#virtual-reality
1 messages · Page 249 of 1
water works for me?
what is problem
just dont use Epics materials for it.
Those are a bit fcked
also, dont expect the same functionality on a working material
can you show example of what kind of water works for forward rendered vr?
eh switched to deferred recently when i realized forward rendering looks like garbage
but if i go back i will show you
i also followed some youtube simple one layer water tutorial and thats looks nice in editor but ingame it goes fucked in right eye.. fine in left.
well, for native quest2 thing it's probably highly recommended to use it
ye, i guess it depends on your target market. Personally for simple games that doesnt require high fidelity rendering its fine
but some things cant be native on quest
i had that but there was a shader change i made that fixed it
before the change the right eye would draw these lines things
The biggest issue i had was that you can only use planar reflections. Which is fine for minor water details, but the moment you have large water bodies, then the reflections are clearly misaligned
I reproduced the error now. Will tell you if i get the fix again
mhm thank you
FYI
Epic Staff said this
This issue is known and being addressed for 5.0. Disabling instanced stereo can work as a temporary solution to your project, especially if you’re not draw call bound.
i think i tried disabling instanced stereo and it was same screwy on right eye still
at least with that water shader
well if that dude wasnt lying, it should work on UE5
ok i tested. So they fixed it to some degree in UE5. The water would not render at all. And then the engine crashes. So it seems like a win to me. Atleast you dont see the bug now
which is better in my opinion
Hi All,
I've been having some performance issues moving from OpenVR in Unreal 4.26 to OpenXR in Unreal 4.27.
The AMD FSR Plugin helps a lot in Open VR Unreal 4.26, but does not seem to work at all in the newer OpenXR Unreal 4.27.
Any ideas on how to get this to work, or just OpenXR performance tips in general?
Thank you!
This is the AMD plugin I'm referring to:
@raven sedge just set up the android project setting / oculus plugin stuff and make sure you've got oculus input
dIsabling stereo instancing worked - performance took a hit but I'm on a high-end machine
It's also still not fixed yet on UE5p2, so here's hoping the third preview (or full release?) has the fixes. I'm not the betting type
I am imagining that since there is so much content available for UE4, they would release some patches for fixing SI if it was patched in UE5 - that's probably wishful thinking on my part but it all depends on the nature of the fix, I would suspect it's the same fix on each version of the engine
hmm and what kind of water did u get working with the si disabled?
the water plugin from UE, the one pushed with 4.26
okay cool, will test. Did your project run on mobile(quest) or pc?
I haven't tried it, but if mobile has the same problem, you might also have to turn off "Mobile Multi-View" which is basically Stereo Instancing for mobile
By mobile, I also mean quest 2 standalone
ok so got water to work with planar reflections.
I previously enabled planar reflections for my material. But never in the project settings
planar is hard slap in the pants for performance, instantly x2 render for everything.. cant swallow that 🙂
it shouldn't be when you keep that sterooscopic setting thing on in project settings
i see maybe a 1.8ms increase in frames
what i still not like is that it reflects some weird black stuff that doesnt exist
but atleast im not having a seizure from my right eye
also i removed translucency so ye. Im cheating, but fck it. i need this project to move along and not waste days, weeks on rendering issues in VR.
I rather cut some elements out then
How do I keep the camera from moving when I crouch?
I just want it to move the capsule
rather I want to change the half height
If there isnt an out of box solution you could always do something like "Branch if crouched, set camera world position on Z axis only to original height"
Anyone have a good crash Reporter which works with Quest2?
There is some kind of crash analytics in the Oculus dev portal, but idk how to enable it, because it never shows any crashes for me
Did anyone have any luck with it?
That one works for us. but its very hard to make sense of those crashes, where crash is coming from inside the engine, because you cant link the crashes with any logs.
we need a system where, after each crash, we can get log files, CrashReport even MiniDumps if possible, It suppose to be doing all from a shipping build
Has anyone ever messed around with applying different effects to the mirrored output on the desktop? Would like to maybe implement some stabilization / DoF / motion blur to the mirrored output but a scenecapture is obviously really expensive. I know Half Life Alyx did something like this but I can't find any documentation on how they did it, let alone how you would do it in UE4
Bugsnag.com works very well and is very simple to implement, there's a free tier.
What do you get with each crash ? @distant nest
Crash report , log file ? Minidumps ?
Fully unwound stack trace
Great, thanks I will take a look
I fixed it (:
It was a really goofy fix too
it basically sets it to add and subtract the camera offset whenever you move up and down
so kinda like what you said
but it has to set it every frame too
so basically when you move up, it adds it to compensate
now it also works with any player height (:
Anyone know if nanaite works in VR now?
@solid thorn The Release Notes for full 5.0 still say Nanite doesn't support VR stereo rendering 😦
is it worth it for VR to upgrade atm or? what your expert opinions guys.
no
depends on your project
it doesn't bring much in the way of new vr features
so wouldn't rush to update a working project
maybe after a few sub versions
^
okay, I was not asking about graphic features, more like learning the new UI and the sound features. if it works as my 4.27 project, I would be fine with it, on the other hand, it might slow down the work flow because of of the new UI to learn.
do you use a lot of physics?
if not, you can probably go ahead
but again, if you want stability and are on an actual project, its likely a bad idea
yes I´m so, yeah thats why Im asking, it might not worth it at this point, but the sound stuff would be nice.
thanks man
Has anyone had any luck with UE4 or UE5 running the web browser within the Oculus Quest?
Is ue5 now a good option or shall I wait till 5.1
We've been running preview-1 for 5 months now without major issue for quest 1/2
How do I access the HMD resolution from C++?
Any news on lumen and nanite in vr in this version?
@charred blazeGetHMDMonitorInfo should be what you are looking for
maybe someone else can confirm
or just try it out
Looks like that might be it, would you happen to know how to access the HMD itself, so that I can call this method? @sonic lake
I've been using the IXRTrackingSystem and IHeadMountedDisplay interfaces with my recent VR code. Ex: GEngine->XRSystem->GetHMDDevice()
IHeadMountedDisplay::MonitorInfo HMDMonitorInfo;
if (GEngine->XRSystem->GetHMDDevice() && GEngine->XRSystem->GetHMDDevice()->GetHMDMonitorInfo(HMDMonitorInfo))
{
WindowSize = FVector2D(HMDMonitorInfo.ResolutionX, HMDMonitorInfo.ResolutionY);
}```
@charred blaze yeah, something like this ^^^
Check the engine source code, that's where you can find plenty of examples
Don't forget to add the HeadMountedDisplay module to your Build.cs
oh, is that why I'm not getting any autocompletion hints? :D
The question on everyone’s mind. 😳 (nvm looks like no).
I was hoping the new VR template would make for a better starting project for Quest development
Runs at 18 FPS on my Quest 1
I just created the project and hit package ASTC
Works great on quest 2 though
If you really need stuff to work on quest 1 try ue 4.27 oculus' build with application spacewarp, might help
Considering that there's barely anything going on in it I would kind of expect it to also run on Quest 1 though.
Are there any topics on differences between ue4 and ue5 in case of VR game development for SteamVR and Quest2? I'm interested in technical differences between those engine versions and overall performance at this task.
There's a bunch of new features in ue5 in general, not all of them are useful in vr but in general there are more features, i haven't tried using ue5 with the quest yet though, will check lumen and nanite tomorrow
I would be very surprised if Lumen and Nanite would work any time soon on Quest 🤔
ue5 built and running on oculus quest. performance can be better, but it was a direct drop of a marketplace level + instancing meshes. So, good starting point at least.
can probably find all the settings and stuff I need to get this running running well or I'll build an actual test level
@tired tree you said vre on 5.0 performance is expected to be not the best right?
or 5.0 in general rather
@sonic lake @radiant garden thanks, I got it working. At first I was super confused because the resolution I got from that was not what I expected. Turns out that in my SteamVR settings, I had supersampling enabled at 150%, but even when I turned it down to 100%, I found out that the rendering resolution was still 140% larger than the hardware display resolution, supposedly to compensate for lens warping.
@quiet badger not performance, i said physics is less that desirable.
ok cool then. so as long as I don't do anything extra in my scene I can do a rough benchmark
Hello.. Can someone confirm if UE5 nanite or lumen now works for vr?
nope
Even with PCVR?
Looks like distance field shadows are not working correctly in one eye in vr again in UE5 main release
mmm maybe if you turn off instanced stereo
EU5.0 release notes with regard to VR
XR
Vulkan Support for Variable Rate Shading
Variable Rate Shading (VRS) is a feature supported on newer GPUs that provides various methods for adjusting the shading rate of pixels in render targets.
Support for VRS in Unreal Engine now includes:
Windows devices with DirectX 12 and VRS Tier 2 support
Windows devices with Vulkan and VK_KHR_fragment_shading_rate extension support
Oculus Quest with Vulkan and VK_EXT_fragment_density_map extension support
VR Template Updates
In this release, we improved the VR Template with the following functionality:
VR Pawn has a Head-Mounted Display model.
Grab System supports Component Grab and Drop.
VRSpectator can be controlled using a Gamepad.```
ARCore 1.22
ARKit 4.0
Oculus 33.0
OpenXR 1.0.22
SteamVR 1.5.17
The Magic Leap plugin is not included in Unreal Engine 5. If your Unreal project is targeting Magic Leap devices, you should continue to use Unreal Engine 4.27.
The HoloLens plugin and all of its functionality has been fully integrated into Unreal Engine 5. Because of this, the HoloLens plugin is no longer required and you cannot add it to a project. If you have an existing project that uses the HoloLens plugin, Unreal Engine 5.0 will prompt you to remove the plugin's config data the first time you open the project after upgrading to UE5.
Damn, there's actually more. thought there wasn't much of an update. but there are if you search the notes
in case anyone is looking to set up specific color space for oculus quest in ue5, here ya go:
Any suggestions on how to detect a VR player walking through a wall? In our case, walls are not solid objects for players. We're using real space with calibration so we can't have their character get hung up on a wall or they'll lose the real world calibration. Instead, what we'd like to do is be able to detect when someone went through a wall. Unfortunately Unreal doesn't really give us an obvious way to do that. We can can detect an overlap..but can't really detect where you stop overlapping. So my main thought would be this:
Each wall would have an overlap on each side, and when a player stopped overlapping the wall, you could check which box they're overlapping and compare it to the box they were overlapping when they started overlapping the wall. If they're the same, then they didn't go through the wall, if they're different it means they walked through the wall.
just wondering if anyone else had any better suggestions on it.
You could make a follower object that can't go through walls and tries to follow the player (sweeping to the player after players position was updated). If the player capsule is not overlapping with a wall and the follower is in another place, we have went through a wall and can teleport the follower to the player.
There are going to be corner cases, because the follower might get stuck on the corners, door frames and such, but if the follower collision is small enough, it might not be a problem.
Also depends on whether you want to detect players cutting the corners too
Right the corner cases are the main issues where someone might overlap a wall at the corner and not go through the wall, but also not step back into the same overlap spot.
If you just want to detect thin walls, you could trace from the player to the follower and back, and compare the normals and hit locations, but it sounds like a hack
basically if they step through a wall, or try to go through a wall, we want to turn the player into a ghost and throw up a post process effect to let them know they've done something against the rules and then the plan is to have the the wall they screwed up on (or the target overlap) glow to guide them back to that spot.
I think it'll look cool, I just need the best idea on how to control that.
We also may have to deal with objects which aren't simple shapes like wall.
this idea works fine for a rectangle wall..but not an oddly shaped tree or say a see-saw.
the other option would be to simply save their location on overlap with the wall and immediately throw up the ghost effect until they return to that position.
you can also slide the follower against along the wall to make the return path shorter
it would also snap the follower to the player if the player just brushes a corner
but on a round object it might just slide around the edges right?
yes, if the player is inside and the follower is outside
Like that idea works good on the left
but on the right not so much
after going through if they just move left or right, then the follower would slide around.
depends on how strict you want to be
if the distance from the follower at any point is too high, you can just freeze it in place
Well, I think in our case it would be best to have the player return to where they ghosted out.
otherwise you get a situation where they could use a wall like a teleport. Step through the wall, ghost, and and as long as they came back on the same side, they could come in anywhere.
yeah, sliding the follower is not a good idea in your case then
but if other players / enemies can see and interact with the follower and not the player, maybe it is not a big deal
okay. I'll experiment with that and see if that works thanks.
