#virtual-reality

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paper epoch
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I got weird artifacts or crashes on testing back then. Do not get much time experimenting at work unfortunately

paper epoch
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raindrops and noise esp on widgets

distant nest
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But I can imagine if you only tested it back when vulkan was first announced, you probably hit all of the leading-wave problems.

distant nest
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I think 2019 was the era I'm thinking of

paper epoch
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and they seriously need to fix stereo layers ๐Ÿ˜’

distant nest
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they're slightly less broken in openxr

paper epoch
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but openxr is kinda broken on quest XD

jovial violet
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^ true

distant nest
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yeah it came out of the gate a bit early

paper epoch
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I somehow convinced my boss NOT to port to openxr thanks to this server or it would have been a nightmare reverting our stuff.

distant nest
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As of 4.27.2 the showblockers are resolved

paper epoch
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stereo layers with depth test gets the entire scene black at least in 4.26

jovial violet
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also @distant nest would you mind sharing screenshots from your project prefs relevant to mobile settings, VR settings, anything related to android and quest and also the SDK recommendations please for android studio? I want to test to see if it makes any difference my nightmare of a quest 2 build lol

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please

distant nest
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Here is renderer settings from DefaultEngine.ini: https://pastebin.com/STeq3nvS. Your android SDK settings are system specific, except for last 2. I didn't show my android sdk api level which is set to latest, ndk is in previous screen android-26.

jovial violet
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legend, thank you ๐Ÿ™‚

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question about forward shading, I read that it was more limiting than deferred shading but more performance friendly, yet at this point with the quest 2 it's not much of an issue and forward shading isn't required anymore? What do you think?

quasi radish
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this didn't work. I get the same errors ๐Ÿ˜ฆ

distant nest
quasi radish
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  • Unable to find a valid SDK for Android. Must be between r21a and r23a.
  • Platform Android is not a valid platform to build. Check that the SDK is installed properly.
distant nest
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Your vulkan settings won't matter a bit until you get your dev environment setup correctly

jovial violet
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You have to go into your Epic Games\UE_4.27\Engine\Extras\Android

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then run setupandroid.bet

quasi radish
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I did

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my steps:

distant nest
quasi radish
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I installed android studio 4.0, ran SetupAndroid.bat

jovial violet
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sorry man 1 sec

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ddi you set the SDK/ NDK paths?

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did*

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and within android studio did you set the correct java JDK path?

quasi radish
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well not sure what is the "correct" java JDK path, but whatever I set in android studio it's what I set in unreal

jovial violet
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I think you still need to install the java dk version 8

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I'll get you a link

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from what I've read you have to set an environment variable to point to the correct JDK path, and then inside android studio set it to that one

distant nest
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Leave the top 3 fields blank

jovial violet
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then use that path in ue

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woah error

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are you sure?

quasi radish
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leaving the top field blank didnt solve

distant nest
quasi radish
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I think it just automatically points

distant nest
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From the docs

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Because jre != jdk like you have set

quasi radish
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changed ndk api to android-19, also same error

jovial violet
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interesting I might try that. I mean I get successful builds all the time they just don't run on my quest 2 device

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oh btw actually your NDK path has to include the version number folder in it

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like 21.xxxxx

distant nest
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Did you reboot after running setupandroid.bat?

quasi radish
# jovial violet like 21.xxxxx

this!!!!!!!!!! omg I thought I just had to target the ndk folder... but in retrospect that was so dumb, ofc I needed to target a specific ndk

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it's launching

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thank you so much guys!

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hmmm new error...
ERROR: cmd.exe failed with args /c "C:\dev\Learning\VRLearning\Intermediate\Android\arm64\gradle\rungradle.bat" :app:assembleDebug

I'll take a look at this one

jovial violet
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android studio settings

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lemme get you UE ones

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they all match perfectly so I know exactly what's going on

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so I can pinpoint issues

quasi radish
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where do you set the NDK location and JDK location in android studio? I only found a place to set the SDK location

jovial violet
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it's the initial splash screen

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1 sec

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there

quasi radish
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so I have to install the jdk manually? Or does SetupAndroid.bat does it for me?

jovial violet
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jdk is manual

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in google type in jdk 8 java

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make an account on the java dev site or whatever page java gives you

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then get version 8 not 17

quasi radish
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it worked though!

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even installing jdk

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I was able to launch to VR

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in ue5

jovial violet
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you've done it already

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nice

quasi radish
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using your settings (and then remembering to manually target the correct ndk folder, which contains the numbers - that was the big thing)

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thank you so much!

jovial violet
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cool, I just hope that when you package the project it actually runs because that's where I'm stuckl

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lol

quasi radish
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yeah. I'll get on to it eventually; i just need to allow the game to be played in VR, right now it's not setup this way. For starters I was just trying to run the VR demo

jovial violet
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you're welcome man, error helped me so much a few days ago, my career is on the line lol and he got me enough progress to show that we're at a brick wall and it's not just me

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cool

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I say my career is on the line, I've literally only just started it which is why

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I need to be known as reliable!

distant nest
jovial violet
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Hey, well actually I'm stuck fighting a lot right now. I installed windows 11 recently, reinstalled everything else I needed and now ue4 has issues booting up unless I manually prevent some plugins from starting, some of my old projects wont open whatsoever. SteamVR won't install properly. My main ue4 project for the oculus/ vale index opens fine but since steamVR upon first install wouldn't install its own directX redists properly, skipped over them and ended up in perpetual crashed/ running state and now won't even install properly I don't really know what to do lol

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sorry about all this, I'm trying to tackle it all one at a time

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oh wait, steamVR is installing it's just very slowly validating all files

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weird

distant nest
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Yikes, sounds like steamvr needs to be resolved, other issues probably unrelated.

jovial violet
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aye check this out

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didn't know it was so big..

distant nest
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Yeah I did a clean install of it the other day on a new PC and was blown away at the size. It's all the tutorial content.

jovial violet
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interesting, maybe this is why steamVR wasn't working properly yesterday or today then because it was only around 5GB in total and non of this happened

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might be why it keps trying to install directX redistributables everytime I launched it

distant nest
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It's not just you though. Being a software engineer in VR is very stressful. New stuff comes out, it breaks old stuff, you're often working around 1-2 engine bugs at any given time and a handful of vendor specific bugs.

jovial violet
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yea you're right lol I keep telling my clients we're at the very "bleeding edge" of tech here and you never know what we're gonna run into ๐Ÿ˜…

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Error454, when developing for VR, do you ever have steamVR or oculus VR enabled or are you packaging with just openXR to be run by either platform?

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this is my situation atm, we just need my game to run wherever I send it to for demonstration but oculus is giving me a lot of brick walls and steamVR has been pretty crashy

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I want to just package for steamVR specifically over oculus right now, so is there anything in particular I might need to have enabled for this or is just having OpenXR as the sole VR plugin good enough?

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@distant nest

jovial violet
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yea

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windows, 64bit very standard

distant nest
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Ok, well all of my work is mobile. But I'd expect the PC world to be the same with OpenXR. Which just means, you have OpenXR + the vendor-specific OpenXR plugins and you just leave them all on.

jovial violet
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I don't think there is any tbh, I just have SteamVR plugin, OpenXr plugin and then there's the rest of the openXR stuff and also Oculus OpenXR

distant nest
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If you go the old non-openxr route, then it's easiest to make 2 builds. 1 for Oculus that has OculusVR plugin with SteamVR disabled and the other for steamvr.

jovial violet
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yea, so you're saying just having openXr selected is the new standard really?

distant nest
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Yeah. I am probably mis-remembering here, but I want to say Oculus blocked apps with steam vr dll's in them, but maybe just for their marketplace.

jovial violet
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no I think you're right#

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there was this clash with validation for games across platforms

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such as virtual desktop for oculus, you now have to purchase specifically both if you want to use it on steam VR also

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never used to

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just some internal stuff likely

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they wanted more sales either way

distant nest
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Yeah, I know there were some platform shenanigans, which is why my mind went to a build per-platform model.

jovial violet
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probably a good place to be lol

distant nest
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OpenXR is supposed to be the messiah here, we'll see

jovial violet
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I wish I could get my game to just run on oculus quest 2 really

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there's two major things I wanna ask

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in my scenes I'm not using any baked lighting, it's all dynamic

distant nest
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yikes

jovial violet
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there's maybe 4-8 dynamic lights including the sun and HDRI/skylight

distant nest
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oof

jovial violet
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is this an issue?

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lol

distant nest
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100% yes

jovial violet
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reason being is because the baked shadows look awful

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and I've only just learned there's a thing called lighting scenarios

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which I didn't know a month ago

distant nest
jovial violet
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ah right

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so not even stationary?

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and what about forward or defarred shadinf?

distant nest
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The normal formula is:

  • 1 stationary directional light with shadows
  • X static lights
  • Skylight
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100% forward

jovial violet
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I'm not using forward due to the issues with transparency and the TAA dither node

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and skylight set to static also?

distant nest
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Skylight is static in our scenes. Transparency is an issue, you might have to use the fake transparency, dithering?

jovial violet
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I'll see if tomorrow I can quickly redo my scenes with static lights and higher res lightmaps

distant nest
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We also have multi-view enabled

jovial violet
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what is multi-view exactly btw?

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remember I had that issue with one lens being viewed from a radically different angle?

distant nest
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it's like instanced stereo

jovial violet
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once I turned on multi-view my editor viewports went hack to normal

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off*

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ah right

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I'll take note of this and retry it tomorrow night

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let you know if it works

distant nest
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it basically reduces your draw calls by half I think

jovial violet
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my entire game is almost completely masked out planes, carefully made to look like folded paper

distant nest
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And mobile hdr off, that can be a big hit

jovial violet
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folded/ cut paper

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so there's a ton of transparency but I was using the dither node and masking to reduce the draws

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or pixel overlays

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does that still work in forward shaded mode?

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right cool

distant nest
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So if you're stacking transparency you're toast

jovial violet
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ah no I'll show you lol 1 sec

distant nest
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shader complexity view will tell you this

jovial violet
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it's all exremely green

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tbh

distant nest
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perfect

jovial violet
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but even so

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see what I mean

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so literally everything is a 2D plane

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hence the need for good shadows too

distant nest
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Got it. Honestly, baked shadows should look better once you get your scenes lightmaps tuned

jovial violet
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I'll give it a try

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I had a feeling that it'd be the dynamic lights causing the crashes once I got into a level

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we finally made it passed the splash screens and into the first level back then

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and faced non stop crashes

distant nest
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Yeah keep chugging, post stack traces if you've got em - or as you get them

jovial violet
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yep ofcourse ๐Ÿ™‚ I enjoyed combing through them with you tbh

distant nest
jovial violet
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yea exactly lol I'm learning ๐Ÿ™‚

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have you had this issue before?

