#virtual-reality
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What do those look like?
raindrops and noise esp on widgets
The only 2 things we've had render issues with are 1) stereo layers and 2) web widgets
But I can imagine if you only tested it back when vulkan was first announced, you probably hit all of the leading-wave problems.
2020?
I think 2019 was the era I'm thinking of
and they seriously need to fix stereo layers ๐
they're slightly less broken in openxr
but openxr is kinda broken on quest XD
^ true
yeah it came out of the gate a bit early
I somehow convinced my boss NOT to port to openxr thanks to this server or it would have been a nightmare reverting our stuff.
As of 4.27.2 the showblockers are resolved
stereo layers with depth test gets the entire scene black at least in 4.26
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
please
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.
legend, thank you ๐
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?
this didn't work. I get the same errors ๐ฆ
And what are those errors?
- 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.
What steps have you followed for installing the android sdk and ndk?
Your vulkan settings won't matter a bit until you get your dev environment setup correctly
You have to go into your Epic Games\UE_4.27\Engine\Extras\Android
then run setupandroid.bet
Did you follow these instructions to the letter? https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/
yeah :/
I installed android studio 4.0, ran SetupAndroid.bat
sorry man 1 sec
ddi you set the SDK/ NDK paths?
did*
and within android studio did you set the correct java JDK path?
well not sure what is the "correct" java JDK path, but whatever I set in android studio it's what I set in unreal
I think you still need to install the java dk version 8
I'll get you a link
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
Leave the top 3 fields blank
leaving the top field blank didnt solve
I think it just automatically points
changed ndk api to android-19, also same error
interesting I might try that. I mean I get successful builds all the time they just don't run on my quest 2 device
oh btw actually your NDK path has to include the version number folder in it
like 21.xxxxx
Did you reboot after running setupandroid.bat?
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
it's launching
thank you so much guys!
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
android studio settings
lemme get you UE ones
they all match perfectly so I know exactly what's going on
so I can pinpoint issues
where do you set the NDK location and JDK location in android studio? I only found a place to set the SDK location
so I have to install the jdk manually? Or does SetupAndroid.bat does it for me?
jdk is manual
in google type in jdk 8 java
make an account on the java dev site or whatever page java gives you
then get version 8 not 17
using your settings (and then remembering to manually target the correct ndk folder, which contains the numbers - that was the big thing)
thank you so much!
cool, I just hope that when you package the project it actually runs because that's where I'm stuckl
lol
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
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
cool
I say my career is on the line, I've literally only just started it which is why
I need to be known as reliable!
Are you still getting launch errors? Where are you stuck currently?
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
sorry about all this, I'm trying to tackle it all one at a time
oh wait, steamVR is installing it's just very slowly validating all files
weird
Yikes, sounds like steamvr needs to be resolved, other issues probably unrelated.
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.
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
might be why it keps trying to install directX redistributables everytime I launched it
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.
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 ๐
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?
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
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?
@distant nest
Is this for PC?
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.
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
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.
yea, so you're saying just having openXr selected is the new standard really?
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.
no I think you're right#
there was this clash with validation for games across platforms
such as virtual desktop for oculus, you now have to purchase specifically both if you want to use it on steam VR also
never used to
just some internal stuff likely
they wanted more sales either way
Yeah, I know there were some platform shenanigans, which is why my mind went to a build per-platform model.
probably a good place to be lol
OpenXR is supposed to be the messiah here, we'll see
I wish I could get my game to just run on oculus quest 2 really
there's two major things I wanna ask
in my scenes I'm not using any baked lighting, it's all dynamic
yikes
there's maybe 4-8 dynamic lights including the sun and HDRI/skylight
oof
100% yes
reason being is because the baked shadows look awful
and I've only just learned there's a thing called lighting scenarios
which I didn't know a month ago
This is probably going to help you out. https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Lighting/
max of 4 dynamic lights on mobile, but from experience on quest 2, you're better off with 0.