@mystic tinsel fading to post process and freezing the character is not only easier, but also simular to alyx's implementation
easier because you only need to store the incident location and point back to it
I am pretty new to unreal engine, haven’t don’t much coding yet but here is some of the stuff I have done. This is an old recording so I have made the lighting better and added another door
anyone got the matrix city sample running on pc vr?
Your risk losing the calibration though, and we can't have the users walking around without their avatar attached to their real body lest it risk someone running in to another person. Fine for alyx because you don't have to worry about that scenario.
@mystic tinsel talking about freezing the visual
the actor shouldn't be moving anyway
Sorry, I haven't played Alyx, so I'm not familiar with how it handles going through walls.
likely the best way if you are going to allow going through walls at all
I tried to find a clip of it on youtube, but sadly came up dry.
you have to return to the point of incidence
if I get a chance I'll check out how they do it.
it post processes your view dark with an glow pointing back to your starting point
you can keep walking but the post process doesn't leave until you return
Yeah that's what I was thinking. more a greycast. We have to leave the other players visible in case there was someone on other side of the wall, we wouldn't their view to get too dark and them not see them.
when they overlap a wall just drop a circular particle effect that they have to return to
Hey ya'll! I’m very new to UE and am looking for help with some VR work I’m doing with Blueprints in 4.27. I want to utilize morph targets on a hand skeletal mesh I made that I’ve assigned to the Oculus Hand Component. Any suggestions for how to get this working?
Is VR in UE 5 working okay?
I tried it in the preview and it worked fine.
Anyone have any idea why VR preview would ignore controller/gamepad input entirely?
I'm trying to write a simple debug spectator camera that uses an Xbox controller but VR Preview completely ignores it
Also can't find anything about it on the net, most results seem to focus on the VR controllers not a gamepad
When using the VR expansion Plugin with oculus quest 2 i see the Input mapping e.t.c is blank, do i need to manually fill them in? i can't get the plugin to work
Well i have the plugin e.t.c installed but the controllers don't work, i also dont see the blueprints when i open the character e.t.c, what am i missing?
Tried download the template but that was even worse, can't even get it building, following instructions given e.t.c but still.. nope.. 😛
If you started up VR Template project, a lot of the standard inputs are not there. I know you can add engine content, like a thirdperson template, do a different style project after the fact, but I'm not sure if that also updates your inputs or not. Bottom line, try creating a third person or FPS template and checking if your gamepad works. Then do a blank VR template and try again.
@rotund ruin the plugin is a code plugin, it doesn't come with content (so no blueprints)
the example template is the content for references
all engine projects start without bound VR keys yes
@tired tree that makes sense thanks! Im a vr development student and got a shorttime project now to make a VR interaktion game figured The VR expansion plugin would be a nice start to work from
Rest of my class using unity so im a bit on my own xD
They only teach us unity in class but I like unreal so much more
anyone have issues with niagara in VR?
my stuff is very buggy like water rendering
one one is doing something else than the other eye
Same problems as usual, you'll have to try the usual fixes if you need those things: Turn off stereo instance rendering (lose performance), turn off forward rendering (lose performance, gain useful postprocesses like subsurface materials), turn on some kind of TAA (useful for dithered transparencies, which is useful for vr). Of course, all of those things hurt performance significantly in vr, so gotta pick your poison seems like
Issue is i tried all of them last night. In fact, if i turn off ISS, then my headsets right eye no longer works at all
Also tried all the other stuff. And my particles are solid cubes
i see this was reported about 4 years ago, and was acknowledged by epic 4 years ago.
Then they said it will be fixed in 4.24, then 25, and so forth and new in UE5 we still have the same issues
we need a big company to pay Epic monies that would make fixing this worthwhile for them
Maybe we can start a gofundme campaign, get every dev who wants proper vr to contribute then we Pay Epic?
Seems like turning off nanite with r.Nanite 0 seems to result in a significant (1-2 ms) benefit in VR? Maybe I'm imagining it
I don't think they would be interested in the few hundred bucks that we at most will collect. Would also be a bit of a weird scenario if you ask me 😛
We just need to get MordenTral to work at Epic and implement the VRE plugin into the engine xD
Proper VRS support on the Quest? Awesome. I started working on adding the VK_EXT_fragment_density_map extension into the OpenXR plugin several months ago but now I don't have to!
Hey hey. Brand new to UE and trying to get set up for VR. First launch everything is great, VR preview works with my Quest + Virtual Desktop, the sample VR scene runs perfectly, but I'm trying to get VR Editor Mode running and not having any luck. The button is greyed out.
I read back in this channel some messages from VictorLerp about how VR Editor Mode doesn't work with OpenXR yet but that the team was working on it. So my question is, is there currently any way to successfully run VR Editor Mode with a Quest? (+ either Virtual Desktop or Link)
I tried installing the SteamVR plugin and the button ungreyed and it did enter VR Editor Mode in VR, but it was unusable as it had my controllers as Vive wands and I wasn't able to interact properly with the interface.
turn off Nanite if you don't use it for sure
As I understand for Quest 2 games facebook has a review process when you submit to the oculus store. Would anyone happen to know if you have to go through the review process for updates too or if you can push those directly?
for AppLab games the updates are instant if you just update the build, and can take a couple of days if you update the app info
idk about the main store, but it's not like you can directly submit a game for review to the main store anyway.
Why can't you directly submit a game for review to the main store?
there was a submission process before AppLab was a thing, but now the only publicly declared way to get to the main store is to wait until Meta picks your AppLab game and contacts you about getting it to the main store
Oh no!
I did not know this
Wow that's terrible news
Hmm. Ok thank you very much for that info
It is notoriously difficult to get your Quest app into the main store
It's the whole reason side quest popped up
I've heard stories that seem to indicate their approval process is incredibly arbitrary
^
That makes a lot of sense
What do you think is a bigger market, applab or steam?
For VR players
At one point it seemed that they would only let organizations with shipped game credentials on the store, though I'm not sure if this is still the case
I'm trying to decide this myself. I'm not sure if the market is big enough for a dedicated VR game with out getting on the Quest
The part that makes it particularly frustrating is how difficult and limiting the Quest 1 is when it comes to development
Do games have to be compatible with quest 1?
afaik AppLab games do, but main store games don't
Puts us tiny devs in a difficult situation
Do most quest users see the applab? Is it hidden away? What a bummer they bifurcated the stores that way
there is no native discoverability, but sidequest is a huge thing
I've heard they have a developer support program of some sort that could get you a quest, but I'm not sure if it's still running
Applab is a bit hidden away, the main store takes essentially priority over it.
But it's definitely still possible to find Applab apps.
Also regarding "Steam VS Applab", if you have the option to technically pull off both then why not. More customers in the end that have the option to buy your game, not everyone uses Steam and not everyone uses Oculus/Meta's store. But I don't think it's the end to not be on one of both honestly, there are definitely games that are only on one store and still have plenty of reviews / sales. You're just missing out on potentially more sales.
It's not just the big players if that's what you mean? Obviously they do want your game to show that you're worth the effort to them considering they also put effort into helping you with your game, but there are enough smaller indie games on the official store.
You don't need to make the next Half Life / The Walking Dead or whatever game to be on there 🙂
But I believe you do indeed have to first get into Applab and from there they look at how it goes, although Applab also has a few requirements IIRC.
So wait does Nanite not work at all in VR, or only works when stereo instancing is disabled?
quick question, im having an issue with vr preview mode. the option is greyed out in some projects but not others (blank vr template project works fine) (vr game project does not work)
any solutions you know of?
nanite does not work in vr
I can think of a few reasons maybe. If your project was upgraded from 4.2X, make sure the openxr eye tracking plugin is DISABLED, if you aren't using it (almost certainly not)
Also, seems like UE vr mode might be affected by the old vr plugins (oculusVR, steamVR), so if those aren't enabled (and they shouldn't be, you should use openxr for almost everything), you may not be able to do vr editor mode (different from vr preview)
I think vr editor mode might be obsolete by now though, not sure. They haven't updated it forever
vr editor mode was switched to view only (sadly)
Hey everyone, I made a tutorial for setting up UE5 for META / Quest development. https://youtu.be/nixc8NF_97s
#UnrealEngine #VR #VirtualReality
► Join the Discord: https://discord.gg/xw65fg7
► Description
In this video, I cover a lot. I leave in all the errors I experienced during my installation process and show you how to fix them. Please watch the video to the end before trying to build.
Simply open PowerShell and run:
New-Item ~.android\reposit...
I was able to simply install unreal engine, open the vr template and build for android - this video covers a lot of steps that you may not need 🙂 (but might totally need)
If you already have android studio installed for 4.27 and the correct .net drivers you will be able to do that.
I used a fresh machine for this video to cover all basis. Just incase.
makes sense, i've got 4.27 + android studio.
That will be why it worked :)
How many people here will start their new VR project in 5?
To many. It's currently way too unstable in my opinion.
But I knew people would try which is why I made the video.
If every VR user of yours was using an i9 with 3080ti, would you upgrade to UE5, even if nanite or lumen have problems/don't work?
Has anyone here by chance successfully released a game on the Oculus store for Quest 2?
by succesfully I mean - completed the process and posted to the store , not commercial success
The primary Oculus Store, not App Lab
Honestly, no. 4.27 is absolutely fine. There is nothing in UE5 right now that would need you to use it. I still recommend 4.27 as UE5 is also very unstable for VR development right now.
Examples of what is unstable?
I've already started a new vr project in 5! I started it to get used to ue5, and mostly it's a test project - but with potential as the platform matures
things I've experienced so far (maybe fixes for).
- Unable to build lighting with swarm resulting in engine crash
- My environment lighting blew out.
- Scroll bars in UMG don't work
- People expreiencing random lag in VR
- Missing textures on builds
- bad lighting quality.
- Loads, loads of just random crashes.
That's just a couple I've experienced so far.
Oof, well then I’ll hold off for a couple hot fixes I guess
I built an empty test level with a ground plane and a simplified sky light.
On UE 4.27 in my project I get a solid 72 FPS on Quest 1
Same level, same settings (as far as I could tell, did a diff of the ini) on UE 5 and my FPS was hovering between 68 and 72
I expect a solid 72 on an essentially empty level
I need to make sure nanite is actually turned off in my test. I read elsewhere here that it's on by default
Our own hand physics #UE4 plugin for #MetaQuest #VR 🤟 https://twitter.com/zamorev4d
Hey, i know it has been a while, but where do i add this line in my ini file, just at the bottom?
Hey, I need to access the texture that is rendered to the HMD. I tried accessing the PipelinedLayerState in the OpenXRHMD to get the swapchain and then get the texture from it like this:
`ID3D11ShaderResourceView* renderPassTextureShaderResourceView = nullptr;
FXRSwapChainPtr& swapchainPtr = pipelinedLayerStateRHI->ColorSwapchain;
auto* colorImage = &pipelinedLayerStateRHI->ColorImages[0];
if (swapchainPtr != nullptr)
{
FRHITexture* swapchainTexture = swapchainPtr->GetTexture();
FD3D11TextureBase* d3d11TextureBase = GetD3D11TextureFromRHITexture(swapchainTexture);
ID3D11Resource* d3d11textureResource = nullptr;
d3d11textureResource = d3d11TextureBase->GetResource();
if (d3d11textureResource == nullptr)
{
UE_LOG(LogTemp, Warning, TEXT("d3d11textureResource is nullptr!"));
}
else
{
UE_LOG(LogTemp, Warning, TEXT("d3d11textureResource is NOT nullptr!"));
}
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
shaderResourceViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
HRESULT hr = d3d11device->CreateShaderResourceView(d3d11textureResource, &shaderResourceViewDesc,
&renderPassTextureShaderResourceView);
}`
the d3d11textureResource is not nullptr and the shaderResourceView is successfully created, but when I try to render a plane with this texture it's just black. I guess that somewhere before that the texture gets cleared with black color
Ran into the first two, running with -dx11 fixed swarm crash, unchecking light mass light as two sided on a couple placed meshes fixed the second
Thank you so much. I'll have a look into it. I'm currently away from the pc. But thank you.
