-problems-only-in-vr-difficult-to-reproduce/137557
I have a VR project that contains one persistant level and 5 streamed trough blueprint levels. These 5 levels have a mixture of sunlight and skylight settings. Thus: the lighting isnt done in the persistant level. But on a per level base (no static lightning). One dynamic light and one skylight per level. Inside the editor everything works fin...
Can someone on here confirm that WorldAlignedTextures don't work on the Quest 2? That seems to be the case but I can't find anything confirming it.
@prisma sapphire do you have any stationary or movable lights in your scene?
well, thats why...
Does vr.PixelDensity (lower than 1) cause EXTREME rendering offsets / issues with WMR for any of you as well?
(using the HP G2 Omnicept)
Fixed the ScreenPercentage thing with WMR, if anyone's curious.. (4.26)
In AdjustViewRect, in WindowsMixedRealityHMD.cpp, add
SizeX *= ScreenScalePercentage;
SizeY *= ScreenScalePercentage;
if (StereoPass == eSSP_RIGHT_EYE) {
X *= ScreenScalePercentage;
Y *= ScreenScalePercentage;
}
to the end of that
thank you! this is great and worked perfectly
thank you! a very good resource you have shared. much appreciated!@
Hey Guys, does anyone knows why in android (Oculus quest, another android devices) i get this error? I get only in android packaged version, windows no. And i found out that when i remove landscape from my levels, it stopped. I already tried a lot things, didn't resolve
Hey guys. Does anyone that uses Oculus Quest can help me with this problem? I'm trying to launch my project to the headset, this error appears (I'm using the VR template and done the configuration just like this video: https://www.youtube.com/watch?v=HgwXqRuEOo0&t=534s
https://learn.unrealengine.com/course/3746259
It will go over on how to set up your Oculus to unreal so when you play it you can actually use it. As Well as go through a step-by-step process on making your own personal Dart game..And everything you need to know on making a VR game for both PC and Android.
Done! 👍
@orchid urchin 🙏
Quick question. Does anyone have any particular preference for adding motion controllers to a character as individual components or separate actors?
Why would you make them completely separate actors?
I prefer separate actors as it's more flexible and not tied into the character class
Thats reasonable
I've been using components for my motion controllers up until now and was considering changing to actors. However, does this mean that both actors will then need to replicate independently of the pawn and is that going to be a future performance issue?
I put them as part of the player controller and attach to character
So you are interacting with menu, or interactive grab able ui stuff it doesn't break down if pawn is killed
No player controller on non-owning clients, so I replicate positions for them separately though
I started putting my game under the "performance" microscope trying to sort out what was the source of 50FPS.
I have remove everything except controllers and a skybox
The controllers are have 500 vertices and are mapped to an 8x8 pixel texture with 1 UV slot to eliminate that as a culprit
with controllers alone it runs 90FPS
I have adjusted the default skydome material to have no textures during they day.
I have remapped to the interior of a cube
when the cube is on screen without the controllers it is 90FPS
as soon as the controllers get in front of the skybox it drops to 50FPS
do other people have this problem with skyboxes/skydomes? Kinda at a loss of what to do
This is VR btw using NVIDIA GeForce GTX 980 Ti
Of course I post this and find out it is the exponential height fog that is actually killing performance. NM 😦
@frigid osprey it shouldn't kill it that much on a 980ti, unless you had volumetric fog on in it
When i press start in VR preview, the players body is under the floor :/ anyone knows a solution please ?
UE4 default VR template - windows mixed reality samsung HMD odyssey+
Engine version 4.26.2
Check if vr pawn is auto possess
finally tried Air Link. Very convenient! No more wires. However, performance in UE4 PIE via Air Link is utter sh!t 😦
This might not be related to Air Link. This was happening to me on Quest with wired too. Try clicking on the PIE window to focus on that window. I dont have Quest 2 to test it.
thanks, I'll try that next time I work with my project
Okay
Does it works?
I have one of the strangest things happening to me currently. I created an external camera that draws to a render target in order to change the spectator screen's perspective. When I enable the render target to be drawn to, my left motion controller model stops tracking properly to the hand and when I rotate it rotates completely off axis. Has anyone experienced this before? Feels like an engine bug.
This is going to sound even crazier... when you untick capture every frame on the SceneCaptureComponent2D it starts working again.. lol
Hi guys, can I ask you for your help? I am testing my thesis first demo and I need people with unreal engine and a VR headset to test it while I watch as "think aloud technique" via stream or zoom call. Please let me know if you are interested on helping me.
Anyone experienced with the Instanced Stereo setting? I've got the Custom Motion Blur fx from the marketplace and it doesn't work on the right eye with Instanced Stereo on
What engine version are you running? There were some engine bugs in later versions that caused differences in each eye. If this is a newer version you probably need to submit a bug ticket to unreal.
I agree
Did someone else have the issue that vr preview starts minimized?
4.26.2
Thanks. Still, where could I find more info on the caveats of Instanced Stereo? Wasn't as lucky as I would have expected in my search
I tried one day later. Shut down pc and restarted next day. Its working automatically. Didn't have to do anything new.
Hey, I used CullDistanceVolume in my level and on PC debug playthrough it works but on build for android ASTC the culling does not work
I have set the boolean in proejct settings to true to enable culling
What have I missed?
Same issue again. Don't know what's going on :'(
Issue : default vr template. Players half body beneath the floor. Mixed reality hmd odyssey+ device
This time teleportation wasn't working. UE4.26.2
I've had that happen because there were popups in the bottom right. If you close all of them it might fix it.
had none, but what I did was redo the project and it works now 😄
@blissful rain if it is someone's custom shader it probably isn't an engine problem
This is what I see in my right eye with Instanced Stereo on
@viscid moat @sturdy coral
look for scene texture lookups and stuff for one where they are sampling full screen UVs and not considering it is split in two for instanced stereo
First is left eye, then is right eye
I can't remember exactly where it was but I had to fix something like that for a water material that was sampling scene color to avoid multiple layers before the multilayer water material domain existed
Hm, yeah I was squinting at those red nodes in the material but didn't know exactly which one to blame yet
you could ask the author to fix too, if they don't have a headset they can launch with -emulatestereo
Yeah this is for a project where I don't think we have that leisure
Interesting, I've never seen that before as a material issue. I'll most likely run into it at some point. Let us know what the fix is if he figures it out.
