#virtual-reality

1 messages Β· Page 239 of 1

delicate isle
#

@hallow knoll Do you know if the OpenXR version been bumped up from 1.0.8 in 4.27?

delicate isle
#

Looks like I don't need to bundle the latest OpenXR sdk headers anymore to get the newer extensions which is nice

mighty carbon
#

so, wow, if I make a new project from TPS template (for example) - PhAT has no issues.
If I open project made of TPS template in 4.25 or earlier - PhAT will be messed up
any idea how to fix ?

paper epoch
#

not stereo layer that I just said cuz I saw the splash screen source which used that. Although I want something cross platform. I couldnt find thr implementation of the function on Oculus VR tho

lean forum
#

Hi there, Im new at Unreal Ecosystem. I am trying to setup a simple scene. A cube and a plane for Quest 2. When I create the APK everything looks fine (no red errors on the console) but when I try to run the app in Quest 2 inside the unkown sources it just crashes. I opened the Game folder but I cannot see any logs. Any ideas?

sonic lake
keen prawn
#

did any1 try the new VR template in 4.27?

unborn swift
#

I am trying it right now. But had no success getting it to run so far

unborn swift
#

Alright do I got it to work. Make sure to disable the openXR plugin when developing for quest in 4.27 Preview 1

#

Otherwise it will crash on launch

delicate isle
#

@unborn swift There was a bug for OpenXR in the 4.27 preview 1 build that has already been patched for the Quest. I pulled the latest 4.27 branch yesterday and tried it with my Quest project and it worked.

floral otter
#

Anyone ever built a full body ik for ue4?

paper epoch
unborn swift
#

@delicate isle Ahh okay thanks for the info. I was just starting out with VR and didn't want to spend the extra time building from source, but I may have to if thats the case. Since I'm pretty new with VR development (in Unreal at least) what is the benefit of using OpenXR vs the Oculus Plugin? Is it just for cross platform functionality? Say if I only plan on targeting the Quest is it better to use the Oculus Plugin, or does OpenXR have the same featureset?

keen prawn
#

ahh i tried the new 4.27 VR template for a few min but it seemed sorta broken

tribal lintel
#

this is a little nutty but do you reckon it'd be possible to somehow give unreal focus to a text box that windows can recognize and auto press WIN+H (activates windows voice to text in current selected text box) for voice dictation? EG if you wanted to walk around a scene and place text notes with your voice. I'd imagine doing this would require some kind of custom plugin that opens a text box, since there is probably no text box element that windows can recognize in a packaged product. then again there is support for mobile ios and android keyboards so how would they get the text box element?

delicate isle
# unborn swift <@!136606894465744897> Ahh okay thanks for the info. I was just starting out wit...

Moving forwards, I would say target OpenXR. It's biggest advantage is cross-platform functionality, but that's where we should be heading in regards to developing a healthy XR ecosystem. I have shifted all of my Oculus specific content across to OpenXR (for the Quest) and I'm only missing one or two features at this stage. Epic have also said that OpenXR will be the default VR plugin moving forwards and I would expect all the main VR manufacturers to continue to improve their OpenXR runtimes.

#

Also if you are just starting out with VR development, either wait for 4.27 to release officially or use 4.26.2 as I wouldn't call it stable quite yet.

unborn swift
#

Alright Thanks for the insight. Very helpful πŸ™‚ . For now I am just testing and prototyping so I should be fine with the preview. No serious production for the time being.

sturdy coral
#

@floral otter yes

upbeat eagle
#

anyone ever run into this? My input for the buttons only take the first value. So like in the photo A or B gives me positive axis value. If i swap and put the negative first, then it only gives me negative for both. I have never run into this. It works like it should for the keyboard presses.

drifting notch
#

Anyone know of any good tutorials for manipulating weapons in VR?
All I'm finding is very basic stuff; how to attach a weapon mesh to the hand, etc
I'm looking for something around cocking a gun, or pumping a shotgun, etc

lethal kiln
#

I"m trying to set up a widget menu that allows the player to switch between levels. I got the widget setup to do that and have it interact with hands but I'm wondering how I set up the widget to appear in front of the player when they push for example the menu button. Any suggestions or feedback would be great.

ember pumice
#

GetPlayerController()->SetTargetViewWithBlend

Something like that

lethal kiln
#

I set up a widget interaction and I think I have it all set up correctly but when I try to do the triggers or the grab after trying to change the buttons nothing seems to happen even though the buttons are setup to change levels. I named the levels exactly what they're named in the file folder is there something I am missing here?

bright echo
#

Does UE4 Editor work with Index controllers in VR mode? Ordered some and wondering if there's any advantage over vive controllers other than the obvious attachment to your hands.

lethal kiln
#

Pretty sure it does.

lethal kiln
#

I have this VR game I made and when I switch to a new level it seems like I have this black remnant of the previous frame or something following me and another set of hands. Should I not have a VR pawn in each separate level?

compact dock
#

is there MotionControllerPawn which is totoally C++?

ember pumice
#

Not that I know of but motion controller pawn is very simple you can write it in cpp in no time

lethal kiln
#

Anyone know what is causing this in my packaged game? This is after running through a box trigger and changing levels

delicate isle
compact dock
#

thanks

#

do you have any idea to dynamically switch between VR viewMode and 3rdPerson viewMode?

delicate isle
#

Third person in VR could just be a regular first person VR camera but drifting along behind a controllable character

#

Lucky's Tale and Moss both did this well

compact dock
#

thanks so much. i havenot considered this problem...the 3rdPerson View in VR is different from the normal 3rdPerson view in PC/MobilePhone

delicate isle
#

yep!

#

A normal third person camera would make someone sick in VR

#

Think of the player camera being more of a balloon that is gently tethered behind a character that moves around

compact dock
#

do you have any demo or tutorial for this?

#

watched the normal 3rdPerson view again, seems not different from the 3rdPerson view in VR except the control input of Rotation, right?

#

or could you please explain what's the difference? Thanks

#

and is there any demo or tutorial for VR 3rdPerson view

delicate isle
#

Not that I know of

#

You could attach the position of the camera to a very stretchy physics constraint with a lot of dampening to the position of the 3rd person camera

#

So it VERY gradually accelerates and deaccelerates. Normally acceleration is a bad thing for VR movement, but it it is gradual enough it can be OK

#

You don't want the VR camera to be parented to the character in a way that the VR camera is trying to copy the rotation and movement of the 3rd person character directly

#

I would start out by prototyping the camera movement in 2D before moving it to VR

compact dock
#

ok, Thanks so much!

#

I'll try to make a normal 3rdPerson view and see what's its problem, and then move on to optimize it

#

the video above doesenot show many view of start/stop movement, so not sure the disadvantage of the normal 3rdPerson view in VR

polar valve
#

Can you use Oculus OS splash screens with 4.25 (not Oculus build)?

mighty carbon
#

has anyone tried using Niagara in VR ? (4.26 - 4.27)

#

on Quest in particular

pallid dagger
#

Niagara in VR is dope. I'm on 4.25 though. I don't dev on Quest.

#

Here's a little video demo (watch the end of the hall)

mighty carbon
#

I am guessing particles in the hallways is Niagara @pallid dagger ?

pallid dagger
#

yeah. I don't think I'm using cascade for anything at this point

mighty carbon
#

cool

pallid dagger
#

I get really good performance from niagara

mighty carbon
#

I hope it works on Quest (although I hate Niagara)

pallid dagger
#

It's not so different from cascade. the interface takes some getting used to, but there's so much more exposure

#

*parameter exposure

#

Though I'm not an expert by any means

mighty carbon
#

yeah.. It's a tool made by programmers for programmers

#

πŸ˜†

#

I guess I am just gonna have to try figuring it out or find someone to make effects.

lethal kiln
#

Anyone know how to disable android permissions like read/write external files I'm packaging for AppLab and Oculus and don't know wheret ofind these in the project settings.

warm lion
#

Hi all - I'm switching to OpenXR from the oculus plugin. I'm haivng trouble finding any c++ documentation

#

My project works still - even after turning off Oculus plugin and turning on OpenXR. The camera appears to be much higher now. I decided to look into this openXR because I couldn't find a way to detect if someone had put the headset on. Only if a HMD was plugged in

warm lion
#

Another thing I notice is that if I launch the game with VR preview but I'm not in the headset already it crashes to "OpenXR call failed with result XR_ERROR_HANDLE_INVALID"

#
XR_ENSURE(xrLocateSpace(DeviceSpace.Space, PipelineState.TrackingSpace, PipelineState.FrameState.predictedDisplayTime, &DeviceLocation));
#

where before it would just popup the mirrored window in UE4 editor and I could then pickup the HMD and put it on

tribal lintel
lethal kiln
warm lion
#

tmpTrackSys->GetHMDDevice()->GetHMDWornState(); will always return "unknown" - anyone know why?

lethal kiln
#

Beyond that I been trying to upload a new packaged APK to Applab and just been getting processing issues. Any idea if this is my problem or an Oculus problem?

dark gate
#

Anyone has HTC VIVE and would like to test my game. Please DM me

drifting notch
#

I'm getting stutters on Valve Index, UE4.26

#

For seemingly no reason

#

I've done all the optimization I can find online

#

And have barely anything in my scene

upbeat eagle
#

Any blender users? Whats the best way to set up origins for use in UE4 and VR? In most cases it seems like its better to have the origin centered on the object (especially if you will interact with it) but it becomes a pain in the *** to set up the positions again in an actor vs if all the origins share a common origin. Is there a better way, or its just that tedious?

tired tree
#

shouldn't be basing interaction off of the objects pivot if you can help it

#

should be a movable element, component or socket that you pull the location from

upbeat eagle
#

so setting the origins to all have a common origin and then just set up a socket on each mesh to grab from.

tired tree
#

doesn't need a common origin at all

#

if you are using a reference point for grip operations

upbeat eagle
#

right but i mean as far as setting up the mesh in the actor.

#

for instance

#

Say i have this cockpit

tired tree
#

place the origin wherever makes sense for the model

upbeat eagle
#

if i set the origin for everything to the same origin then i can just drag into the actor and its in the proper place

#

so thats fine and i can then just add sockets to the mesh and use that as far as grabbing, rotating etc?

#

or like for the joystick, i would still need the origin at the bottom of the stick since thats where it will rotate from?

tired tree
#

if you are logically moving the joystick it would be easier to have the pivot at the bottom yes

#

but gripping can be based off of your choosen socket method to the top

upbeat eagle
#

Ok got it. Thank you for the confirmation!

warm lion
#

My camera in VR keeps getting pushed upwards when I enter VR. My root comp is a sphere that surrounds your head. Your eyes are exactly center of this sphere. This is how I want it. But when I enter VR the system moves the camera component upwards the exact distance I am away from my floor in the real world.

#

It doesn't appear to matter what I have the tracking origin set to - Eye, Floor, Stage, Unbound - they all result in the same offset.

hollow tangle
#

Has anybody had issues with lighting in their Quest2 projects? I made a dark room and the lights slowly turn on (light intensity goes up). It works fine in the VR preview but the lights don't turn on when I launch it from the headset. I'm guessing I'm missing a setting or something.

warm lion
#

I'm on a rift S - sorry man

flat python
#

Hey all, I started seriously researching vr for the first time since htc vive release a few years back. anyone have any opinions on the htc vive pro 2 and on the future of the company ?

sullen moon
#

Anyone got any tips for having a few dynamic shadow casting lights? AS soon as I put one in it halves my FPS

#

from 4ms to 14 ms

pallid dagger
#

adjust your shadowmap bias. That's what I do to keep performance up with dynamic shadows

sullen moon
#

On the light?

pallid dagger
#

or maybe it's shadowmap resolution

#

yeah

#

lower it

warm lion
#

So this is my pawn setup - everything sits at zero FVector. When the camera moves - I move the root collision capsule and then move the beck back the difference. This keeps the collision around the head and everything centered to the middle of your head - as I want it. When I play the game the camera is where it should be on the PIE pop up mirror window. Once I enter VR - the VR system automatically moves my camera away from the collision capsule by the distance I am to my local tracking floor

#

No matter what I set the tracking origin to - this occurs.