Does anyone have a list of what works with VR
then OpenXR works , then DX12 fcks out, then DX11 misses features
Lets start easy.
Is virtual texturing supported in VR?
What about Virtual lightmaps?
Atmospheric fog in conjunction with Planar reflected surfaces?
Heres the answers.
No
Planar reflections do not work in VR in UE4 using DX11. DX12 crashes the editor. So you can only use DX11
Ergo.
Fck this
oh but wait there is more, in UE4 all those work in VR, but not Niagara
god help me
Yeah anywhere will do
Okay, I put it in the default engine ini on the production version of UE5 and it didn't work. Do know if it changed again?
Can someone please enlighten me
My right eye shows everything unlit
and my left eye shows shadows
We need some more information. Are you using any of the default game templates or the VR template? Default game templates have virtual shadow maps enabled, VR Temp does not, etc
VR Template
No. When I have issues w. my project I always do a sanity check w. one of the templates to see if I can reproduce it there. Try the AR Handheld and if that works, grab that DefaultEngine.ini and put it in your project
Never seen that one before - fresh VR template or did you change anything? Which HMD?
Also, i tried to disable instanced stereo, and then VR gets so bad, the one eye is pointing backwards and the other eye points forwards.
Using an oculus2
ive been chaning a lot of project settings, to try and fix this, but no changes are helping
Yeah there’s an issue w. instanced stereo and DX12. Most issues in VR Template w. OpenXR/Forward renderer can be solved by setting RHI to DX11
so i also disabled DX12, because UE5 does not work with DX12 on my pc
so i am on DX11 already
my frustration is, i finished my project. Been working 6 months on this.
was hoping the render issues i had since day one would get resolved, but they seem just be piling up
That’s not a good way to go about production - you should verify that you have the functionality you want before you enter production. It also makes it very difficult to verify if it’s an issue w. the project, or the engine. Can you reproduce the issues in a new project?
How often do you package and test?
Yes. I went from 4.27 to 5. In 4.27 everything was ironed out, but Niagara would not render correctly. In 5, Niagara works but everything else is wack
and i did clean conversion. Nothing was migrated. Everything was rebuilt from scratch to try and not replicate the rendering bugs
4.27.2 have no issues w. Niagara in Stereo that I’m aware of. The VR Template is using Niagara in 4.27
My particles were rendering, actually the same as i see them now in UE5.
The same that is happening to surfaces is happening to the particles
one eye is lit correctly, and the other eye everything is unlit
What is dumbfounding, if i open the VRtemp level, then everything looks 100%
in the same project even. But on my map, everything is wack, even the very same copy and paste niagara systems
There are worse positions to be in my friend. You’ve identified that it’s specific to that level, which is a good thing as far as issues goes. Now you have equip the magnifying glass and track down what’s causing it.
When I’m out of ideas, I start removing actors one by one, and test. You can probably rule out all of your geometry, so start with lights and VFX. Do you have a post process volume?
I thought it could my my 2 x 8k virtual textures on a single mesh
but it works in 4.27
let me try that
Only works with Static
What are the chances that this is specific to AMD 6900XT
Or would this be engine?
cause i will throw out this card in the mud and rain right now if its the card
any tips on how I can optimize physics based VR pickups for quest 2? They have been killing my fps and I have 20 plus per scene
Hey friends, Hope you amazing people can help out. I am working on a pseudo VR project on iOS devices. I am trying to get an iPad to move my pawn as I physically walk around with the device as if it were a VR headset.
I have tried playing with the acceleration from the gyro to little success.
not really sure what my next steps are to try out.
So here is another cool fact. If you set indirect lighting intensity to higher than 6, all meshes disappear
man im loving 5.0.0 so much
Moved back to 4.27, fixed Niagara rendering issues
Will stay on 4.27 until fixes released for 5 with DX12
my fears are confirmed. UE5 is a mess 😥
its excpected
they just released it
i just needed to rant earlier
but ye, UE5 is currently not a good option
Have you optimized their collision volumes? That really adds up when you're updating overlaps on multiple instances. You can also pull a trick where you disable/enable their collision based on proximity to the player so you're not doing any CPU work when the player can't interact with them
problem is that there is a chance they can at any time (medical training sim one room). If the objects are not in play area, I disable physics and throw them out of bounds until they are needed again.
I tried disabling physics when they hit something once after being dropped. Damping is high to reduce bouncing too but the solution is kinda faulty.
And how can I optimize their collision volumes? most of the objects use box colliders so nothing fancy there.
By "optimize collision volumes", I meant go into the SM editor and set the mesh's simple collision setup to include a minimum # of primitives with a minimum # of triangles. But if you're saying you've disabled collision on the SM comp and added a BoxCollision comp that handles things, that's basically the same
If it's not collision updates, then I guess it's physics math holding you down? I've not run into that issue before
not disabled the mesh collision just used box simplified collision. Our previous apps did not have ohysics pickups so it is likely this what is causing the fps drops.
Has anyone tried to run the new unreal engine 5.0 AR Template?
it's not working for me,
it's getting packaged and installed just fine but when I press Begin Scan nothing's happing.
Anyone else noticed if you have a Niagara system that is large, everything around it becomes blurred in VR but looks fine on Screen
there will be this buffer zone in VR where Virtual Textures would stop rendering at full resolution
directly adjacent to the particles
Hey guys, trying to debug a crash, using adb logcat I see ' Crash uploaded from /data/misc/crashes//com.company.MyGame_2022-04-09_12-45-55-930717.crash.meta to https://www.facebook.com/mobile/generic_android_crash_logs/' is there any documentation on how I can find/pull the crash log using adb? My attempts to navigate to 'data/misc/crashes/' with adb shell run into 'Permission Denied'
The most common way is to dump output from adb logcat to a file directly after your crash as it contains the call stack. In the log output you might see that it has written a tombstone to a file, can't remember the path for those but it'll tell you, you can grab that as well.
@distant nest ah thanks, I'm used to debugging on windows where UE4 saves a UE4Minidump.dmp to AppData/<Game>/Saved/Crashes, is there a similar dump file on Quest2 I can enable/look for? You know of any documentation I should read to understand how to debug? From my google search I'm not finding anything great
What you're looking for on android is called a tombstone: https://source.android.com/devices/tech/debug#debuggerd has some details. There are also some tools to unwind these stack traces to get line numbers in your code.
The problem is that all of these folders on the Quest 2 are locked down. So the 2 usual options are 1. manually grab adb logcat to get the stack trace and the UE4 logs (which won't contain the stack trace) from /sdcard/UE4Game*. Or 2. use a product like bugsnag.com to capture the crash.
K I ctrl + F my logcat output didn’t see anything for tombstone I’ll read up on that thank you
day #2 of asking how to set up scene capture 2D to render in vr
The VR Expansion template provides an example that I believe uses that, for a mirror. There's only one demo map so it should be findable
... but I could be wrong, if so sorry. 😄
I just took a look and can confirm it uses SceneCaptureComponent2D, it's in a blueprint called "MirrorActor"
alrighty I'll check
thanks!
aah, can someone help me with the logic please.
VR menu - want it to be on top of the world when toggled - stereo layer - cool works.
oculus controllers - boink, behind the stereo layer, however far i put it.
Any way of having controllers sensed being on top of menu but not separated from the world for the time menu is not opened?
(not the vrtemplate controller mounted menu but just a widget locked to head)
I think you might be able to set the priority of the controller rendering
not sure though
I'm also not sure what the default priority of a stereo layer is
but what does that priority relate to for controllers? they dont have such priority option
that something else yes?
that's probably it
so from what I've gathered, you can't exactly render the controllers over a Stereo Layer with anything other than post processing, however what you can probably do is have a plane that renders over the world but not the controllers @native holly
and then that's where priority comes in
so not using stereo layers but some other trick with prioritys to get off the world with controllers and menu?
yes
I'm pretty sure
however I don't think you can actually do too much render priority with that
you'd still have to use some amount of post processing to get it to work
so it might be best not to worry about it rendering over everything
Why not just put a widget into the scene
Are you trying to do something other than simply render a UMG menu in vr?
https://www.youtube.com/watch?v=H5nVjSwM_Uk This is for UE4 UE5 is virtually identical
it's a menu to select levels that appears in front of the user, but it needs not to appear inside of the wall so if depth test is skipped, it just gets written on top and always visible.
But controllers appear behind it then to make selection in the menu
his menu is just a simple item in the world thats easy yes, it does not address or deal with appearing into something else.
Imaging standing close to the wall and opening this menu thats locket to your head, 1 meter in front of you, whoop, it sits in the wall and user cant see it.
that doesnt seem to work indeed..
meh, i was so sure that this must be some simple bs thats covered by many tutorials and easy to implement. Like all VR games need menus that can be opened anywhere and dont get stuck in walls and have controllers in front..
you might be able to use this in some way: https://www.youtube.com/watch?v=JH07z9Ap1hk
Masking is a technique used to alter specific parts of your final output without affecting the rest of the scene. Unreal Engine's renderer sends many different render targets to the GPU which are put together to create the final image in real time.
In this Unreal Tips & Tricks video, we'll discuss the Custom Depth Buffer render target used in ...
did, does not cover controllers and also makes them end up behind menu
ill go over the custom depth buffer, looks like i might be able to just let the menu float in the world through objects and mask it out with postprocessing
(not an expert and I've shipped no games yet), but I've been handling this by simply spawning the menu into the world when the player presses a menu button... if the menu clips, it's the player's responsibility to open the menu somewhere where it wont' clip. But obviously that's not very... friendly. 😄
ye thats not acceptable for my "product"
If someone finds a better, more general solution I want to know
Another alternative, when the player 'pauses' or presses the menu button, the rest of the scene vanishes and is replaced with a special menu space with menus in fixed location (in front of the player)
I think that's what HL:Alyx does, for example
that let me mask out the world but still leaves the interaction with geometry surfaces, so the menu just goes behind masked geometry.. the tutorial also shows thing that is in front of other stuff.
taking user out of the world feels like cheap solution too, i dont have a competetive application, it's for looking interior and changing layouts, must find a better way.. brr, do i really have to make controllers ignore the world..
hmm wait actually if thats an option maybe i can just make them ignore the world while menu is opened.
Hey fellas, could you help me please with the VR? I need to actor play sound on overlapping with the controller, but nothing happens
this is the blueprint, PlayedSound is public variable, I assigned sounds onto them on scene
this is actor, it is only sphere and box trigger
Is Haptic feedback bugged in UE4 27 ?
Either with Haptic curve or haptic values, vibrations work the first time for 1s or so, then nothing even if I stop and play the game again. I have to reset SteamVr to get it again (I'm using Valve Index with Vive Pro HMD)
does anyone get this error when trying to use VR PIE on ue5?? Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 259] Direct3DDevice->CreateRenderTargetView(TextureResource,&RTVDesc,RenderTargetView.GetInitReference()) failed with error E_INVALIDARG at D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:2388
and does anyone know how to fix it?