I think the next release is adding support for microsoft's shader debugger where you can step through an individual pixel
pix:
A PIX GPU capture records all the Direct3D 12 API calls made by the game, including their parameter data. These calls can later be replayed, which enables a range of debugging and analysis features. It is not always possible for PIX to successfully take a GPU capture if a game is calling Direct3D 12 in invalid ways.
One of my users have a Vive Pro and the moment he hits anything, it crashes - (it detects the motion controllers and draws them correctly but the moment he hits a single key/input, it crashes - I checked the editor and found this - any ideas?```cpp
bool FSlateApplication::OnControllerButtonPressed(FGamepadKeyNames::Type KeyName, int32 ControllerId, bool IsRepeat)
{
FKey Key(KeyName);
check(Key.IsValid());
TOptional<int32> UserIndex = GetUserIndexForController(ControllerId, Key);
if (!UserIndex.IsSet())
{
return false;
}
FKeyEvent KeyEvent(Key, PlatformApplication->GetModifierKeys(), UserIndex.GetValue(), IsRepeat, 0, 0);
return ProcessKeyDownEvent(KeyEvent);```
I found this but I don't want to implement it if the newer input system will muck it up - this seems outdated - https://answers.unrealengine.com/questions/688020/editor-crashes-with-vive-trackers.html
this line and below seems to keep repeating :
void FSteamVRInputDevice::ProcessActionEvents(FSteamVRInputActionSet SteamVRInputActionSet)
{
for (auto& Action : ActionEvents)
{
if (Action.Handle == k_ulInvalidActionHandle)
{
continue;
}```
This happened to me too. Check if you have deprecated input mapping. Especially the button you are pressing could be deprecated
@north tapir Can you advise the input mapping that is deprecated? ( can search for it, I know what you mean but I'm looking for a particular node
These maybe?
Can someone help me chase down these input events? the problem is I can't seem to put a break on all my events because I think it crashes before it breaks
Pretty sure every "MotionController_" bind is deprecated now
They are right there in your input settings. The binds should be headset specific now.
What I mean is, WHERE in my project is this input event that I need to remove?
in the action bindings in project settings?
The drop down where MotionController_.... is. Replace them
here is where I'm confused - the RightThumbPadDown EVENT doesn't actually happen in any of my blueprints
so how is it being called, or maybe it first checks the key event then looks for the event tied to it?
AH
thank you for explaiining that
Had that happen once before as well on an input that wasnt called. Same thing I had a deprecated binding set. Probably steamvr's fault, but regardless should solve it
Thanks man, if this works I'll owe you a drink
Haha, no thanks happy to help.
What's the trick to making Unreal see these changes live? I've always had to restart Steam VR and the editor and that's reallllly tedious
Should just be able to regenerate the bindings and manifest. Do you have the steamvr input button enabled on your toolbar?
Sometimes it just wont work for me, so I have to restart steam vr. Never had to restart the editor though.
When I try to restart VR, it tells me I have to shut down the editor
yea they are deprecated. Basically, if it has _ in the name its highly likely its depretaced And as someone else mentioned, its SteamVR's fault. This doesnt cause issue on Oculus
Thats odd, I've never had to restart the editor when restarting steam vr.
what's a good way to test it?
Because I can't get the grip to fire, fuck I hate steam vr/Unreal's implementation
Did you generate the bindings and all using the steamvr button?
I did all of those buttons using Steam VR
Just do these all in the order they appear?
yes
I change my bindings in project settings then start at the top and do all those regens
my default input isn't updating
They should just work for the most part then. You may need to bind directly in steam using the dashboard
I dont know if theres a specific order, but yeah i do the same thing
the default input says in windows it is being modified but adding ANYTHING to it I can't find it changing
There should be a steamvr input folder generated i believe. Contains jsons for each controller type
Why the fuck were they all WRITE PROTECTED
I can't get the trackpad to work - the button you actually press down - it's this one right?
pretty sure that's it, there is a separate touched one for when it is touched
Why doesn't these events UPDATE
Literally killing myself trying to save lives and this shoudln't be what stops me
In steam vr edit the bindings. They may need to be specifically set to click, touch, ect...
Why doesn't Epic with it's 15 billion dollars have a write check to make sure the bindings were actually written to file instead of just allowing windows to do it's read only bullshit - this seems to be the problem - it is showing the bindings listed in the project settings but they don't match what's in the json file, until I set it to writable
this is killing me
same blueprint
Can you not change them in steamvr directly using the dashboard while in preview?
folks, do you recall how to make UE4 launch Oculus instead of Steam on start-up ?
@trail shale why do you have stuff read-only? because of source control?
to change them from steamvr you have too turn on a developer option
I think you have to have this on:
or that may just be for displaying the input debug overlay, I can't remember
but there should be an option to export back to original file once you have one of the right settings
unfortunately unreal's json generation is done differently than steamvrs and so you can't diff the files, it is all out of order and formatted differently
I have been struggling for a week to get a package to build out of unreal. I'm a novice and I can't understand what I'm doing wrong when this is the error message (no details!)
can anybody tell me how to get a useful list of the required steps I'm missing? I've followed the setup to the letter.
follow the link that appears in the message you posted (the blue thing) or....https://docs.unrealengine.com/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/index.html
How to set up your Android development environment for Unreal 4.25 and later
basically you need to setup android in your pc and setup unreal to work with it
that doesn't seem to work @daring pasture
4.26.2
I use -hmd=OculusHMD in the cmd line and nothing launches now. I can live with that.
Not sure, works for me on 26.1
Since I am using Air Link, I have to launch Oculus beforehand anyway
[Android/ARCore] Has anyone found a fix for the issue where the camera feed on Android stays black when the app gets put in background (i.e., by home button) with AR Core?
I have a weird issue with the Quest 2. Every Ensure causes it to crash. Doesn't happen with the Quest 1. Using 4.25.4. Anyone have any idea how to fix that?
Example logcat stacktrace https://logviewer.xyz/5c3c7d2a31f629fb0c5abce9b2e0f9ce
Hey all, I know this sounds dumb but what is the undo button in the VR editor when using quest controls? I can't find any documentation on it at all
Any devs out there interested in an NFT SDK for Unreal Engine 4..?
Hi , Im doing some vr weapon grips and its kinda easy to do a weapon snap to hand socket, But Im trying to do a hand snap to weapon mesh and have the hand socket match perfectly. Im using IK to control the hands. How can I make the hands grip the weapon exactly where the grip socket on the hand is.
are you building arm v8a? had the same issue in 4.25.4 and what worked for me was building for testing or shipping instead of development...don´t ask me why. Was struggling for weeks asking everyone around here about this, without any success. Then just accidentally built for testing and it worked....🤯 Cant build for dev which is a pita but anyways. Let me know if that helps somehow, if not, sorry for the noise. Also if needed i can share with you my android project settings
drop me a pm and i´ll be glad to assist you on that
Yeah arm64 v8a. Didn't want to do all my testing in shipping builds but good to know a test build works too. Thanks!