#

That is a shot when I just play the game looking at the pop-up VR mirror window - before entering VR

#

and this next shot is after I have put the headset on

sullen moon
#

I lowered the shadowmap bias and shadowmap resolution both to 0.01, didnt change anything apart from making it look like shit D:

warm lion
#

If I check the locations of the three components - the SphereCollision (Root) is unmoved, the CamNeck, is Unmoved, just the camera gets moved. This is a direct relation to my distance to the floor, and my slightly being off to the left of the center of my defined play space.

pallid dagger
#

@sullen moon how is your scene set up? Are you still blocking out your level or have you completed that? If you have many static mesh actors in your scene, you're going to have trouble. you need to find more frames through profiling. Merge your mesh actors if required.

#

My frame drops are always due to too many shadow casting actors or too high in the resolution for shadow maps

sullen moon
#

It appears the problem was MSAA

#

I did a ProfileGPU

pallid dagger
#

Are you using Unreal's ini reccomendations?

sullen moon
#

and had 9ms of " CopyToResolveTarget(ShadowMaskTexture->ShadowMaskTexture) "

#

changed to TemporalAA

#

now the shadow casting light dosnt even affect the ms

#

even at max settings

pallid dagger
#

Great! Glad you got it figured out

sullen moon
#

googled and saw that MSAA was broken with dyn shadows in 4.26

#

Thanks for the help tho, didnt know those settings existed ^^

#

do you use MSAA?

#

and 4.26

pallid dagger
#

Not sure about MSAA. I follow epic's best practice guidance for VR. I think I must otherwise everything would have a sheen to it. I'm just not in my project right now.

#

If MSAA works with forward renderer, I'm probably using it. but I haven't noticed any dropped frams from it. That being said. I'm on 4.25 still

sullen moon
#

ah yes

#

well beware if you move to 4.26, the issues appeared there

pallid dagger
#

I plan on migrating up eventually once metahumans are fully released. It'll be something to look out for.

sullen moon
#

from what I can read on google

pallid dagger
#

Well hopefully they fix it soon

#

Or better yet, hopefully they make Lumen work with VR

upbeat eagle
#

sounds like you want to set tracking origin to eye level maybe?

warm lion
#

I've tried both. They both offset the camera by whatever my current offset to the origin of my play space is

#

VR is forcing my camera to move away from my root component by that amount

#

Oh sorry I'm not using BP - using c++

#
IOpenXRHMDPlugin& tmpVRInterface = IOpenXRHMDPlugin::Get();
TSharedPtr<class IXRTrackingSystem, ESPMode::ThreadSafe> tmpTrackSys = tmpVRInterface.CreateTrackingSystem();
tmpTrackSys->SetTrackingOrigin(EHMDTrackingOrigin::Eye);
    ```
upbeat eagle
floral otter
warm lion
#

Going to try your thing first @upbeat eagle Then if that doesn't work I'll move onto @floral otter Thanks!

#

@upbeat eagle So in 4.26.2 there isn't a VR_Root Component. Only thing that even has VR in it is the VRNotifications - which is awesome because I'm pretty sure I can pull some delegates off it for entering VR and other events. Anyhow, I don't know where to look for VR_Root outside of adding it as a component

upbeat eagle
#

no just use a scene component

#

name it whatever you want

warm lion
#

So the hierarchy is going up Camera is child of CamNeck (SceneComp) is child of SphereCollision(USphereComponent - acts as the root)

upbeat eagle
#

make a new on child of the mesh

warm lion
#

Sorry what mesh? You mean the Root - SphereCollision?

upbeat eagle
#

The one labeled pawn torso. It looks like a mesh but the photo is blurry for me

warm lion
#

Okay - so by adding a child scene component to the skeletalmesh comp the vr stuff will obey the SetOrigin - eye?

upbeat eagle
#

It should. Thats how i normally set it up

warm lion
#

Interesting

upbeat eagle
warm lion
#

Hey thanks for that!

#

I'm building now

upbeat eagle
#

i forgot the camera. that should be child of vrroot

#

also

#

with the controllers

zealous torrent
#

anyone here know how to fix something like this? the rotation of the arm if it goes past 0 or -180 will flip, I cant find anything online about this lol using two bone IK for the arms and a modify bone node to control the rotation of the forearm, this is using the default epic skeleton as well

upbeat eagle
#

can you clamp the value between the max and min you want?

zealous torrent
#

im not sure what that value would be honestly, the rotations are driven from a motion controller locator, im not positive if there is a specially mathematical way to continue a rotation after it exceeds those values

upbeat eagle
#

yeah but the rotation of the bone should always be the same if its relative shouldnt it

zealous torrent
#

im not sure I understand haha. if i clamp the value wont that just stop the hand from rotating? or do you mean clamp the arm value

#

it works fine on the right arm

#

but it will still flip the right arm if you rotate it unnaturally

upbeat eagle
#

show the anim bp where you setting the effectors

zealous torrent
#

this is the right arm, but the left arm is setup the same way

upbeat eagle
#

hows the transform set up? bone space? or what?

zealous torrent
#

the MC Locator transform is world space but the rotations are set to bone space

#

the FABRIK at the end is used for correcting the wrist with a world space effector transform

#

I can throw up screenshots of each detail panel if that helps

upbeat eagle
#

then you should be able to clamp it before the make rotator i think

zealous torrent
#

like this? not sure what the default values should be

upbeat eagle
#

yeah you will just have to play around to see what values should be

#

let me know if it works

zealous torrent
#

ah ok cool, it works for the right arm just fine, but the left arm it folds in on itself even more lol

upbeat eagle
#

go into the skeleton and manually rotate the bone to see what the values are

#

it sounds like maybe the left shouldn't be roll but yaw or pitch maybe

zealous torrent
#

it definitely seemed to help, i made sure that it is roll, but the wrist just folds in on itself haha

upbeat eagle
#

hmm thats strange

#

you getting the transforms from the motion controllers or something else?

zealous torrent
#

I have a hand locator that is parented to the MC but im using to attach to a physical constraint so the hands can collide with the environment

#

unless there is a better way to do that lol

upbeat eagle
#

why not jut get from the mnotion controller directly?

#

does the left have a neg scale?

zealous torrent
#

nope! left doesnt have negative scale. I suppose i could attach it to the MC directly, would that allow me to still set my hands to collide with the enviro?

#

been trying to figure out the best way to go about that

upbeat eagle
#

yeah you just getting the transform from the motion controllers

zealous torrent
#

now i remember why i was using the locator, if i attach the effector to the MC the wrist bone snaps to a gross location at the top of the controller. wasnt sure how else to offset the hands back to the controller

upbeat eagle
#

This is how i normally set it up

#

idk if that would work with your setup though

zealous torrent
#

should i even worry about rotating the forearms? i guess the only issue without rotating them is the wrists will pinch and look unnatural

#

theres like 0 documentation about full body IK in ue4 so its like impossible to find anything on it haha

upbeat eagle
#

there are a few docs and tutorials. it just depends on the look you want

zealous torrent
#

I really like the saints and sinners look, with physics and weight, they did that really well

#

thats sorta what im going for but stylistically realistic

#

I will try the euler thing tho!

upbeat eagle
#

let me know if it works for you

zealous torrent
upbeat eagle
#

awesome

zealous torrent
#

not really sure what the quat does but def going to research it now lol

#

im a 3d artist normally, i just got into blueprint scripting a few months ago lol so lots of things are new to me

upbeat eagle
#

nice. if you ever wanna collab on something let me know

#

i dm'ed you what im working on right now lol

signal ocean
#

hey eveyone, pretty basic issue here

timid cloud
#

I'm running into some nasty tearing on my Quest 2 using PCVR with deferred rendering -- I know that forward rendering is the preferred way to do it, but my friend I'm working on this with is interested in getting deferred rendering working for other reasons. Is there a way to fix the tearing that deferred rendering produces?

signal ocean
#

while using the AddMovementInput() function my movement slows down when looking up or down with the camera

#

let me send my code

#

`FVector ForwardVector = CameraComp->GetForwardVector().GetSafeNormal();

FVector Direction = ForwardVector * AxisValue;
Direction.Z = 0.f;

AddMovementInput(Direction, MovementSpeed);`

#

I tried to get the normal of the camera's vector but it didn't work, and the movement still slows when looking up or down, if anyone knows how to fix this it would be much appreciated

upbeat eagle
signal ocean
upbeat eagle
#

is it a character or pawn? Whats your component list look like?

signal ocean
#

pawn

#

capsule, scene, camera, motioncontrollers and skeletal meshes for hands

upbeat eagle
#

have you tried getting the vector off the capsule?

signal ocean
#

ive tried using the actor's rotation, and given that the capsule is the rootcomponent it is the same isnt it

#

it didnt work

upbeat eagle
#

I do mine like this.

#

Are you sure your speed is actually slowing? Did you try a debug message to see if the speed is actually slowing? One time i thought i had that issue but because my map was so big it was just an illusion

floral otter
delicate isle
#

Anyone had luck with fixed foveated rendering on the Quest using Vulkan/OpenXR?

#

Or is it not implemented yet

signal ocean
floral otter
signal ocean
floral otter
#

BP seems so straightforward, Camera get forward vector and right into add movement.

#

But that's on a character bp

upbeat eagle
#

@signal ocean you using the floating pawn movement yeah?

rich canopy
#

Oof i didn't know RT was working for VR

#

Good job to the guys from @patent nimbus

upbeat eagle
#

yeah so actor rotation forward vector should work then

thick flume
#

Help please!=)
Is somebody know how (to make, or see anywhere) mocap glove with mpu6050?
I try to make so glove and mocap suit for unreal engine.

https://youtu.be/Qj4hqRKiy8g

This is a tutorial on how to build your own Prototype 3.1 LucidVR gloves!!!

3D Print files and firmware:
https://github.com/LucidVR/lucidgloves-hardware/releases/tag/Proto3.11

Driver:
https://store.steampowered.com/app/1574050/OpenGloves/

Access glove resources here: (Will be updated)
http://lucidvrtech.com/

Live glove progress updates:
http...

β–Ά Play video
steady shoal
#

Hi guys! Just ran into a problem with an animated character for the Quest2. Suddenly I get an error saying "LogSkeletalMesh: Warning: Skeletal mesh SkeletalMesh /Game/Breach/Characters/Skeletons/SM_guard_v02.SM_guard_v02 has a LOD section with 107 bones and the maximum supported number for feature level ES3_1 is 75." Anyone know how to solve this, before I try to optimize the character rig? I read on answerhub that you can manually tweak this limitation if you edit some settings in the source code, but at the moment, I`m really not too keen on diving into that part of development.

real needle
#

hi all, has anyone got the VRS/ foveated rendering working for 4.27? a better question might be...how do i actually access it. i cant find any docs on enabling it anywhere

upbeat eagle
neon geyser
#

Hi everyone, someone encountered problem with UMG's with the 4.26 version of UE?

#

My second client has his camera stuck on the umg

hallow knoll
sturdy coral
#

@hallow knoll I've got some fixes for it I will make a pull request for soon, it breaks with vr.pixeldensity (on steamvr) and r.screenpercentage

nocturne wraith
#

Is it possible to attach vrPown to a moving object such as a platform?

delicate isle
sturdy coral
real needle
#

@upbeat eagle @hallow knoll @sturdy coral I'm targeting vive pro eye for foveated eye tracking.

#

also hp omnicept has been ordered

#

whats with the VRSS / VRS articles all saying that each build needs to be sent to nvidia for profiling, i dont actually intend to release a game or anything (this is uni research stuff)

sturdy coral
#

dlss says that not vrs

#

pretty sure

real needle
sturdy coral
#

vrs is part of directx now so no weird Nvidia proprietary rules

#

ah that one is a kind of Nvidia injected thing

#

you can see vrs on its own, vrss may not be in the standard

real needle
#

i like the sound of no nvidia

sturdy coral
#

they have enough moving to a model of adding nonstandard features and not making them generally available without a watermark

#

then only allowing distribution if it meets a quality bar, to game the review process basically it seems

real needle
#

also,i have a quest here i can try it on. and a pico neo 2 eye. i would like to see if i can get fixed working on the quest, i would just be using it cabled /or wireless (full pc vr). does this only worked in packaged, or would in editor work?