Why does Oculus do this to make the framerate go to 10 when taking the headset off.
bool bPrevPause = Settings->Flags.bPauseRendering;
Settings->Flags.bPauseRendering = !bAppHasVRFocus;
if (Settings->Flags.bPauseRendering && (GEngine->GetMaxFPS() != OCULUS_PAUSED_IDLE_FPS))
{
GEngine->SetMaxFPS(OCULUS_PAUSED_IDLE_FPS);
}
Where IDLE_FPS is 10
Its so weird, especially on PCVR
And then this crap:
if (bPrevPause != Settings->Flags.bPauseRendering)
{
APlayerController* const PC = GEngine->GetFirstLocalPlayerController(InWorldContext.World());
if (Settings->Flags.bPauseRendering)
{
// focus is lost
GEngine->SetMaxFPS(OCULUS_PAUSED_IDLE_FPS);
if (!FCoreDelegates::ApplicationWillEnterBackgroundDelegate.IsBound())
{
OCFlags.AppIsPaused = false;
// default action: set pause if not already paused
if (PC && !PC->IsPaused())
{
PC->SetPause(true);
OCFlags.AppIsPaused = true;
}
}
else
{
FCoreDelegates::ApplicationWillEnterBackgroundDelegate.Broadcast();
}
}
}
Which is saying stop rendering when the headset is not worn/out of focus - it should run in the background! Unity has this option
Yeah, haptic feedback had always been bugged with vive. Use "force feedback" system instead. I haven't tried it in ue5 just but maybe it's broke there too
@fiery cloud Ok, I will try that. thank you
@novel cedar Maybe you're using the Input in a Blueprint that is not expecting Input (unlike Player Controller or Pawn).
In that case, use the node "Enable Input" in the Begin Play event
I see this error:
LogRenderer: Warning: **Deprectaed **CVar r.BasePassOutputsVelocity is set to 0. Remove and use r.VelocityOutputPass instead.
I assume it means depreciated. Isn't it hard enough trying to solve issues without the software itself having typos?
@fiery cloud UE5 VR Template uses "Play Haptic Effect", and while it seems to work consistently, it doesn't work with "loop" option checked (still with Valve Index controllers and HTC Vive).
I've tried to use the "Force Feedback" system in UE4.27, but I cannot make it work with my devices. Nothing happens at all, while I can at least have the "Haptic Feedback" system work for a second or two.
Interesting... I'll have to test it out a bit more in ue5
Maybe you can loop it manually somehow
Yes, since I know the effect I want to play, I can use a timer to activate it again and again until it's not needed anymore.
That may introduce a delay between vibrations, and it may break the overall effect a bit, but it's better than nothing.
Upon re-reading, have you tested this with Vive Wands? Because those are what were broken for me
@fiery cloud No, not yet. I'm focusing on Index controllers, as we'll be using those for our demo.
But I could try to see if there is a difference.
By the way, The timer thing does not work in UE4.27 for my setup. I'll check later in UE5, though
@novel cedar I remember having done it once a long time ago, and it was really a pain in the ***.
Cannot you upgrade to a UE version using the latest action system ?
What version are you using right now ?
Then it's already in it.
It should work without modifying SteamVR config files
Nope, just use Axis action
Give me 2 minutes, I'll show you a screenshot
There you are : MotionControllerThumbLeft_Y and MotionControllerThumbleft_X
Bound on left Vive Trackpad (respectively Y and X axis)
it's been a while, so I don't remember well, but if you want to use the SteamVR input, then it's better to rename it.
However, like I said, I don't use SteamVR input now, all works like a charm without it
Anyone have issues with navmesh teleport between PCVR and Quest? When I test my room with a navmesh (VR template) in editor, it works fine. I can point at the floor with my rift controllers and teleport around the room. As soon as I package it up and try this in Quest it stops working, like the navmesh isn't there or something.
I only see tutorials on multiplayer VR for tethered devices. What about standalone devices? I want to create a multiplayer in Unreal Engine for standalone VR devices and it seems way different and more difficult from PC based VR since the networking doesn't rely on Windows anymore
Does it make sense that the player would sometimes start below floor level (like your waist down is underground) ? Is something like this is caused by the engine or the VR hardware? Anyone have any toughts on this?
Where is your player start?
The player start is above floor level
Ok, can you quickly create a new project from the VRTemplate? See how its player start is positioned and try that. Not sure why your problem occurs. In that template the playerspawn is half in the ground, half above it so you start at the correct height. I have tried putting it above the ground such that it's bottom touches the ground like every other object and I find it results in too much height, although after first "teleportation" with your VR control it comes down to normal height
Once the game starts I have it adjust the height subtract 90 from Z axis and that always made the height normal until I got a complaint from a user claiming that the he/she sometimes starts with waist down underground.
Would the players height have anything to do with it?
It's not any different. The only difference is the fact that your device isn't natively using steam. You can use Epic Online Services instead if you want.
Possibly. First, are you able to reproduce the bug over and over on your side? If we understand what caused it on your user/client's end but not on yours we can understand it better.
Thanks. I am thinking of going the dedicated servers approach. My windows laptop or AWS server will host a dedicated server. Then I will package the project as android apk and install it on my Quest headsets. Both should be able to connect to my host as clients and establish multiplayer. Will this work?
if you're doing a dedicated server, then it isn't any different at all.
you use the same code to connect.
we have a dedicated local server for our quest app. We just use 'open ipaddress' and it connects to the server we made.
thanks. so to sum it up
- create new VR template project
- make a server of it to run on my laptop
- modify the project to make it connect to the ip of my laptop
- make android builds, open them on quests
- multiplayer
is that correct?
You need a source build to make the server.
it'll take you several hours to compile that.
Yes. it is happening in the background as we speak. After its compiled and ready to use, are the steps I mentioned above correct to establish a basic VR multiplayer over the internet?
Yes. There is some other work that you need to do to setup the build for the server itself (create the two targets to build the client and server separately) but that is essentially correct
Yes. So at first I will need to make the server build that should run on my laptop/dedicated server, and then add a few more player spawns and package it into APKs. Is that correct?
No
Oh?
You should build the exact same package for both. The difference is the server target.
on the guide that shows how to set up your project for a dedicated server there are a couple things you need to do in visual studio to set it, so that in unreal you'll have 2 build targets.
Thanks. so when I make changes to my project (like maybe add a cube) do I have to make the server AFTER that? and everytime I update my project, take server and client builds.
Got it.
Yes, because typically the server will have logic tied to everything in your game.
you've read that right?
I see!
Yes. Im following this
So... to make sure I finally understand it all correctly. Make a new project VR template, increase player spawns, change target to server and do a windows build. Then change target to client and do an android apk build. Run the windows server, and then install APKs on headsets and then multiplayer will work.
You end up with this in Unreal.
Yes. This one. Thanks!
When you want to build the server, you select the 'server' target and then choose 'windows 64' as your package type.
Got it! Thanks!
then when you're done you choose the non-server target and build for android astc
Perfect. You have helped me so much
So this is correct, yes?
I'll try to repreduce the issue, haven't been able to do it so far. Appreciate the help
Essentially yes. You'll probably need to replicate things, because they aren't replicated by default
using the VR template for example I have each client run a function that multicasts to the other clients to update the HMD and hand positions.
Wonderful information, I am an intern and I'm tasked with showing my boss 4 VR people in one room be able to see each other over different wifi and headsets, and I've been struggling to do this lol.
The basic VR template also has no default mesh for the player
so you'll want to attach a mesh of some kind to the camera.
You can do a small cube or something to represent the head.
Yeah, that's what I was thinking. Thank you so much you're of great help.
at a basic level off begin play in the motioncontrollerpawn you to put a 'branch->islocallycontrolled' before this
Then this is the function it calls. you can change that loop frequent to whatever you want. But if you make it too high the movement will look choppy
Whoa! Thank you so much for providing the blueprint. This is for replication, right?
This is to update the position of the hands and HMD for the other players so they can see them move around and wave their hands.
this was a little long for a screenshot
Great! Thanks a lot a lot a lot
on the motion controller I just made a simple function that sets the hand transform of the mesh.
Later if you're making a full game you'll want to use the VR expansion pack or something to get started because it's more comprehensive for actual gameplay. But this will get you want at a basic level.
Also put a navmesh in the level. The VR template uses a navmesh to teleport around.
I'm going to have to grab a free to use 3D player body and hands asset then learn how to make them move etc, your blueprints will come in very handy
the vreue4 thing? I came across it a while ago
yes.
Yes. It's more suited to full games rather than simple demos like this.
We don't use it because we're not making a game per se, and our players are moving around in large real spaces.
but if you're making a game with character movement and things like that, then it's better to start with that.
Good to know. We are basically making a VR meeting app where we also want to let users interact with objects (grab them, watch videos together in VR etc)
in that case you're probably going to be fine with this as well then.
If you have used MeetinVR, something like that. With additional interactions with objects
Perfect! thank you so much. I can't thank you enough, if I get this multiplayer established and going I will finally be able to move things forward
It can be challenging to start out. It can be challenging even if you've been at it a few years.
I'm brand new to Unreal, and networking, they just grabbed an intern and put him to do this lol.
Then I suggest you at least take an online course so you're familiar with things. it'll help get you situated so you won't be totally lost. That's what i did to start and it made a huge difference.
I will take your advice and do it. do you suggest the official unreal learning platform? I have been learning basics from that
I haven't gone through that myself. They didn't have it when I started. If you like structured learning, the big udemy course is often on sale for $10 and has hundreds of thousands of students. It's a good foundation.
Very good, thanks so much. You are a godsend
Hello fellow UE-VR-Devs,
I'm having trouble with a VERY basic thing:
I have a non-VR project and am currently adding VR-functionality but I cannot get the VR-controller-buttons to work.
Simply setting up the input mappings in Unreal doesn't work. I found out, that I need to use the SteamVR Input Mapping, but following the guides and documentation that I could find, it still doesn't work.
Whenever I want to assign actions to controller buttons in the steamVR controller configuration dashboard, I only get a few to select from and none of my UE4-mappings appear (see screenshot)
What am I doing wrong?
does anyone has able to run AR in UE5?
it don't work for me at all,
not even the default AR Template.
Hello, i was wondering if anyone knows how to fix this problem, i just started working on a game in ue5 for vr, when i play it on simulated mode and on wired vr mode it looks just fine but when i export it to the quest 2 the shadows seem to move as you move the headset and the game makes your eyes uncomfortable
nvm i found the issue, the exponential fog was causing the issues
Hi!
Has anyone got the hands working on a hololens2 network client?
Whenever i join the (pc) server with the hololens, i cant interact with anything( there are no pointers)
can anyone tell me why sound within my vr game is delayed only when its played in VR (when in first person in the editor everything behaves normally)
maybe the performance of the machine is not good enough or audo drivers of motherboard
anyone worked with ARTrackableNotify in handled AR?
I am following this tutorial : https://www.youtube.com/watch?v=sSdpPtlEk20&t=184s
I can see oculus menu option on my finger but hands are not visible. Can someone please help it is urgent?
A quick start guide to get you started using hand tracking in unreal engine 4.26.
☕☕☕ If you enjoy our content and want to support us you can do so with buymeacoff.ee/just2devs
Head to our website where you can download the VR Content Example or tutorial projects:
https://www.just2devs.com
Join the discord server where we can talk about VR de...
guys, how do I make vr controllers collide with other objects on scene?
do you think it's feasible to back port mobile mesh distance field support from UE5 to 4.27?
Collide like "knock physics objects around" or collide like "get blocked when you try to push them into something"? That first one is pretty easy, but I'm not sure how I'd go about doing the second one
track overlapping
Are you using the built-in rendering of VR controllers that the MotionController component can do? I'm not sure if those models have collision information
i used default vr template with starter content
If it's still the way I remember it, then I think you can take care of that in the SkeletalMeshComponent of the Hand BP - tick on GenerateOverlapEvents and set it to OverlapAllDynamic, and now you should get overlap events
Hi guys. Has anyone managed to get volumetric materials working properly in VR?
I am wanting to create an effect of a smoke filled room which I have currently got with a volumetric material on a cube. I know volumetric materials are quite expensive but because of the fairly small areas I am using them in I am pretty happy with the performance.
The only issue I am having is that it renders differently in each eye. It seems in the right eye the smoke is a lot thicker than in the left, making it quite a bit brighter and throwing off your vision and depth perception. Does anyone have any ideas if this can be fixed or if it is a bug with UE4 for now. I am on 4.27.2 btw
thank you very much, will try it. Also, maybe you know the reason my ue5 keeps crashing after rebuilding light and trying to modify material?