The Quest2 chip uses XOM stack memory protection system that breaks whenever Unreal fails an ensure, since it then tries to walk the stack to print the function names to Logcat. See here - https://github.com/Oculus-VR/UnrealEngine/issues/102#issuecomment-738609683
Thanks for the info! So either try upgrading to 4.26 or fix all the ensures?
I upgraded to 4.26 myself. Was a good excuse to move to OpenXR
Managed to get most of the Quest features working again except for the hand tracking cursor pose
... and probably some other features that I'm forgetting about that will annoy me when I find they aren't working later lol
Not looking forward to upgrading but I guess fixing that problem alone would be worth it
Hi,
I’m using UE4.24 and I packaged my game to steam. Whenever I try to play it using Vive or Index, the game crashes in the beginning and saying controllers not detected.
When trying to play it using Rift it worked fine.
NOTE:
I have deleted the steam plugin and then added it back (because my game intended to be on Oculus store only)
When packaging to Quest2. I use OpenLevel to change to another level both the first and second level contain NavMesh for VR navigation. But the second level does not keep the NavMesh at least the navigation ray no longer works.
are you sure your navigation is built in your second level? if you press P key inside the editor, do you see in green your navigation path?
Yes, it is and green.
any warning in the apk log?
I'm assuming it's read only because of source control but what keeps throwing me off is the parts that I have checked out I'm guessing now are not the actual files that unreal is trying to write the new binds to - the idea was to keep the various input files more or less checked out all the time but every once in awhile submitting aversion and then immediately checking it out again - I'm starting to lean heavily towards the actual issue being when I switch to a new device I haven't yet checked out the proper Json file
Oddly satisfying
hello, I just noticed that on a project I have based on the VR Template, my VR hands have their rotation offset when on SteamVR while everything is perfect for OculusVR. Is it normal or did I messed up something without noticing?
or is it maybe because I'm testing steamVR with my Oculus Touch, which have a different physical rotation
4.26 Engine
Hi, I have a problem with an AR application.
When I lock the device and go back to my application or switch applications and then go back to my application, the camera stops working. Has this ever happened to anyone?
Getting a crash [2021.05.07-11.19.16:276][ 0]LogSockets: Error: Unable to read full network header
when I try to launch to a headset
@sturdy timber I have the same issue. I’m not sure but I think it’s because steam vr tracks a different point on the hands. Oculus gives you the wrist position while steam vr gives you the palm location
I see! thanks 🙂 now I just need to figure out if it's a problem or not 🤔
Yea every headset (Quest, Index, Vive...) has a different pivot on every platform(oculus, steamvr, openxr)
Ok thanks! so basically an offset must be set for each platform ?
I mean, each combo headset/platform
openxr is more standardized though in that regard, I think they are mostly the same transforms between runtimes there
@sturdy coral @sturdy timber with every controller in OpenXR there are multiple poses, but the "default" pose is the center of the IRL palm facing inward for the tracked location. When engine is fully openXR this will just solve itself.
I have to fix my controller model offsets in my VR template I'm working on. The touch controllers have a natural origin aligned to the top flat part of the controller right in the middle whilst the grip location rotates the pitch upwards by around 45.
its around 30 from vive wands difference
I was surprised the other day to find that SteamVR provides a full hand pose with animations when holding the controller. My hand tracking/controller tracking code thought I was using hand tracking and animated the hands which was awesome
I have a full suite of offsets per controller that aligns them
@tired tree Are you the author of VRExpansionPlugin?
Just wanted to say thanks to you - your plugin is amazing
you are using it or referencing it? you said you were making a template
Making a template project for my VR course
ah
I've been using it to handle gripping and replication
it has controller profiles
you can use them to align those controllers
and solve most of your problems
Just spent the last few months changing everything over to OpenXR
I'll have to take a look - I found the controller profile option earlier but didn't look deeply enough into it
I have hand tracking working on the Quest and Hololens right now
Made a pinching system that tracks the pinch location and passes it as a pivot to the grip interface
The only thing I'm missing in OpenXR right now is the Oculus hand tracking cursor pose
Just trying to make sure I'm ahead of the curve for transitioning to OpenXR rather than having to deal with it later
@tired tree Do the controller profiles offset the whole grip motion controller's transform? I currently have static/skeletal meshes attached to the motion controller to represent the hands
yes
on the tracking side
to align to where the hands would be
essentially works like openXR will
lets you offset tracking to a palm position
Just found the controller profile option now - do I have to set up new ones for each controller?
the template has a bunch already defined
though since you already have a gripping system setup
might be easier to start from scratch
Yeah
whatever your dev controller was is the base, then you assign offsets to align all other controllers to that one
I'm waiting for XR_MSFT_controller_model to get picked up by the main OpenXR spec
Will just have to rock offsets in the meantime but that's fine
My goal is to give my students a template that has controllers/handtracking, gripping, and locomotion (teleport and free movement) already implemented so they can focus on making VR content without reinventing the wheel
sounds cool
Oh, and they're developing in a Mac lab sigh
Thankfully the OpenXR plugins don't define any blueprint nodes so I don't have to go in and #ifdef stuff out if they're not running on Windows or Android
Had to do that last year for a majority of the OculusInput module
Does anyone know if the airlink on quest 2 work with ue4? Or is it only for games?
Are there are performance implications to having multiple box collision meshes in a single static mesh?
It works
Of course there are since the physics engine has to check for collisions and resolve them against each shape, but as long as you stick to simple primitives / simple convex meshes the impact will be minimal.
@sonic lake Thank you for both answers haha.
I was thinking of attaching gun (static mesh component) to the NPC's hand (socket) on anim notify in runtime. Someone said not to do that because (re)attaching components in runtime is too "expensive". Is it true ?
We´re very proud to announce the first alpha release of our VR game ASTROROXX for Oculus Quest 1 and 2: https://www.youtube.com/watch?v=pL3OGWHlt9I and we´re looking for alpha testers for the free version of the game: https://www.astroroxx.com
Astroroxx for Oculus Quest 1, 2 and Rift - FREE ALPHA available at https://www.astroroxx.com for Oculus Quest. Apply now!