#

neo 2 eye has its own plugin for it, ive just packaged i will test that too

#

oh i dont think the neo 2 eye plugin will work with 4.27, ah so many things to consider

prisma sapphire
#

Hey guys does anyone know why I cant get video texture to run on the oculus quest? Everything works fine on PCVR version :(

real needle
#

@sturdy coral so ive set RHI to directx12, and i have set fixed foveated rendering to high. vr preview, there is no FFR going on. is there something else that needs to be done?

sturdy coral
#

@real needle turn spectator mode to show both full eyes

#

restart with lower resolution from your VR runtime (pixeldensity is broken with it)

#

that should make it easier to see if it is working

real needle
#

roger, restart had to recompile shaders. waiting

#

i set steamVR resolution to 100% (it was on 150 for some reason) and now i can see something but to be honest, it looks worse in the centre

#

left eye seems to be working, but its like the FFR zone is mainly in the left eye, and the outer edge where it renders lower goes into the right eye, and wraps back aroudn =/

#

well, i guess it is experimental!

delicate isle
#

I'm just building for the Quest right now to see if HMD Fixed Foveation Level makes any difference in OpenXR.

#

It does keep crashing with my D3D device being lost - which is odd

#

However, I do see mention in VariableRateShadingImageManage.cpp that there is a GetMobileVariableRateShadingImage function - that looks promising

#

Looks as though it references a NeedReAllocateShadingRateTexture interface function, which is implemented in the OculusHMD class in the Oculus plugin - nothing in OpenXR yet

sturdy coral
#

@real needle there are some off-by-one errors and stuff in it as well, and they don't take into account instanced stereo padding. I should have a fix for most of it pretty soon. I don't think anything would cause it to look wrapped around though if you didn't touch screenpercentage/pixeldensity but it may be like that with some plugins other than steamvr. they are using an FSceneView resolution thing that doesn't get updated correctly at least by steamvr

real needle
#

interesting, good investigation. yeah im definitely not using any scaling at all

delicate isle
#

Tested on the Quest, as I thought - I don't think that VRS is getting called

#

Did find some interesting tidbits in the log, like Foveation: Vulkan FFR is supported, with density map size 32x32 and SwapChain: CreateTextureSwapChainFoveation: export failed

#

I guessing that I'll just have to be patient for either VRS to be implemented on the Quest, or figure out how to get OpenXR to use a GL_QCOM_texture_foveated swapchain - that texture type also shows up in the Quest logs

#

Wait no, that's for OpenGL. Whoops.

#

Looks like the VK_EXT_fragment_density_map extension is available

#

Oh boy, this is a rabbit hole now vrcThinking. Strongly considering implementing the NeedReAllocateShadingRateTexture and AllocateShadingRateTexture functions for OpenXRHMD. If I verify that Vulkan is the active RHI and then return some new foveated swapchains to the VariableRateShadingImageManager then this could work.

sullen vortex
#

hey guys! iΒ΄m having this issue, my vr project packaged for windows is about 370mb, but when packaged for Android (Quest) is about 580mb...already followed UE docs about compressing packages, but i still have this difference..any tips are more than welcome! iΒ΄m in 4.25.4 btw

nova badge
#

i had the same problem when i was working on Vr apps. For me it was just a bug, but you might want to check and make sure you have all the proper components.

sturdy coral
#

@real needle

sturdy coral
#

I think a couple more changes could improve the VRS fixed foveated stuff a lot:

  • Instead of going straight 1x1 -> 2x2 -> 4x4, it should instead on supported gpus go 1x1 -> 1x2/2x1 (aligned radially since lens blur is often more distorted along line to center) -> 2x2 -> 2x4/4x2 (aligned radially) -> 4x4

  • The VRS combiner mode should be exposed on materials along with existing ShadingRate drop down, to be able to override minimum shading rate for problematic materials (thin neon lights for me get heavily degraded and could be exempted from the shading rate image without really affecting frame cost)

real needle
#

great work @delicate isle and @sturdy coral

sturdy coral
#

another improvement would be to tie it in to dynamic res so it can gradually fade in before resorting to any res changes, I think I saw a todo for that or changelog note

#

also VRS doesn't allow virtual texture feedback so it needs a stochastic thing needs to run tiles at full res perioidically, like 10% chance per frame in each tile of running full res regardless of setting

sturdy coral
#

@real needle I think the eye tracked stuff may not be in place yet:


void FVariableRateShadingImageManager::UpdateEyeTrackedFoveationParameters(FVRSImageGenerationParameters& VRSImageGenParamsInOut, const FSceneViewFamily& ViewFamily)
{
    VRSImageGenParamsInOut.bGenerateEyeTrackedFoveation = false;
    VRSImageGenParamsInOut.HMDEyeTrackedFoveationFullRateCutoff = 1.0f;
    VRSImageGenParamsInOut.HMDEYeTrackedFoveationHalfRateCutoff = 1.0f;

    auto EyeTracker = GEngine->EyeTrackingDevice;
    if (!EyeTracker.IsValid())
    {
        return;
    }

    FEyeTrackerGazeData GazeData;
    if (!EyeTracker->GetEyeTrackerGazeData(GazeData))
    {
        return;
    }

    // @todo:
}

it looks just stubbed out with a todo

real needle
#

Ah. So would that mean 4.27.1?

#

Or 4.27 actual release

zealous torrent
#

anyone know of the best way to animate hands individually if you are using a full body skeletal mesh?

iron pine
#

@zealous torrent You can do layered blend per bone for each hand in your anim bp so you can blend your body ik with the finger animations

wind beacon
#

Hello everyone,
recently I'm interested in VR optimization, for a project in prototyping phase, I'm creating a stylized sea. This sea must shine in the sun with small sparks and bloom, so I created a sea material with waves, color and sparks.

The problem is that the Post Process is expensive, so I abandoned this idea, and in the project manager, in mobile HDR many also recommend to uncheck bloom.

Is it possible to fake bloom ? ✨

fickle sky
#

anyone used the mrtk for unreal yet?

#

I am wondering if I can use the mrtk for iOS too. I saw a mrtk unity example where the UX assets supported input from an ipad without changing much.
Wondering if anyone tried that on unreal yet

polar valve
#

Don't think sprites would work for a sea though...

fickle sky
#

you can't just deploy from ue4 to the hololens2 emulator?

little marsh
#

Is there any way to calibrate the Vive Pro Eye's tracking without bringing up the SteamVR overlay?

floral otter
#

Is it possible to make the headset the root of a character bp without using plugins?

pale phoenix
#

Sorry for the late response lol but he's not, maybe some day a mod for Pavlov VR

delicate isle
#

Ok, so I'm working my way though porting Oculus's fixed foveated rendering across to OpenXR (for the Quest). Since there's no easy access to the vrapi runtime for the Quest from Unreal if you're not using the Oculus plugin, anyone have any ideas how to go about specifying the fragment density map manually?

#

I'm actually tempted to just download their sample image from that page and convert it to PF_R8G8 lol

#

Haven't yet figured out how to write to a FTexture2DRHIRef though - I kinda want to just throw some random colors to see if the VariableRateShadingImageManager will even pick up my new FFR textures

#

Maybe just create a manual Texture2D?

#

Do I have to queue render commands to write to an RHI texture?

minor pagoda
#

Hi everyone! I want to package my project for oculus quest 2. I set up UE4.26.2 for android packaging (from oculus and epic docs). But when I try to package a project I get this error:

Could not GET 'https://jcenter.bintray.com/com/android/build/gradle/4.0.0/gradle-4.0.0.pom'. Received status code 403 from server: Forbidden

But the link in this message is corrupted. Does anyone know how to solve this?

valid jolt
#

Since my issue is related to HoloLens I guess this might be the best place where to ask this... I need help with this error I get trying to open any 4.26 project I have, including those with no HoloLens installed

#

[Line: 269] Platform HoloLens didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

#

I have the same exact issue, about the same identifier and .ii file involved, about Android as well

#

I keep on googling and I find zero responses, it looks like I'm the only one who ever had this issue...

small grove
#

I'd also recommend deleting everything in the following directories before any package; Binaries, Build, Intermediate, Saved and your packaged folder. I almost always leave any config folders in those and have not had any problems as a result.

keen prawn
#

4.27 preview2 seems to have fixed the vr template

small grove
#

for

keen prawn
#

ow havent tried to pack it

#

i tried the new template on 4.27 but it was a bit buggy

#

its fine now tho

small grove
#

ah, I thought you meant it had fixed issues with packaging it.

keen prawn
#

havent tried

minor pagoda
# small grove Have you verified that all your paths are correctly set under Platforms - Androi...

Thank you for your response.
Yes, I verified my paths and they are pretty similar to yours.
I deleted those folders you mentioned and packaged again but still got that error. It's trying to get gradle 4.0.0 from that link but the link is corrupt 😦
Are you using 4.26.2? Did you install android studio 3.5.3? or 4.0.0? Did you ever successfully manage to package a project for quest 2?

small grove
#

You shouldn't have to install gradle separately.

valid jolt
#

So... no clue about my issue even here? Is really me the first and only one who encountered those two issues!??

#

I'm trying to dig into them to fins a fix but I have no idea where to look at anymore.

#

I find no reference about that GlobalIdentifier thing, anywhere

small grove
minor pagoda
delicate isle
#

The GET is just an HTTP error, did it work later on?

#

4.26.2 shouldn't have any issues with obtaining gradle

#

Shouldn't matter between launcher or Oculus engine versions

minor pagoda
delicate isle
#

Oops, Bintray has shut down

#

Well, that's going to be a problem...

minor pagoda
#

Oh really?

#

So I think I should change to oculus branch for now.

#

Should I submit this as a bug?

delicate isle
#

Oculus branch won't have anything to do with this

#

It will still attempt to download gradle, since it needs it to package your android app

minor pagoda
#

Oh yeah you are right. So what can I do?

delicate isle
#

I just installed 4.28 today and it didn't have any issues with getting gradle, so I don't know. Maybe this has been fixed in 4.27?

minor pagoda
#

I'm gonna try that. Thanks for your time @delicate isle @small grove

valid jolt
#

Can I get somebody's help!? I'm stumbling into the damn same issue over and over and all over again in the last 72 hours, it's driving me insane....

delicate isle
#

Hang on, there might be a way

#

As a temporary measure, apparently you can add mavenCentral as an alternate mirror oin your generated build.gradle

delicate isle
#

My build.gradle is located in ProjectFolder/Intermediate/Android/arm64/gradle/build.gradle

#

Unfortunately this folder is autogenerated, so I don't know if you modify it then Unreal might just clobber the changes

minor pagoda
delicate isle
#

On an unrelated not for anyone who's following my saga of seeing if we can get Fixed Fovated Rendering working on the Quest under OpenXR...

#

I managed to get something working! Definitely needs some work, but I can tell that the texture is definitely lower resolution

#

I can't get access to the Oculus runtime FFR textures at this stage, but I might be able to knock up some temporary ones for testing

valid jolt
# minor pagoda What is your issue?

I moved UE from the old HDD to the new SSD and troubles begun there. I mirrored there exactly the old installation but the launcher didn't recognize it so I was forced to redownload and reinstall both 4.26 and 5.0EA. Now... the 5 works fine but 4.26 keeps on crashing when opening any project, old and new ones. each time i get the same error

#

TRhye first time I had this one

#

Assertion failed: Info.GlobalIdentifier != FGuid() [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/Misc/DataDrivenPlatformInfoRegistry.cpp] [Line: 269] Platform HoloLens didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

#

The crash happened also with projects with no plugin installed/enabled yet

delicate isle
#

You should install the engine symbols to help track it down

valid jolt
#

it's a huge download... my wifi isn't good enough, would take me ages

#

apparently, the issue is always related to this GlobalIdentifier set in DataDrivenPlatformInfo.ini

#

I located where those files are and those ini files {the same error was given about Android Platform} and as a matter of fact there is no GlobalIdentifier

#

I just hoped somebody could help me comparing those .ini files to identify what's missing in mine

#

just in case nobody ever encountered my same issue

#

or has knows any possible fix

#

I kept on googling about those issues and found no related info

#

even in the documentation there is no reference to that

delicate isle
#

Did you install hololens or Android support?

valid jolt
#

I had Android platform installed, not the HoloLens platform

#

but not even unistalling them I got that fixed

delicate isle
#

And youd said you did a full reinstall from the launcher for 4.26.2? That should have fixed any issues

valid jolt
#

I know and i even used the Verify option in the launcher

#

What i don't get also is why both Android and HoloLens folders and files are still there after uninstalling them

delicate isle
#

I would remove the engine in the launcher, then nuke the folder on your machine

valid jolt
#

I thought the launcher was cleaning them up when I uninstalled them

delicate isle
#

Make sure that there is nothing left over that would break things

valid jolt
#

I try manually deleting them then,,, I was afraid of doing that

delicate isle
#

Eureka!