The normal formula is:
- 1 stationary directional light with shadows
- X static lights
- Skylight
100% forward
I'm not using forward due to the issues with transparency and the TAA dither node
and skylight set to static also?
Skylight is static in our scenes. Transparency is an issue, you might have to use the fake transparency, dithering?
I'll see if tomorrow I can quickly redo my scenes with static lights and higher res lightmaps
We also have multi-view enabled
what is multi-view exactly btw?
remember I had that issue with one lens being viewed from a radically different angle?
it's like instanced stereo
once I turned on multi-view my editor viewports went hack to normal
off*
ah right
I'll take note of this and retry it tomorrow night
let you know if it works
it basically reduces your draw calls by half I think
my entire game is almost completely masked out planes, carefully made to look like folded paper
And mobile hdr off, that can be a big hit
folded/ cut paper
so there's a ton of transparency but I was using the dither node and masking to reduce the draws
or pixel overlays
does that still work in forward shaded mode?
right cool
I'm not sure, but even if it does, it's the overdraw that's going to kill you. If you have a ton of overdraw it'll eat your performance, if it's just like 1 or 2 things maybe it's ok.
So if you're stacking transparency you're toast
ah no I'll show you lol 1 sec
shader complexity view will tell you this
perfect
but even so
see what I mean
so literally everything is a 2D plane
hence the need for good shadows too
Got it. Honestly, baked shadows should look better once you get your scenes lightmaps tuned
I'll give it a try
I had a feeling that it'd be the dynamic lights causing the crashes once I got into a level
we finally made it passed the splash screens and into the first level back then
and faced non stop crashes
Yeah keep chugging, post stack traces if you've got em - or as you get them
yep ofcourse ๐ I enjoyed combing through them with you tbh
yeah, unraveling the mystery is always fun, just a little overwhelming when you don't know signal from noise
yea exactly lol I'm learning ๐
have you had this issue before?
I can't find any solutions online for it
it just wont let me install directX any version
lol
Nope, any clues in those logs? Probably a permissions issue
Or maybe missing a .net runtime library
I don't even know where to find them tbh
was just going to search
I've been reduced to sfc /scannow
let's see
lol
good morning
anyone here experience severe stuttering in their VR game after a build but the game is super low on quality and resource requirements?
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
really weird
I don't know how to properly do that in 4.27. Sorry for not replying sooner.
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"
4.27 has the new OpenXR template
look for reset orientation and position. Its cross platform. Set enum to orientation and set actor rotation to whatever you want.
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.
Thank you!
happy to help ๐
Look at the SnapTurn function in the 4.27 VR Template, it's doing the correct math to rotate around the camera, and not pawn
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.
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 ๐
Could you provide an example? You mean moving the pawn and the camera towards eachother to offset the relative location?
Let me boot up my project and show a few screenshots ๐
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.
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.
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.
Mm, similar to VRExpansion if I recall. Albeit the Root moves on tick there.
Right. What I'd like to see in the VR Template is a Character Movement component that takes VR into consideration ๐ This shouldn't really be on the user to have to figure out.
Glad to see there are different solutions. I always used VRExpansion for my games.
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 ๐
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.
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
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.
Made a little procedural generated maze that me and my brother walked through haha
Sick! We like to set up IR-emitters outside at night and turn off guardian ๐
I unfortunately don't have much space for those kinds of things, I'm mostly stuck standing in one spot ๐
But lucky me nothing a bit of snap turn and movement can't fix ๐
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 ๐
@wheat holly that implementation will still have issues in multiplayer unfortunately
What's the issue with it in multiplayer if I may ask?
even sweeping the offset its not going to handle the normal movement operations for one
and if you run into a collision case with minor offsets, its not synced to the character movement system
so server can throw corrections
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
it has to reference as to the location at the time the movement had originally played on the client
"no reference"
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.