Any idea how to use occulus link with ue4?????
Make sure your headset is connected first to the oculus desktop app, then launch your project
Will it automatically start in vr mode after clicking the play button
You have to use the drop down there and select play in VR
You need your project set up for Android as well to see it I believe
Great, thanks I'll try that
How would I make a copy, or like another instance of a weapon, and make it collide with the original?
I currently have 2 separate copies of the same weapon, but I'm sure that's not the most efficient way to copy a weapon, if I wanted to make... say.. a weapon spawner
I feel bad for asking a new question, especially since my last one didn't get answered, but oh well...
How do I fix this error?
OnComponentHit (OnControllerMesh) does not have a valid matching component!
You should be utilizing the hit actor component out node
I figured as much, I'm just too new at this to know what it should lead TO.
I'm not a fan of vibrating controllers anyways, and I believe it pertains to that function
Oh lol, you pull that out and then utilize that to action against that component
Let me get an example for you
On a lighter note, can I pick your brain again, with some ACTUAL blueprinting this time? I have a scene with some blocks to climb, but my player isn't "ungrabbing" my blocks when I let go, and I can't "re-grab" a block I've already "grabbed"
Ironically, my brain sees the blueprint layout the same way a coder sees code, although I know 0% C#/C+(+) at all.
Followed this tut to the letter: https://www.youtube.com/watch?v=lKxf0yhGJJ4
This step by step tutorial covers the implementation of my VR Climbing System.
Features:
- One/Two hands climbing
- Gravity falling
- Ground detection
- Fully compatible with the Standard VR template
- Teleport and Climb
- Climb while holding objects (single hand)
If you find my tutorials useful, consider subscribing to my channel. Thanks! :-)
Official documentation https://docs.unrealengine.com/en-US/BlueprintAPI/Collision/OnComponentHit/index.html
On Component Hit
Trust me, it takes a while to get into it. Go slow and be persistent
That's my plan, but I have no idea how to troubleshoot this style of "if A then B" code (blueprints?)
since nothing is labelled aside from what it literally is lol
my 1st picture above, i have no idea which of those 3 "blueprints" does what
id have to follow the non-talkative YT vid again and make a note lol
I chose this over Unity solely because I can't code C*
Whenever I try opening unreal engine with my occulus link on the UE4 Editor stays in loading state
@eager sunthat's a very nice tutorial, good choice! 😉
At 16:47, after the line trace, we set up the condition for falling. As you can see it is connected to the false output of the Branch node. Make sure you didn't connect it to the True output.
Also double check all the booleans at 13:56 to make sure the true/false values are set exactly like shown in the tutorial
At the beginning it is normal to mix things up and perhaps get confused with what does what. Eventually you will develop an intuition for it.
Hello and welcome, @sonic lake ! To everyone else, he is the author of many YT UE4 tuts, like the one I linked a few messages up. What an honor.
Holy smokes Marco thanks for the vids they're the best!
I had the same issue. For my Rift S, I had to allow Unknown Sources in the Oculus App
Glad you found it
Yes, execution connections are petty important
@eager sun let me know if you have other issues
Not sure what you are trying to do. You seem to have combined two different tutorials. DM me, we can have a look.
Thanks for the help soves the problem
Glad to help!
hey everyone!
does someone have tips on where I could look for creative/fun shaders for the quest?
or some kind of effect for the camera?
finding it a bit hard with VR :/
hey can anyone help me change the player's height? I need the player to be shorter.
@sonic lake you seem to know about this stuff
Depending on the platform, I would say maybe change the capsule's half height, like this:
VR characters dont seem to have a capsule
Oh well now I know you're in VR. This is determined by the wearer of the headset, AFAIK.
any way to adjust it?
Bend your knees/jump 😛
ha. But like fr.
No. As in the game Blade & Sorcery among many others, you calibrate the height before you begin playing so the player is drawn at your height so everything matches
Otherwise you might have lanky alien garbage scoops for arms.
#trailerparkboys🍁
The thing is my game revolves around picking up small things on the ground so if youre standing up its a lot to bend down. I want to make the game accessable.
Back Pain Simulator?
haha, no thats what I want to avoid.
well if I can make the player shorter you wouldnt have to bend down as much/at all.
🐌
But then the player would feel very short no matter their height, making it a cat simulator.
#gladimnotshort
eh kinda? I think making it adjustable, maybe even on the fly, might be good. Then youd be like a smol flying robot.
What exactly are we picking up? Part of breaking a VR experience is having to do real-world painful bending during "VR happy time"
Some gummy bears. My concept is that youre defending... something? Im still not 100% sure but I guess ill go with a honey pot. Anyway, the idea is you pick them up, and throw them at other gummy bears so they go flying.
Hence why my favorite game came stock with tele-you're a Jedi-kinesis
Why not aim to catch as many in your mouth AS they fall?
Yummy Gummy in my Tummy Bears
they walk around, that would be... strange. But also not what im making the game about.
Well, Doctor Seuss would be proud.
Perhaps pick them up with a vacuum gun?
then shoot them!
I would get annoyed with tapping my controller on the ground picking them up tbh
It's already cracked from the death of my lamp
one idea ive had is to have multiple enemies that work to change how you interact with other enemies. So I might make an enemy a vaccum that picks them up easier.
But to your tapping the ground point, they are big enough you dont have to get your controller right next to the ground, you have about a foot and a half of clearance I think.
But also making the player shorter would help that.
@eager sun you know how to help or nah?
Not really in this scenario, sorry
I only know that mine always behaves as I described.
figured it out. I actually found it a while ago, there's a part in the code where it initalises the height of the HMD and you can change that from "floor level" to "eye level" but I was editing the wrong thing.
@next aspen most games have settled on some telekenesis (rec room, alyx (more extreme than you may want), etc.)
definitely don't go for precise pickup of floor objects because a good portion of users will have their floor misconfigured by +-6inches
I feel like my game somewhat requires it. But what I just did to it will ensure the floor's position doesnt matter whatsoever.
You can also simply move down the VR Origin
no one has any tips for where one could find shaders specifically for VR in unreal?
I'm having a rough time. I finally remembered that perhaps someone here in discord could help. I am trying to package the simplest VR app and get it installed locally on my Oculus Quest 1. After three days of dependancy hell in Java, Andriod, deleting build folder, intermediate folders, updating and downgrading java versions, upgrading, uninstalling an d downgrading gradle i've finally conceeded defeat. Frustratingly, just a day before all this i was able to package just fine, but i was having issues with the 'keystore format' that the keytool application was generating as per instructions on the u nreal website.