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I can't find any solutions online for it

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it just wont let me install directX any version

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lol

distant nest
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Nope, any clues in those logs? Probably a permissions issue

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Or maybe missing a .net runtime library

jovial violet
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I don't even know where to find them tbh

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was just going to search

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I've been reduced to sfc /scannow

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let's see

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lol

jovial violet
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good morning

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anyone here experience severe stuttering in their VR game after a build but the game is super low on quality and resource requirements?

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using valve index, I'm getting very high lag when running my game, however if I click onto another window making my game the 'inactive' window, my game suddenly runs at full performance, real smooth but with no sound since it's no longer the active window

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really weird

sour iris
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I don't know how to properly do that in 4.27. Sorry for not replying sooner.

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my message was (if someone else reads feel free to reply)
"How do you properly rotate 4.27 VRPawn to a desired rotation? Seems like Teleport and SetActorRotation rotate something else not the VRPawn's camera
I'd like the player to face certain way after pressing a button"

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4.27 has the new OpenXR template

paper epoch
ripe crypt
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Hello; is there a blueprint/c++ function to get number of triangles drawn in the frame? I notice that this is available in stat unit @runtime even in shipping build.

paper epoch
hallow knoll
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I'm seeing some mentions about OpenGL/Vulkan on Quest here and thought it's worth highlighting that we're only continuing to work on Vulkan support for Quest. OpenGL will work for as long as it works but is not being worked on.

wheat holly
# hallow knoll Look at the SnapTurn function in the 4.27 VR Template, it's doing the correct ma...

A different way that I genuinely go for is moving the pawn or character towards the camera, gives the benefit of not having to do all kinds of calculations to move around a different point and along with this makes teleporting a bit more easy. Even gives the provided benefit if you want to of being able to sweep collision so people can't walk through walls when physically walking in their play space ๐Ÿ™‚

hallow knoll
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Could you provide an example? You mean moving the pawn and the camera towards eachother to offset the relative location?

wheat holly
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Let me boot up my project and show a few screenshots ๐Ÿ˜„

hallow knoll
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Yah just curious. I've seen Divivor do something similar for his template and while hacky it seems to work and is all in Blueprints which is nice.

wheat holly
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In my case I did it mostly in C++ though. What I did is I add an extra scene component to the actor and attach everything like hands / the camera to that one. What I then do is I move the actor towards the camera and then pull back that scene component.

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In this case I believe it's a regular pawn and not an ACharacter, but it allows me to just simply rotate the actor and then everything works in room scale as well.

hallow knoll
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Mm, similar to VRExpansion if I recall. Albeit the Root moves on tick there.

wheat holly
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This works in the tick method as well.

hallow knoll
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Right. What I'd like to see in the VR Template is a Character Movement component that takes VR into consideration ๐Ÿ™‚ This shouldn't really be on the user to have to figure out.

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Glad to see there are different solutions. I always used VRExpansion for my games.

wheat holly
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It took some work to figure out something that worked for me yeah.. Let alone something that works in multiplayer, I tried this same setup but had some desync issues which I at the time didn't really care about because it was a prototype. Having something by default would be great ๐Ÿ˜„

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But to be honest, I did try to keep the server having authority over the player which I guess isn't really relevant for most VR games.

hallow knoll
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Any particular reason why you didn't use VRExpansionPlugin? It's pretty battle tested at this point and one of the most well supported community plugins

wheat holly
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Not really any reason, I don't think I was really looking for any third party solution at that point. It was mostly me just messing around with how VR works in Unreal a while ago and I was curious if I could come up with something in a multiplayer manner.

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Made a little procedural generated maze that me and my brother walked through haha

hallow knoll
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Sick! We like to set up IR-emitters outside at night and turn off guardian ๐Ÿ˜

wheat holly
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I unfortunately don't have much space for those kinds of things, I'm mostly stuck standing in one spot ๐Ÿ˜…

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But lucky me nothing a bit of snap turn and movement can't fix ๐Ÿ˜›

hallow knoll
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No parks or football fields around? Tennis courts works well too. IR-emitters (for security cameras and light sensors) and power banks are cheaper than indoor space ๐Ÿ˜

tired tree
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@wheat holly that implementation will still have issues in multiplayer unfortunately

wheat holly
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What's the issue with it in multiplayer if I may ask?

tired tree
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even sweeping the offset its not going to handle the normal movement operations for one

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and if you run into a collision case with minor offsets, its not synced to the character movement system

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so server can throw corrections

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the character movement system is buffered and played back on the server, your pawns offsets will not be timed the same as when the server plays back movements

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it has to reference as to the location at the time the movement had originally played on the client

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"no reference"

wheat holly
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That's indeed what I was running into at the time, I wasn't at the time too well known with the CMC so couldn't fix it. But what I was thinking of is including the headset position along with the movement packets of the CMC as an 'extension'. Which it supports to my knowledge, meaning you can put it into the calculations of when the Character moves or resyncs.

The obvious downside is that you kind of give up a bit on authority because people can fake their headset location.

tired tree
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you won't notice much in something like just walking around, or if you set it to client authoritative movement, but it will quickly break down in a higher latency environment or with more complex movements.

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you are already giving up authority in VR in general

wheat holly
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Fair enough ๐Ÿ˜‚

tired tree
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in 4.26+ (think it was 26) the CMC is very easily extendable for custom data to the movement packets

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it used to be a PITA

wheat holly
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Although this specific issue you can 'fix' with a max offset distance.

tired tree
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now its a data stream you can inject into

wheat holly
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Good to know ๐Ÿ‘

tired tree
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even then though, that wouldn't fix issues with step up and incorrect movements since your offset isn't running the actual movement logic

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but it would fix the syncing issue

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as long as you played it at the same time in both ends

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I do something close, I store how much offset in that movement frame the hmd moved, rewind and play back that movement as part of the movement mode

wheat holly
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It would indeed not fix the actual character movement logic, but in theory it's not impossible to move through the Character's movement system I guess?

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Yeah like that.

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xD

tired tree
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i also don't leave the hmd at 0, i leave roomscale intact

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though I do have a character that does leave it at 0

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though you lose a little bit of movement with that setup due to precision issues

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over time you will lose tiny amounts of movement due to compression with the hmd

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the roomscale intact method is better for things like 1:1 experiences for example

wheat holly
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If you send over the location of the headset it should mostly correct it self shouldn't it? Then you can calculate the difference on the server it self considering you need to move the offset on the server as well.

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In my setup that is.

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I should try this again, it seems like a good challenge to solve haha

tired tree
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if you are syncing to 0 then yes

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you just have to only sync on movement frames then though

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never outside of it

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or you will get different results

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again, you can also go client auth on movement, the CMC allows for it

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and just forgot about caring

wheat holly
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For most games it won't matter any way yup.

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And I assume the big games that do actually need to care have enough people and money to figure this out anyway

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But still a good challenge regardless of that, I don't really need this for a real project based on time. So maybe I'll look around and see if I can actually do it.

eager pine
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So how would you go about a trackers rotation, if you only wanted to use the Z axis rotation?

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Im having gimbal issues by using only one of the rotations, which were expected

wheat holly
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Can you show what you're trying to do? I'm not entirely sure why this would be an issue.

eager pine
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@wheat holly
Lets say you have an independent cube blueprint, and you want to rotate this by the Z-axis rot
Now you have a tracker blueprint and you get actor rotation, if you simply get the Z rotation of the tracker and try to set the cube Z rotation the same, theres a big gimbal issue where it snaps in all directions

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So when i use the YAW rotation of the tracker, i want that to affect the yaw rotation of the cube. But only this rotation and not the other (pitch and roll)

wheat holly
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Are you using C++ or BP for the code?

eager pine
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BP

wheat holly
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I see your issue in BPs.

tired tree
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its going to be an issue outside of BP as well

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just seperating the axis's doesn't equal the actual rotation you are looking for

wheat holly
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The problem is that BPs very poorly expose Quats for some reason.

tired tree
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they use it on the back end for most operations already

eager pine
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I guess i would have to make some hacky line trace method then

wheat holly
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Also sorry I just noticed my message came over a bit rude, I meant to say I see the issue within BPs why it's difficult. Not that you using BPs are the issue ๐Ÿ˜…

tired tree
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@eager pine you can map the right vector of the tracker to the XY plane and reconstruct the facing

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you could also use the leveled yaw BP setup that robo recall used to construct an aproximate yaw value

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i've never used that but its the only BP reference I know of off the top of my head

eager pine
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@tired tree
Youtube or is there a project to download

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Something like this?

tired tree
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i'll take it to pms

paper epoch
paper epoch
paper epoch
tired tree
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@paper epoch a note, that isn't cpp for use, its BP

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but yeah, not everyone needs the complexity

paper epoch
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yeah and we wanted more control cuz we use photon and VR expansion has a lot of netcode which is not needed (thus a nightmare to refactor)

tired tree
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understandable, photon replaces most networking

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though you can turn networking off ;p

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i generally tell competent devs to borrow or steal and not just use anyway

paper epoch
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I did try to take reference in and out. Sadly I do not get much time for r&d at work. And my personal pc is showing its age now.

hallow knoll
paper epoch
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interesting. Unfortunately our studio still uses 4.26 and jumping might not be a good idea yet right? But this and oodle do make it enticing enough to try when 5 ships.

Do stereo layers work properly on vulkan? They were broken the ladt I checked.

distant nest
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There's 1 bug remaining for stereo layers on vulkan. They break when you display a texture that contains mip-maps.

paper epoch
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I guess I can live with that. The thing is our pause menu uses it. Also, do stereo layers work with depth testing? It makes the scene black in 4.26 for some reason.

distant nest
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depth testing is a per-device feature, headsets either support it or don't

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That may have been a relic of the non-openxr world though

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I'll say depth testing doesn't work for me on quest devices

paper epoch
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hope they get that sorted. Its a shame it does not work as it perfectly solves aliasing on UI.

distant nest
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The move to openXR solved most of the stereo layer issues

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Or better to say it got rid of them while introducing some new quirks

paper epoch
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some? ๐Ÿ™„

distant nest
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stereo layers and loading screens seem to be the bane of VR, but since loading screens use stereo layers, maybe it's just stereo layers period.

jovial hamlet
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what do people actually do about aliasing widgets in VR then? just fiddle with stereo layers until they begin to work properly?