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.
you are already giving up authority in VR in general
Fair enough ๐
in 4.26+ (think it was 26) the CMC is very easily extendable for custom data to the movement packets
it used to be a PITA
Although this specific issue you can 'fix' with a max offset distance.
now its a data stream you can inject into
Good to know ๐
even then though, that wouldn't fix issues with step up and incorrect movements since your offset isn't running the actual movement logic
but it would fix the syncing issue
as long as you played it at the same time in both ends
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
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?
Yeah like that.
xD
i also don't leave the hmd at 0, i leave roomscale intact
though I do have a character that does leave it at 0
though you lose a little bit of movement with that setup due to precision issues
over time you will lose tiny amounts of movement due to compression with the hmd
the roomscale intact method is better for things like 1:1 experiences for example
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.
In my setup that is.
I should try this again, it seems like a good challenge to solve haha
if you are syncing to 0 then yes
you just have to only sync on movement frames then though
never outside of it
or you will get different results
again, you can also go client auth on movement, the CMC allows for it
and just forgot about caring
For most games it won't matter any way yup.
And I assume the big games that do actually need to care have enough people and money to figure this out anyway
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.
So how would you go about a trackers rotation, if you only wanted to use the Z axis rotation?
Im having gimbal issues by using only one of the rotations, which were expected
Can you show what you're trying to do? I'm not entirely sure why this would be an issue.
@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
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)
Are you using C++ or BP for the code?
BP
I see your issue in BPs.
its going to be an issue outside of BP as well
just seperating the axis's doesn't equal the actual rotation you are looking for
The problem is that BPs very poorly expose Quats for some reason.
they use it on the back end for most operations already
I guess i would have to make some hacky line trace method then
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 ๐
@eager pine you can map the right vector of the tracker to the XY plane and reconstruct the facing
you could also use the leveled yaw BP setup that robo recall used to construct an aproximate yaw value
i've never used that but its the only BP reference I know of off the top of my head
i'll take it to pms
honestly cpp is a little heavy for some use cases esp when you want to make modifications on a tight schedule. We use the pre 4.27 version template as a foundatiom with modifications as per our project.
mod kit and yeah I think I need to take it apart too. Good reminder
any solutions for raindrop like artifacts on quest 2. We use 4.26.
@paper epoch a note, that isn't cpp for use, its BP
but yeah, not everyone needs the complexity
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)
understandable, photon replaces most networking
though you can turn networking off ;p
i generally tell competent devs to borrow or steal and not just use anyway
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.
I haven't seen that on 4.27. There was a lot of work on Vulkan for 4.27.
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.
There's 1 bug remaining for stereo layers on vulkan. They break when you display a texture that contains mip-maps.
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.
depth testing is a per-device feature, headsets either support it or don't
That may have been a relic of the non-openxr world though
I'll say depth testing doesn't work for me on quest devices
hope they get that sorted. Its a shame it does not work as it perfectly solves aliasing on UI.
The move to openXR solved most of the stereo layer issues
Or better to say it got rid of them while introducing some new quirks
some? ๐
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.
what do people actually do about aliasing widgets in VR then? just fiddle with stereo layers until they begin to work properly?
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)
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.
tbh not sure why the widget component doesn't have filtering settings out of the box and makes you jump through hoops to enable it (and why nobody talks about it)
honestly I always figured stereo layers would be fixed eventually and that I didn't need to investigate making non-stereo look good
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
TL;DR: Enable bAutoGenerateMips for the RenderTarget of the UWidgetComponent and set its Filter to TF_Trilinear. Call RenderTarget->UpdateResourceImmediate(false) after every update of the widget. In the widget material, change the Sampler Source for SlateUI to From texture asset or enable trilinear / aniso-linear filtering for TEXTUREGROUP_Worl...
Generating mipmaps for fifteen 1k render targets costs me about 9ms on Oculus Quest 2
Is this not async?
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
so I think you'd need to spread it out over a couple of frames yourself
Good read, thanks for sharing. I don't think you could limit the number of mips generated, there's a theoretical maximum based on the dimensions. From what I've read in the code the engine expects all of them to exist down to 1x1.