#

Might need a FFR image for both eyes at once though - my sizes might be incorrect

valid jolt
#

What I don't get, also, is why I never had that kinda issue in the previous installation

#

Holy***... deleted the Hololens left folders and now the issue moved to this

#

Assertion failed: Info.GlobalIdentifier != FGuid() [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Core/Private/Misc/DataDrivenPlatformInfoRegistry.cpp] [Line: 269] Platform IOS didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

#

it seems any platform package is someway corrupted

delicate isle
#

Well building from source is also an option

valid jolt
#

Alright, at this point I'm leaving only the basic installation without any platform. What I don't get is why the old installation had no issue like that, notwithstanding being identical

valid jolt
#

This insane. Seriously. This is becoming a joke and not funny at all.

#

[Line: 269] Platform Windows didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini

#

I'll move this to #ue4-general but I'm definitely very pissed off by all this. Thanks for the help @delicate isle I really appreciated that.

delicate isle
#

@hallow knoll I got fixed foveated rendering working on the Quest 2 using OpenXR/Vulkan! The video shows my generated fragment density map and you can see how the frame underneath renders tiles at lower resolutions as the render samples from the darker pixels in the density map. You need to open the video at full size to see the lowered resolution of the scene on the outer edges.

#

Unfortunately I only have the one texture for both eyes right now which is a little noticeable when you pay attention to the boundary. I've been using the Oculus plugin as a reference point, and they put the left and right FFR maps into a swapchain and pass that along to the renderer. I think that a swapchain isn't needed here, but I have to figure out how to create Vulkan textures with an array size greater than one so the single stereo render pass can pick out each map.

#

I also need to separate the fragment density map out and make it controllable via a CVAR or config file like how the Oculus plugin works. The ideal scenario is that we can copy whatever we want into the fragment density texture to specify areas that render at lower resolution - it doesn't just have to be an FFR texture representing just the outer edges of a lens.

#

The Oculus runtime gives some nicely formatted fragment density map textures that work well with the lens, but I can't access them from OpenXR. Would it be smarter to just generate some defaults and then expose a render target that we can draw to if we want to generate the patterns manually?

#

Could create a material to generate the lens texture via some instance values - this is the raw texture I'm using right now

#

I'll create a FFR patterns for low/medium/high to map to the HMD Fixed Foveation Level (experimental) project setting, but I wonder if I should instead just dump the existing patterns linked to those options from the variable shading rate manager. The mobile renderer asks for a fragment density texture directly, it doesn't bother to calculate its own.

#

Looks as though the VariableRateShading compute shader is doing exactly what I've been doing to generate my fragment density map, except much smarter and for both eyes πŸ˜‚

short laurel
#

OMG - Deploying native quest so much easier on latest Oculus Build 4.26.2.... Just finished building new PC and was dreading setting up the the build environment. So... much.... easier....

brazen bone
#

Hi Guys. I'm trying to occlude falling object beneath the invisible plane, which is an actual static mesh plane, on which spheres are rolling. But I want this plane still to occlude the spheres when they are going behind the plane. Any tips what this is called? In a nutshell I need to apply background AR camera image to this plane in screen space. But technically I don't know where to start. Thanks for any help πŸ‘

mighty carbon
#

why not to just use Oculus UE4 fork ?

somber marsh
#

what is the best way to create ocean's and lakes in VR without performance hit, is it using the 4.26 water plugin from unreal?

coral swallow
#

does anyone know why my grip position is always returning 0, 0, 0 even though my motion controller is at a completely different location?

delicate isle
#

Is grip position supposed to be in world space or relative to the controller?

coral swallow
#

its a build in engine function so im not really sure

#

i tried copying the vr template to modify it for my own needs

delicate isle
#

If you want the location of the controller, just get the position of the motion controller component itself

coral swallow
#

yeah i was thinkning of just doing that instead

#

thx!

delicate isle
#

Getting the motion controller data like you're doing is more about querying additional information from the motion controller on top of position

#

Like hand pose information for hand tracking etc

delicate isle
#

If anyone wants to use any of these or test them out then please let me know how you go.

#

The implemented extensions are:
XR_KHR_android_thread_settings XR_KHR_composition_layer_color_scale_bias XR_EXT_performance_settings XR_FB_color_space XR_FB_display_refresh_rate

#

All of the extensions except XR_KHR_android_thread_settings have blueprint functions for controlling the HMD

serene haven
#

are IES light profiles a big performance impact for VR?

upbeat eagle
#

Anyone use dacals much in VR? I don't see anything bad with the shader complexity. Anything to look out for here? Draw calls maybe?

small grove
#

Decals tend to use transparency which can be a problem with mobile so I guess it depends on what hardware you're targeting and what kind of rendering setup you have.

upbeat eagle
small grove
#

I wouldn't worry about it then, unless it becomes an issue. I've been working with Quest 2 this week too. Testing out different setups and packaging them to see what works and what costs too much. So far I'm impressed by what can be achieved and still maintain 90 FPS.

upbeat eagle
pale juniper
#

hey there, i got a problem. i want to set rotation values for my hmd, i am using htc vive if that helps.

graceful girder
#

anyone seen a bizare issue where quest 2 attached via airlink breaks button inputs? (works fine with the cable..)

#

playing in editor

mystic tinsel
#

So are there any solutions for key selectors in VR (if you want to allow the user to remap which buttons do what) or are we limited to making some kind of drop down selection for each button?

tawdry bough
#

can someone help me?

#

I set up a VR pawn with the mannequin's head movements following the camera

#

but the problem is, for some reason, when the simulation begins, the camera seems to be spawned a few inches from the right of the actual mesh

#

so the sim stars off like this

#

Does anyone know a way to fix this?

#

(and if it helps I used the instructions from "Unreal Engine VR Cookbook") if anyone just so happens to possess that book

limpid widget
#

does the camera collide with the mesh? Or vice-versa?

compact dock
#

is it able to get VR hands’ velocity, directoin? and then based on these value to convert them to a Force value?

#

how to make VR hands(Player Character) won’t be pushed back while NPC running to Player, while Player hands are physical.
set Gravity to a very big value? or better way?

twin elm
#

Hey! Need Help with something,
Does anyone know How to start AR Session in unreal engine?
I find Two functions,

  1. inside FARSupportInterface.h
    ==> void UARBlueprintLibrary::StartARSession(UARSessionConfig* SessionConfig)
  2. inside ARBlueprintLibrary.h
    ==> void FARSupportInterface ::StartARSession(UARSessionConfig* InSessionConfig)
    but both of them take UARSessionconfig Pointer as an argument,
    So I want to know how to supply argument this functions?
    do I have to create a new ARSessionConfing?
    if so Then How?
tawdry bough
small grove
#

Has anyone packaged with SM5 for Oculus? I've followed all the docs and other advice I can find and set the all the console variables in the BaseEngine.ini but it's still not packaging for it. Is it not possible?

wispy cradle
#

Does anyone know of cool examples of VR games increasing the sense of speed? Most usual tricks such as altering FOV etc are not possible so my current ideas are to use sound design and perhaps some speed lines but all my tests are looking really goofy so far.

iron pine
#

@wispy cradle I guess you can slow down time for everything but the player

nova badge
#

i am working on a home renovation project, and just because i feel like it i want to be able to pint my phone at the empty space and see the new kitchen. I have already designed the 3d model of the kitchen, but how do i make it so i can use ar to view where everything goes?

compact dock
#

AndroidEGL:: ReleaseContextOwnership, thread releasing rendering context tid: 6565
AndroidEGL::ResetDisplay()
*** JavaEnvDestructor: 6565
Assertion failed: Result == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/OpenGLDrv/Private/Android/AndroidEGL.cpp] [Line: 241]
ERROR: SetCurrentContext eglMakeCurrent failed : 0x300d
(0x300d == EGL_BAD_SURFACE )

#

SetRHIThreadEnabled(false, false);

#

anyone met this kind of error?

coral swallow
#

Anyone know how I might get the Velocity of the motion controllers? I've even tried getting the velocity of an attached component but it just gives the value (0, 0, 0). Any Ideas?

frigid mica
#

@delicate isle hey, where did you install 4.28 from?

viscid moat
coral swallow
#

A sphere collision didnt seem to work either

viscid moat
viscid moat
summer geode
#

should I try to keep both vr and non vr functionality in the same pawn for testing or use 2 different pawns?

viscid moat
#

Seems completely preferential. If you want the player to be able to switch between the two during gameplay, then one. Otherwise, would make sense to have two different ones.

#

If it's just for testing, I have it in one and just turn things on or off or allow both

summer geode
#

I imagine it will be a bit harder to keep everything in one pawn. I'm thinking to start from scratch for the VR one and switch between them by spawning the other one

#

hmm ok

viscid moat
#

Just make sure you don't allow mouse movements when your headset is on... you will get instantly sick and it will mess with your axis

summer geode
#

Noted, thanks!

#

Also another question, use the default oculus and wmr plugins or enable openxr instead?

viscid moat
#

OpenXR is the future, if you're on 4.27 you should migrate to it. If not, just use default stuff. I still haven't migrated over yet.

#

Still fairly new adoption though so expect some bumps

summer geode
#

Hmm alright

coral swallow
celest basin
#

Does anyone know a good source where I can get information about how much money various different VR games have made?

#

I guess I'm not really interested in the big ones like Alyx, more the smaller ones that still well done but within reach of smaller studios

#

I.e. my fave vr game this year is from other suns.

summer geode
#

I think there was an article on gamasutra on estimating sales number on steam on the formula Nr.Reviews * 50 (or 20)

delicate isle
frigid mica
#

aha thanks!

zealous torrent
#

hey guys, im having trouble figuring out a way to make fingers collide with the environment or stop on a surface when grabbing. Currently im using a physics cube for the hand as a target to drive the IK on the arms so hands cant phase through stuff, but the issue now is how can i get physics colliders on the fingers so THEY dont go through stuff, also in the video im using a single capsule collider that i toggle collisions on and off only if the finger extends past a certain point. would it be better to do a trace on the fingertips to stop the animation when they detect a surface? just not sure how to go about it

#

not sure if i can attach colliders to the finger bones themselves because im using a separate cube for collisions on the palm of the hand

obtuse spruce
pale juniper
#

hi again, i am still stuck with setting rotation values for my hmd. basically i am trying to create a rollercoaster ride, so i need to offset some rotation values. however, that is not the problem, the actual problem is simple, i can not control the rotation values (via bp, for example setworldrotation on the camera component), because they seem to be overridden somewhere. i am not using the vr template pawn as a base though. i was thinking of modifying the c++ code somehow, but i dont know where to start.

zealous torrent
dull bane
#

Hey all! Has anyone had any problems with the UE5 VR template, where grabbing suddenly becomes inactive, and teleporting sends you to world origin? I keep rolling back files to stop it happening, but somehow keeps reoccuring. Navmesh is fine, but suddenly grabbing and teleporting just broken! Driving me mad! Kind regards (and thanks for reading this far!)

white gulch
#

Attempting to figure out why a certain line trace isn't occurring for one Controller, but is for another, in WaveVR. Anyone around that's worked with that plugin?

dull bane
iron pine
#

@zealous torrent If I’m not mistaken you are using the vr expansion plugin. You should look at how the physics hands in the template project handle collisions and do something similar.

delicate isle
foggy pendant
#

Not sure if this is the right channel but i get this when trying to setup Oculus-VR ( Might be sleeping so just mention me and ill have a look in the morning )
Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-4358751-16521f530c414728b289dbb71f593410/80c1ba699c3de9b0950a5521e587025e7f85f8bb': The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters. (PathTooLongException)

arctic saddle
#

Am I missing something? It doesn't work at all. It's just outputs 0 when I move the thumbstick in any direction. I have it teleport on InputAction just fine. But all the tutorials point to using Axis mappings.

small grove
#

yeah that's fubar.