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I've been able to avoid using stereo layers and enable mipmapping and filtering in a custom widget component, but it is a pain and is still not ideal (either blurrier or with more aliasing than I'd get from a stereo layer)

distant nest
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Honestly you just kind of live with it. It's not practical to throw everything on a stereo layer, especially 3d user widgets because it's like cutting a square black-hole through your scene.

jovial hamlet
distant nest
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honestly I always figured stereo layers would be fixed eventually and that I didn't need to investigate making non-stereo look good

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If you have any references/blogs I'd love to read them

jovial hamlet
# distant nest If you have any references/blogs I'd love to read them

I made a write up about my troubles here, but the solution is still a bit unstable for me
https://hollowdilnik.com/2021/01/09/widget-filtering.html

distant nest
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Generating mipmaps for fifteen 1k render targets costs me about 9ms on Oculus Quest 2
Is this not async?

jovial hamlet
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I'm pretty sure it does it together will all the other rendering, but I don't know enough about the rendering stack to be 100% sure

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so I think you'd need to spread it out over a couple of frames yourself

distant nest
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Plus the last few mips are trivial to compute

jovial hamlet
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the process of mip generation there is very manual

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there is literally a for loop that generates all the mips one after another

jovial hamlet
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all mips do exist, they are just empty if you don't generate them

distant nest
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I wrote my own mip-map generator for non-square textures so that I can add mips to slideshow presentations. It runs async with no impact to the game thread, but is its own thread. I've seen other people do similar things on the taskgraph, but it always seems to impact the game thread.

distant nest
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yeah

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@jovial hamlet Your blog needs a subscribe button ๐Ÿ˜‰

jovial hamlet
distant nest
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Don't worry I'll just follow your jekyll repo

azure lintel
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can anyone recommend somewhere i can learn how to get blocks to place along a grid? kinda like minecraft but instead of 1x1x1 the blocks will be different shapes and sizes, im asking here since the project i will be working on will be in VR

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and tutorials i have seen on youtube are all for first person mouse and keyboard and also dont seem to fit what i aim to achieve

jovial violet
# distant nest Nope, any clues in those logs? Probably a permissions issue

Hey I figured it out eventually. I literally needed to do a fresh install of windows 11 or in-place repair/ re-install of win11. This was after exhausting all kind of obscure and tricky solutions proposed by a lot of forums. Unfortunately ue4 would still have issues anyway and steamVR would constantly crash and lock up steam and perform terribly. One solution that helped was this, very important and simple:

TURN OFF: Hardware Accelerated GPU Scheduler.

It caused my VR game to run with extreme HMD latency, but if my game was the 'unfocused window' and clicked on another window on my desktop, I'd get significantly better performance in my HMD but no sound since my game became unfocused. After turning this off my performance increased significantly, and SteamVr performed better and my game was running at a clean 3-5ms. However I've just now done a full re-install of windows 10 because this just works

distant nest
jovial violet
#

Even though I haven't moved much, it's been exhausting

#

I'm not upgrading to win11 until atleast 2 thirds into its lifetime I think, or atleast until I hear my tools have full support

#

I really liked windows 11

distant nest
#

What's your CPU/GPU?

jovial violet
#

i7 10700k

RTX 2060

distant nest
#

huh, I'm on an i9 and rtx 2080 and did an in-place win 11 upgrade, which you'd think would put chances of survival even lower

jovial violet
#

My clients laptop, an HP Omen with a 2080 and an i9 also had these issues, kind of, except for the steam VR constantly crashing my steam client

#

but having fixed my issues last night I proactively fixed his issues before testing my builds

#

my steam client was constantly trying to install directX everytime I launched the same app, either steamVR or the only game I have installed lol

#

it just never installed

#

even after a clean reinstall of win11

distant nest
#

sounds like a filter driver issue

#

e.g. crap antivirus

jovial violet
#

I don't have any antivirus apart from standard windows defender

#

and didn't have any other things like that installed

#

it was fresh and fully updated honestly

#

I also used the .net framework repair tool several times

#

I reinstalled all the .net redists too

distant nest
#

Probably not worth dissecting further if you have a working environment now, sounds like a royal nightmare.

jovial violet
#

yea I'm going to just block it all out except for the tip about disabling HAGS: Hardware Accelerated GPU Scheduling

#

need to keep this in mind. I read about it, it's an old thing enabled by default in windows 11 (but not in 10 I think because it's off now) that isn't relevant anymore

distant nest
#

looks like default is on, mine is enabled

jovial violet
#

I thought it might

#

it can cause some serious VR latency

#

when I switched it off, I went from over 20ms to 3-5ms which is average and healthy lol

#

specific to my situation, using steam VR and the valve index

distant nest
#

if I have issues I'll keep that in mind

#

might be different for me if I had a hard-wired hmd

jovial violet
#

but I remember having issues with Cyberpunk 2077 and some other games that worked much better once turned off

paper epoch
#

anything useful for VR in ue5?

hidden crest
#

Anyone ever get volumetric fog working in 4.27 in VR?
I had no luck switching off Instanced Stereo as some have suggested. Filed a bug report...

tame stream
#

I am trying to implement image tracking with ARkit. There is almost no documentation and if there is, it is mostly outdated or incomplete. I now have a similar problem to this one on reddit:
https://www.reddit.com/r/unrealengine/comments/e8f7az/issue_with_ar_image_tracking/
The image is tracked, but the tracked location is not properly located in space at all. In a comment a person guessed the physical size of the tracker was not set correctly. However, I did set it and it still is not working. Is this a known issue or am I missing something?

jovial violet
#

Ensure your tracked image has correct measurements and also that your assets origin is set to world 0.0 (meaning the asset may be further away from the world center origin depending on your preference)

#

If you're trying to make your object just appear on top of the tracked image, then you either tell UE to spawn the blueprint actor with your assets on the image itself, or that the assets just spawn where you'd prefer, for example if you had a QR code on a desk but needed the assets to appear elsewhere on that desk

#

Something I learned about AR is that ARCore and ARKit use reference points of interest to determine where the object should be at all times. So if your space is too blank your image could slip or have issues when moving the camera away from the tracked image. For our project we just placed some objects around the area that stand out

round cliff
#

Hi guys, can I use the passthrough in unreal like in unity? I'm looking to do something similar to this
https://youtu.be/jVfR4YALiZQ

Here's footage of a private build of Cubism on Quest 2, running in AR using the new experimental Passthrough API available to developers. Read more: https://uploadvr.com/cubism-ar-quest-2-footage/

For VR news & reviews: http://www.uploadvr.com

Follow us!
๐Ÿ“˜ Facebook: https://www.facebook.com/uploadvr/
๐Ÿฆ Twitter: https://twitter.com/UploadVR
โŒจ๏ธ...

โ–ถ Play video
paper epoch
hidden crest
paper epoch
#

you could always fake volumetrics

rustic cargo
#

@round cliff Yes, but you'll need to download/compile the oculus branch of unreal engine

round cliff
# rustic cargo <@!339062586416824320> Yes, but you'll need to download/compile the oculus branc...

Thanks for answering, download the compilation mentioned in this guide https://developer.oculus.com/documentation/unreal/unreal-mrc
But I don't really know how to make it work, if you had any guide that you can share with me I would appreciate it very much since searching the internet I didn't find anything

rustic cargo
#

Install visual studio 2019 though (I tried with 2017 and got compilation errors)

#

There is a passthrough sample project in there too

#

But just a heads up - the engine will take up 170GB and could take a few hours to compile

round cliff
copper chasm
#

anyone here wanna help me with this handle for my model so i can finally finish my game?

jovial violet
#

Hey uh, super dumb question but how can I force my image sequence to play in AR please?

#

I have my model BP which spawns as soon as the image is tracked but the usual nodes aren't causing my image sequence to start

jovial violet
#

I've put the event in the blueprint for the asset which spawns in once the image is tracked

#

but either the texture doesn't work or the image sequence isn't starting

#

it's just a solid white plane

#

actually I should probably ask, does AR support translucent materials?

sturdy coral
#

I've only tried deferred though, not sure about forward

hidden crest
sturdy coral
hidden crest
sturdy coral
#

meshes flashing black seems unrelated to vol fog, I can't think of what would cause it

#

I have one other change to vol fog that isn't submitted to the engine but it is just to avoid gpu fragmentation with dynres and only prevents hitching, shouldn't change any of the visuals

hidden crest
copper chasm
#

i hope i can find someone to help soon..

sturdy coral
#

Config$ ack fog -i
DefaultEngine.ini
4:r.Mobile.DisableVertexFog=True
30:r.VertexFoggingForOpaque=True
89:r.SupportAtmosphericFog=True
91:r.SupportSkyAtmosphereAffectsHeightFog=False```
#

I'm not sure any of that would cause it

#

also I think vol fog baked bounce stuff only works for volumetric lightmaps and not indirect lighting cache

copper chasm
#

errr

copper chasm
#

what is the mobile one for

hidden crest
#

Some updates and corrections...

  • The right glitching issue is only happening in Forward with Instanced Stereo off.
  • With Forward and Instanced Stereo on, left seems to render correctly and right isn't occluding any fog (fog is everywhere evenly).
  • Altering the above DefaultConfig settings in the console have no apparent effect.
  • Deferred shows no improvement, appearing same as Forward in terms of fog rendering.
jovial violet
#

Hey all does anyone know about png sequences in AR?

jovial violet
#

Sorry to ask again but basically in my AR app, my image sequences do not play for some reason

tame stream
# jovial violet Something I learned about AR is that ARCore and ARKit use reference points of in...

Thanks for answering! The image does have correct measurements. I used the node DebugDrawTrackedGeometry and draws at the very same location as the actor i spawned is drawn, so the tracked location itself must be wrong already. I spawn the actor like in the image, and i also update the location in the same way in the tick function.

I tried the whole thing on my desk, having a lot of stuff on it, so I think there should be enough reference points. I also tried it on the floor with no stuff around and it didn't work either. But i will do more tests regarding that, thanks for the hint. I'm just wondering if I have configured anything wrong in the ARSession asset, because I don't know what else it could be now.

twin elm
tame stream
misty basalt
#

About to start a VR project, but I see that the VR template for 4.27 is Blueprint only. To have it as a C++ project, is it best to create two projects, for example a First Person and a VR project, then port the character, assets etc. over to the FP-project, or is there a better way to get started?

jovial hamlet
midnight nexus
#

Hey guys new to VR, trying to learn the pipeline from editor to .apk on the headset. Ran into this issue where the in editor/oculus link world textures are not the same as what I see when packaging the game. Any ideas on what I may be missing in my understanding? I thought maybe it had something to do with the materials but I do not see anything suspicious?

misty basalt
lofty iris
#

@midnight nexus quest 2 only supports 2 texture inputs and you have three set up.

midnight nexus
#

@lofty iris Ah thanks, is there anywhere I can read about that requirement?

lofty iris
#

I watched the onlinelearning course, its covers all you need to know to start.

midnight nexus
#

Is it in Oculus or Epic's documentation? Any link would be greatly appreciated!

lofty iris
#

onlinelearing platform from epic "Oculus VR Production for Unreal Engine"

#

this one. @midnight nexus

lofty iris
#

I looked it up and they say you can use more but performance is bad. "Identifying & Addressing Performance Issues" 4:00

idle marten
#

anyone know what this is about?