Plus the last few mips are trivial to compute
the process of mip generation there is very manual
there is literally a for loop that generates all the mips one after another
but yeah
all mips do exist, they are just empty if you don't generate them
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.
doing it on the cpu?
haha thanks
I guess there is only twitter for now
but maybe I'll have to add it if the blog becomes a more regular thing
Don't worry I'll just follow your jekyll repo
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
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
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
This all sounds very... extreme lol
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
What's your CPU/GPU?
i7 10700k
RTX 2060
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
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
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
Probably not worth dissecting further if you have a working environment now, sounds like a royal nightmare.
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
looks like default is on, mine is enabled
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
if I have issues I'll keep that in mind
might be different for me if I had a hard-wired hmd
but I remember having issues with Cyberpunk 2077 and some other games that worked much better once turned off
anything useful for VR in ue5?
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...
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?
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
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/
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โจ๏ธ...
too heavy for quest. Also considering image is rendered twice...
That makes sense. Yeah I'm targeting desktop VR and works perfectly fine in 4.25.
you could always fake volumetrics
@round cliff Yes, but you'll need to download/compile the oculus branch of unreal engine
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
Describes how to implement Mixed Reality Capture MRC in your Unreal app.
There are instructions https://github.com/Oculus-VR/UnrealEngine/tree/4.27
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
Wow super!!! many thanks, you saved my life ๐
anyone here wanna help me with this handle for my model so i can finally finish my game?
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
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?
it should work with or without instanced stereo, I put in a pull request to fix it with instance stereo that I think was merged by 4.27
I've only tried deferred though, not sure about forward
Sadly neither worked for me on a new project with the built-in VR Template.
you see it in one eye only or not at all?
In Forward Left and right rendering differently. In Deferred right eye is totally glitching, random meshes flashing black.
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
errrr
It's an outlier. I have another project that uses deferred and upgraded it to 4.27 and didn't see that issue, just left and right rendering fog differently. I'm only seeing the flashing issue so far in the default VR Template and enabling Volumetric Fog.
i hope i can find someone to help soon..
look through all the stuff the template changes in config related to fog and maybe tweak
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
errr
Will check that out.
what is the mobile one for
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.
Hey all does anyone know about png sequences in AR?
Sorry to ask again but basically in my AR app, my image sequences do not play for some reason
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.
it might be a silly question but I am asking anyway,
are you updating the transformation of the object on tic?
yes i am, just the same way as in the image
Okay!
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?
I'm pretty sure you can just add a C++ class to a BP project and it will automatically convert to a C++ project
.
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?
Oh, that's nice! Read something long ago about Blueprint-only projects being a bit of a hassle to convert, but I guess that might be outdated
@midnight nexus quest 2 only supports 2 texture inputs and you have three set up.
@lofty iris Ah thanks, is there anywhere I can read about that requirement?
I watched the onlinelearning course, its covers all you need to know to start.
Is it in Oculus or Epic's documentation? Any link would be greatly appreciated!
onlinelearing platform from epic "Oculus VR Production for Unreal Engine"
this one. @midnight nexus
I looked it up and they say you can use more but performance is bad. "Identifying & Addressing Performance Issues" 4:00
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
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 ๐
aight, thanks ๐
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?
@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'
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 ๐
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
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 :)
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
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..
@idle marten Do you have another VR headset connected? I have issues if I have Index connected and try to use Quest 2 link
check your device manager and see if there's a device with an exclamation mark when you plug it in. make sure adb debug is enabled via oculus app
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?
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
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
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
Yes this happens when i try to package into android
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
Is your headset staying on when you're not in VR Preview? If so, Oculus Home will eat the majority of your system performance. If you are taping over your occupancy sensor this might be the case?
I can't remember if oculus link cable keeps headset awake. If so, just hit headset power button to go to sleep mode.
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
Anyone know why distance culling on niagara particles causes them not to spawn in build?
for oculus
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
rockin OpenGL in this project, for some reason was getting worse performance with Vulkan
look at task manager, see what's wasting cpu/gpu
@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
@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
What are iSO image sequences? What format is that?