I've also had the VR Template Project in UE5 crash upon building lighting. I have no idea why that happens, sorry
sorry, but which one of these is hand?
Oh, maybe they got rid of the hand BP. I haven't used the Template much, just kinda opened it
Can anyone plz take a look and let me know what I am doing wrong?
Hi! Does anyone here know how to enable Mesh Material Override during gameplay? If i add material here it will instantly override my motion controller material when i begin the play....
packaging crashes when I enable virtual textures.
is there a project template i can install to ue5 that will have setup for all xr?
any tips for getting the quest 2 to show up under platforms?
I also have a vive connected
maybe a compatiability problem there
A full project, but you can migrate what you want or use it as a template to build off of
Turns out it was that I had to make a new project after installing the quest app on my pc
Probably can't have both connected at once.
Have you seen this one? https://youtu.be/bqNbEtbaN0M
Hand Tracking is an amazing feature to have in any VR game, luckily the Oculus Quest and Unreal Engine makes it easy to setup hand tracking with ease in any VR project. In this tutorial I will be walking you through how to setup this amazing feature so that your hand will be visible in your own VR project and will make any player truly became a ...
Is anyone working with a Quest 1 and UE5? Are you also finding everything very dark and slow? I'm not seeing the same behavior with the same APK binary on a Quest 2. But the difference is night and day.
Yes I have also watched and implemented this and ensured that my Oculus VR plugin is enabled at my end.
Not got any success
It worked for me in 4.27.2, but turning on "hands and controllers" seems to crash my Quest 1 in UE5
The part I'm struggling with is hiding the controllers when hand tracking is active.
I am using 4.26, I will give it a try in 4.27.2.
Yeah, it worked great in 4.27.2. But when you switch to hands, the controllers slide back and sit on your wrists. If you find a way to show/hide them, please let me know!
BTW thankyou very much your reply gives some important information to me.
yeah sure
Have you tried oculus sample projects for hand and controller tracking?.
Not in Unreal. I played a bit with Oculus stuff in Unity years ago, before hand tracking. I never found Oculus samples to be very stable. Sometimes they worked, sometimes they didn't.
oh, it's good to know I'm not alone in seeing this! https://forums.unrealengine.com/t/built-vr-in-is-way-darker-than-preview-version-making-it-unplayable/267628/7
I’m having a similar issue, thought perhaps the opposite as the original OP, with the way UE displays Vulkan preview in relation to the way it builds. Using the default VR template, no changes other than ticking Settings > Preview Rendering Level > Android Vulkan. As seen in attached images, the editor displays Vulkan with a bit less contrast,...
Known bug, fix scheduled for 5.0.1. Workaround is to set Default RHI in Project Settings to DX11 (default is DX12).
They don't and are purely visual. You can add the models themselves as static meshes however, and use them for collision. Or more simple primitives.
Most of the Device Visualization settings are only set during initialization - use static mesh components for full control
The default VR Template in 4.27 and UE5 works w. most devices (including Oculus Mobile) out-of-the-box: https://youtu.be/C98Dyx8h-H0
With Unreal Engine 4.27 OpenXR is now production-ready, and there’s a new VR Template designed for it! This week on Inside Unreal, we’ll explore the Blueprint framework that makes up the functionality of the template and how you can customize it for your own experiences.
ANNOUNCEMENT POST
https://forums.unrealengine.com/t/inside-unreal-explorin...
There's an OculusVR specific event dispatcher that'll execute when switching from controllers to hands, and vice versa. Use that to toggle visibility of the motion controllers.
(I can't remember the specific name)
i know but it has the jankiest motion set up. noone in vr uses teleportation on right stick and snmap turnon left. tbh i dont know many people who would use teleportation and snap. its all about continuous move/turn like unity xr toolkit
Thanks! I'll try to track it down.
I cant seem to be able to launch my game on quest2 in UE5
it works ok if i package and upload
but just launching alwyas gets stuck at three white dots
what could be different?
@wind kernel Is there anything in the output log? If you open up the Device Output Log, anything there?
@hallow knoll when i looked at the log in oculus developer hub it seems it get stuck at starting gameactivity
@hallow knoll A very heart-felt "Thank You!" for engaging with the community. We can be a grumpy bunch now and then, but we really appreciate your time!
Any idea what might be causing UE5 to crash when I build lighting in the VR template? I've tested creating a new template and building lighting. This seems to immediately cause a crash for me
this message from the crash seems potentially relevant
Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 729]
tips on how I could find that file would also be appreciated. Maybe a clue there at the ol' line 729
this fixed the issue for me in case anyone else runs into it: https://forums.unrealengine.com/t/vrtemplate-build-lighting-crashes-ue5-adding-landscape-material-build-lighting-crashes-at-exporting-data-33/508936/12
I'd just run in to this and it also fixed it for me. 🙂
I was afraid it might be because I remote desktop in to my windows pc, but nope. The DX11 fix works.
@steady otter it seems to work with development build but not with shipping
Ups @hallow knoll
Anyone know of any errors in 4.27.2 that cause issues with Quest 2 and world composition?
how do you imagine using static mesh components for full control when using VRPawn that uses OpenXR? Ideally i want to change controller's material during gameplay depending on a situation (e.g. user opens a menu -> change controller's material), but i do not know if the user is using oculus or steam..
Where can I find it. I know it seems silly but I am new to UE.
same, it also crashes on materials modifying
yup, it worked. Thank you very much
turn off mobile hdr and set post process volume->color grading->tone curve amount = 0
Mobile hdr is turned off. And I don't have a post processing volume in my blank scenes that look just as dark.
It's also unclear to me why it looks fine on a Q2 but not a Q1.
Pls shoot ideas, what could cause the following:
- fps is 90, but the world lags behind, a lot, making seasick.
i've done or added something to the project and i cant find out what could it be. It used to be all good and previous runtimes run fine as they should.
Maybe something with the sky or cloud system
got static hdri bubble, it's just an apartment. But looking around you can see how floor lags behind chaperone and then pulls back in place, that's really bad.
that seems okay right?
yes
Please tell us if you found and remember anything about that. Thanks in advance
https://www.youtube.com/watch?v=8VAEs92UWJM
Have you watched this one?
Let's have a look at how you can switch between hand tracking and controllers using the Oculus Quest 1 and 2.
☕☕☕ If you enjoy our content and want to support us you can do so with buymeacoff.ee/just2devs
You can download the project from: https://www.just2devs.com/tutorials
Join the discord server where we can talk about VR development, tuto...
Anyone know how to get Insights working with Quest 2 and UE5? I tried the stuff i did for 4.27 but it still doesn't work
turned out that having 7 asset/bp windows opened in separate window caused this.. ffff
STEAM VR INPUTS…. Hi guys i test my Game in the Editor with the VALVE INDEX. Works fine in editor but when i package it and test it, it get wrong or old bindings and i can’t control it, missing inputs and so on. Someone?😫
@twin heart it used to be that one neede to copy ober some config files because UR wouldnt do it automatically
Some json somethin something
Dont remember, was a long time ago
UE
Nobody using Insights with Quest and UE5?
Hey all,
Running into an issue with camera location.
If the player leans over an object, they will snap on top of it.
I.e. lean over chest, and suddenly you are on top of it.
Is there a way to prevent this type of behavior?
I'm trying to disable lumen for my VR project but the dropdown is greyed out and set to lumen. any ideas for how to turn it off?
this is in UE5.0
@coarse prism maybe it has something to do with the capsule collision of the player? Try making that smaller or something..
I was thinking about how I have to satisfy both locomotive movement players and teleportation movement players in my game and it can make it difficult for movement scenarios where a player would have to move through a spot at a specific time obviously a teleporting player has an advantage. Any of yall ever think about this stuff and have insight that might help make the players more even or balanced?
I've been having issues referencing my VR headset or motion controllers location outside of my VRpawns blueprint. I'm trying to get an npc character to track my VR headset or my motion controllers with its head.
Now I was able to get it to track the the 3rd person character, create an aim offset and in the anim blueprint get my location with "cast to ThirdPersoncharacter" with "get player character" as it's object. But when I try to cast to my VR pawn it never works. I had the same issue with getting an ai to walk towards my headset. Casting to the VR pawn didn't work until I gave the NPC the ability to sense objects. So in its Blueprint off the even of sensing my vr pawn I was then able to cast to to my VRPawn, get it's motion controllers and plug their world location in as the follow target.
The tutorial I'm following calls for me to get my player location in an anim blueprint, and casting to my vrpawn doesn't do anything.
Here is the tutorial https://youtu.be/qRUuu-ZMvCU
Hey guys, in today's video, I'm going to be showing you how to make the head of the AI character follow the player's movements. So only the head will smoothly rotate to follow where the player goes.
A simple fix for a minor bug in the code: https://imgur.com/a/0YOfRrq
(Please read the above link, I have explained it all in there. The bug is tha...
Are there any working approach on using SteamVR Input's hand pose anim node with full-body character mesh?
I have a problem right now, what should I do with this?
I'm trying to run Unreal 5's AR basic project on my phone, but I succeeded in executing it, but it's not working when I press the button on the main menu. The letters turn blue when you press the button, but that's it.
There's something suspicious
https://docs.unrealengine.com/5.0/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/
This link's 3. Setting Up Android NDK is running SetupAndroid.bat and it's going well, but there's an error saying
Warning: Mapping news http://schemas.android.com/repository/android/common/01 to oldns http://schemas.android.com/repository/android/common/01.
Is this the problem?
Or is there something else I missed?
If that is a problem, how can it be fixed?
The settings have all the camera access enabled
Hi everyone. I'm developing an archvis project for oculus quest 2 with unreal engine 5.
I followed the instruction on the official oculus website for configuration of the project. But I neither can switch the editor to Android Vulkan to preview my scene, nor run the Vulkan Preview (Experimental Editor Future). Engine crashes and returns an error:
Assertion failed: CurrentGPUVirtualAddress != 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 729]
I believe the problem is I don't have Vulkan on my new computer. Could you suggest a fix? Or would installing Vulkan fix the issue?
I'm having this problem in UE4.27 and 5 but its not happening in 4.26. When I play the VR the world is like jello and its all warbly and it almost feels like there is some latency. Whenever I view it on screen(not in vr) it looks fine and I'm pretty sure it has stable FPS?
that's asw/temporal reprojection, done by vr runtime (oculus/steamvr) when you aren't sending frames fast enough
Can I put controller somewhere and make a gun skeletal mesh as it's child. So When I am using hand tracking, If I hold the controller gun comes in my hand.
Basically I want controller to act as a gun place holder in real world like in my belt and I get it by hand tracking. Thanks in advance
whenever i play sequencer in google VR mode, by turning the phone to sides i'm able to rotate the camera (it's not locked), so the targets broke down and that's my issue!
any help would be appreciated.
Anyone know why when snapping objects using sockets the object I place in the socket just flies away? Im guessing is physics related as it works without
Heyho. Anyone here experience with debugging Android / Oculus Quest? Either using Visual Studio (Code or "normal") or Android Studio?
Can't seem to get it setup
Does anyone know if hand tracking works in third person with the oculus? All examples I see are first person
Hi, I want to use the third person template in VR. It already has replication and everything that I need so I want to switch camera from 3rd person to 1st person and switch input from keyboard mouse to VR
I need your suggestion. Which VR headset is best for unreal vr development for both pc mobile?. HTC vive, rift S, Valve, Quest 2?
Is the VR template supposed to work with DX12? The "VR Preview" button is greyed out in DX12, but everything works fine in DX11.
Im using the quest 2 atm for PC development, cheap and works really well not sure how good it'd be for mobile though
@fresh kestrel how did you linked quest to pc?
I don't know if the limitation is on UE or Varjo, but at least the incompatibility is documented, so that answers my question: https://developer.varjo.com/docs/unreal/unreal-openxr-roadmap
You have to use a usb c to usb cable, then on the headset enable oculus link its very easy to setup
Sure. how much that cable cost?. And what is performance of that cable?. did you ever used rift or vive before?