#

trying to package for quest on 4.27

proud sand
#

Okay so this is most likely the right channel to ask in (again)

#

how do i check if a vr character does a specific motion

wheat holly
#

I would imagine (with that being a keyword because I've never done this) a possible solution being to keep track of the controllers their position every tick and keep that data for like a second or something and afterwards throw that specific piece away in order. Then you can check in probably the tick method if the data matches a pattern through for example distance checks coupled to a pattern that consists of points. See if the hands get closer to a next target through frames and if they do execute whatever you want to happen.

But maybe try looking around the internet a bit if you haven't already and see what others have come up with ๐Ÿ™‚

proud sand
#

aight, thanks ๐Ÿ‘

jovial hamlet
# midnight nexus

you seem to be using a lot of material functions, maybe there is something weird going on inside?
does the material look the same when you enable android preview in the editor?

midnight nexus
#

@jovial hamlet yea, only see the flat textures when packaging and uploading to the quest 2

#

unless that is the wrong Preview Rendering Level device 'Android ES3.1'

midnight nexus
#

its not the texture/materials I think something is up with the mesh working on it now

#

yea for some reason any mesh that is scaled up past x:1.0 y:1.0 z: 1.0 has an issue where its textures are flat, I thought maybe it was a bounds scale issue but increasing that had no effect so maybe the material is using coords that break when scaled ๐Ÿ˜•

#

k traced the issue back to that UV_ObjectScalable node (i'm not the original author of these materials), doesn't seem to work in a packaged game

#

threw me for a loop because it worked great in editor/android preview but only failed run natively on the headset, thanks for the suggestions

brisk spade
#

Hi to everyone ;) I want to get more practise experience and since I got a 3070 recently I wonder how can get on contact with Devs, who give a newbie a chance to shine? I already spent my HCI bachelor focusing VR Embodiment and being immersed in a virtual environment, including published paper and working for the deutsches Museum in Munich Germany. I have minor experience in CPP and worked entirely in blueprints to fast prototype and developing a concent for a VR application, which lets you experience exhibits rather than reading or listen to voice to text messages in a boring museum full of static exhibits. I wonder what would be a good way to start and get connected. I feel really lonely and demotivated without having some crazy who can support me :) what is a good starting point? I'm doing my HCI master's program starting in April, but I would like to focus more on general UX to be more versatile.

Can you guys help in any way to get connected to people from the VR dev space?

#

Im always open to private DM :)

oak ridge
#

Hi I am urgently looking for someone to help with development of a VR project, if you have vrexpplugin experience, that would be a bonus, please DM me for paid work

idle marten
#

do you guys ever have problems getting your Quest-2 to recognize that it's plugged into a computer? nothing is working for me.. It works fine with my Quest-1.. I've retraced my steps multiple times.. even factory reset the Quest-2... still won't recognize when I plug it in.. says it's charging
I didn't get it that long ago.. So I can still send it back and get another one from amazon

#

USB dialogue is enabled..

short laurel
#

@idle marten Do you have another VR headset connected? I have issues if I have Index connected and try to use Quest 2 link

idle marten
#

Nope

#

I power down whichever quest isn't being tested

distant nest
exotic mango
#

Anyone have issues with AI after building/packaging to the headset? I'm using AI move to or AI move to location nodes and I have an empty actor that is the location for the ai to go to. It works perfect in the editor but when I run it on my quest the ai goes directly into a wall like it's not finding the locations anymore.

Is it because I'm using these nodes and rather should be using behavior trees?

exotic mango
#

5 hours of trial and error.. finally figured it out. I ended up going the behavior tree route and had to figure out how to use decorators to manipulate the ai at runtime

wet marsh
#

Can anyone please help me with my Problem

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: cmd.exe failed with args /c "C:\Users\user\Desktop\Edited_Wireless\Wireless\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): (see C:\Users\user\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\Log.txt for full exception trace)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): BUILD FAILED

#

i have all these and also tried deleting intermediate folder but still same error

wet marsh
#

Sorry my error is this

LogPlayLevel: Error: ERROR: cmd.exe failed with args /c "C:\UnrealProjects\MobilePlaneGame\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug

LogPlayLevel: Took 14.6968233s to run UnrealBuildTool.exe, ExitCode=6

wet marsh
#

Yes this happens when i try to package into android

idle marten
#

To anyone who is using their Quest to do PC VR with Unreal... when I'm using Oculus Link.. my computer is basically useless.. every command takes a few seconds.. keyboard is a nightmare

#

Is it just like that? like if you're doing PC VR with a quest.. dont expect to use your PC for Unreal during that time? I'm trying to use VR preview and it works.. but using the editor doesn't

#

its just super laggy

distant nest
#

I can't remember if oculus link cable keeps headset awake. If so, just hit headset power button to go to sleep mode.

idle marten
#

thank you for the tip

#

It bogs things down even with it being asleep

#

this is a bummer.. might have to revert to my windows mixed reality headset to get shit done

clever iron
#

Anyone know why distance culling on niagara particles causes them not to spawn in build?

#

for oculus

idle marten
#

Idk if it's the answer but I know Vulkan does some weird stuff. Could try building without it enabled in the settings.. see if it changes

#

Probably better off with Vulkan for quest though

clever iron
#

rockin OpenGL in this project, for some reason was getting worse performance with Vulkan

distant nest
jovial violet
#

@distant nest Hey just a quick update regarding my iSO image sequence issue. I went to a few sources and it turns out that mobile devices simply do not support the media player (I think). Nothing worked, even basic scenes with an image sequence would render on any iphones I tried, other people I've spoken with tried on their androids and ipad and another guy tried on his quest 2. If it's an app being built for a mobile device and not running from a PC, then video/ image sequences will not play whatsoever

#

so I resorted to using sprite animations instead and luckily translucency works very well

#

iOS** lol

idle marten
#

@distant nestgood idea! went for it.. realized I couldn't get a single "ctrl alt delete" in... asked myself the question "could my wireless mouse and keyboard be getting screwed up somehow??" apparently so... I unplugged my wireless stuff and plugged in a mouse and keyboard and there's no computer bog down... just... quest link makes it so my wireless stuff doesn't work... I don't get how that can even be a thing

distant nest
distant nest
idle marten
#

hold it... new development.... only doesn't work when my wireless mouse and keyboard USB plugs are in a USB hub that's plugged in to one of the 3.0s

#

when I just put the plugs right into a USB port each on the actual computer it still works also

#

somethign with the USB bussing is getting blown out when I use Quest Link

jovial violet
#

I mean iOS

#

lol

idle marten
#

wow

#

just wow

#

pullin my hair out over that

jovial violet
#

Does your USB hub have an optional plug adapter?

#

mine does, I don't use it but sometimes some things need more power and don't work

distant nest
#

I've learned to never use a usb 3.0 plug unless a device specifically asks for it, I always have issues with the driver for it

#

I don't have a hub, but I've heard of similar oddities with them

jovial violet
#

exactly

#

I had a wifi dongle that just wouldn't work when plugged into it

#

but worked fine plugged directly into my PC

distant nest
jovial violet
#

I haven't tried a video yet, but mp4 is always recommended, not sure which codec specifically mind you. my image sequences were using png's

distant nest
#

Did they by chance just show up black?

jovial violet
#

it's just what other devs relayed to mne

#

no just a blank white plane

#

since I was using a plane

#

but blank white

distant nest
#

oh... hmm I wonder if this could be the same bug that prevents the web component from rendering

jovial violet
#

ah you see it really could, I read about someone having that issue too

distant nest
#

yeah probably me, I reported it 2 years ago

jovial violet
#

Personally, I think it's a pathing issue since the movies folder directory is behind a bunch of other folders first and it's just not looking in the right place but then I think if that was the case, then my plane wouldn't show a texture whatsoever so it could be a render issue

#

when you pack for iOS they're ipa files, if you chance .ipa to .zip you can open the package and see for youself

distant nest
#

I don't touch iOS myself

jovial violet
#

I had to do that just to make sure the images were being packed and they were

#

aye well best not to either iOS is a royal pain in the rear end to develop for

#

they're very strict and all the prerequisites just to be able to package is just wrong

distant nest
#

I'm not complaining, they're just not a player in shipping VR right now

jovial violet
#

I'm just saying it'd be better if they weren't so awkward really

#

but yea they're not part of the game just yet

distant nest
#

but yeah, they've been a pain since day-1 of the first iphone

#

I hope I never have to open xcode ever again

jovial violet
#

๐Ÿ˜‚ I feel you

distant nest
#

Does anyone have any recommendations for applying smoothing to VR motion controllers? Just starting my research and was surprised there wasn't just some low pass filter coefficient baked directly into the motioncontroller component.

jovial violet
#

Sorry man not a clue :/

tired tree
#

@distant nest my plugin has a 1euro filtering on my controllers, you can rip the source out

tired tree
#

@distant nest the defaults I have set in that are just about perfect from my testing

#

no loss of fast movement, very smooth slow

#

entirely removes the jitter without nasty side effects

distant nest
#

@tired tree Does VRExpansion have any pawn implementations that do not use a character movement component? For instance if you wanted a teleport-only pawn with no physics interactions?

tired tree
#

@distant nest it doesn't matter ,all of the components work outside of the built in characters

#

makes the main setup a bit messier to handle both setups, but keeps it easier to pull specific things ouut

#

though a character can just be set to movement mode none and tick disabled on the CMC and that is pretty much the same

distant nest
#

won't it still fall in that case though?

tired tree
#

no

distant nest
#

I see I can pull components out, but it seems like a lot of the rubber meets the road in the expansion demo map, which would similarly need to be refactored for the new pawn.

tired tree
#

characters aren't physically simulating

#

the gravity is aproximated in the movement component

#

as are any physical interactions

distant nest
#

Got it

#

Disabling CMC would be a good route to experiment. I'm mostly intrigued by some of the replication efficiencies you've managed.

misty halo
cobalt jackal
#

Heyy
I'm working on a project on 4.27 and I have some problems with render targets and scene capture.
The project is a VR bathroom configurator and I need to take a screenshot of the scene and save it in a render target. Then in another level I have to pick up that screenshot and show it inside a widget. To capture the scene I used a SceneCaptureComponent2D manually triggered by a blueprint. While playing inside the editor everything works correctly, the screenshot is taken and succesfully shown on the other level's widget but when I compile and play on the VR (actually a Pico Neo 3) the screenshot on the other level is completely black and I can't find a solution. I think the problem is related to the Android platform and some feature that is not supported on mobile. Anyone of you have any ideas?Are you able to help me?
Thanks in Advance

viscid olive
#

Anybody know how to use Set Control Rotation and can show me in blueprints?