Now i've given up, i just want to create a new VR project using the default template, and publish that with a local key or, uploading to oculus to publish to 'app-lab'.
Just now, the JAVA, andriod & gradle bullshit seems to have... desisted momentarily, and i'm back to this error upon packaging my andriod package:
com.android.ide.common.signing.KeytoolException: Failed to read key MyKey from store "C:\Users\timothy\Documents\xx_teststuff\asshole\Intermediate\Android\armv7\private_key.pepk": Invalid keystore format
This keystore "private_key.pepk" is my latest attempt, after being told that the keytool app wasn't generating the latest acceptible security standard. I managed to get this keystore by opening the Andriod studio app and creating it from there and placing it in the appropriate place in my project.
Could anyone shed some light upon my latest issue?
I should mention that i'm a complete noob at the security signing and packaging and publishing stuff. (That's actually why i'm trying to practice it)
I know that this will sound like pretty basic stuff but I’m struggling to pick up a skeletal mesh (for reference I’m trying to do something similar to robo recall where the player can grab a specific bone) I’ve tried using a few ways but I can’t seem to get it working
My dms r open if anyone has the answer for my issue 🙂
Any folks here have specific recommendations for a headset for development in UE? Specifically for use with the VR Editor mode etc, not to deploy. Comfort & stability are the priority. Would love to hear from folks who have multiple HMD to compare the experience of.
I've had quest 2 and Rift. I really don't think there is a real difference between the two of them visually wise to someone who isn't really looking for the detail etc. I'd recommend the Quest 2 for the wireless capability especially since the CV1 isn't available anymore. But I think an Oculus headset has its advantages because they're the biggest market share, you can use the Oculus headset with Steam VR pretty easily, While I think Index controllers are pretty important for the future etc I don't think buying an index and developing specifically for those controllers has enough of a market to be worth it.
Of course I've never used any other headsets. But I like the Quest 2, I don't enjoy the facebook part but it's fine.
Alright this is a very annoying process I did it successfully the other week basically what I did was follow a video which I'll link below. You essentially will do a command line and just make a really simple alias etc. From there you go to the Keystore settings in the project settings insert what you did before and then try to package it.
https://www.youtube.com/watch?v=-GSBX4ZdgCA
Then just drag the keystore file from the directory into the project folder and it'll work there.
In this video is explained how to sign your Unreal Engine 4 game to prepare it for distribution for the Play Store.
CMD instructions:
cd "path were your jdk is located/bin"
keytool -genkey -v -keystore Store.keystore -alias Alias -storepass password -validity 9999
Get my apps on google play:
https://play.google.com/store/apps/dev?id=6299544315...
Hope everyone's doing well. Thought I'd post this here for those that might be interested. My latest tutorial premiers over on YouTube in 30mins. Showing how to setup Half-Life Alyx movement system using Blueprints. The video itself includes extras such as having to physically crouch bellow objects to get past, stop the player going through wall, Jump, Snap Turn, sprinting and Room scale movement. So there is a lot to cover in this one. This video was made possible with help from @idle osprey who was able to figure out the crouch, snap turn, and room scale fixes required for this all to work. I hope you all enjoy it.
https://www.youtube.com/user/Corysia
#UnrealEngine #VR #HalfLifeAlyx
► Description
In this video, I show how to create a smooth locomotion system for your VR project similar to Half-Life Alyx including the ability to crouch, Jump, Snap turn, sprint and use room-scale VR while being affected by gravity and including the ability to walk upstairs
This video was made possible by our...
I also show how to fix some issues when grabbing objects when using smooth locomotion.
what do i need to do to package a project for pcvr? i downloaded the vrexpansionplugin demo project and i would like to package that
@covert hazel you should be able to go file>Package Project and then choose windows.
thanks!
Hello, hope you’re doing well! I’m Gabe Mukobi on behalf of StanfordXR (Stanford University's virtual/augmented reality student org), and I wanted to let you know about Redefining Reality, our annual VR/AR Conference happening soon! On Saturday, May 22nd at 10 AM PT, we’ll have an exciting day full of speakers, panels, networking, and socials. We’ve invited numerous speakers and industry leaders at companies such as Facebook, Unity, Epic Games, HaptX, and many more to discuss the exciting future of XR.
Historically, our conference was held in person and has attracted 400+ attendees including professionals, researchers, students, and the general public. This year, we’re moving to an online format, which means we are able to invite anyone with access to an internet connection! We are hoping you would be willing to share this free event with people in your organization and anyone else who may be interested. In these difficult times, our goal for this conference is to bring together our communities to learn, inspire, and encourage all things XR and have fun while doing it 🙂
The speakers and panels will be held on zoom and we will transition into a social/networking event in VR through VRChat (connect via VR headset or via flatscreen if you don't have a headset).
You can RSVP and find the full details of our event including speakers, panels, and socials at our website: RedefiningXR.com
If you have any additional questions or concerns please reach out to me or email admin@stanfordxr.edu. We hope to see some of you there!
What's the simplest way to determine if a motion controller is moving? am I just ticking it's possition and checking to see if it's more or less the same (to that realistic margin?)
question, whats the common way to setup a VR character? currently im using a character for the base class and have its hierarchy as
capsule:
vr component (scene component)
CameraComponent
CharacterMesh
Right/Left Motion Controller Component
so i can use the character movement component for moving around the world along with replication and interpolation without creating my own system. everything currently is working fine except for room scale as i can walk out of my capsule which is obviously a problem
Check out Jonathan Bardwell's post about three up from yours
maybe 6 or 7 🙂
Ugh, there's no rhyme or reason why new binds added to input don't seem to update - restarting editor, restarting stream VR, the rebuilding the action - i've checked the json files and those new input events are added - the blueprint in question has input and breaks fire on the other keys there - this is a brand new input action so I can't see the inptu being consumed by anything else (i'm not sure how the input stack handles the same key tied to different input actions)
well thats nearly the same setup i have now lol as that of his video
Did it help you out though?
negative as it doesnt help with roomscale. the current issue i have now is since the capsule is the root and the camera is the child, when you walk around (lets say i walk left 4 feet) i am then outside of the capsule which is whats being used for the character movement component. need to figure out some way to keep them together. changing the root to the scene component with a capsule as a child of the camera doesnt work either as the character movement component just moves the capsule and not the entire actor (same deal if you set the updated component in the character movement component to be the root scene component)
i see their working on a new VR template for 4.27 so hopefully that will come soon, i didnt see it in the dev branch yet
well one thing i didnt try was updating the x/y position of the capsule to match that of the camera within a tolerance and see if that helps it track together
Are the InputAction FaceButtons now deprecated?