I was wondering to buy HTC vive.
Reason : PC powered graphics. What do you think?
If you use the link cable the quest 2 also uses pc powered graphics
you can get a cable for around £20 if its not official, but the official cable is £90
Ive used a vive before but prefer the quest 2 because its less pixelated and much clearer
what is your experience with vive?.
What difference you've got when you upgraded to quest
What are the benefits of vive over quest?
Quest is android. Vive is pc powered, isn't difference?
I mean vive is more powerful. What do cons of vive?
I've only used the vive a few times for testing someones project, im not really sure about everything just how it looked when using it
The quest can be pc powered or wireless using its own power
Can you build and test pc games with quest like same way you did for rift?
yep Im using the quest right now to make a vr game 🙂
what are the pros of quest?
If price matters for you its very affordable, it can be used in a small space as you can create an area using the controllers or be stationary, you can even use without controllers as it has built in hand tracking and using it is very clear
if you want to support quest vr you need a quest, as its nothing like pc vr
But why pc vr is more expensive. and it is cheap?
Also does anyone have used htc vive before?. can you share your experience
you can use the quest for pc vr though
it it subsidized by facebook/meta. without that it would be a lot more expensive. that also makes it an excellent value for money
I mean durability and build quality
build quality is pretty good and durable only thing that might be a bit weak is the head strap
what do you think about htc vive?. is it worth it?. why would you prefer quest 2 over vive
it up to you to decide if it is worth it, if it fits your budget, target platforms
all recent headsets will be good enough to work with
Probably the main reason to buy a quest 2 is because its cheap
hard to beat q2 right now, unless you want absolutely highest end stuff
yeah true
What about rift S and valve index
index is 3 q2, it is also better and pc only. rift s is deprecated i think?
if you have budget for index, you may as well get q2 as extra
so only these two choices left : vive or quest 2.
Not sure which will be truly best and durable for game development and normal usage.
Also vive doesn't have wifi and hand tracking?
Hand tracking is only on Quest 2 native either way. It isn't enabled for PCVR that I am aware of
there are multiple vive headsets
instead of asking strangers, watch some review and comparison videos. i have q1 and q2 day one and they both work fine. if you dont throw stuff around any headset will be fine
Does anyone know why when trying to attach an object to a socket it launches it out when letting go off it
collision sounds most likely
@fresh kestrel how much oculus link cable cost?
if you dont get an official one they are only around £20
you can use air link, air is free, so far. for cable any half decent one will do
ok thanks
Anyone managed to compile VRExpansionPlugin with 5.0.1 at all?
Anyone know how to stop a picked up object from launching others into the atmosphere when colliding?
Hello everyone! I am trying to get unreal working for the quest 2. I am using unreal 5 and every time I go to run setupandriod.bat it says "Warning: Failed to find package cmake;3.10.2.4988404
[=== ] 10% Computing updates... Update failed. Please check the Android Studio install.
Press any key to continue . . ." Any help? I have tried using both 3.5.3 and 4.0 with no luck.
Anyone Highly Experienced with UE5 VR? Will pay $40 for an hour of talking over zoom. Please message me directly if interested. Thank you!
Is there an easy way of universally checking if a controller has stopped tracking (ex. out of camera range on a Quest 2) so you can hide the controller?
has anyone had an issue with Oculus hand tracking in 5.0?
or controller tracking for that matter
So I am trying to make a VR game and when I go to add the oculus platforms I only see oculus quest and no quest 2 and when I go to build I dont see my quest 2 anywhere just see it able to launch but no build option
I think I figured it out but now I realized it has a oculus quest option for target device but no quest 2.
(Oculus Quest 2)
Does anybody know why my game won't start if I package it as Shipping? If set to Development it works fine, but with Shipping it's stuck at the loading 3 dots and never starts.
Logcat only shows this (for adb logcat -s UE4):
04-20 14:56:20.483 16916 16940 V UE4 : [NetworkChangedManager] No network state set yet, setting naive network state checking connection fully.
04-20 14:56:20.483 16916 16940 V UE4 : [NetworkChangedManager] Network connectivity changed. New connectivity state: CONNECTION_AVAILABLE
04-20 14:56:20.484 16916 16940 V UE4 : [NetworkChangedManager] Network Capabilities changed, has Internet: true
04-20 14:56:20.484 16916 16944 V UE4 : [NetworkChangedManager] Verifying internet connection with host: https://example.com/
04-20 14:56:20.587 16916 16916 D UE4 : [GameActivity] Target SDK is 25. This may cause issues if permissions are denied by the user.
And logcat with grep set to my package name, only shows this line that could be relevant:
W LibraryProvider: Cannot find entitlement for _my_package_name
The entitlement warning also shows up with a development build too, so it's probably not that
Does anyone know if hand tracking using the VR preview mode works in UE 5.0? I have it working with UE4.27 (using Oculus SDK, not OpenXR)
good evening
i have a little issue where i don't know how to lock the position of my left motion controller in VR after grabbing an object with two hands
the idea is that i want to hold a Cue Stick for (billard/pool game) and then make the Cue go in it's forward vector (Arrow direction)
if anyone ever has this problem again: I found the solution (for my case):
The fucking steamvr_manifest.json was write-protected by fucking Perforce. So simply checking it out solved all my issues.
Is there a way to copy a public steam vr bindings and set that as the default? It's annoying that I can't like copy the settings there
@chilly ocean yes, if you have dev mode on you can SetAsDefault in the overlay
it will overwrite the default bindings
then you can ship those
Hi! My index works fine in editor playtest. But packaged it doesn’t work. What’s wrong 😅steam vr ?
EXCEPTION_ACCESS_VIOLATION is what I get everytime that I try to open my vr game
Has anyone run into an issue at all migrating projects to UE5 release by chance? Worked totally fine building apks to Quest with early acces 1, until the newest release version. Building it causes the screen to show as VRDesktop exe in 2D mode on the quest. Enabling OpenXR and Oculus SDKs get past this, but give the ol' infinite 3 dots, suggesting other crashes. Engine works fine with the VR template project, so I have to assume there is some new ridiculous checkbox to tick.
Hi, i am trying to use motion controller display visualization, however my motion controller's location is half of the length of the controller higher relative to where it should be. Has anyone else experienced this ?
Thanks, that's an issue that plagues us as well
Should we add steamvr_manifest to the Perforce ignore list?
Has anyone had success with a spectator screen in packaged builds? I cant even get it working on the default project. If the spectatorpawn is enabled, then it renders that view to the HMD. It runs fine in editor with HMD and spectator
I basically followed this[0] and it works quite well packaged (4.26). I've never used (or heard) of the SpectatorPawn, I just used the three nodes mentioned in the doc.
[0]: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/XRDevelopment/VR/VRHowTos/VRSpectatorScreen/
well if it's ignored, you can't have it changed and then sync the changes across your team... the better way would be manually checking it out each time you change the controls
is there any updated documentation for setting us AR for us5? tried setting it up a few times and it just goes to shit, getting error after error 😦
anyone know how to resolve this error ?
Android Studio Path: C:\Program Files\Android\Android Studio
Android Studio SDK Path: C:\Users\Wipeout\AppData\Local\Android\Sdk
Using sdkmanager: C:\Users\Wipeout\AppData\Local\Android\Sdk\cmdline-tools\latest\bin\sdkmanager.bat
ERROR: JAVA_HOME is set to an invalid directory: E:\AndroidADK\jre
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation.
Update failed. Please check the Android Studio install.
@steady shoal you can put planes with translucent or masked materials with the image texture to "emulate" decals, but I'm not sure how this compares performance-wise to actual decals
is posible to see a 360 video with ar mode in unreal? i followed a tutorial but it seems like the material is not beeing rendered by android
Hi! My index works fine in editor playtest. But packaged it doesn’t work. What’s wrong 😅steam vr ?
any word on gettin UE to render that same method that Unity is using on Oculus to get next-gen spacewarp or whatever it's called? apparently boneworks is targeting 120hz reprojected
I'm building my own standard teleportation movement for VR. For this I'm using Predict Projectile Path. But when the arc is drawn there are two arcs instead of one. Any idea what's going on?
Yeah it wasn't clear for me if it was a local user setting or a project setting.
I just know that I dread whenever I have to enter that SteamVR menu
Update turns out it's an issue with my headset, fixed with a restart. It works fine on other headsets.
Anyone please help me out to implement gernade functionality in VR
I am using VR expansion plugin
Follow the documentation page over unreal website setting up sdk and ndk. Also if you have Nvidia Codework install please uninstall it because it cause conflict with android setup
APPSW is available only in UE4 Oculus Branch.
I'm getting strange green artifacts on specular highlights on the Quest 2 when I am running my game on the headset. These artifacts are not present when playing with ES3.1 in the editor. Has anyone had this issue?
Hi, I have a 3D widget in my VR scene that allows me to interact with Buttons and sliders. However, when I interacts with a Text Box, I am unable to input anything with my keyboard. Can’t seem to find any solution, any ideas ?
wish someone would back port it to 4.26 :/
Does anyone have any recommendations for implementing some kind of dynamic resolution system for PC VR with forward shading?
From what I understand the built-in system only works in some HMDs and maybe only in Deferred. I have the OG VIVE and it doesn't seem to work.
I can check the frame pacing and adjust PixelDensity to compensate, but this causes a major stutter...but only when the VR character is in motion.
If the VR character has a velocity of 0 then there is no stutter.
Curious if anyone has any insights or references for getting around these issues or stealing back performance?
can't tell you why it happens, but I can at least tell you it happens to me as well, so its something with the engine
If you figure something out please let me know:)
Hi all!
I have a quick question about UE5;
How does it differ from ue4(.26) performance wise (Quest1/2)?
Is there any difference at all?
Anyone getting very bad black flickering/artifacting in viewport and broken rendering in VR with UE5 default settings in a VR template project? (gets fixed if switching to deferred)
After trying almost everything short of reinstalling windows, deleting the DDC folder in the AppData/UnrealEngine folder seems to have fixed it
For some reason the latest Quest update has broken games where the APK is over 2gb (UE4.25). Packaging and installing works fine but the game won't launch 🤷♂️
I’m using VR for arch viz. I was testing udims from painter. I noticed that in the shader complexity view the cost of udims seems to be much higher than a regular shader. I was hoping to use smaller maps sizes but keep visual fidelity. Anyone using udims in VR?
Ok I'mma just be blunt, how can I make a portal effect in vr? (just the rendering, no particles or functionality)
I'm not familiar with portal techniques in video games, but I'm guessing there's an issue with rendering a stero view?
https://github.com/Oculus-VR/UnrealEngine/tree/4.27/Samples/Oculus/RenderingTechniques#portals
oculus ue4 fork has this, could be a starting point
Portal rendering in games basically has a virtual camera projected from the players view from the other portal which would normally work with a regular FPS, but not in vr. Also yes, I'm also having stereo problems
Thanks I'll check it out
Says it doesn't exist @jovial hamlet
it does, you need to setup access first
ah ok
still doesn't show up
is there something I have to do with my account or?
Yep you'll have to join the Epic Organisation
I'm guessing since it's an Unreal Engine fork, it's similarly protected
What are the advantages of the oculus fork?
Is there performance gain for example? Better tracking?
I haven't spent too much time with it, but overall it doesn't seem too different
there are some cool features like tonemap subpass and ASW
Since my game is heavily physics dependent, I'm afraid ASW won't do much for me😅 I'm mostly interested in performance gains and/or stability
4.26 is a bit bugged it seems (mainly UI is buggy)
I'm thinking of switching to ue5 actually
@open trail lol if your game is heavily physics dependent the LAST thing you want to do is switch to ue5 right now
Right 😅 I do have a custom version of BulletPhysics though :p
So no pysics system from unreal is used
Too instable for fast movements 😅
I was hoping UE5 would be more stable regarding UI and stuff, but I'll stick with 4.26..
you can do a portal camera without the oculus branch but it takes setup work
should hang it in the guggenheim
i've had better performance from 4.26 tbh
ue5 does have this new feature for viewport graphics scalability though which is nice at least but it seems to be slower even with the scenes i've updated from UE4
<@&213101288538374145> not sure what I did to deserve this attack. Not even my site or projects.