Iโ€™ve been banging my head against walls for 2 weeks now trying to rotate my VR character over multiplayer and the server keeps locking the position. Found out that Set Control Rotation could help me figure out this madness but I donโ€™t know how to use it, where it goes, what nodes I need, etc.

jovial violet
#

Sorry KaBASS I wish I could help but I'm not quite there yet myself. I've just discovered the Unload Primary Asset node and I want to use it to unload specific blueprints when not in use. Could someone show me an example of how I would do this please?

distant nest
# cobalt jackal Heyy I'm working on a project on 4.27 and I have some problems with render targe...

Hey, I have a Neo 3 as well and haven't seen any device-specific shortcomings like you mention. But I would bring up that if you are drawing on a stereo layer, there is currently a bug (UE-126075) that renders textures containing mip-maps black when used in a stereo layer. So if your screenshot is a power of 2 and contains mip-maps, the best solution is to just force no mip-maps.
The actual bug seems to mask out the texture based on distance, almost like when you hit the first mip-map, it lerps to blackness. So if you get your HMD inches away (no mips) you can see the texture (if you're hitting this bug).

#

I was just checking my UDN cases, it looks like vr pixel density in OpenXR is slated to be fixed in 5.0 ๐Ÿ˜ข

exotic mango
#

Anyone know a good tutorial or way to keep people from teleporting thru walls

jovial violet
#

can you use collision or those 'no teleport' volumes from the VR template?

pearl crow
#

Hey all, I'm relatively new to UE and VR and I was just wondering if it's possible to keyframe movements made by the headset& controllers so that one could use it in a cinematic... like the way do in half life alyx's trailer..

#

like a POV shot of hands grabbing something for example

sour iris
#

Hi! I created a VR project in 4.27 and changed the location of navmesh and playerstart to another location, but for some reason i am unable to teleport in the new area (the teleport circle does not appear, only beam appears, so i can not teleport anywhere) What could be the problem here? I activated the navmesh with P so the navmesh is definitely there

#

is the navmesh old-location-bound or somerhing?

#

although i did delete the old one and created a new navmesh, highlight exists, same issue

glad cliff
sour iris
#

(not sure if navmesh is recalculated there for VR)

glad cliff
sour iris
#

i think something in "building navigation" broke, because it doesn't update anymore

glad cliff
#

mb its teleport issue, not nav mesh

sour iris
#

i'm not getting any building navigation messages though

#

in the original spot i did get them

#

then again, never mind. I tried changing something in the new location and it did say "Building navigation"

#

so maybe it's teleport issue then, but i didn't change any code, same 4.27 VR template

#

player starts in the air and it doesn't calculate the floor, which is also interesting

#

But yes the same problem is replicable on a basic 4.27 VR template, just select everything in the level, move it and when you Preview Play VR you can't teleport anymore.

#

So anyone here has ideas what breaks there?

sour iris
#

lol, i reset RecastNavMesh-Default location to original (0;0;0) and now it works in new location

paper epoch
paper epoch
frail schooner
#

Why when I launch my Project to Quest I just see a blank black screen on the headset?

paper epoch
#

any logs?

exotic mango
frail schooner
frail schooner
paper epoch
paper epoch
frail schooner
exotic mango
distant nest
jovial hamlet
# paper epoch multiview is not necessary. We make our apps without it.

A somewhat recent oculus update (in ~november 2021) started causing a weird rendering glitch for me and several other people on all builds without MMV. Half of each eye flickering in and out with a different image and showing up black in the recording. Enabling MMV fixed that.

I'd be cautious

#

maybe it got fixed in a more recent update, but it persisted for at least two months

paper epoch
# jovial hamlet maybe it got fixed in a more recent update, but it persisted for at least two mo...

we needed it cuz we used screen capture 2ds a lot and multiview conflicts with it. It really boils down to what you wanna do. You could do a different optimization to compensate for performance losses. In our case we do training sims which is just one room so our budget is way higher. No issues noticed so far. Although I would be happy if the made multiview actually viable for quest someday so I dont have to do hacky stuff for baeic things like screen fade and outlines

And yeah oculus does screw around a lot. A recent firmware update broke stereo layers on 4.25 and we were forced to upgrade older projects to 4.26

distant nest
#

The oculus stereo layer implementation has been ๐Ÿ’ฉ since day 1.

#

A giant leaky, buggy, broken mess

paper epoch
#

yeah only ones that work have no culling and render on top of everything and btw breaks transparency with multiview

#

If only it worked and my boss would stop yelling at me about UI aliasing once and for all lol

jovial hamlet
granite idol
#

I need some rubber ducking. I'm trying to get a previous, marketplace physics actor to be grabable. OKay, so I add the standard grabbing interface and make sure physics is enabled. I pretty much copied the standard pickup cube and for some reason it's not picking up at all

#

It's reading okay from the motion controller to the actor. So it knows what to attach actor to, yet it does not. It's like physics never get's turned off

#

Can anyone spin a few ideas around?

granite idol
#

Surly someone has dealt with this issue while doing Vr development before in this text channel

jade kettle
#

The socket is set to None, might that be the issue?

distant nest
#

Physics Object is wrong perhaps? The simulating component is typically the root component, and if it wasn't, it's now detached from the root.

granite idol
#

Thanks for answering guys, I've been working on this for a few hours and im slammin my head in the dryer door haha

#

Socket has nothing to do with it

#

It should work just like the standard pickup cube

jade kettle
#

Oh thought it was AttachComponentToSocket

granite idol
#

The physics are getting turned off, however there is some attachment issues with attaching to the motion controller. It is reading properly as well, so it knows what to parent to

#

But it fooooking wont

jade kettle
#

is self the same as the PhysicsObject

granite idol
distant nest
#

I'm saying PhysicsObject might not be equals to root component. Print out names of those components to verify they're expected

granite idol
#

I can totally attach to the Physics Object component

#

That works, but I can't drop it then haha

distant nest
#

yeah right here, it's not the same

granite idol
#

Cool, yeah okay so now what? haha

distant nest
#

To be clear, by having this hierarchy, the physics component, when physics is enabled will detach from the Billboard.

granite idol
#

So the Root is the billboard

distant nest
#

You typically want your physics simulating component to be the root of the object

granite idol
#

Aye

#

It's from a foooooking marketplace asset and I don't know how much that will blow things up if I do that

#

Hence why I've been iffy on doing that

#

We know what that can be like. Make one change then the whole thing falls apart

jade kettle
#

Add another Billboard component to the PhysicsObject ๐Ÿ˜›

granite idol
#

Also, for the record, I'm strapping in VR to this PC framework

#

lol

distant nest
#

3 years later, in the documentary Dangers of Marketplace Assets, all will be told

granite idol
#

Bhahaha dudddde

#

I usually try to avoid them and work on my own stuff for that reason

#

This one is complex but manageable with the xp I have. That said, this root thingy is throwing me off haha

distant nest
#

well, does it work how it's supposed to besides the attachment?

jade kettle
#

What I'm wondering, once the physics are disabled, shouldn't it reattach itself to the billboard

granite idol
#

It does

jade kettle
#

Maybe with a huge offset

granite idol
#

You'd think it would?

distant nest
#

Well you can:

  • Disable Physics
  • Reset local transform of physics object or Re-attach physics component to root (snap to loc/rot)
  • Attach root component to the thing
#

Maybe just try attaching physics object to root, snapping loc/rot

granite idol
#

okay I'll try, gimme sec

jade kettle
#

Is there an easier way to test this stuff without putting your headset on and grabbing a controller

granite idol
#

I wiiiish, as I currently have the headset on my head, it also burns the batteries faster to

distant nest
jade kettle
#

ugh sounds like a lot of work

#

๐Ÿ˜›

granite idol
#

Okay, well, I tried a few combinations and they all failed

distant nest
#

Unfortunately yes, it is a lot of work

granite idol
#

I mean, even the rule that the object should be the root component is a rule that one must know

#

It makes sense though

#

But is annoying when the root for some reason won't attach to the motion controller

#

Like, why?

#

Is it because the root is a billboard with no phyics?

#

physics*

jade kettle
#

is the event triggering?

granite idol
#

Yes

#

Confirmed

distant nest
#

Are you sure it isn't attached? Try drawing a sphere debug every frame at the location of the actor

#

Maybe a hail mary, but, try putting in a 1 frame delay after disabling physics, before you attach.

#

Many physics problems are solved by delaying 1 frame

granite idol
#

Aye, I tried a delay, for the standard .2 and nothing

#

I haven't used sphere debug before either, though it might be wise to. No clue how it works

#

I'm so demoralized

jade kettle
#

What is it attaching to?

granite idol
#

Motion controller

#

It's trying to attach to the billboard

#

Okay, so the controller is sending a message to the custom physics object that it should be attached to the hand.