#

Just look at any of the sample projects and the player input

#

You don't need those branches at all. In fact they would defeat the built in dead zone handling stuff.

arctic saddle
#

Even without the branches, they don't work

small grove
#

The delay is also a problem

arctic saddle
#

Was in a different tutorial for smoothing purposes, but either way, it doesn't work.

small grove
#

I wouldn't trust anything from whoever had that in a tutorial

#

There's good examples of basic axis input in just about every single sample project.

arctic saddle
#

I've looked into them. Like, it just doesn't work on any project

#

something is wrong

small grove
#

put a 0 second print string on the event and plug the axis value into it

arctic saddle
#

I'm just adding to the default VR template for testing and it doesn't read the axis input

#

I did. it's always zero

small grove
#

have you set your gamemode and pawn to spawn?

arctic saddle
#

but for whatever reason, it's detecting the up thumbstick for input action for teleport just fine

#

yes

#

uses the default motioncontollerpawn

small grove
#

is it possible the input is already being handled before that event gets a chance to fire?

#

by another event or controller?

arctic saddle
#

I don't think so. That event doesn't exist by default. I only just made it

#

There's no references to the input anywhere.

small grove
#

but something else could be handling the input from the device

#

you should be able to get the axis value from the device and print that on tick or something to see if it's changing. Not from the event.

arctic saddle
#

I did

#

it's constant value

#

it's wherever the player spawns and then just sits at that constant value

small grove
#

add a keyboard key to the inputs and see if it works

arctic saddle
#

that works on keyboard.

#

I've mapped to other buttons on the controller and it didn't work either

small grove
#

Are you launching it on the HMD?

arctic saddle
#

what do you mean? It should be VR preview launch.

small grove
#

What headset are you using?

arctic saddle
#

oculus cv1

small grove
#

and you can see it on the headset?

arctic saddle
#

I can see and move around in the headset just fine. I just can't get this snap turning for whatever reason.

small grove
#

My guess is one of two things. Either the input is being handled by another event somewhere or there is no input being registered from the devices.

#

My bet is the first one.

#

I'd look for other events that might be using the input form the devices.

#

If you find those, either delete them or uncheck handle input

arctic saddle
#

Ya, I don't know... The template is pretty bare.

#

Like I said, the default VR template doesn't work either.

arctic saddle
#

@small grove Found the problem. Found a solution from someone who had the same issue, it's how steamVR utilizes the vectors. It needs both x and y axis for it to work completely and auto assign on the joystick even if it doesn't use the other axis. man. lol. Thanks for the attempted help though. time is appreciated.

pale juniper
somber marsh
#

how do you get the right eye screen capture when playing VR preview on the PC?

#

currently it shows the left eye

zealous torrent
#

im curious too, couldnt figure it out lol

tired tree
#

there is no default method

#

have to change engine source to modify the clipping region

zealous torrent
# iron pine <@180854269837049856> If I’m not mistaken you are using the vr expansion plugin....

ye, I suppose the issue is that the grasping hands in the example project are separate skeletal meshes, since im using a cube for the arm IK and have a single skeletal mesh that makes it difficult. unless im misunderstanding, the cube is whats driving the physics, so in order for the fingers to take into account physics they would need to be parented/attached to the cube not the SK, but would definitely love to know if there is a better way to give the arm physics using the SK

atomic creek
#

hey, i got a quick question, so im working with vr, and it turns out theres a maximum and minimum Y value for the game, i want to be able to go higher and lower than the preset, any ideas on how to change that?

thanks so much!! (please @ me with a response)

small grove
#

@atomic creekYou can turn off world bounds checking in the world settings panel of the level editor. I would suggest that you're likely better off adjusting your mechanics to work within those bounds though.

#

Unless you meant z then you can turn the kill z off in the world settings as well.

atomic creek
#

I think it was Z tbh I’m sorry for confusion

#

Sounds good

atomic creek
#

Yeh that fixed it

#

Thanks

lethal cradle
#

Hi ! Have anyone used the "OVRP_EXPORT ovrpResult ovrp_GetSystemBatteryLevel2(float* systemBatteryLevel);" function from the ovrPlugin ? I need to get the battery level of my Oculus Quest 2 and apparently that's the function that I need, but I am having a hard time figuring out how to use it, and I can't seem to find documentation about it online.

polar valve
#

@lethal cradle It might be fixed in the latest version but I was never able to get it to work. I just use BatteryLevel = FAndroidMisc::GetBatteryState().Level; instead

#
#include "Android/AndroidPlatformMisc.h"
#endif
lethal cradle
#

okay thank you i'm gonna give it a try : )

polar valve
#

Also if you include AndroidPlatformMisc.h it might crash when you launch on the Quest unless you have google play online subsystem enabled FYI πŸ™‚

#

Might be fixed now

lethal cradle
#

ah ok πŸ˜… thanks for the tips

polar valve
#

No worries!

mint smelt
#

Hey!
Is it possible to run an UE project with AR inside a web browser?
For example if visiting a furniture website that allows you to place the furniture inside your room using AR?

polar valve
#

@lethal cradle If you look in OVR_Plugin.h they added this block. I'm not sure if there's a way to get the original functions to work but I just used the function in androidmisc

bronze vector
#

I've some weird problem. My left thumbstick logic somehow fires the left and the right one (not expected), while the right one only fires the right one (expected).

#

thats my mappings

#

and my bindings

polar valve
uneven juniper
#

Did my post was removed ?

white gulch
#

Trying to package a VR game for the Android platform (Vive Focus +/3), is there info somewhere on what resolution my Splash screen ought to be, in either Landscape or Portrait?

small grove
#

and you don't need to use a dead zone variable like that. Dead zones can be set in project settings.

bronze vector
# small grove Maybe start with fixing this:

hmm the cosmos binding was the problem it seems. Thank you so much, i wanted to replace it with right cosmoms thumbstick, but i cannot find any cosmos bindings at all, searching for cosmos returns no results. However after removing them, it works

bronze vector
#

okay after restarting and reload the action manifest it now shows cosmos bindings

#

but why did my index knuckles used the wrong cosmos bindings? ThonkSpin

small grove
#

I'm not 100% sure that's what happened, but if it is there are many conceivable reasons it might have happened.

bronze vector
#

i am not even sure if i should continue working with unreal for VR now, if even simple mappings cause weird issues ._. That was the test project from steamvr github page tho frogishocked

small grove
#

You'll find it's not uncommon for sample projects to be a little fubar

bronze vector
#

i'm gonna try to bind cosmos wrong on purpose now & see if it behaves as before. Maybe it was just weird because i was not able to find cosmos bindings at all when this problem occured

small grove
#

You might look at the new input system stuff

bronze vector
#

hmmm what do you mean?

#

UE5 stuff?

small grove
#

No.

#

Enhanced Input

#

I'd think it might be more readily suitable for something that is going to have to function through that input binding from steam VR

bronze vector
#

Thanks a lot, i'll take a look at that ❀️

#

i was only focusing in searching problems with the index bindings, did not expected that other bindings can oversalt my soup ^^

bronze vector
#

steamvr examples and assets provided for unity are so much more helpful, i won't switch to unity tho, as i want to make a MP game and don't like unity's networking solutions. Also won't write custom netcode. I hope VR development in UE becomes more comfortable in future, to me it's a nightmare compared to unity, at least for VR

wheat holly
#

I wish there was more documentation and examples or things such as live streams available for VR yeah, my biggest issue is that you have to figure out so much on your own or through very specific questions asked on for example the forums or in here. When you add multiplayer on top of that it's an even bigger pain, I haven't seen a whole lot of information about multiplayer when it's in general already difficult enough πŸ˜”
Although 4.27 introduced a new template for VR which is great :D

#

Does anyone know if that template supports multiplayer btw? I haven't seen it my self yet, but so far it seems to be singleplayer.

iron pine
#

@bronze vector I know the unity steam be template is so much more helpful compared to the unreal engine one. I hope they update the template soon

wheat holly
#

4.27 and UE5 have a new template πŸ™‚

iron pine
#

Is it any good

#

I haven’t checked it out yet

wheat holly
#

No idea, I haven't checked it out my self as well haha

#

I did see it showed off a bit a more than the old template though.

#

It had UI interaction for example.

iron pine
#

I’m more interested in hand physics and interaction but I guess it’s an improvement

wheat holly
#

I wish they would add some more basic but also advanced stuff in there, more physics driven hands would be awesome yeah. I would still love to see walking movement and even if possible multiplayer support. Maybe some day 🀞

#

But it's cool they did it with OpenXR though πŸ˜„

summer geode
#

its very very basic, but better than the old vr template

wheat holly
#

Currently downloading 4.27 to check it out.

#

πŸ™‚

summer geode
#

I'm going to mess around and build on top of it, bring in my own hands

wheat holly
#

Almost 2 hours later, but I have opened the level πŸ˜‚

#

Frustration in one screenshot lol.

#

I hate that this has to exist, it's probably the best solution when using a regular pawn. But it just doesn't feel like this should be the way to go. I think everyone encountered this though, but it feels like such a lame solution to the problem πŸ˜”

iron pine
#

Is anyone using physics constraint for gun sliders? Im having a lot of trouble with getting the slider to obey its constraint movement when both constraint components are simulating, even small forces are able to push the slider out of its constraint path. This issue doesn't occur when only one of the constraint components is simulating, when only one component is simulating it will always obey its constraint movement no matter how much force is applied to it

small grove
# bronze vector steamvr examples and assets provided for unity are so much more helpful, i won't...

You're not wrong. The process of working with VR in Unreal has a lot more hiccups and is exponentially more complex than with Unity. I'm honestly not sure I would be using it if I hadn't spent the last 4 to 5 years immersed in Unreal. In the time I spent waiting for the Oculus branch to recompile the other day I installed Unity, created a simple project, packaged it and tested it on the Quest 2. I'm hard pressed to find what UE offers that is an advantage for VR development in comparison. Hopefully that will change. The down time from recompiles, slow packaging, and hard to track down errors all result in loss productivity which quickly begins to add up. I'm not ready to give up on UE but have to give serious consideration on whether to use it or not for future projects. Even the tools provided by Oculus are better for Unity. There's also a much larger community around its VR dev than with UE. I'd be extremely interested to hear what anyone finds are advantages of using UE with VR. For now though, after solving many of the issues I was having at first I am finding working with UE and VR to be fun and intuitive. I'd really like to see something from Epic that shows VR is a priority for the future and a push to increase Unreal's adoption for VR. I also think there's a lot of tiny quality of life changes that could make a big difference. I've been impressed by how quickly Epic has improved upon deficits before so hopefully there's some love for VR coming soon.

wheat holly
#

Depending on your game you may want to use multiplayer, Unreal is still miles ahead of Unity in terms of that if you ask me. But in general I get it yeah, it's not very easy to learn and is definitely not always very practical to make VR games. I've for example totally given up on asymmetrical games with Unreal because it's a mess. No other way to put it. If I really wanted to make an asymmetrical game I would switch over to Unity because it's much easier to work with. That being said it's not the end of the world to use Unreal. As an example a lot of aspects to VR are not related to VR at all, think of AI, sounds, VFX, performance, game mechanics in general, or like I said multiplayer etc. Unity has a lot less robust systems for a lot of things if you ask me compared to Unreal, which isn't the easiest to learn at first when you just want to start with Unreal, but it definitely helps in the long term. I for example didn't like a lot of the tools Unity had or lacked having, for me Unreal is nicer in that regard. But that's completely subjective of course πŸ™‚

small grove
#

I completely agree about multiplayer. I've found Unreal's networking/multiplayer setup to be one of the easiest I've ever worked with.

small grove
wintry jewel
iron pine
#

@wintry jewel Unity is far better when it comes to vr mainly because there are more tutorials and resources. If you think of it most good be games are made in unity

#

But you can still make good be games in unreal it just requires more work

#

At least that’s my opinion

wheat holly
#

The Walking Dead: Saints & Sinners is made in Unreal, Moss, Robo Recall, to name a few. Those show that it can definitely be done, and done very well.