@sand abyss the new template doesn't have anything like that in it
and for syncing you would roll back the HMDs relative offset and apply it to the characters movement
generally for that to be networked you'd have to do it in line with the character movement components saved moves
Can you not have the same key tied to different events in this? I assume that you can be just you need to realize which one will first consume input? I am running into problems and I suspect this is happening internally, because I'm not even calling these action events anywhere
by either directly injecting the offset, or applying movement input that relates to it
my two vr character classes take two different methods, one locking the camera in XY and moving the character with the hmds movements, and the other entirely decoupling the capsules location from the actor and literally moving it with the HMD. There are blueprint solutions as well by moving the camera root inversely to the cameras relative position.
sorry didn't realize this didn't come through
I can't for the life of me get any of these events to fire
They are all getting updated here so I'm not sure what is happening -
I've restarted Steam VR and I"ve tried all these things -
Unless there's some order if I missing here, I think I'm going to lose my mind soon
I get this all the time but unless I missing something it's fine -
It's okay to have multiple entries in this right? jesus this is impossible to iterate on, there's no rhyme or reason that I can figure out
Can ANYONE please please please explain this to me, why is this event I've made NOT firing, when the key works with other events?
There is also VRE that handles this for you with MordenTral's plugin/custom character classes
Why does this one work
I can literally restart someone's heart but I can't make a goddamn action binding work like I want to
If it were consuming input, the bottom event should still fire if I remove the top one from the blueprint
and if they have the same key binding to their action inputs, it can't be that one other blueprint is consuming that key for one action event but not for the other - they use the SAME key bind
Why did THIS happen??????? I'm using the Valve Index -
WHY DOES THE EDITOR THINK I'M USING THE VIVE?
it doesn't matter
it throws any key from that action
the openXR like action system doesn't actually care what button triggered it
you can't rely on that
even more so since end users can rebind keys on the runtime side, so all of those faux "keys" in engine are meaning less for checking against
they are just used for the default manifest generation
Can I not have the same hardware keyed tied to multiple events? I can make it work just by using the action event that worked but I'm worried that there is something fundamental about the way the input handles VR (particularly steam vr)
@trail shale you can't really with vr buttons
if you have trigger on two actions at once it can throw other actions
its a bug / limit of how they jury rigged the new input methodology in
which should be getting an overhaul
It's so confusing to figure out what is what
your advice is just delete the ones that don't work and stick to the ones that do?
i didn't read everything up above, didn't have time, I am leaving the office right now, but wanted to point out the end there and what was going on
No dude, I appreciate it, I at least know I'm not crazy - if you get bored feel free to look, maybe there's something obvious I'm missing - It may be a limitation of the current implementation that I wasn't aware of, that's exactly why I asked
It even says in my thumbnail that it fixes room scale. It might be worth watching the video again.
My tutorial shows how to implement it and make the capsule follow the players head so room scale works. I recommend checking the time stamps.
10:26 info in the description
@dreamy ivy i probably overlooked that from skimming through it so ill rewatch it again. ended up getting it working by setting location and offsetting the VRComponent back, now just have to figure out some form of replication for this movement
void AVRTestCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
TickTimer += 1.0f * DeltaSeconds;
if (TickTimer > 0.01f && !HasAuthority())
{
Server_UpdateHands(LeftControllerComponent->GetComponentTransform(), RightControllerComponent->GetComponentTransform());
TickTimer = 0.0f;
}
FVector CameraLocation = CameraComponent->GetComponentLocation();
FVector VRCompLocation = VRComponent->GetComponentLocation();
FVector CurrentLocation = GetActorLocation();
CurrentLocation.X = CameraLocation.X;
CurrentLocation.Y = CameraLocation.Y;
SetActorLocation(CurrentLocation);
VRComponent->SetWorldLocation(VRCompLocation);
CameraLocation = CameraComponent->GetComponentLocation();
FVector ModifiedCameraLocation = CameraLocation;
ModifiedCameraLocation.Z -= 170.0f;
ModifiedCameraLocation.X -= 12.0f;
FRotator Rotation = FRotator(0.0f, CameraComponent->GetComponentRotation().Yaw - 90.0f, 0.0f);
GetMesh()->SetWorldLocationAndRotation(ModifiedCameraLocation, Rotation);
}
@sand abyss that isn't multiplayer compatible
edited as you were typing
its still not
"now just have to figure out some form of replication for this movement". might try and switch to addmovementinput
just sending the offsets to the server won't be sync'd with the character movement buffer
yeah you need to inject it as part of the movement process
if you are in 4.26 that is fairly easy now
what changed in 4.26?
they have an overridable network archive stream now
you can pass any data into it
a lot easier than overriding the movement rpcs
how do you do that?
no docs on it yet, since its new
but it involves overriding a network data container and passing in the new subclass in a virtual override
/** Default client to server move RPC data container. Can be bypassed via SetNetworkMoveDataContainer(). */
FVRCharacterNetworkMoveDataContainer VRNetworkMoveDataContainer;
FVRCharacterMoveResponseDataContainer VRMoveResponseDataContainer;
the section around ServerMove_PerformMovement
is where its using the new overrides
Does anyone know why ue4 doesn't open in quest 2 through link? When I press play, it shows the ue4 editor loading and doesn't actually load it. It just stays at loading forever.
@tired tree yea im just saying screw it for the time being, i read through the code and it made some sense. for now ill be using your plugin 🙂 btw i noticed when i create a blueprint class off of the VRCharacter i have issues with the camera being in the floor upon spawning, but if i create a c++ class derived from VRCharacter and then create a child BP class from that its fine
i did
isnt floor for steam vr? im on the vive and tried all the options with the same result
yes it is
that should work though
thats all that the template does is bp subclass the vrchar
also that is no literal difference from you subclassing it in c++ and then bp
thats what made 0 sense because there is no change. either way i needed to make a c++ class for it so its all good
Does anyone know how to set up a widget to detect whether you're pressing a button with the left controller or the right one?