#

controller as in, motion controller

jade kettle
#

yep got it

distant nest
#

Do you see the debug sphere on the hand?

granite idol
#

I do, but it's not telling me much

distant nest
#

You need to give it the actor location of the root component if it wasn't obvious

granite idol
#

Dude, you must understand I am frustrated, so I'm not thinking straight. I just want to be done this problem haha

distant nest
#

Welcome to my world. Sometimes you just have to keep breaking things down, drawing debug etc to figure things out. Sometimes it takes weeks to solve problems.

jade kettle
#

Going to head to bed, good luck mate

granite idol
#

I don't message on here until my back's against the wall, I checked out videos and forums, then I ask here. Usually I get okay help, or crickets hha

#

Goodnight dude

jade kettle
#

Push comes to shove, make a variant of the BP's parent with the PhysicsComponent and Billboard switched around

granite idol
#

The debug sphere gets higher and higher the more I grip, even if I keep my hand stationary

distant nest
#

That's because you're Keeping World when you attach it. This says, keep whatever your current location/rotation is

#

You probably want it to snap

granite idol
#

Snap works good

#

Though, you'd think since the default VR pickup cube has all world only, that it wouldn't be an issue

#

Anywyas, it's still not picking up

distant nest
#

You need to establish if the root object is attaching yes or no and then work from there. This might be helpful to determine this, in the actor you're trying to attach, put a draw debug sphere command in its tick, set it to draw for 0 seconds. Then observe as you grab/move. If the sphere follows your hand, it is attaching. Then you can move on to why the sub-object might not be rendered in the correct location.

granite idol
#

I could try

#

Okay, so when I grip, the sphere does follow my hand. When I release, it's stuck hovering in the air

#

So by your definition, it is attaching

distant nest
#

there you go, you've established that it is attaching and releasing

granite idol
#

Indeed, yet, how do I get it to actually render the object where my bloody hand is

#

haha

distant nest
#

Now you need to figure out where the sub-object is. Because it was physically simulated, we know it's not going to match up with its root object. So now you need to try stuff like maybe:

  • resetting local transform on the physics component
  • re-attaching the physics component to the root
    These would need to happen after disabling physics.
#

To note, all of this would be unnecessary if the simulating component was the root object

granite idol
#

Agreed. At this stage, I'm going to close my project down, open it tomorrow and just make a new actor class with the static mesh at the root along with the other settings from the marketplace asset

#

Then I can test from there

#

Thanks man

#

It was one of those things where maybe spending 10 min trying to fix it, ended up being 2 hours and more frustration to simply pick up a dang actor haha

distant nest
#

From now on, you'll always simulate the root component ๐Ÿ‘

granite idol
#

From now on...and FOREVER

#

Until I forget that lesson

#

lol My goal is to set up a game pre-fab so I can make games a bit quicker. So with any luck, I fix this now and won't have the problem again as long as I use this pre-fab haha

#

Thanks for the help @distant nest Rubber ducking indeed!

clever iron
#

Has anyone solved the random crashes on VR preview due to Oculus hand mesh null transform?

#

I've just kinda ignored it for a couple years lol

twin elm
#

Hey!
I am having a problem with my AR App,
the problem is that when I request storage permission,
the AR Camera gave the black screen,
if I don't request the storage permission, the other part of the app is not working.

wet marsh
#

Any help please?

paper epoch
wet marsh
paper epoch
#

Has anybody tried using the 4.26 VR template on quest 2 4.27?

wet marsh
#

i'm thinking of deleting android studio allover and try again....

paper epoch
#

did you set up jdk? regedit entries are a pain sometimes

#

this is quest 2 right?

wet marsh
wet marsh
paper epoch
#

what are your sdk settings

#

also share platforms> Android

wet marsh
#

i Tried 28.0.3 only, but didn't work, downloaded all these, still same issue

paper epoch
#

I mean in UE4 @wet marsh

sour iris
#

Hi! Does someone here know if you have a project with forward shading disabled, and you switch it to forward shading, why does the calculation take so long? Can that be shortcuted like this:
I created a basic 4.27 VR template (it has forward shading enabled by default!) and imported a Map from a project that had no forward shading, and no calculations whatsoever were needed.

So does everything still work fine or do i need to calculate?

rocky nexus
#

If by that you mean shaders compiling, yes

paper epoch
distant nest
# wet marsh

Minimum ndk api level for quest is android-25. Deleting saved/intermediate should solve the rest

granite idol
#

@distant nest Hey, just finished redoing what I was doing lastnight, works like a charm. Had to create a new class and integrate it but it works. Lil bit of closure on it. Again, thanks for rubber ducking lastnight

steady prism
#

Is there a premade setup for key binding with the Valve Index controllers for Unreal Engine?

jovial violet
#

Anyone here know about casting to a level sequencer to play when you need it to. Say I pressed a button and had a sequence which specifically animated a bunch of world assets and then in the level sequence it tells the game to load in a new level or a new asset or something
it just seems that I'm stuck with making the sequence play from level blueprint and it starts the minute I begin that level and no matter what blueprint I'm trying I just can't get it to play when I want it to instead
like even if it was an overlap trigger event

#

@steady prism yep

#

the better version is in 4.27.2 but 4.26 has them aswell

distant nest
steady prism
#

@jovial violet Could I copy the keybind of 4.27 to unreal engine 5

jovial violet
#

ue5 already has them too in the vr template

#

but more sophisticated

#

Thanks Error, so the real need for this is for an AR app I'm making, when imageA is tracked > load level sequence and play scene. When imageB is tracked > Unload other sequences/ actors and load the new level sequence and play the new scene

#

this is the fundamental requirement really

#

I've half got it working

balmy creek
jovial violet
#

Hi, I'm extremely close to finishing my solution. Does anyone here know how to make sure your spawned actor in AR spawns at the location of the tracked image rather than the camera world position in RL please?

#

I've tried alsorts and nothing seems to be working

#

This is the situation: I have a blueprint that will spawn where the image is tracked and keep its position no matter what. What I need is another actor to spawn at that same exact location when the first one does

#

so I tried to make a spawn actor inside the initial blueprint which references the new blueprint and is attached to a socket within the initial blueprint

#

but the new blueprint actor seems to spawn at the camera location instead

idle marten
#

anyone know if Quest can handle a little Apex Destruction? not a ton of fragments.. just like a broken plate or bowl or coffee mug

steady prism
#

@jovial violet So I need to get the vr template then

jovial violet
#

yea, if you just make anew VR project you can get all the bindings from it

steady prism
#

@jovial violet I wonder if that works for the virtual pipeline feature they recently implemented

#

@jovial violet Ether way though thanks for the help

clever iron
#

Anyone know of a fix action for Oculus Hands spawning with an invalid transform and causing ensure(NewTransform.IsValid()) failure? I'm actually sick of this crash finally

#

`Built Skeletal Mesh [0.00s] /Game/...:PersistentLevel.BP_MotionControllerRight_C_0.Oculus_RightHand.OculusHandMesh
[2022.02.09-04.50.40:701][133]LogOutputDevice: Warning:

Script Stack (0 frames):

Ensure condition failed: NewTransform.IsValid() [File:.../UE4/4.26/Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp] [Line: 641] `

mystic tinsel
#

Anyone had any issues with UI images flickering on the quest? I've got an actor in the level holding our Agora video chat widget. Tested on my desktop with a connected Oculus Rift, it looks fine. Packaged for the quest, I notice that the Widget which consists of a single image to show the remote video flickers heavily on the quest.

#

other widgets we have aren't flickering, but as far as i know agora should work on fine on this. Agora works by receiving the remote video as a brush and just updating an image with it.

safe marten
#

Hi all, newbie issue here: UE4.27 on Mac has stopped sending working projects to my Quest 2 via the Launch button, with failure on 'Deploying Executable and Assets to Quest_2.'
In the output log, I'm getting 'Error: ERROR: System.ArgumentException: Attempt to construct staged filesystem reference from absolute path.' across multiple projects. I am able to send these same projects to my Quest 2 by packaging APKs and installing via ODH and they work fine, but it's a sloooow process and I'd like to be able to use the Launch button again.

Anyone know how to fix this? Thanks!

lavish rain
#

Does anyone know how to pull the canvas closer to the camera for increasing the size of the debug font in VR? I understand that the legacy font size can be increased for small font, but that will then affect screen message sizes on the editor viewport as well. I just want the text for VR to be larger

sour iris
sour iris
# rocky nexus If by that you mean shaders compiling, yes

Hi! can i reconfirm, is your answer "yes" meaning that I win in time if i create a new VR project with forward renderer enabled and import old maps from project that has no forward rendering. (Instead of turning forward renderer true in an older project which starts to calculate shaders). I'm not exactly sure how forward renderer works but if it's just a way to calculate shaders differently during runtime and it works either way then the first option is definitely faster to get the project settings to work

rocky nexus
#

Forward or not shader compilation happens. For new project when you first open it. Its not something you change often. It is annoyying but you have to deal with it. It is very fundamental setting tgat changes how rendering works and features that are available

paper epoch
sour iris
rocky nexus
#

it is a bit faster when it happens when you first open cus it uses more resources in that case, that can be changed in engine ini files. if you change it when you have many materials created they all will need fresh shaders compiled

clear night
grizzled jay
#

Hello Guys!
I have a question redarding stereoscopic displays on the vive pro 2 using ue4.
I am basically making a game for a target hmd which is not the VIVE. But for testing i only have the vive available.
The target hmd doesn't have any steamvr capabilitis, it's just two displays, that are also recognized as such by windows and you can either target them individually or merge them usin something like amds "Eyefinity".
So, to come back to my question: i basically need to target the vives displays as a seperate monitor somehow. Either individually or as a joined one.
I was hoping that maybe someone ran into an issue like that and can help me.
Thank you in advance!

proven pagoda
#

Hi, I need to take a screenshot inside a level and load it after in another level inside a widget. I'm capturing the scene with a SceneCapture2D but in the exact moment I capture (and obviously try to show the image), that screenshot is completely transparent. Could it be something about the Forward render or the different render engine in a VR?
I use the Pico Neo 3
I tried a lot of solution, saving the render target inside the Game Instance but nothing is gonna work

lavish rain
cobalt jackal
#

hey guys a question. do you know how to manage trasparency issue in ui. i mean example some design are 90% full, but they look 100%

wheat notch
#

anyone got a minute to spare for someone wanting to use a VIVE 3.0 tracking marker to animate a camera pose, just wondering if you need one base station or two

mystic tinsel
#

Does the oculus quest 'save' an origin point or something? Testing real world calibration. I have a player starter in the level and the calibration points nearby. On my rift, I started it up, my player spawns at the start, then I can walk to the calibration point (real world) and calibrate my location. When I package this and start it on a quest, the actor location (I have a red arrow attached to the scene root and visible) is at the start, but for some reason the HMD location is about 3 meters to the side outside of the room.

#

This is what I'm seeing and it doesn't make any sense.

jade kettle
mystic tinsel
jade kettle
#

During runtime

mystic tinsel
#

It should be. It is with the rift. It's just the motioncontrollerpawn from the template. with minor modifications. The red arrow I attached to the scene root of the pawn is at the player start.

#

I can attach another arrow to the origin to double check, but I can't think of any reason the origin would be moved.

jade kettle
#

No I get it... Does the same issue occur when the immersant is holding the controller? I find that the Quest can get a bit wonky when using it outside its prescribed use cases

#

Hmm that shouldn't be an issue though thinking about ti

mystic tinsel
jade kettle
#

How'd you disable the guardian? We've noticed that it always pops back up

mystic tinsel
#

in the experimental options you can totally disable it

#

we've never had it pop back up

neon geyser
#

Have a problem when making a Quest build, all my skeletal meshes disappear. But the weird thing is that it only happens on the second build and after.