#

The only reason I think Unreal isn't as much used in VR is simply that the engine is complex and indeed does not have many VR related documentation / tutorials. But then again a whole lot features in games, think of AI etc. are not VR related at all.

#

Both Unity and Unreal can make amazing games, that's not the problem though.

somber marsh
#

does apex destruction package and work for oculus and android?

wintry jewel
twin elm
#

Hey! Does anyone know when I track geometry in AR does that tracked geometry has collision?
I want to know that because when I try to spawn my character on the tracked geometry it's go through.
If I don't possess it everything works but I can't move it,
When I possess it it's just go through plain, so I thought the reason might be that tracked geometry doesn't have collision.

If you have the answer, please let me know.

thorn flare
#

Hey, I've been struggling a little with this

#

Does anyone here know how to do Oculus Quest Multiplayer?

#

I have only ever developed singleplayer games before, but I want to be able to learn how to do all of the networking needed for Quest without spending money on an expensive plugin

small grove
#

Shouldn't be too different from desktop. With android you need to set and ask for permissions though.

tribal lintel
delicate isle
wheat holly
paper epoch
#

not a question but a point to be noted for those using scene capture 2d for showing stuff on a screen (imagine cctv camera) in mobile VR.

Disable mobile multi view or it would appear black. I had asked about this earlier and I finally solved it. Leaving it here for others.

summer geode
#

guys, let's say I want to add just a bit of realism to the 4.27 VR template, grabbing more specifically. I added a physics constraint with physics hands that work well, but is it feasible/possible to simulate weight of picked up objects by adjusting the physics constraint settings? so heavier objects lag more

keen prawn
#

i wouldnt do that

ember pumice
summer geode
#

@keen prawn why not?

summer geode
keen prawn
#

most delay on the motion sensors is gunna feel like the bad part of bein drunk

#

parhaps a lil when something gets more heavy over a certain distance like drawing a bow

summer geode
#

Yeah, thats what Im after, I just want to do it really simple

tired tree
#

@summer geode better to set the constraint settings to a good average strength and then manage the mass of the gripped objects

#

You have to change the max force of the constraint to limit it

#

Default setting scales with distance so it doesn't act correctly

summer geode
#

@MordenTral#2571 hmm ok I'm trying that

dusky moon
#

Hey guys, I'm having hard time enabling collision for my VR pawn. I made a capsule component as the root of the Pawn. it works but I want it to attach to my headset location. it's now in the middle of the play area on the ground which is not accurate enough for my flying VR pawn..

tribal lintel
tribal lintel
lucid brook
#

Can anyone point me in the right direction of documentation or maybe you might know the answer. With AR object detection is there a limitation on how may objects you can detect at once?

wheat holly
#

It will push them back because of the VROrigin being moved (or whatever the root for the camera is called in the project).

lofty iris
#

Hey guys, does is work to develop with PS VR?

tribal lintel
lofty iris
#

how is the quallity?

tribal lintel
#

i've never tried it, I'd imagine you need a devkit from sony to actually try packaged builds

lofty iris
#

I think about it they are cheap on used stuff sites.

#

Oculus Quest is ok as well. Do I need a devkit for oculus or rift as well?

tribal lintel
#

no devkit for oculus, there is a oculus branch of unreal engine everyone can get

#

and lots of tutorials online how to create stuff with it

lofty iris
#

ah now I get it. you thought I want to dev for PS for the VR.

lofty iris
#

You can actually rent any VR headset for 30 bucks a mouth here.

nova badge
#

Hey all, im designing a 3d model of a garden that i am building, and i want to be able to see it in ar. I want to be able to have 4 markers around the property that i am building on, and it shows where everything goes. i.e. marker 1 is an x made from red tape and when i point at it with my phone it will always show the waterfall. How do i do that?

nova badge
dreamy ivy
#

Hey guys, so im working with the Hololense to but im unable to connect to the rheadset using Open XR Holographic Remoting even though UE4 can detect the device. Does anyone have an idea of what i can do to fix this.

#

here it is connected through device manager so i know unreal can see it.

#

Also, both the pc and the Hololens 2 are on the same networks.

#

Any help would be awesome.

polar valve
#

Anything in the log?

dreamy ivy
#

IM getting some errors to do with OpenXREyeTracker and OpenXRInput. and the only thing to do with Remoting says handshake unreachable.

#

oh im also using 4.26.2 through the epic launcher.

polar valve
#
dreamy ivy
#

I thought it might be a firewall as well. that was my current attempt. Thanks for the help though. I'll check out the links and let you know what happens.

polar valve
#

If you can't figure it out I'd post in the forums or answer-hub

dreamy ivy
#

its weird because the Microsoft Hololens app on windows works fine.

polar valve
#

Hopefully it's not just broken in 4.26.2 then

dreamy ivy
#

hopefully. the last time i had it working i was in 4.25

polar valve
#

How can you browse files on the Vive Focus 3? It shows up on ADB but not in explorer. Can't find any settings on the headset

iron pine
#

Is there a way to add custom events which execute in the editor to actor components? If I add a custom event to an actor and select the execute in editor option I am able to execute that event through a button on the actor details panel when I place my actor in the lever. I want to have something similar for actor components. Is this possible?

polar valve
iron pine
#

@polar valve Sorry my bad I meant scene component, in my case a static mesh component

#

Also I was hoping you could execute these events inside an actor viewport

polar valve
#

Still works with a static mesh component. What do you mean inside actor viewport? Without having to select the component?

dreamy ivy
#

If anyone has the same issue I've been having with the Hololens streaming, I figured it out.

It's something to do with the Microsoft OpenXR plugin avalible on the epic store. I found it's best not to use it but instead go to plugins, vr/ar section and enable the mixed reality plugins there instead. Also make sure to disable the oculus and steam plugins as well. Other wise you cant build and application I believe.

iron pine
#

@polar valve Your right it works on placed actors but if I open the actor and click on the component, the option isn't there

polar valve
iron pine
polar valve
#

Yeah I use VRE. But I'm pretty sure you'll need to use c++

dreamy ferry
#

Okay so, who is familiar with UE4 VR game development?

I try to create a very simple experience where a Person picks up geometry and then has to place it in the right orientation and position. No teleporting or other movement. When the player has done it right, he will continue to the next lvl.

Now, I know how to create those enviroments and I already have a working one. I can spawn in and pick up objects. What I need help with is the logic behind the object placement and the automatic continuation to the next lvl when finished.

Please ping or message me, if you can help me out. :)

iron pine
#

@dreamy ferry You have to be more specific with what you are trying to achieve

#

Do you mean something like this https://www.youtube.com/watch?v=6Wco0zdeNj4

We are mostly into VR to toss objects in the air let's be honest, but there are times we need to snap those objects to certain locations. Let's have a look at how we can implement slots in VR.

My plugins
Hand Tracking Plugin: https://www.unrealengine.com/marketplace/en-US/product/hand-tracking-plugin
VR Inventory Plugin: https://www.unrealengin...

β–Ά Play video
dreamy ferry
foggy brook
#

Totally insane question: does anyone have SteamVR bindings for using Oculus (Quest or Rift) in VR Mode (fka VR Editor) in Unreal Engine ?

#

I get a bunch of 'suggested' bindings... but how can I accept those suggestions?

wheat holly
#

I think those mean you can change them on the left and right panels if you want it? Not entirely sure though, but it seems like it πŸ˜›

foggy brook
#

yeah it seems like I can manually add everything in bit by bit. But there doesn't seem to be a binding to open the radial menu and some basic stuff like that.

#

Just hoping there's some other stray VR Mode or Steam VR bindings superuser out there who has encountered this before and knows the best course of action ! πŸ˜„

tribal lintel
#

how can I get bindings for devices I dont have? Like the Cosmos doesn't show up unless it's plugged in, only using steam vr

sturdy coral
#

@tribal lintel cosmos keys are defined in steamvr plugin, so they go away when it isn't loaded

#

you don't have to have a cosmos hooked up though, you could force launch with steamvr using the commandline parameter -hmd=SteamVR

#

I think openxr has broken some parts of hmd plugin priority and commandline overrides though

#

so you may have to disable openxr

tribal lintel
#

I also just tried disabling magic leap, I'll try and force launch with that param and see if it works

tribal lintel
sturdy coral
#

@tribal lintel make sure steamvr input device is loaded

#
/mnt/c/git/UnrealEngine/Engine/Plugins/Runtime/Steam/SteamVR/Source$ ackpp Cosmos -l
SteamVREditor/Private/SteamVREditor.cpp
SteamVRInputDevice/Private/SteamVRControllerKeys.h
SteamVRInputDevice/Private/SteamVRInputDevice.cpp```
#

it may automatically be as a dependency now

#

@tribal lintel I'm not seeming them now either, I'm not sure where it is going wrong

#

maybe an input device has to be plugged in to trigger the load of the module

polar valve
steel bloom
#

Hey guys, anybody got an idea on how to detect what kind of Motion Controller / HMD the User is using in OpenXR?
With native OculusVR / SteamVR you can retrieve that info, but on OpenXR I canΒ΄t get it to give me that info.
Using 4.27 Preview 2.
Thank you!

safe plover
safe plover
steel bloom
safe plover
steel bloom
#

Yeah, you should have the native Plugins enabled OR use OpenXR, but both at the same time can lead to chaos πŸ˜„

#

But the way to go with 4.27 onwards is to go with OpenXR πŸ˜‰

steel bloom
wheat holly
#

Has OpenXR really been adopted by everyone finally? I only saw Steam about it lately. Do Oculus, Vive and WMR also support it now?

#

Also I have no idea how to do that, sorry πŸ˜”

steel bloom
wheat holly
#

Awesome! πŸŽ‰

polar valve
jade kettle
#

I'm having issues with Vive trackers. I can't get it to work with a MotionController object, but I am able to see the tracker with the GetValidTrackedDeviceIds BP function

#

The tracker role is set to Camera in SteamVR and the MotionController's MotionSource is set to Tracker_Camera

jade kettle
#

Still not working... 😦

#

Any way to reset bindings?

steel bloom
jade kettle
#

How can I check?

steel bloom
#

Is it an old project you are upgrading or a new one started with UE4 4.25 or later?

jade kettle
#

It's a new one, 4.26

steel bloom
#

Okay, make sure that ofcourse SteamVR Plugin is enabled and go to the Project Settings:

#

Under Plugins go to SteamVR and in there check that checkbox saying that you want to see the Toolbar Button

#

After that restart the Editor

jade kettle
#

Oh that's where you activate that button

steel bloom
#

Having the Button in the Toolbar while using SteamVR makes some things a lot easier πŸ˜‰

#

From the Toolbar Button (Or that panel you just saw in the project settings) you can reset bindings, regenerate the action manifest etc. etc.

jade kettle
#

Thanks!

#

Still can't seem to access the tracker via MotionSources though

steel bloom
#

But they are correctly paired in SteamVR and defined in there for what they function as (Camera, Hip, Feet, etc.) ?

jade kettle
#

As far as I can tell yes

#

I cans ee the tracker in the SteamVR overlay mode

steel bloom
#

Looks good, yes

jade kettle
#

I can access the tracker via GetValidTrackedDeviceIds and get its transform

steel bloom
#

So now in Unreal when using a MotionControllerComponent you need to setup its Motion Source

Or you can use that GetValidTrackedDeviceIds, retrieve the current transform and utilize it for example in the Tick Event... also possible, yeah

jade kettle
#

The plugin I want to use requires Motion Source

#

Ah, wait, the script I've got that shows active motion sources says it should be active

steel bloom
#

Pick the Motion Source

#

I know that a few years back for Trackers it was the Special_* values

#

But I think they changed it

jade kettle
#

Yeah... let me quickly make a new actor BP

#

And start anew

steel bloom
#

I think Tracker_Camera could work with your configuration

jade kettle
#

Does the player index matter

steel bloom
#

Leave it at 0

jade kettle
#

Ok it says its tracking

#

I might be an idiot

#

Does the MotionController automatically take over the transform?

steel bloom
#

yes, When the Motion Source is set correctly. Make sure that the Motion Controller Component is NOT the Root Component. If you like you can attach a Static Mesh Component to the Motion Controller Component. If Set up correctly that Mesh should move with the Vive Tracker

jade kettle
#

Oh

#

NOT the root component?

steel bloom
#

Yeah, as the Motion Controller Component only automatically changes the RELATIVE Transform of the Component it shouldnΒ΄t be a Root Component of a Blueprint Class, an Actor, etc.