Hello, I'm trying to get the velocity of my controllers, I mean the direct values from the accelerometer, not the ones derived from position etc. Looking into engine and oculus plugin code, it seems it is not provided. Is there any other way to get them? I'm trying to compensate for tracking loss. Thanks for your help
ah, I see GetRawSensorData() could do the trick
just need to find the equivalent for other VR platforms
if anyone knows the coordinate space of the data returned by GetRawSensorData() I'm interested 🙂
mmm seems to be Unreal World coordinates
I am trying to find documentation on image tracking with MRTK for Hololens 2. Can someone point me in the right direction?
Another question: do someone know if it's expected behavior that the Oculus Touches lose inertial tracking when not seen by the hmd cameras (using Quest 2)? I thought inertial would not be dependant of controller visiblitys as it should be tied with accelerometer etc. 🤔
@leaden violet I remember doing some research and finding stuff (although a bit limited) on Microsoft doc. I know it's not image but QR code but for instance : https://docs.microsoft.com/en-us/windows/mixed-reality/develop/unreal/unreal-qr-codes?tabs=426 I seem to recall there was an equivalent for image tracking (can't find it rn)
ty … yes I found qr and have that working as a poc. I tried the same logic with image using their image tracking equivalent but I am missing something an insure what that is. I have a data asset of my image reference in the session. Hoping to find some doc on it or a third party solution to process the images.
yeah, I did not manage to make it work either (it was very quick r&d but I remember concluding that is was not an easy task in the engine)
This is slightly off-topic, but my Quest 2 constantly disconnects / reconnects to my PC while I'm using it, while it's plugged into my desktop (and therefore makes Oculus Link unusable). My Rift S has some connectivity issues but it isn't nearly as bad. I've got a cheap motherboard...is it just the USB chipsets? Do I just need to upgrade?
Whats the most decent VR glasses right now ? Quest 2 ?
And for gamedev what you would get the 250gb one or the 64 ?
If your aim is android based vr then choose 250 gb but if u want to work on desktop vr u should be ok with 64 gb
Does it comes with charger cable and the desktop link thing ?
I doubt you will ever need 10 gb let alone 250 gb for a vr game
I thought this was less expensive, in love with the conversion rates to europe charging extra money for no clear reason
its like 350€ base price and 299$ base
I think the quest 2 is the best deal for desktop VR as well. The display is nice, airlink is great, controllers are good.
Is there any difference at all between the official cable connect and the half cost non official ones?
What about desktop ones ala index?
If you have a good router there is also Air Link that you can look into
Then you may not need a link cable at all
Okay picked the Quest 2 then
Its possible to release on steam for example without rift but with support for it using only the Quest as reference ?
roughly yes, linked quest is essentially a rift emulation anyway
hi guys, probably pretty easy but couldnt find any simple answer. does someone know ho to easily disable the vr teleport function? I want the player to be just seated and not able to move. thanks!
You should be able to just unhook either the event in the Tick on the pawn or the input themselves
The Quest 2 is amazing, I'm surprised inside-out tracking works so well
I'm using an unofficial one from VOKOO, it's working great
Air Link doesn't really work with my cheap router
yea quest 2 seems like some nice hardware for $$, you are also paying them with ur data a bit tho 😛
Yeah, it’s not great but yeah I enjoy my quest 2, my off brand cable works fine I think the usb c type connections on my computer are more of the reason I have issues over the cable. I typically just use airlink though because I had a good enough cheap router.
why isn't great ?
Hello everybody. I have a big problem with UE4.26 regarding AR. It is absolutely not functional.
Any augmented reality application developed in ue4, if put on standby and then opened again, will no longer work. The camera and thus the AR session will no longer work.
What can I do? are the ue4 developers doing anything about it?
Facebook data collection
Doesn't matter, they collect your info even if you don't have FB account.
hey guys I noticed all of my emissive textures in the Oculus Quest 2 and Glossy textures are looking really flat and lambert. Does anyone know how to make High gloss look good in the Oculus Quest 2?
Hey Guys, I recently Bought a new Oculus quest 2 and i want to start development using UE4 in Vr.
I dont how to connect them together.
also, is there a way to use Ue4 using air link as well?
waiting for response.
Thank you
You need your Oculus account to have developer mode enabled, and then also enable developer mode in the headset. After you've installed UE4 you also need to follow the directions for installing the Android stuff (found on Oculus developer websites). Then you need to have the Oculus desktop app installed and connected to your headset prior to launching your UE4 project
There are several tutorials you can find on Youtube though that walk you through the process
I managed to make it work via Newest version and airlink.. wireless Unreal now
thank You soo much, though!
Any idea why after climbing my vision would be jittery? I set movement mode back to walking. Is there something I'm missing?
Hey guys. Is the VRExpansion example using the RightHand_AnimBP at all, or is there another pose library for the hands, that I can edit for special hand poses?
@sharp forum it uses the righthand_animbp
Or can someone do a screen grab of the location where I can connect a break to force the hand into my wanted pose?
I know how to do it in the anim blueprint, just not in the Pawn/Motion controller/Grasping hand, event graph.
Does someone uses Deferred rendering for desktop VR ?
Just the general deferred standards 👀
@narrow bronze did you solved the issue with vulkan ?
I have to check the next week the HDR and that things
Hey guys, is there anyone who have experience with in app purchases with Oculus ?
I am having this problem where, launching the checkout flow for a SKU, leads to me an error, where it says cannot purchase additional content.
Has someone made a multiplayer AR app? Theoretically it seems doable but was wondering of any possible blockers
Is there a name in Unreal for the touch-sensitive thing on the Quest 2 controllers?
I can't even find much about the new "thing" in general...it's like a small circle, like a laptop trackpad but very small.
I would like to create a binding in the Project Settings for it.
Sorry, I know that was vague...here's a picture.
track pad
there should be commands for up, down, left right, press, touch. Some of these will not work if the controller does not allow for those inputs.
or touch pad... ... it's the only one with 'pad ' in the name. 😋 sorry. not at work computer now.
@fringe blaze there used to be a way, the oculus hand sample used it I think, you can look through the blueprint there
don't rely on it for functionality other than animating hand, because quest and rift S don't have it but CV1 and quest 2 do
or something like that
im having really weird problems in my vr project, its a vr template that ive been upgrading
now the thing is inside BP_motion controler is event tick that updates the hand animation based one some values
and these values are type boolean and are set to true when you pickup the item and to false when you drop it, so function grab actor and drop
the problem is these values keep reseting or so it seems as if i put a print string in the beginning that prints the falue of the variable it goes false all the time and when i pickup the item its false, true, false, true all the time
and im out of ideas how to fix this
@slender pulsar we use deferred for desktop vr
And how it works without the shared rendering features and such?