Yikes. Maybe there's some frequency overlap with the massive bandwidth requirements for the link, or maybe it's the USB port that your dongle is in.
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
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
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
exactly
I had a wifi dongle that just wouldn't work when plugged into it
but worked fine plugged directly into my PC
I was going to try using media player for a task. I'm wondering what file formats you passed to it? Could be a codec thing? I was planning on using video.
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
Did they by chance just show up black?
it's just what other devs relayed to mne
no just a blank white plane
since I was using a plane
but blank white
oh... hmm I wonder if this could be the same bug that prevents the web component from rendering
ah you see it really could, I read about someone having that issue too
yeah probably me, I reported it 2 years ago
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
I don't touch iOS myself
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
I'm not complaining, they're just not a player in shipping VR right now
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
but yeah, they've been a pain since day-1 of the first iphone
I hope I never have to open xcode ever again
๐ I feel you
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.
Sorry man not a clue :/
@distant nest my plugin has a 1euro filtering on my controllers, you can rip the source out
This? https://github.com/mordentral/VRExpansionPlugin/blob/cbe665e3b0d2b2e809168eabbb80f2aeecf2e150/VRExpansionPlugin/Source/VRExpansionPlugin/Private/GripMotionControllerComponent.cpp#L4221 what has your experience been with it? Is it sufficient, do you tweak it a lot? I'd have to graph it out to understand the default params.
@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
That's what I'm looking for. This looks really straight-forward, thank you for the reference.
@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?
@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
won't it still fall in that case though?
no
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.
characters aren't physically simulating
the gravity is aproximated in the movement component
as are any physical interactions
Got it
Disabling CMC would be a good route to experiment. I'm mostly intrigued by some of the replication efficiencies you've managed.
I can stand by the modularity of @tired tree plug-in lol It super helped me understand VR stuff when I first got started a bit ago by taking it apart ๐
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
Anybody know how to use Set Control Rotation and can show me in blueprints?
Iโve 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 donโt know how to use it, where it goes, what nodes I need, etc.
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?
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 ๐ข
Anyone know a good tutorial or way to keep people from teleporting thru walls
can you use collision or those 'no teleport' volumes from the VR template?
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
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
check collisions of the floor and other objects after changing location
the VR floor collision still exists. I can even recreate the issue when i move everything in VR template. I think the navmesh stops to calculate itself? Build -> Navigation -> Build paths didn't seem to fix it though.
(not sure if navmesh is recalculated there for VR)
"highlight exist" - u mean u have green field on the floor?
yes, green field on the floor
i think something in "building navigation" broke, because it doesn't update anymore
mb its teleport issue, not nav mesh
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?
lol, i reset RecastNavMesh-Default location to original (0;0;0) and now it works in new location
Put blocking volumes or prevent navmesh generation in the area using nav modifiers
Just make a separate set of hands that move that way. As long is it looks the way it should. Fake it any way as you like.
Why when I launch my Project to Quest I just see a blank black screen on the headset?
any logs?
Make sure mobile hdr is unchecked and multi view is checked
They are like that on my project
yea, how can I show you?
multiview is not necessary. We make our apps without it.
look for anything red or the lines above it
I didnโt get any red lines or notification I pulled up the text file
Thanks for the tip I didn't know that
It isn't necessary but it does reduce your draw calls by 50%
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
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
The oculus stereo layer implementation has been ๐ฉ since day 1.
A giant leaky, buggy, broken mess
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
it can be mitigated by enabling mipmaps and filtering for widget render targets, but it's still a pain and not ideal
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?
Surly someone has dealt with this issue while doing Vr development before in this text channel
Quack
The socket is set to None, might that be the issue?
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.