:triangular_flag_on_post: benflight#1917 received strike 1. As a result, they were muted for 10 minutes.
i'd go back to 4.25 or 4.24 even if I could test it easily.. I saw mention of some kind of downgrade script in another channel but I'm not really sure what they were referring to..
Is there a way to set your SteamVR zero point with a controller rather headset
Anyone here using a Vive Focus 3 with 4.27? I'm currently looking for standalone headsets for our project, but I can't seem to find much about the Focus 3
Just checking in, has there been any patches released to fix the UE water for VR?
hey guys! i just implemented Yuri's VR IK Body's plugin from marketplace. Its working great but has zero hand animations. I read it has a hand component for that but couldn't find any proper docs or videos about it. Anyone here using it, that might throw any hint? thanks in advance
Are you using and APK+OBB or just a large APK? I think I read somewhere that the newer updates require an APK+OBB setup, but IDK anything else about it off the top.
bloom doesn't work ofc, just the tonemapping
Don't need bloom, just emissive materials.
So what exactly is this and how do I integrate it?
slap a custom node with this code at the end of your emissive material
I do it in a material function so I can disable it on PC
e.g. like this
a 14 green is going to be pretty much white with the default UE filmic tonemapper then
The screenshot I showed above was 14 blue and 14 red.
they didn't look white at all.
that's 14 green
you might want to try to tweak the exposure multiplier then
which is in the beginning of the shader code
Thanks, I'll play wit that. I appreciate it.
I've never worked with shaders like this before
basically what I did here was take the filmic tonemapper with default parameters from the engine code and approximated it with as little instructions as possible, with everything baked in
Will the emissive colors still have that kind of glow about them or is that hopeless?
We have bloom disabled on the project.
what's the glow here then? do you somehow fake it?
well that's bloom then
Bloom is the first thing I disable on all my projects.
the pp volume / camera / ... can override that setting
Bloom is disabled on the character camera and we have no pp
I've never enabled bloom in any way on any project I've done and emissive colors always look like that if you crank them up
I'll double check, but I'm pretty sure bloom is always enabled by default and you need to specifically disable it in the post process volume
As long as I can make it glow or look glow-like then that is fine. I'll mess around with those values and see if i can get something close. Thanks.
Thanks for the reply! I've been using a large apk until now and it always worked fine. I was going to try apk+obb as a last resort, didn't know they'd changed the requirement!
@white fern do you have any idea where you saw that info I'd like to know more
Floating translucent decals (for road tire trails) don't render properly in VR. How to go about doing it right?
guys, i'm trying to setup hand tracking with oculus quest 2 connected via airlink. fot for some reason when i add hands in the VR pawn and press VR preview UE crashes every time
it's the hands component which makes it crash
here's the log
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000
0x0000000000000000 UnknownFunction []
0x00007ffa9f6a4ada UnrealEditor-OculusInput.dll!UnknownFunction []
0x00000b35f18b5400 UnknownFunction []
0x0000000000000001 UnknownFunction []
0x000000c4649799c9 UnknownFunction []
does anyone know whyy !?!?!?!?!
i've lso tried turning on a few openxr plugins for hand tracking but no luck sofar
@everyone
VR game which my friend developed was working fine in his system and few other system. But, some system gets the follower error
anyone have an idea about it?
VRSample Game has crashed and will close
Assertion failed: PipelineState.FrameState.predictedDispalyTime [File D:/Build/++UE4/Sync/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp][Line:2514]
ive tested the same setup with 4.27, motion controler + hands and it works there.... im guessing is because of openxr ? i think its on by default in ue5
Does anyone know a way of testing multiplayer functionality on the quest without having to buy multiple headsets? I'm using the oculus rooms session's and what not so I can't use the editor as the editor won't pass entitlement
ok next update, hope somebody can shed some light into this cus its driving me nuts. i was able to sed the sdk to legacy mode in UE5 via project settings of the oculus plugin. now when i hit vr preview im able to see the vr environment WITHOUT crashes. but hands are not there.
to debug i have converted the working copy or the project for UE5 to keep all the settings supposedly
but still NO HANDS
😭
had to revert to 4.27...
whats the best way to detect if the player is gonna use VR or not?
@distant spoke we can't guess what's wrong with your setup.. are there any messages in the output log that's relevant? did you apply a material to both slots in the Hand component(s)? I just tested it in the VR Template in 5.0 (setting OculusVR plugin's XR API setting to "Legacy" is required) without any issues.
I love you man ! Always know something like this is possible but I don't know how to write hlsl code yet 😅
Hey guys, I want to setup my VR Scene as a Design Preview ... Therefore i need to teleport trough my car inside of it ... Kinde of like there would be no wall ... what do i have to setup ? Atm i am using the standard UE5 VR Scene 🙂 Thanks for your help !
u can see here, the teleporter wont allow me to teleport through this wall or into this wall
How do I differentiate a Valve Index headset from a Vive headset in code?
FName DeviceName = UHeadMountedDisplayFunctionLibrary::GetHMDDeviceName();
UE_LOG(CDLogCockpit, Log, TEXT("%s: %s"), *FString(__FUNCTION__), *DeviceName.ToString())
Only gives me "SteamVR" on the Valve Index
Hey, I've had an issue for a while where a widget interactor which is a child of my right motion controller is not detecting a widget that is a child of my left motion controller. The debug arrow passes straight through the widget. I can provide screenshots in a bit but does anyone know what stuff to check that might be causing this?
This is UE4 btw.
I’m an environment artist using UE5 and interested in building high fidelity environments for vr workspaces, is there a market for this and what are some barriers others may have experienced?
The Teleport Trace will hit anything that has it's collision type set to World Static. If you change the Collision Preset of the "table" (or anything else you'd like to teleport through) to "BlockAllDynamic", it will behave like the table does now, but you can also teleport through it
Another UE5 and VR observation. The editor seems to leak memory when the editor viewport is active and instanced stereo is enabled (have not found a conf where the right eye rendering is not broken without instanced stereo) in project settings. This is less severe in DX12, but much more noticeable in DX11 (which is preferred as it still has better frame time consistency in VR), as in** 21 GB per hour** memory usage increase with the editor viewport is in focus but otherwise sitting still.
From some digging done using memreport i think it is something to do with the ever increasing number of tracked RHI resources on the CPU side while using instanced stereo. With it disabled the memory usage and RHI Resource count does not seem to climb
Have not found significant memory drain while Instanced stereo is disabled. And the leak also seems not to be present or significantly reduced while the VR is active and the Editor is minimized or even when PIE is active (leak is still there with simulate mode active).
I have tested this on 2 computers (VR template project, Win10, UE5.0.1) and the bug is present on both.
Submitted a bug report for this but am curios if other people are also experiencing the issue?
I also experience this issue. Memory will constantly leak and increase by roughly 4mb a second until it runs out and crashes. I think it's actually simply caused by selecting DirectX 11 (and maybe instanced stereo) but I could be wrong. Another fun thing is that the latest patch, somehow, seems to ONCE AGAIN have broken Niagra rendering some effects in the right eye. I've completely switched back to UE 4.27.2 at this point for now, UE5 really isn't useable for me for VR. Like, at all
LogHoloLensAR: SpatialSurfaceObserver::IsSupported() returned false. No updates will occur.
Spatial mapping suddenly stopped working on the Hololens, any ideas?
Im using a Character instead of a pawn for the vr character and the locomotion works but the rotation isn't . i have tried so much and dont get why its not
Anyone know how to fix Oculus Touch Controllers not working in 4.27, for some reason in every project i've made the buttons dont work but the triggers and the thumbsticks do
@dusk silo openXR? unmap the X button push
and use touch
it doesnt generate JSON that oculus accepts
fixed in ue5 though
are you using 4.27 ? I've had a lot of issues this week with the mixed reality lab toolkit from the market place breaking. I was unable to build to the Hololens because of anb eyetrackingfunctionlibrary error.
in controller and/or camera manager there is something that follows pawn control rotation; you need to set control rotation rather than manually rotate the capsule, depending on how you have things set up
Hey folks, So when using VR in UE4, it was fine. When using VR in UE5, man, it's running choppy as hell, especially with Steam VR plugin, any tips?
main thing is turn off TSR and use a cheaper AA method
Man, I might just have to make a separate build all together for it
I was planning on it anyways, but this confirms it a bit more haha
r.AntiAliasingMethod 2 to move back to normal TAA, but you might want msaa and forward rendering also
but first mainly just try to get back to your ue4 baseline; I saw around only a 5% dip or so in basepass from ue4 to ue5 I think
Also, it keeps wanting to open up Steam's inbetween loading area. I can tell you man, it's not as smoother as 4.27.2 but that's probably because I have lumen, volumetric clouds and the wrong AA settings
It's weird how it wants to open up Steam home though
Disabling Steam VR plugin seems to fix that, though, shouldn't I have that enabled if I release my game on Steam? So the question is, why is the plugin gumming up my system?
Right now I have Oculus and Open XR plugins enabled and it works smooth
Engine/Config/BaseEngine.ini
[HMDPluginPriority]
; Since SteamVR also works with the Oculus Rift, give priority to the native Oculus plugin before trying SteamVR.
; OpenXR is production ready and, if enabled, should be the priority plugin. For 4.27, we still need to prioritize
; the native plugins due to runtime features that are not yet supported in OpenXR.
OculusHMD=40
SteamVR=30
OpenXRHMD=20
WindowsMixedRealityHMD=10```
you can change that to set which plugin takes priority; verify in output log because there have been bugs in the past where openxr kicks in even though steamvr was set higher, etc.
I would still first get things back to your ue4 baseline, using the same runtime etc., and make sure you get performance to pretty close to where it was, then look at adding in new features or switching to new runtimes etc.
Very handy indeed! I think what I'm going to do for now is focus on the PC build, make that as best as possible, then once that build is done, make a clone and add VR. If I can get that working, tested and well by release date, great. If not, then I still have PC release on time.
All of it.
Rendering is a major issue with UE and VR. Constantly searching and looking for compromises to get some things working
SSR is broken. Translucency with specular is whack
Constant crashes
stick with UE4.27 for now
Lumen isnt supported. Nanite isnt supported. Instanced Stereo is literally the only mode that works for me. Others dont have that issue though. If i do not use instanced stereo my right on the quest 2 points backwards, so i feel like a fking chameleon trying to navigate a world
Specular on niagara fcks out completely under certain lighting conditions etc
those are my challenges at least. Im sure others are luckier
it barely hits 30 fps on high end pc for flat stuff, it will be a while before it is usable for vr
SSR looks bad in stereo, don't use it
There's no future support for 4.27, I suggest you use UE5 if you're not already far into production
Mobile MultiView is what's used on Quest, Instanced Stereo is for PC
question. i just started using OpenXR to test with and certain inputs for my OG vive wands stopped working. so far none of the directions that i press for the trackpad seem to register but everything else does. any suggestions? this works with steam vr
I have my project running on a web browser and want to activate VR mode, does anyone know where to start or where to look?
Unless nothing works, which is in my case. UE5 crashes with DX12 enabled. VR bugs out completely in 5, its not functional in the least when using texture streaming and directional lights.
But from what i gather not everyone has that issue
I cant even build lighting in UE5 😦
Is anybody else having startup crashes when deploying their app to Oculus Quest 2 since their v39 system update?
hey everyonbe, So im working on a project that has been working great so far. however there seams to be a really weird bug or something happening now.
When i open one of the levels the textures dont load in fully. if i got to a new one and then travel back to it only then will they pop in.
and it only happens on the single level. any ideas what could be doing it?