#

ThatΒ΄s an example of how it could look like

#

The MotionController Component is not supposed to be the Root Component

#

If you need multiple Trackers share the same local space put all of them under the same Component in the same level of hierarchy

#

like this (for multiple Trackers sharing the same Lighthouse Tracking space)

jade kettle
#

Thanks

#

It's really not working though, it can just be an actor in the world, it doesn't need to be spawned by the VR pawn or anything

steel bloom
#

No, itΒ΄s not needed to be spawned by the VR Pawn or anything. Just place it in the World. Hmm, maybe... IΒ΄m not sure of it... but maybe itΒ΄s only working when you start in VR. Not sure if Tracking happens without VR Preview

#

Oh, and ofcourse, Tracking only happens at runtime, not while being in editor, but I assume you know that πŸ™‚

#

By the way, you could skip the step with the adding of a static mesh component for visualization and just use this over here:

#

Inside of the Motion Controller Component, right above the Motion Source

jade kettle
#

Thanks a lot! t's still not reacting but it's nice to see that I was somewhere on the right track

#

Going to start a fresh project and seee if it reoccurs

#

Ok I've got this set up now

#

And that gives me the following log message:

LogBlueprintUserMessages: [BP_Tracker_2] Tracker is being tracked: false```
#

There's something contradictory there....

jade kettle
#

Arghhh right

#

Baffling

#

I've made a child blueprint from the default BP_MotionController and I have it listen to Tracker_Camera

#

And that works

#

Well, yeah, but I don't understand why it works in the BP_MotionController and not my own BP.... Oh well

sly elk
#

Does anyone here have a game on the oculus store? we need to complete our data use checkup and the checkup wizard says we are using "user profile." We aren't intending to use any user data. Is this just a default thing with the oculus plugin for unreal? If we opt out of the data checkup, will it break?

quiet swan
#

can someone help? How come when I un possessed my VR character but keeps its view with the set view target with blend node, my HMD ends up at the players feet? Is there any way to keep the HMD on and not at the feet while not possessing the VR player?

trail pagoda
#

hi guys! im just about to finnish a project in UE4 for the quest, but cant wrap my head around the very last thing. I have a BP spawning an actor but everytime it does that it crashes. did somebody experience smth similar? when its connected to the pc its fine

im destroying the actor after each spawn so it cant be due to extreme amount of meshes etc.

small grove
#

Also, if you're spawning and destroying it a lot , you might consider pooling it instead.

fleet hinge
#

Hey there, got a bit of a problem with UE4 and my quest 2.
Set everything up like in this tutorial https://www.youtube.com/watch?v=sSdpPtlEk20 ,
but the VR preview isn't showing on quest2.
The preview shows on my screen and reacts to the movement of the HMD, but the quest 2 shows that the preview is still loading, and will show this indefinitely

A quick start guide to get you started using hand tracking in unreal engine 4.26.

00:00 Intro
00:09 What you need
01:40 Get your project ready
04:22 Implement hand tracking
12:24 End

My plugins
Hand Tracking Plugin: https://www.unrealengine.com/marketplace/en-US/product/hand-tracking-plugin
VR Inventory Plugin: https://www.unrealengine.com/mar...

β–Ά Play video
fleet hinge
#

even the default motion controller map has the same problem for me. worked on my rift s, but quest 2 doesn't seem to work... EDIT: fixed, had to disable the steamvr plugin.

twilit trellis
#

Hello Does anybody know how to get local or relative location and rotation of object on tick? somehow it just returns a static value back

sturdy steeple
#

Hi, everyone! I'm pretty fresh to unreal and looking into something for a project. I want to do a camera movement like this in VR: https://www.youtube.com/watch?v=4sxxe9_w9Zs and I'm wondering if what is described here would work in UE5 and if there is potentially a template like this anyone is aware of for VR that I could dissect.

Some of you have requested a way to leave me a tip so I've created a PayPal and a Patreon.
PayPal: https://paypal.me/reidschannel?locale.x=en_US Patreon: https://www.patreon.com/reidschannel
Discord: https://discord.gg/PdvudWx

β–Ά Play video
summer geode
#

hey guys, I want to make a VR specific asset pack for the MP, something like a cutlery/kitchen set inspired by HL alyx. how do you expect it to be set up in terms of materials, collision, etc so everything is optimized for VR and hand interactions? any do and do not's you prefer?

twin elm
#

does anyone know how I can check if features are supported for ar core or not for example occlusion, environment capture probe, object tracking

iron pine
#

@twilit trellis You can use the make relative transform node

#

@sturdy steeple I don't think its a good idea to smoothly move the camera like that cause it will give alot of people motion sickness. Also yes most things that work in ue4 will work in ue5 so I guess it will work but I haven't watched the whole vid so I can't tell you for sure.

small grove
#

A bit new to working with Android using Unreal. I can't find documentation on how to respond to Android lifecycle events like OnResume(), OnPause(), OnStop(), etc... Anyone have a link to documentation or anything else helpful?

mellow stag
#

Did someone managed how to make oculus hand tracking work on ue5?

sturdy steeple
#

Thanks! I’ll dig in and see what I can make. I think there are different options for how to interpolate between camera. I more need the functionality of switch between camera than the movement piece if that make sense.

cosmic venture
#

How can I use Oculus Air Link to test PC VR games in the editor?

coral swallow
#

anyone know why alot of my surfaces are black when i have my project exported to oculus quest. What lighting settings would i need to change to fix that?

sharp forum
#

Hey guys, I am doing a quick test in VR.
I used a physics Constraint to make a dial, and I want to rotate it, but keep it lock in place. I am using a Physical Material so there is friction on the dial, and my hand. My hand rotates the dial, pretty well, but the dial jumps around a lot in it's transform. I can't seem to figure out how to get it locked in space, but rotate. I am not grabbing the dial. I am rubbing it, but the dial twitches around. Rotation is fine. I just want to get rid of the transition.

iron pine
#

@sharp forum you have to lock linear limits is you don’t want any linear movement

#

Also physics constraints don’t work well when both constraint components are simulating

real needle
#

anyone know if theres a way to find out the screen UV mapping for different HMDs? like for the vive pro, i think left eye is 0-1 but theres some offset applied to right eye. and in focus 3, the left eye is offset left, and the right is offset right. so it might be like -0.3 - 0.7 or something for let eye, for example. im trying to make a post process effect (gaussian blur) and in the material editor, since im dealing with teccords (or screenPosition) im getting strange results with the uvs....

sturdy coral
#

@real needle I think one of the members of the view structure probably has it, you don't want to hardcode something like that

#

different hmds/runtimes have different padding requirements and some other stuff

#

there is already a gaussian blur shader used as part of bloom and previously gaussian dof

#

    ViewUniformShaderParameters.BufferBilinearUVMinMax = FVector4(
        InvBufferSizeX * (EffectiveViewRect.Min.X + 0.5),
        InvBufferSizeY * (EffectiveViewRect.Min.Y + 0.5),
        InvBufferSizeX * (EffectiveViewRect.Max.X - 0.5),
        InvBufferSizeY * (EffectiveViewRect.Max.Y - 0.5));```
#

that may be what you want, but it is the stuff offset by half a texel to get texel center when sampling

real needle
#

yeah i found a few implementations of the blur, thats fine, its really just the VR weirdness that i need to fix, which means i need to apply manual offsets, or find a way to get the uvs proper

real needle
sturdy coral
#

that's the cpp side passing it into the view uniforms, you can get at them with a custom node

#

many are already exposed with built in nodes

real needle
#

not sure if you care to look, but heres my latest try (using gradientradials changed the output too much so i just threw this together for testing, would like to programatically change the "ring" areas at some point but thats a later issue

#

i think this gauss blur is super slow so gonna use a better one, the one you linked, is that something i should use instead

sharp forum
# iron pine <@790997169998004235> you have to lock linear limits is you don’t want any linea...

Everything is locked. This is why I am confused. The only thin that is FREE, is the Swing 2. Only the dial is simulating physics.
I ran into another strange thing...
I can SetRelitive Rotation or use a MoveComponentTO node to move components around. My dial is a simple lock tumbler. 10 sides, so I can add rotation or just set it to values of 36, and they work only when the component is not part of a physics constraint. Strange, right. When the dial is part of a physics constraint, is goes crazy when asked to rotate.

real needle
sturdy coral
#

@real needle the view uniforms are populated in Engine/Private/SceneView.cpp

#

it is a weird thing where it creates a virtual file or something that the compiler includes

#

so when you see the include for it in a shader you can't actually find the file, but I think in there it is created, or somewhere else

#

search all the code for IncludeVirtualPath and it will find the shader headers that are generated in engine as virtual files and don't exist on the file system:



charles@DESKTOPC:/mnt/c/git/UnrealEngine/Engine/Source/Runtime$ ackpp IncludeVirtualPath
Engine/Private/Materials/MaterialShared.cpp
2086:           MaterialEnvironment->IncludeVirtualPathToContentsMap.Add(TEXT("/Engine/Generated/Material.ush"), MaterialShaderCode);

[...]```
real needle
#

bit too low level for me unfortunately, i am not really following

sturdy coral
#

if you are looking in engine shaders sometimes they include a .ush (unreal shader header?) that doesn't exist in /Shaders

#

but instead it is generated in cpp

#

with that virtual path stuff

#

search the whole engine for IncludeVirtualPath and you will find the places it does that

#

SceneView.cpp is where all those view parameters are populated though

real needle
#

whats the difference between texcoord and screenposition?

#

i feel like they are the same?

sturdy coral
#

I think usually the tex* stuff I think is texel aligned and screen* stuff is pixel index

#

and tex* is 0-1 vs screen* 0-pixel_count

#

but it can vary with instanced stereo etc

real needle
#

yeah thats what im finding hard to figure out

#

forward shading might change it tooo

#

cant just print out co-ords i suppost

dawn lark
#

anyone know how to make a small character able to stand on VR Hands?

real needle
#

@sturdy coral or anyone who knows about shaders, do these two incur the same cost?

#

applying a blur function onto the red part, so get the red parts uv's, and apply the blur function to the pp mat

#

1 has a smaller red area, so less amount of pixels, 2 has a lot larger area. but, do they both incur the same cost?

#

doh, reupload

hallow knoll
#

@real needle You can see the cost of the Material if you plug the nodes in and compile it - just click the "stats" button to open the window that displays the statistics of the material

real needle
#

this stuff here?

#

thanks... i tried both, and it had the same results for each, so i guess that answers that

sturdy coral
# real needle this stuff here?

same cost, instead of multiplying after you need to early-out before the blur node or at the top of it; in 4.26/4.27 it is only possible in custom hlsl, but in 5.0 they added experimental dynamic branching to materials

#

for now you could pass mask value into your custom node and add

[branch]
if (Mask <= 0.0f)
{
   return scene_color;
}
else
{
    return Your_Gaussian_Stuff_From_Scene_Color();
}

([branch] is important and tells it to dynamically branch)

sturdy coral
#

you have to do that to see their github

real needle
#

i'll try your early return code, i am pretty new to custom nodes

#

oh right, i swear i had done that ages ago. cheers

sturdy coral
#

@real needle overall, what effect are you actually trying to achieve?