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
Oh thought it was AttachComponentToSocket
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
is self the same as the PhysicsObject
I'm saying PhysicsObject might not be equals to root component. Print out names of those components to verify they're expected
I can totally attach to the Physics Object component
That works, but I can't drop it then haha
yeah right here, it's not the same
Cool, yeah okay so now what? haha
To be clear, by having this hierarchy, the physics component, when physics is enabled will detach from the Billboard.
You typically want your physics simulating component to be the root of the object
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
Add another Billboard component to the PhysicsObject ๐
3 years later, in the documentary Dangers of Marketplace Assets, all will be told
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
well, does it work how it's supposed to besides the attachment?
What I'm wondering, once the physics are disabled, shouldn't it reattach itself to the billboard
It does
Maybe with a huge offset
You'd think it would?
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
okay I'll try, gimme sec
Is there an easier way to test this stuff without putting your headset on and grabbing a controller
I wiiiish, as I currently have the headset on my head, it also burns the batteries faster to
The answer to that could fill a book. You can have a non-vr pawn with keyboard/mouse bindings to mimic things like pushing buttons on the motion controllers. There is also a lot of automation you can do, like running automation tests.
Okay, well, I tried a few combinations and they all failed
Unfortunately yes, it is a lot of work
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*
is the event triggering?
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
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
What is it attaching to?
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
yep got it
Do you see the debug sphere on the hand?
I do, but it's not telling me much
You need to give it the actor location of the root component if it wasn't obvious
Dude, you must understand I am frustrated, so I'm not thinking straight. I just want to be done this problem haha
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.
Going to head to bed, good luck mate
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
Push comes to shove, make a variant of the BP's parent with the PhysicsComponent and Billboard switched around
The debug sphere gets higher and higher the more I grip, even if I keep my hand stationary
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
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
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.
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
there you go, you've established that it is attaching and releasing
Indeed, yet, how do I get it to actually render the object where my bloody hand is
haha
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
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
From now on, you'll always simulate the root component ๐
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!
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
wait how?
@paper epoch
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.
Any help please?
delete intermediate folder in your project and try again. Happens to us sometimes
Did that, unfortunately same thing
Has anybody tried using the 4.26 VR template on quest 2 4.27?
i'm thinking of deleting android studio allover and try again....
right
I mean in UE4 @wet marsh
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?
If by that you mean shaders compiling, yes
well there are many issues like these which make it to release.
Like widget interaction idex used to be a float (instead of int) in 4.25.
Minimum ndk api level for quest is android-25. Deleting saved/intermediate should solve the rest
@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
Is there a premade setup for key binding with the Valve Index controllers for Unreal Engine?
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
It's simple. Drag your level sequence actor into the level, make sure Auto Play is disabled. Tell the sequence to play when you want it to. Add an events track in the sequence to control when to async load levels etc.
@jovial violet Could I copy the keybind of 4.27 to unreal engine 5
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
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
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
@jovial violet So I need to get the vr template then
yea, if you just make anew VR project you can get all the bindings from it
@jovial violet I wonder if that works for the virtual pipeline feature they recently implemented
@jovial violet Ether way though thanks for the help
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] `
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.
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!
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
hi, i think you replied to a wrong person (me). I had a question if i can save time by creating a new project with forward renderer enabled and import old maps instead of switching inside an old project's settings to forward render (insanely long calculation time for some reason)
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
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
nope that was an example. You may be right and a lot of known issues get ignored to release so it is possible.
Interesting.. Actually there is a calculation time but perhaps when i was importing it in smaller chunks the time spent calculating is definitely faster. @paper epoch I definitely hope it's not a bug :) (also both my projects are in 4.27)
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
hello guys. I am trying to package a project for oculus quest devices. I read some docs and watch some tuts but when i press the Package Project > Android > Android (Astc) nothing happen and i see only this link which doesn't work to. Any advice?
https://docs.unrealengine.com/4.27/en-US/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial
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!
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
You have to accept the SDK license agreement in the project settings. It's under Android SDK
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%
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
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.
Our inelegant solution to getting a virtual twin of our space was to have the immersant walk to a certain point and then teleport their Player Start to the corresponding spot
Same error again...