If I create a map, put some skeletal meshes on it, I can see them when building for Quest. But then if I re-build a second time, they disappear. Any idea what could cause that?

jade kettle
neon geyser
#

I tried both, skel mesh and actor with skel mesh, same result. And if I use an actor, and mix with other components, they don't disappear, so it's purely an issue related to skel mesh in general.

#

I converted a skel mesh to a static mesh and it was working again

#

PCVR works ok, I even launched a vulkan preview, worked correctly too. Problem seems to only happen with the Quest.

jade kettle
#

Rather weird

#

Maybe an asset that disappears somehow? An animation blueprint or something... Is there a way to debug a Quest build?

neon geyser
#

I don't know, I never needed to debug on Quest in the past, I'll give a check

#

I tried very different assets that are also totally unrelated (have different skeleton, materials, animbp, .. ) but no result

neon geyser
#

No errors in log on Quest

neon geyser
#

ok found the issue, the mobile msaa is the problem..

#

had to turn it off

velvet panther
#

Hi, Im trying to work out some nice outdoor lightning for a VR project. Im using a combination of HDRI and Directional light. I have the sky light set to static but as soon as i change the directional light from stationary to static I lose all shadows. Is there a solution to this? I would really need all lights static for performance.

sturdy coral
#

the only way to get shadows on movables with all static lighting is using capsule shadows

velvet panther
#

I did not think about setting the mesh to static, that gave shadows. Still have lot to learn.

#

@sturdy coralThank you for taking your time helping me!

sturdy coral
# velvet panther I did not think about setting the mesh to static, that gave shadows. Still have ...

movable directional: dynamic shadows using cascaded shadow maps, analytic specular from sun in lit areas, no indirect lighting contribution

stationary directional: baked shadows, but analytic specular in the lit areas, allowing sharp highlights etc., also the option of fading into cascading shadow maps when near (so shadows can move with trees blowing in the wind etc.) while still having indirect lighting contributions (light bounce)

static directional: no dynamic shadows other than capsule, no analytic specular so all specular comes from reflection captures, which can be tinted wrong depending on nearest capture, and usually aren't sharp enough for a good sun specular, unless the sun is spread behind clouds, full indirect lighting contribution

sterile sandal
cobalt jackal
#

I have problem to make a small system that can take a camera view as screenshot and use it in UI in a different level (than the screenshot was taken in). The system should work on android VR (Pico Neo 3 headset). We have tried with render target but it does not seem to work on the headset (you are welcome to try it this way though). We are open to options if you can make the system work on the required headset.

daring pasture
real needle
#

Im having issue with projecting world to screen node for VR, im using coords for centre of 2d sphere mask for post process, while on screen works great, in headset it behaves weird, sb have similar issue?

olive flax
#

Can anyone confirm if Volumetric Clouds work in VR in 4.27?

glad cliff
#

Confirm

olive flax
#

Thanks!

olive flax
#

Hmm, in 4.27 I get issues with the volumetric clouds where they only render correctly in the left eye. Does anyone know of a fix for this?

sturdy coral
tawdry bough
#

can someone help me?

#

I made a static mesh my root, but now my VR pawn keeps spawning in the floor

#

It seems like something in the custom collision thing is causing it, because when I turn it off, it doesnt go into the floor

#

but I need it on otherwise what I'm doing with it won't work

radiant wind
#

I'm getting an instant crash when I try to "Enable HMD" in my project

#

Using V4.27.2

#

Headset is a valve index. SteamVR plugin is disabled, i'm using openXR

#

Unhandled exception at 0x00007FFA5F9853AD (vrclient_x64.dll) in UE4Minidump.dmp: 0xC0000005: Access violation reading location 0x0000000000000000.

Is the error I have in the minidmp file

radiant wind
#

It crashes in DX12 but not DX11

radiant wind
#

Only happens with the OpenXR plugin. SteamVR plugin works in DX11 and DX12

delicate isle
radiant wind
real needle
#

I am using a HTC Vive to navigate a large architectural project. Can you use portals to nagivate to difficult to find areas? Plenty of portals on Marketplace but unsure if they will work with the stardard VR Pawn controls.

vast thunder
#

Or set actor location

#

On event overlap

#

Then some sort of visual to show the box trigger

queen garnet
#

Im currently implementing the new web browser widget into my Oculus Quest 2 project but im only seeing a white screen where the web content should be. Is this a known issue?

#

Im using Vulkan and the docs say that the web browser should be android compatible

dim imp
#

Is Forward rendering still the go-to method for VR?

bronze glen
#

yes

rough nebula
#

Hello All! I am looking to make a basic VR experience, almost like a VR tour, and I was looking for some courses and training for Unreal and VR, but most everything that looks thorough enough, seems to be older than 4 years. Does anyone know of any decent courses for VR that is using some more updated methods?

sonic lake
#

@rough nebulaHello, head to learn.unrealengine.com and check out some of the VR courses. I think a couple of them are a fit for what you are trying to achieve.

rough nebula
radiant wind
young cipher
#

I have a problem with my UI looking fine in one lens but looking distorted in the other lens when forward rendering is enabled. Does anyone else have this issue?

round cliff
#

Hello, I'm making a third person game in VR, but I have some problems implementing the movement, I can't think of how to make the movement comfortable. At the moment the only thing that is working is the tank move, but it's still a bit awkward to play. Can anyone help me with an idea of the best way to do this? by the way my camera is not attached to the player.

sturdy coral
radiant wind
#

Any documentation on how I'd create a door using the Grab Component? Or is that not the correct way of achieving that

round cliff
granite idol
#

Hey guys, I want to use the thumbstick button, but am scratching my head on what it's called for the Oculus Touch

#

Any tips?

#

nvm, it's simply the "thumbstick"

#

Cool

lofty iris
#

there is documentation on the oculus developer website.

granite idol
sturdy coral
# round cliff thanks i will try it. If I'm moving a character

if you are doing a mario type platformer I woudn't look at hellblade, but if a third person character action game I would definitely go with what they did in most cases. they had to modify the engine though to do the seamless cutscene transitioning, but the basic character camera setup can be done without that

ashen thunder
#

Hello please help me! I have no sound in VR Preview Mode. If I play in selected window or simulate the sound is working

sturdy coral
ashen thunder
sturdy coral
#

openxr or oculusvr plugin?

ashen thunder
#

Oculus VR

lofty iris
#

On Quest 2 airlink I have to set the sound output in windows to oculus headset. maybe its that?

plain apex
#

im so lost, in ue5 i have steam vr enabled, i went to regenerate the action manifest and all the bindings and stuff, but its not working at all, like the binding page isnt loading
when i try to edit my controller bindings for this project it refuses to load, i opened a random test project and that just worked, ive tried disabling and re-enabling plugins but nothing, im using the oculus quest 2

#

wait, just put on the headset and apparently there is an incorrect path association, ill see if i can fix that but i have no idea how to change that as of rn

#

nvm, seems i just needed delete a file in the steamvr config so it was regenerated, even though i pressed regenerate action manifest

jade kettle
plain apex
#

I'm using an oculus quest 2 and it's not really for VR, I'm just using it for virtual production atm, so I'm only using the controllers tracking, and so far that has been stellar

velvet panther
#

I am trying to use the landscape water feature in a VR project supposed to run on PC. But I get flickering tiles. Disabling "Instanced stereo" makes it look good on left eye but a mess on the right. Is there a way to make this feature work in VR? Thinking it might have some to do with transparency? If so I can live without it.

round cliff
sturdy coral
#

There is an Adventure Time game with a more free camera, they gave a talk years ago on all the things they did to keep it comfortable

round cliff
sour iris
#

Hello! (Unreal 4.27) Any ideas why OpenXR would show "Fatal error" with steamVR but works fine with Oculus?
Trying to find what causes a project that was previously custom FPS, when turned into VR (imported VR template, changed game mode to VR game mode, enabled OpenXR plugins) (I know it's a bad idea to turn old project to VR but what is done is done..)
(and i know there is probably bunch of things, but maybe someone here knows what could be the first things to check out?)

eager pine
#

It's so pink hmm, anything to be worried about?

lofty iris
#

Guys, I have the feeling that its kinda too difficult to hit enemies with linetrace in VR. Anyone has a similar experience?

#

Or am I doing something wrong?

sullen cliff
#

Hey guys I'm trying the 4.27 VR template it is my first time developing with VR so I'm unsure as to what steps I need to follow

I have my quest 2 link enable, what's next ?

quartz bay
quartz bay
lofty iris
#

No, I mean that the linetrace is like one pixel thick. while a real bullet is 9mm etc. its harder in VR due to realistic aiming to hit something. I think about maybe using a sphere trace instead, so its easier for new players to hit something. @quartz bay

#

but maybe its more taxing on performance because I need to get the length and the closest enemy.

quartz bay
#

uh, lol... the difference between 1pixel and 9mm is so insignificant it doesn't matter. If you've shot guns in real life, shooting a pistol and hitting something is actually pretty hard. The max effective range of a pistol is approximately 25-35 meters (vs a long barrel rifle, which can be 500m). It could be argued then, that shooting a pistol in VR is more realistic than with a mouse & keyboard.

In terms of performance, line traces are dirt cheap. You could literally do 10,000 of them per second before starting to run into performance issues. I believe the line trace stuff gets passed to PhysX which then uses hardware to find the collisions.

lofty iris
#

yes but realism is not always fun. can be annoying.

quartz bay
#

note that you shouldn't need to get the closest enemy. That's probably your most expensive query, where you're probably using a "get all actors of class" call. If you look at the FHitResult, it should contain a hit actor. You can just try to cast that hit actor to the actor you want to interact with. If the cast fails, you didn't hit the type of actor you need to handle.

lofty iris
#

okay thanks, yeah I will try and see.

quartz bay
# lofty iris yes but realism is not always fun. can be annoying.