#

a translucent shape with the spiral blur node reading base color may work better than a full screen postprocess, if it is just a small area

real needle
#

i need to make my own "foveated rendering" (eye tracked), for visual acuity stuff rather than performance, needs to be tunable

#

so have a central good zone, then a zone thats blurred somewhat, then anothert, then the rest is the worst blur

#

spiral blur node seemed to always do the blur directions outwards from the centre, rather than left / right up / down, so it gave a smearing effect

#

ive tried several different ways and most of them screw up the UVs and give double vision in vr, which i have just fixed, i can show you if you want

#

@sturdy coral i can DM you if you want

sturdy coral
#

@real needle so you won't get much savings from dynamic branch I don't think, if center is clear and a large part is blurred

#

you are doing this for an experiment or something?

real needle
#

yep

#

any savings are worth it, in some passes the blur part is small and the non blurred part is large, can see that in my screen shot a few pics up

sturdy coral
#

for best perf I would do something like they talk about here, get at the mip chain/output from bloom and use it manually (you'd have to turn off any bloom threshold in post process settings or darker parts won't be included):

https://forums.unrealengine.com/t/possible-access-to-ue4s-bloom-blurs/111323/4

#

but they seem to say it isn't exposed by default and you would need source changes

real needle
#

seems beyond me at this point

sturdy coral
#

there is also a bunch of stuff built in for rendering a separate sharper inset view for varjo headsets now

#

that would be even more modifications though

real needle
#

added the branch

#

i tried [unroll(155)] before the loop, ehhh this might have been bad

#

might have forced a full shader recompile

quiet badger
#

anyone use control rig for a vr IK?

real needle
#

if someone need a tester for a vr game hmu

real needle
#

cant seem to get nanite visualization to work in UE5 projects

chilly pasture
#

Hey guys I am trying to a do text box where you can type from a virtual keyboard.. but i am having problem, with giving auto focus to the editbox, so whenever i write it always goes to the box, without clicking it, is it possible to do it like this ?

Need help, thanks

real needle
#

So you want it to only focus after you begin typing? Not make it so they click on it first? @chilly pasture

#

Think you would have to make all of your inputs start off by making the box focusable, like, the very first thing to do in your input event

#

Or do you have some button or event that makes the on-screen keyboard pop up

chilly pasture
#

i dont know how to make that box focusable,
keyboard shows up with UI which has input fields @real needle

real needle
#

i mean, im just guessing here, but, if its an editableText box, @chilly pasture

desert hawk
#

Hello, where can I find information on how to setup HP reverb g2 with unreal engine? The headset works in the windows mixed reality portal app thingy, but how do I actually open ue4 projects on the headset instead of my monitor desktop?

summer geode
lean garden
#

Hello everyone !
I'm diving into VR with UE5 and I'm wondering if I'm the only one having serious lag / jitter issues with the new template (whereas it worked perfectly fine in ue4) ?

Anyones knows the fix ?
Sorry if it's been asked already, please educate me on where / how to get such info.

Thanks Slackers ! πŸ™‚

raw moat
#

ue5 is still in early access so bugs are normal in the land of beta

chilly pasture
#

@real needle i have tried this no one of them seems to work, i still have to click on the box in order to make this focusbale.

sullen vortex
#

hey guys, iΒ΄m trying to set in my Android manifest on Project Settings / Android / Advanced APK Packaging some tags that Oculus is crying when i try to upload to AppLab. It claims i need to set android:debuggable to false and The focus aware manifest meta-data tag must be set with required="true". Already added android:name="com.oculus.vr.focusaware" android:value="true" but still have the same notifications. Thanks in advance!

sullen vortex
#

So, already could fix the android.debuggable error, still canΒ΄t make it with the focus aware tag. Already tried un Extra Tags and Extra Settings but still same error: The focus aware manifest meta-data tag must be set with required="true"

chilly pasture
#

@sullen vortex this should be inside the oculus vr settings inside the project settings, you just need to check focus aware = true, and that should add this to the manifest as well

sullen vortex
chilly pasture
#

I am not sure if without using source engine , focus aware will be a relevant thing, but you can add additional tag inside android section in project settings... you can add application tag.

sullen vortex
chilly pasture
#

so when you package, you can go to your intermediate/Android/amr64orarmv7/AndroidManifestFile. and you can check if it is adding the tag correctly

#

<meta-data android:name="com.oculus.vr.focusaware" android:value="true" /> this should go inside your main activity

#

@sullen vortex

#

to this one

sullen vortex
#

didnt work either

chilly pasture
#

did you check your androidManifest ?

sullen vortex
#

yes, it was added in the activity section but not as meta data

chilly pasture
#

can you send AndroidManifest

chilly pasture
#

okay

tidal crater
#

Looking for people who want to see their own content in AR without having to create an entire app. Let me know if you are intereseted πŸ™‚
https://forums.unrealengine.com/t/lucidlens-augmented-reality/240433

dawn lark
#

hi, does DeepLeaning this method to map VR tracking data to MotionCapture data work for realtime game?

#

could you please give some tutorial or demo for this? thanks a lot!

tribal spear
#

Hi, can someone help me with a rotation issue?
I'm working on a project where you can grab actors and snap them on actors with the same socket names.
When it overlaps it finds the nearest socket, and when you release the actor it snaps in place. But... its not working when the actor is rotated.

#

any help is appreciated!

tropic trout
#

Would vr motion tracking still work for a character that can walk around a planet/spiracle world

sturdy coral
#

@tropic trout yes, it is all relative to the root component the hmd and hands are attached to

#

so as long as you rotate that component along with the position on the world/gravity it should be fine

prisma sapphire
#

Hey guys, does anyone know if its possible to use mouse/keyboard keys as input for standalone VR games on oculus 2?

delicate isle
#

@prisma sapphire Which games are you thinking of? You would be hard-pressed to find a VR Oculus game that doesn't use motion controllers these days

#

Unless its from 2016

summer geode
# prisma sapphire Hey guys, does anyone know if its possible to use mouse/keyboard keys as input f...
Android Central

Pairing a Bluetooth mouse and keyboard with an Oculus Quest or Oculus Quest 2 is fairly simple, but finding the option β€” and knowing what to do with it once you've paired everything β€” requires a bit more explanation.

polar valve
#

Anyone know how to exclude the Oculus plugin from Windows builds but not Android builds? Aside from using separate build targets. I thought adding this to the .uproject is supposed to work? { "Name": "OculusVR", "Enabled": true, "SupportedTargetPlatforms": [ "Android" ] },

polar valve
#

WhitelistPlatforms/BlacklistPlatforms does seem to work

storm flax
#

Anyone got a good way to stop VR players having super strength? If I just attach collision meshes to the hands, they can push stuff around regardless of weight

#

I tried attaching a mesh to the hand via a physics constraint, but then the meshes just seemed to dissapear

#

I'm using the VR expansion plugin in 4.26

summer geode
tired tree
#

@storm flax the standard grip in VRE is physics based, if you use them then they won't have infinite strength, also the example template for it has physically simulating hands as an option which also will limit strength.

storm flax
#

i'm looking at the template now, figuring out exactly how they get attached to the player

#

thanks for the advice

obsidian anchor
#

Hey everyone! Does anyone know how to get a Bluetooth mouse to work in UE games for Oculus Quest?

#

As in, use outside of Virtual Desktop or similar.

modest gust
#

I am trying to setup motion controllers, but i cannot get them to be aligned

#

a little help would be greatly appreciated

prisma sapphire
#

Was curious if I can connect a mouse/keyboard to the oculus to get in game usage of my mouse/keyboard

tired tree
#

@storm flax via physics constraint

storm flax
#

trying to figure out how the options menu actor works to spawn the new hands

#

looking at the actor, it doesn't have any blueprints in it

#

just some widget component

tired tree
#

@storm flax the widget component does it on button press

#

in the widget itself

modest gust
#

hello anybody know how to fix motion controller offset

misty halo
#

Anyone ever get the 0xC0000035 error with oclus software being installed? My oculus software just started causing lag on everything not even VR like Unreal and non-VR games. Wiped windows and formated my drives only to see the issue is still around. If I Uninstall oculus, the lag issues go away in both Unreal and non-VR games. Problem is, I need oculus to run VR.... If I install oculus, the software breaks my computer. I spent over a year with VR and this issue only just started. Like the lag is super bad and the event viewer is throwing dozens of errors a second as the lag occurs in VR or a normal game or unreal.

#

Oculus Support is as useless as possible.

desert hawk
tribal lintel
desert hawk
#

the WMR portal seems to detect the exe

#

left side is exe in desktop, right side is the wmr portal

#

but how can i 'enter' the exe in the wmr

polar valve
#

Anyone successfully used the Vive Focus 3 with 4.26.2?

queen rain
#

hey, i'm having a weird issue with streaming levels & Quest, whenever I launch a map with streaming levels on the Quest, the streaming levels break & selecting a different level in the content browser crashes the engine

#

Don't know if anyone has dealt with this?

sage gulch
#

does quest2 support usb otg hardware?

weary swallow
#

hello everyone, I am trying to capture cinematics iof my VR scenes to create some samples, how do I override the VR HMD camera view to Simulate Play through a Master Sequence of Shots?

viscid moat
weary swallow
#

@viscid moat thankyou!

eternal inlet
#

Hi Guys, I was approached by a french filmproducer, asking if i was interrested in making some AR. Unfortunately i don't have much experience within the field and since im soon to become a father again, i won't either have the time.
So i promised to relay her enquiry to the UE4 group i know. Is it against the rules to relay her message here in this channel?

wheat holly
#

I believe the Job section is the preferred way πŸ™‚

paper epoch
#

for those of you who use thumbstick locomotion, how do you make sure the user stays inside the collision capsule?

pliant nimbus
#

Hi all. I have an eye tracking line trace working in my scene that has a sphere at the end that collides with objects. I have recently added a widget interaction component to my pawn to interact with a 3D widget. This unfortunately stops the eye tracking line trace from working properly (getting some weird flickering of the sphere).
Any idea why these guys don't want to work together ?

delicate isle
#

@pliant nimbus Is the line trace colliding with the sphere?

wheat holly
# paper epoch for those of you who use thumbstick locomotion, how do you make sure the user st...

If you're referring to roomscale issues, what I do is have a scene component as parent for the camera. Then when the user moves I move the pawn / character towards the camera in a tick function and then after that pull back the camera scene component. This makes sure that the pawn / character always stays at the same origin of the camera. However I wouldn't recommend doing this on the Z axis (so moving up and down), obviously that won't end well πŸ˜›

pliant nimbus
pliant nimbus
paper epoch
wheat holly
delicate isle
#

hence the flickering

#

Trace complex sounds like it might by colliding with the complex collision hull which sounds expensive

paper epoch
kindred girder
#

Does anyone use OpenXR? If so, my problem is that I have VERY bad performance with it (a maximum of 40 FPS in an almost empty level), while without it I usually have 80/90 FPS... am I the only one experiencing this issue?

distant spoke
#

hey guys whats the best way to smooth the motion of the motion controllers ?

#

they're a bit too shaky for my likings

steel bloom
steel bloom
# distant spoke hey guys whats the best way to smooth the motion of the motion controllers ?

Attach a Spring Arm Component to the Motion Controller Component. To that Spring Arm Component you then attach the visualization (Hand / Controller Mesh Component or whatever you like). Make sure the Spring Arms Target Length is set to 0 and disable it checking for collisions. So in the Spring Arm Component thereΒ΄s Lag and Rotation Lag you can activate and adjust by their speed values. By doing that you get smoothed Motion Controllers πŸ™‚

delicate isle
tired tree
#

@steel bloom that is a very latency heavy way of smoothing hands

#

some well tuned low pass filters are going to be far better

distant spoke
#

@tired tree what do you mean by that ?

#

btw spring arm worked like a charm

#

thanks @steel bloom

vocal aurora
#

I'm running into a problem with steam vr, I can see my correct custom bindings when I look at my game in editor, but when I try to play the packaged version or look at the controller bindings, their not there:

This is in editor, the current binding I want to set as the offical:

#

The current bindings for the released game however look like this:

#

Any idea on how to set that binding as the official one for the released game?

desert rivet
#

Any reason my motion controllers just stopped working in the editor, but if I create a build they work fine? I'm presently using an Index and have tried both Vive wands (Pro) and Knuckles controllers. They worked fine up till now? They also work fine in Steam VR, just not the unreal editor?