We have a calibration solution, it works with the controllers in a fixed dock. the problem is when I start the level in the quest, the HMD is sitting outside the room, while the actor itself is on the player start. The HMD is offset like 200 units from the actor for no reason that I can fathom
Is the VRPawn origin at Player Start?
During runtime
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.
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
The guardian is disabled because our use case is moving around in a 10mx10m case. I think there is just something wonky with this HMD. it's always been weird. Tomorrow I'm going to swap it for another one in the office and try again.
How'd you disable the guardian? We've noticed that it always pops back up
in the experimental options you can totally disable it
we've never had it pop back up
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?
For clarification, you're talking about actors with skeletal meshes, and not the assets themselves?
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.
Rather weird
Maybe an asset that disappears somehow? An animation blueprint or something... Is there a way to debug a Quest build?
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
No errors in log on Quest
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.
you lose shadows from static objects or only movables?
the only way to get shadows on movables with all static lighting is using capsule shadows
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!
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
Hello Guys. Is anyone working on PSVR? Any VR framework available for PSVR ? https://www.unrealengine.com/marketplace/en-US/product/advanced-vr-framework
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.
As far as I'm aware theres no psvr specific framework. They all function essentially the same regardless of headset/controllers. Only issue with psvr is the lack of input options depending on what you are doing.
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?
Can anyone confirm if Volumetric Clouds work in VR in 4.27?
Confirm
Thanks!
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?
I fixed a similar issue for volumetric fog and it has been merged in, I haven't ever tried clouds but I bet it is a similar problem
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
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
It crashes in DX12 but not DX11
Only happens with the OpenXR plugin. SteamVR plugin works in DX11 and DX12
location 0x00000 is a null pointer. That's a bug in the steam OpenVR runtime and not necessarily in your code. Is there anything you really need in DX12 that you couldn't use in DX11?
Thanks! Glad it's not just me. I'll switch to the beta branch of StreamVR to see if it's maybe fixed there.
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.
Just use trigger box and teleport blueprint
Or set actor location
On event overlap
Then some sort of visual to show the box trigger
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
Is Forward rendering still the go-to method for VR?
yes
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?
@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.
Thank you!! I will check these out!
Can confirm it's fixed in the latest beta version of SteamVR, so by the time my project actually releases it should be good ๐
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?
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.
try out Hellblade VR; are you moving one hero character or something different?
Any documentation on how I'd create a door using the Grab Component? Or is that not the correct way of achieving that
thanks i will try it. If I'm moving a character
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
there is documentation on the oculus developer website.
That's what I ended up using to find it out ๐
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
Hello please help me! I have no sound in VR Preview Mode. If I play in selected window or simulate the sound is working
which headset they do it different, and which plugin
Hey, Iโm using Oculus Rift
openxr or oculusvr plugin?
Oculus VR
On Quest 2 airlink I have to set the sound output in windows to oculus headset. maybe its that?
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
How's SteamVR + Oculus Quest 2 treating you? We've stopped using SteamVR with our Oculus Quest 1 because of horrible jitter
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
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.
Thanks for answering. My game is very similar to SUPER MARIO ODYSSEY. I see my character from above
Astrobot is probably considered the best game in that style and most comfortable regarding vr sickness for players, camera on fixed rail that I think only moves forward
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
thanks for the info. I'm going to check
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?)
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?
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 ?
Can you elaborate? Line trace works the same in VR as it does it desktop modes. Is it just physically more difficult to aim a motion controller than a mouse? Or is there a technical problem with the line tracing that only happens in VR but not desktop mode?
Next step: Run the VR template on your Quest 2 via the link cable. After you can verify that you can play the template, you're off to the races to make your own VR game!
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.
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.
yes but realism is not always fun. can be annoying.
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.
okay thanks, yeah I will try and see.
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?)
I will have to try tomorrow, Im too tired for today.
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.
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.
It doesn't have to be as much as pistol whip though ๐
But it's 'a' solution to it ๐
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.