Technically on forward you only need to do a single pass for many things
While on deferred you have to re render all for each eye from what I now?
hey guys I noticed all of my emissive textures in the Oculus Quest 2 and Glossy textures are looking really flat and lambert. Does anyone know how to make High gloss look good in the Oculus Quest 2?
Is there anyone here that is using the VRExpansion Plugin? I need to know how to force the hand into a pose. Take away the finger movement of the player when their hand enters a collision volume, then gives them back control over the fingers, when their hand exits the volume.
I can create the pose, and the AnimBP for the hand. I can't figure out where to insert it, and what to turn off, in the hand/pawn actors.
Fullbody tracking with two webcams is coming, source https://twitter.com/Akiya_Souken_VR/status/1395199325920137223
@sharp forum I don't think it has to do with VRExpansionPlugin. I think you just need to put the logic in the RIghtHand_AnimBP
If you are using grasping hands there is a ‘custom pose’ variable that you need to set and then tell it the animation instance you want to show
Hello! I am having some very weird problems with the Vive inputs that doesnt work when I open level with IP. If I package just the GameLevel the inputs works, but if I open the GameLevel with IP the inputs doesnt work. If I use the Oculus Quest2 controllers, they work. Can anybody please confirm it that Vive doestn support OpenLevel with IP? Aka there is not possible to make VR multiplayer game with Vive?
Does anyone use or have users on vive cosmos?
We added support recently, we don't have our own device to test with, but we are hearing that the haptics are doing weird things
not turning off, etc
Oculus Quest firmware update v29 was found to have a bunch of strings/mentions to a Face and Eye tracking runtime that Facebook is working on for a future headset.
Despite my excitement for the consumerization of Eye + Face tracking for VR, I am almost somber to it happening so soon thanks to Facebook's work. I also go over the problems that th...
[Android|ARCore] Hi all. Has anyone found a way to have 60fps back with AR Core on Android with 4.26? I'm not even sure if that is a decision from Google or Epic...
Alright...setting ARSessionConfig - Frame Sync Mode - Sync Tick Without Camera Image instead of ARSessionConfig - Frame Sync Mode - Sync Tick With Camera Image already helps tremendously
I know how to set up the animation, if I know what I am looking for. I just figured out that the pawn is not using the HandMesh in the Pawn. It gets turned off or deleted, and replaced with the GraspingHand. I still see the HandState with the Enums I created in the Pawn BP.
What I need to know is where to put the break to override the normal hand movements.
This didn't work. I tried several areas, and many at the same time. I tried block all the areas in the pawn, and only got results when I started blockign things in the GraspingHand BP. This is a problem for me, since the Grasping hand has only one solid row of contacts. The right hand components can be dragged out, but during the construction script, it creates a left hand, and also adds sufix to each name. I have not done this type of search before.
Hello
We have a project that runs greatly, we are trying to package it and export for windows, problem is that faceAR is not running, in standalone player or exported exe file. It runs perfectly in viewport play, other than that nowhere.
I’ll open my project up and help you out in a bit
In your VivePawn (or whatever you are using) the final output of 'Grip or Drop Object Clean' there is a Boolean output you are going to use. Utilize this (I'll also show the custom event)
Above/Below (depending on how this shows on your screen) is the custom event in the Grasping Hand blueprint. This is to strictly allow the player to close their fist if they are not holding something.
Anybody here on an and GPU?
AMD, perhaps? Autocorrect is evil
so, i have been trying to build an vr motion system in UE4, and all tutorials / solutions seem to have atleast one of these problems:
A: miss collisions (use the floating pawn movement)
B: ignore offset while rotating (rotate around the player origin, not the camera)
C: ignore offset while coliding (dont move the colider to the camera)
i have fixed everything exept C now, and i want to ask, HOW could i offset an characters collision to the HMDs location without yeeting the player through the arena?
Over the last year, I've been working on a movement system I liked. I wanted to support teleportation, smooth movement, smooth and snap turning, crouching and jumping. Teleportation isn't quite how I want it yet, but it still works. Last week, Jonathan put out a tutorial video for it: https://youtu.be/bG6V-AAdfLU
thanks, this looks (outside of having teleportation) just like what i need.
other question: where is the difference?
Guys does anyone know the solution for this:
https://forums.unrealengine.com/t/my-physics-constraints-wont-lock-position-properly/230448
Im trying to set up a vr slider for a pistol and ideally I want to use a physics constraint. The problem is that when both the constraint components, in my case the pistol and the slider are simulating physics the physics constraint doesn’t exactly behave the way it should. If I use a physics constraint and connect 2 components one simulating an...
The (L) and (R) tell you its the left and right controllers. I believe the vive has a touch or grip that wraps from right to left side so this would be specific to the right side of the touch area. I don't have vive so I'm not familiar
I am having a little trouble mapping buttons to the htc vive focus plus for porting an app from oculus quest 2.
There are 2 inputs I am unable to map. One is thumbstick movement and the other is the A button from quest. I am trying to map it to the trackpad click but it does not seem to work.
Can anybody give a breakdown of the controller mappings as our studio does not have the headset and the app is being tested overseas
The Oculus button should be straightforward. It's either going to be called A or Primary (I don't have Unreal open in front of me). Choose the right touch controller, primary button.
I'm trying to use Air Link and the VR option for Play is greyed out. Do I have a setting set incorrectly?
Try setting up your Air Link prior to launching your project. UE4 has to see your HMD during the load process to allow you to PIE with VR
Ok thank you will try
Works perfect thanks!
Thank you. This is can find. I was using that note output to block player movement. If gripping a special item, the controls are disabled.
You may not use it the same way, but this was just an example of how to hook it in
My concern is having two sections figting each other.
Thanks for your help. I will give this a try.
What's the best way to lock the player's camera into a fixed position in vr? We're looking at having a first person view while flying a vehicle (no cockpit, think of it like first person drone racing) and we'd like the HMD to be totally locked, just like it would in FPV drone racing. So turning their head would just have the view follow them and not rotate the camera on the pawn.
you could try to uncheck "lock camera to hmd" on the camera. Locking the camera will cause a hell lot of motion sickness though
@mystic tinsel Instead of locking the headset, I would recommend keeping it free, and then have some UI or other elements near to the user sp they can use them as a point of reference when physically moving their head around
@sturdy timber Already pointed out that the motion sickness from having a fixed camera angle will be rough for any user, even those with VR legs
That wouldn't make any sense. We're basically recreating first person drone racing which has a fixed view.