True. You can probably shoot out a cone trace instead of a line trace and that would probably resolve the issue. You'd then be aiming at characters in screen space instead of 3D space, and it would feel a little more like an aim assist. The potential issue is that you might return more than one hit object, so you'd need to figure out how to resolve which object got hit (via a line trace?)

lofty iris
#

I will have to try tomorrow, Im too tired for today.

tired tree
#

can sphere trace as well

#

but in general most games line trace instant bullets

wheat holly
#

I'm pretty sure that some shooter games just use a slight aim assist to help out a bit. Not sure about PvP games though. But for example Pistol Whip does this if I remember correctly.

tired tree
#

pistol whip isn't slight if you are in default mode, you can aim 45 degrees away and still hit them. In general aim assist in vr isn't very prevalent, pistol whip is kind of the exception.

wheat holly
#

It doesn't have to be as much as pistol whip though ๐Ÿ˜›

#

But it's 'a' solution to it ๐Ÿ™‚

granite idol
#

Hey guys, any hints on how to have my widget interaction not render behind the widget? Context
Widget is an spawned actor with a widget component inside it. When player dies, widget actor is spawned and we enable the widget interaction comp to be visible.

daring pasture
#

@granite idol you could make the laser material transparent and disable depth in the materials translucency settings

granite idol
#

Ohhh snap, you're right, it was a depth test thingy

daring pasture
#

Unless your widget is a stereo layer then it wont work

granite idol
#

Naw, I'll just make a duplicate mat and turn off the depth test. Thanks man, just needed a second pair of eyes

daring pasture
#

Yep, no problem

granite idol
#

Actually that didn't fix it haha

distant nest
# granite idol Actually that didn't fix it haha

You don't want to use the default drawing of the WidgetInteractionComponent. It uses debug drawing, which gets compiled out when you package a shipping build, so it's really only meant for debugging. You should be using a particle system, like a niagara beam particle and setting the length based on the collision.

granite idol
#

Aye, even if though, the debug should be colliding with the widget normally. Unless I set the widget to not have any collision

#

I have a feeling it does have something to do with depth. Once I figure that out though, I will use a particle system for sure

distant nest
#

yeah that just means your collision profile is wrong

granite idol
#

This is the widget actors widget comp collision, all normal there. Tracing for Visiblity

distant nest
#

Do you have unique pointer indexes configured for each interaction component?

granite idol
#

No sir, just basic out of the box widget interaction comp, didn't change anything in it

#

I'm certain it's a depth test thing

distant nest
#

Do you have more than 1 WIC?

granite idol
#

Nope, just one WIC

#

So here's the interesting thing, when I take the default material, duplicate it and only disable depth test on it, nothing shows up now, like its there and interactable, but not visible

#

So I disabled it, but now the bloody widget menu does not show. I might restart ue4

#

see if it magically fixes it somehow haha

distant nest
#

The only reason I thought it was collision is because the WIC drawing code draws the line from start point to the impact point - when it collides with a widget.

granite idol
#

For sure. It could be a couple of factors, like A) it's to close to player camera? B) depth is not actually disabling somehow C) I have the WIC not set correctly. Though, out of the box it should work. Any 5 min tutorial with the basic features works as it should

distant nest
#

Yeah, basic WIC setup should be pretty foolproof

granite idol
#

@distant nest Strange thing, so at first I was using a mat that had depth enabled, so I could see it through things, so I changed it to be a mat with no depth, then I found out the scale of the widget was massive and behind my loading sphere around the player. All good now!

distant nest
#

ah, maybe your trace was starting inside of the widget

inland viper
#

Hey friends, I asked yesterday in #mobile and thought I'd see if there are more eyes in here.

I am working on an ipad project where I am trying to use the internal devices change the devices pitch, yaw and roll to effectively look around freely in my game.

I have tried using the Tilt and Gravity motion events to little success. the inputs do work, but they aren't moving in the correct axis and it does seem to be a bit uncalibrated as well.

Any help would be great. Thx in advance.

granite idol
#

Wish I could help man, however I never made an iPad game, let alone used tilt or gravity

inland viper
granite idol
#

It's frustrating as hell when that happens man, I hear you. All I can think of for the axis is if they are wonky, try adding a -1 float in the axis event

distant nest
inland viper
full raven
#

hello, everyone, I really need a help

#

I tried find the answer for whole day but I couldn't get the right one. I want to release a VR game that has also desktop mode. it uses two separate pawns. I know how to set manually for different game mode. but for release game I have no idea how unreal engine know it's launched in VR and it choose the right Game mode. I cannot find good tutorial to teach it Anyone could give me a help?

#

in order to achieve the last step, the player pawn must be placed, Is there any no other way, right?

#

the one problem using this method. I have to set the pawn input as 0. If I can control everything before the game starts. I can set everything as I want. But simply I have no Idea. how to manually set begin play. Though I make custom event for character blueprint. I don't know how can it check the HMD is on or not as a branch.

nimble junco
#

heyho, would someone here know if amazons AR View feature is comparable to a simple AR scene in unreal via ARCore?
i want to build a scene to test stuff in AR and want to make sure it is as close to amazons AR app as possible. the pipeline used by amazon with aws is not something for me

#

phrased different - if i test my model/AR scene in a simple ARCore unreal project and everything works, how sure can i be that the model will work in the amazon app (in the same way?

tribal lintel
jovial hamlet
#

Hey all, how do I get my Quest 2 to show up in the session frontend? I can launch the game using the Launch button, but the season frontend still only sees the local session.
Do I have to enable something?

tribal lintel
teal mural
#

Need some help with the VR Expansion Plugin. I am trying to figure out how to make one of the example weapons have a sticky grip instead of the grip being needed to be held to hold the weapon.

Anyone know how to do this?

craggy yarrow
craggy yarrow
teal mural
#

every resource online is with VR plugin

craggy yarrow
teal mural
#

yea that seems to be the way.

craggy yarrow
teal mural
#

UE

craggy yarrow
jovial hamlet
tired tree
#

@craggy yarrow I beg to differ and I doubt you actually know regarding "unstable" but you are allowed to have your own opinion

#

@teal mural you can join the discord for it for help, really depends on how you are implementing, off of the example template or custom, i don't like to spam messages about it in here. as for hand poses its built in to pose on each object live in editor if you want now.

modern prism
#

anyone got any tutorials on how to make custom hand poses for different objects as im completely stuck on how to work this out?

sage gulch
#

what's the word on how Contractors is doing custom maps on Quest?

oak ridge
#

hi, whats the best way to handle occlusion on mobile VR?

#

precomputed visibility volumes look like they may be useful, anyone have experience optimizing culling on quest2? seems like a lot of meshes are being drawn behind walls because it doesnt do depth culling on mobile

distant nest
marsh crystal
#

What is the best way to make a build have optional VR? So start without VR but able to be switched on.

drifting hare
#

Anyone got an idea why the Right controller and most buttons from the left don't show up when prompted for directly in a bp?

orchid adder
tired tree
#

@drifting hare vr inputs no longer generate full events in BP because they are entirely reliant on the actions/axis's. They don't exist as "inputs" in engine, they are flags for VR runtimes to map to actions with.

You will need to create input actions in your settings and assign those buttons to them. In the end this is better anyway as you can generically design your input stack and have it work cross controller.

drifting hare
jovial hamlet
# jovial hamlet I made a write up about my troubles here, but the solution is still a bit unstab...

so I'm finally switching to 4.27, and I just love how fun mobile vr dev is
when you generate mips in 4.26, there is an if statement that basically says "if you are in Android Vulkan, let's switch your R and B channels after each step of mip generation"
it got removed in 4.27, but there is a new if statement that says "if you are in Android Vulkan, let's override your srgb settings so that your mips are wrong"
now I'm curious what surprises will UE5 bring next, but at least it doesn't seem to have these overrides

granite idol
#

Hey guys, you ever have the problem when you can see a widget while using VR preview but you can't see it in your goggles?

granite idol
#

The widget plays fine if I'm playing regular PC game style, but if I put the headset on, it does not render, even if its far away. IT will render when the widgets render opacity is at 1 though. Thing is, I have an animation going from render opacity 0 to 1

#

And also, I can't see it in the viewport if I play from the viewport, but I can see it if I hit play while I'm in a blueprint

#

This is beyond frustrating

#

I know the animation is working because it does fade in when I play not in VR preview mode

sturdy coral
#

when in viewport are you playing sequencer rather than playing game?

granite idol
#

Just the regular play button while in a viewport

sturdy coral
#

when you say it is animated, is that with sequencer or some other timeline?

granite idol
#

Off the main menu

#

Works, because when I hit play while in "selected viewport" it plays and fades in, my death anim works fine, just this one thing

#

I breakpointed, made sure everything was talking, it is

sturdy coral
#

lots of stuff could be going on, main thing is watch out for stuff that doesn't tick and/or animate when offscreen or otherwise culled

granite idol
#

The flow is pretty simple

#

Obviously it's human error...I think haha.

sturdy coral
#
enum class ETickMode : uint8
{
    /** The component tick is disabled until re-enabled. */
    Disabled,

    /** The component is always ticked */
    Enabled,

    /** The component is ticked only when needed. i.e. when visible.*/
    Automatic
};```
#

make sure you have that on enabled and not automatic

granite idol
#

Where do I even find that?

#

This should be working fine man

#

I'll figure it out

#

Thanks for responding

sturdy coral
#

uwidgetcomponent

#
    UPROPERTY(EditAnywhere, Category = UserInterface)
    ETickMode TickMode;```
#

it defaults to enabled I think

granite idol
#

The really strange thing is, is if I use my headset, I can't see it. If I use the viewport, I can't see it. If I play while in a blueprint menu, I can see it

#

I tried closing and restarting to

sturdy coral
#

playing while in a bp menu, which play option are you pressing?

#

in main viewport or new window?

granite idol
#

Again, I pressed the selected viewport option and it opens a new window

sturdy coral
#

what is the event that is feeding into the switch statement?

granite idol
#

So this is the flow
Main Menu level, casts to player, spawns widget actor, widget actor spawns, we cast to widget and tell the animation to play

#

Of which the flow is working well

sturdy coral
#

what calls show menu widg

granite idol
#

Well enough to actually spawn and play the correct animation...just not visible in the headset or in viewport, only in a new window. Not even in standalone game mode

#

Again, in the main menu level bp, I tell it to either spawn or open the main menu widget based on if it's VR or not

sturdy coral
#

and you are overriding IsVRGI for editor testing? or it only through the false path there?

granite idol
#

Yes

#

It's set to true

#

When the player character spawns, I cast to GI, get the bool for IsVR

#

So it should already know if it's VR or not by the time it asks

sturdy coral
#

I'm trying to remember order, level begin play may be before character begin play or some other initialization, it is a placed actor or spawned?

granite idol
#

Ohhh you know what, you might be right

#

It is, level starts, character spans

#

spawns*

#

Game instance spawns first, then level, pretty sure

sturdy coral
#

no warnings in logs after play, for the ones that fail? cast errors or none/null errors?

granite idol
#

Well let me see here