@granite idol you could make the laser material transparent and disable depth in the materials translucency settings
Ohhh snap, you're right, it was a depth test thingy
Unless your widget is a stereo layer then it wont work
Naw, I'll just make a duplicate mat and turn off the depth test. Thanks man, just needed a second pair of eyes
Yep, no problem
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.
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
yeah that just means your collision profile is wrong
This is the widget actors widget comp collision, all normal there. Tracing for Visiblity
Do you have unique pointer indexes configured for each interaction component?
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
Do you have more than 1 WIC?
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
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.
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
Yeah, basic WIC setup should be pretty foolproof
@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!
ah, maybe your trace was starting inside of the widget
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.
Wish I could help man, however I never made an iPad game, let alone used tilt or gravity
all good homie. I just can't find a whole lot of info for it on the web. the thing that led me to tilt and gravity is from a forum post from 2015. so all of the images and demo links are no longer active :p
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
I would look into how Live Link uses the sensors on the ipad. It has been awhile since I've used the raw or amalgamated sensor data, I'd definitely try to look at the live link source to see how they bind to it.
Yeah, that was going to be my next course of action.
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?
And also I placed a player pawn on a level in order communicate with other actors directly. Is it must way to do it? I just want to control actor without and collusion. but only way to do it is https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ActorCommunication/DirectCommunicationQuickStart/
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.
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?
There are functions you can use in here to check both if the HMD is connected, and if itโs enabled (being used) https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Input/HeadMountedDisplay/
Head Mounted Display
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?
thanks
There was nothing I had to do outside of following the Oculus docs to setup a project. Although the output is not coming through, I can still send console commands. Make sure your connected to ODH and it's Active
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?
VR Expansion works bad)) better to make own code ๐ค
devistating
we make custom "hand pose" for every hand and every interactive object
Yea that looks good. I struggle with setting up the VR character so I was hoping to jump into other things while learning how they did it
every resource online is with VR plugin
vr expansion is too heavy and unstable, you better make sockets)
yea that seems to be the way.
UE or unity?
UE
didn't see any ready plugin. we are working on own, but for hand tracking (Meta Quest) https://twitter.com/zamorev4d/status/1489632107408379906
just 'cos you got the power
That don't mean you got the right (Lemmy) our future #ue4 #vr plugin https://t.co/ttcPVskBod
Nice. Yea oh well
thanks
I figured it out in the end, a stupid mistake on my part - I think the session coming through was dependent on some of the plugins that I disabled at some point (most likely it was the udp messaging plugin)
@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.
anyone got any tutorials on how to make custom hand poses for different objects as im completely stuck on how to work this out?
what's the word on how Contractors is doing custom maps on Quest?
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
You can enable CPU occlusion culling if you have the CPU to spare. We could never get precomputed visibility working in our project, but I think it had to do with our use of streaming sublevels, so we rely entirely on aggressive LODs.
What is the best way to make a build have optional VR? So start without VR but able to be switched on.
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?
Came with the same question today
@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.
That's neat, thanks for the info!
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
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?
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
when in viewport are you playing sequencer rather than playing game?
Just the regular play button while in a viewport
when you say it is animated, is that with sequencer or some other timeline?
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
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
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
Where do I even find that?
This should be working fine man
I'll figure it out
Thanks for responding
uwidgetcomponent
UPROPERTY(EditAnywhere, Category = UserInterface)
ETickMode TickMode;```
it defaults to enabled I think
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
playing while in a bp menu, which play option are you pressing?
in main viewport or new window?
Again, I pressed the selected viewport option and it opens a new window
what is the event that is feeding into the switch statement?
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
what calls show menu widg
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
and you are overriding IsVRGI for editor testing? or it only through the false path there?
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
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?
Ohhh you know what, you might be right
It is, level starts, character spans
spawns*
Game instance spawns first, then level, pretty sure
no warnings in logs after play, for the ones that fail? cast errors or none/null errors?
Well let me see here