Known issue, switch to dx11 for lighting build
Just launch with -dx11
Unless you have a memory leak in dx11 (see above), then you just have to pray you can build lighting before UE5 crashes, which takes roughly an hour at most when idling if you have 16GB. UE5 just seems to leak under certain circumstances and the bugs are just less apparent if you have 32 or 64GB
Or, dx12 mode, where it randomly crashes, even with the latest drivers
It's probably somewhat related to having a 1070, I really think UE5 wants an SM6 capable card or something for most newer features, and the fallbacks are very fragile
... or perhaps unfinished
try vulkan or see if they have fixed the issue in ue5-main
it was supposed to be fixed in 5.0.1, but must have gotten bumped or regressed
I'm well aware of what that all says, I spent over a week trying to hunt down the problem and fix it - probably well over 30 hours
But sadly it makes UE5 pretty much unusable to me until they fix it, so 4.27.2 it is until then, for me
did you try baking with vulkan?
That, and chaos is... really not very good in practice right now, try doing anything with it and it becomes obvious it's not really comparable at the moment
Ah, sorry, I wasn't specifically talking about baking, my games all use dynamic lighting anyway
(That might have been the person I was responding to)
Sorry, I mean whom you were responding to
ah sorry I thought you were the original who had lighting build problems
anyone know why people say not to use starter content when developing vr in ue?
vr expansion plugin ftw
Is there a link? Cause start content is an instant crash for me
i have that issue with 4.27 with the content, 5.0 worked. your kinda stuck downloading the example project and compiling it (might be a precompiled build?) then you can launch it and work in that project as you need
No more hololens 2 plugin avaliable? Can someone stream hololens 2 like in 4.27 version, i can’t use it anymore on unreal 5 the engine crashes everytime i try to connect on hololens remote
Hi friends - I'm pretty new to using Unreal, but I've been using Unity and other 3D programs for years. I'm using Unreal Engine 5 for a new research project, and we want to use Virtual Reality to accomplish a number of things - but I am running in to the same issue multiple times. When modifying the default VR Template, and running on my airlinked Oculus Quest headset, everything seems to work great. I can make changes and it works fine. Then, eventually for no obvious reason, after importing simple assets, the camera on the HMD gets very glitchy, it's as if it's rubber banding when I barely look anywhere. It's super disorienting and I don't think it has anything to do with performance because I don't really see how adding one cube with a material on it to replace the existing floor could do that, but it might be... Does anyone have any idea where to start troubleshooting this?
I think it's related to SteamVR - switching to Oculus for the OpenXR runtime and it runs much smoother
Anyone who has experience with Oculus SharedSpaces could you tell me what the difference between Level Name and Destination Api Name is? I realize the Destination Api Name is the name of the map you are trying to transition to but all I can tell is that the Level Name is just the same but serves no purpose
are you keeping the editor minimized during play?
Yeah for now it's best to use Oculus' runtime for Oculus devices, and vice versa. While in theory a runtime that supports OpenXR can work with any OpenXR supported hardware, the runtime developers are moving from their own native runtimes to OpenXR, and features doesn't grow on trees 🙂
"bugs out completely" doesn't give me much to go on, but building lighting is an issue with Instanced Stereo. It's fixed for 5.0.2, but you can disable it for now and build lighting
Are you using Vive Trackpad Up/Right/Left/Down as Action Mappings or Axis Mappings? Boolean input (such as trackpad, or buttons) behaves odd when used with Axis Inputs. But I've had no issues using them for Action Mappings since SteamVR got updated w. support for them 🤔
using action mappings. works with steam vr but not openxr
Is this a project that was migrated from UE4 that used SteamVR? Or fresh UE5?
Regenerating your input manifests could help (deleting them from /Config/ and restarting the project will do that)
fresh ue4 project. ill give that a try and see if it resolves it as i was using steamvr before switching
ty
Also make sure that SteamVR is set as the OpenXR Runtime, and not Oculus
roger, it is
I wasn't, does it make a difference?
Yeah it made a massive difference in performance, like from broken to working perfectly! OwO
yeah, editor automatically minimizes when playing in VR because if it is open I think it does tons of draw calls for slate to render the editor's UI, so kills your draw call budget and could cause it to slow down and reproject like that
Ya'll getting black picture when playing in VR?
Me and some others are today for some reason
@hallow knoll do you know if there is any info about vivox support on UE5? that's the only thing keeping us in UE4 in pdroduction right now. Thanks in advance
hey, is the steamvr crashing with openxr runtimes a common-known issue? any good workarounds without ditching openxr?
I've now made several things using vrtemplate as base, building using oculus and when i go test on steamvr, they lag and crash often, and often fail to launch. openxr runtime is set to steamvr.
steam machines have index headsets
For quest 2, where can I find differences between the oculus 4.27 branch and oculus-5.0? I don't know which to choose, some say that oculus-5.0 is missing some features in 4.27 but what are they?
Hmmm I'll give it a try, thank you for the suggestion
Awesome cheers, was looking in the wrong place
Is OpenXR a replacement for SteamVR or do I still need to deal with SteamVR and its controller bindings?
In other words, if I'm developing a VR game and I own a Valve Index (SteamVR) do I need to have both plugins enabled?
Hi all, I'm sorry if you have already received and answered this question. I'm just a bit confused with setting up the Oculus Quest2 for development. I'm getting this error when trying to build/ playtestLogPlayLevel: Error: clang++.exe: error: unknown argument: '-fforce-emit-vtables' Feeling a bit defeated atm
also vr preview is still grayed out even though I've gone through all of the required setup
Anyone able to guide me as to why I'm getting these clipping pixels?
along corners?
is it a UV issue?
If so, I guess I can auto regenerate UVs?
There's enough to the point that it's kind of disorienting in VR
Anyone know how exactly they're synchronizing these HMDs on the the playing area? https://youtu.be/KF5yku7XL28?t=311 It doesn't quite make sense. It says all they're doing is putting the HMD in the center of the play area and holding the oculus quest button for 3 seconds to recenter the device, but they make no mention of making sure the oculus quests are actually all turned the same direction when they recenter them or anything else. I don't quite understand how that causes the players to all synchronize their positions in the virtual world and real world
Is OpenXR a replacement for SteamVR or do I still need to deal with SteamVR and its controller bindings? In other words, if I'm developing a VR game and I own a Valve Index (SteamVR) do I need to have both plugins enabled?
I've got vr editing mode working in ue5, but it can't spawn editor windows anymore, importantly the content browser for spawning new meshes.
Is there a fix for this? Or another way to easily spawn in new assets while in the vr mode?
has anyone used OpenXR?
There's a good amount of work and decision making that goes into starting a quest project. Make sure you follow this guide to the letter to get a project built to your headset. https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/
As for VR preview, make sure your headset is connected to your PC via USB or AirLink, and you need to have the Oculus app (not just the developer app) open, then open your unreal project and VR preview should work. But be warned, only use VR preview for testing logic, visuals WILL be different once you build to your headset
Provides instructions on how to create a Unreal Engine project for Oculus development.
If your using SteamVR check your bindings, sometimes the controls unbind
Thanks for that link, I'll double check that I've followed those steps for ue5. I've built several VR projects and successfully deployed them in the past for The HTC Vive. Seems like the process is overly/ unnecessarily complicated with the Oculus Quest
Did anyone ever get this error?
LogInit: Display: Project file not found: ../../../TrainChase/TrainChase.uproject
LogInit: Display: Attempting to find via project info helper.
LogUProjectInfo: Found projects:
LogTemp: 8 cores and 3 assignable cores
LogPakFile: Display: Found Pak file TrainChase/Content/Paks/TrainChase-Android_ASTC.pak attempting to mount.
LogPakFile: Display: Mounting pak file TrainChase/Content/Paks/TrainChase-Android_ASTC.pak.
LogPakFile: PakFile PrimaryIndexSize=65382
LogPakFile: PakFile PathHashIndexSize=151103
LogPakFile: PakFile FullDirectoryIndexSize=146654
LogShaderLibrary: Display: ShaderCodeLibraryPakFileMountedCallback: PakFile 'TrainChase/Content/Paks/TrainChase-Android_ASTC.pak' (chunk index -1, root '../../../') mounted
LogShaderLibrary: Display: ShaderCodeLibraryPakFileMountedCallback: pending pak file info (ChunkID:-1 Root:../../../ File:TrainChase/Content/Paks/TrainChase-Android_ASTC.pak)
LogPakFile: OnPakFileMounted2Time == 0.000018
LogTaskGraph: Started task graph with 4 named threads and 10 total threads with 3 sets of task threads.
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: ''
LogAndroid: Mobile HDR: YES
LogAndroid: Vulkan library detected, checking for available driver
LogAndroid: Vulkan driver NOT available.
The "Project file not found" aswell as the "Vulkan driver NOT available" after pushing the apk on oculus?
This is totally weird. It's only happening in an old project and I already copied all configs from my latest project where this issue is not appearing.
In my latest project it looks like this:
LogAndroid: Mobile HDR: YES
LogAndroid: Vulkan library detected, checking for available driver
LogAndroid: VulkanRHI is available, Vulkan capable device detected.
So project found and VulkanRHI available.
It happens when running on Oculus Quest 2
No prob, I feel your pain. Vive is PCVR, which uses your computers parts to render the game. Quest 2 is Standalone/Mobile VR, It's mobile android, so things will be much harder and more restricted. But, you can use your quest 2 plugged into your computer with steam VR, then you will be on PCVR just like your Vive, and your vive projects should work as long as you rebind the controls
I was connected directly to my pc with the Quest, but didn't connect with steam VR I will try that. I also think, but am not certain that part of the issue may be stemming from having a newer version of Android studio installed? I uninstalled it and reinstalled 4.0 in hopes that will resolve some of the issues. Not sure why airlink wont show up on the Quest display even though the dev hub and mobile app are linked. Need to also confirm if the oculus plugins are installed on my project, I may have overlooked that XD
easy to overlook things at 1am lol
Anyone got any suggestions for the pixels glitchin??
If your target is standalone unlinked quest then you should grab the oculus branch of unreal engine
Hello, I am currently developing a multiplayer project for oculus quest. At this moment I can download and show the name of the people who play, but I would also like to download the profile image they have. I don't know if this is possible? If so, I would like to know how.
Hi, Wish you are doing great.
Anyone here who actually work with VR hand and know how to make then match perfect with the Motion Controller Rotation?
Actually my transforms work well, but rotation are not doing so. Anyone for helping me?
Hello, in this video about porting app to Oculus Quest, he talk about passing a color look up texture into every materials as a way to color grade
https://youtu.be/JvMQUz0g_Tk?t=1013https://youtu.be/JvMQUz0g_Tk?t=1013
at 16:53
Is there any way to do this in Unreal? Thanks a lot!
The introduction of standalone means the arrival of more approachable devices and, for developers, a broader range of consumers to target. The good news is you’re already ready. A stable of universal techniques and best practices can help reduce draw calls and hit perf without sacrificing fidelity. We’ll start with an overview of the device and ...
Do I need the oculus link cable? seems expensive for basically just a copper wire?
not even steam VR is recognizing that my headset is plugged into my pc which is bizarre. But I'm just using the standard cable that came with it. Going to buy the Link cable
Hey everyone,
I am developing for Quest 2 in 4.27 and somehow my 360° 8k videos lag when played within the app.
Quest2 supports 8k and in an older app with an older engine version this works fine, but all settings are the same, only difference is of course the shifting from Oculus VR to OpenXR plugin.
Anyone came across this already?
Thanks
you dont need the expensive link cable, there are many alternatives. however the one that comes in the box is too slow apparently
HI htere, has anyone experience with apex destruction in vr? is it very laggy?
Quest devs, need help!
First APK upload to the ALPHA channel fails:
Oculus Dev Hub gives error
Uploading...
Waiting for processing to begin...
reconstructing uploaded file (1 / 3)
validating package contents (2 / 3)
ERROR: Please sign or rebuild your APK using a production certificate or verify your keystore build settings are correct.
Build Upload Error - an error has occurred
However, apksigner confirms the APK is signed
Verifies
Verified using v1 scheme (JAR signing): true
Verified using v2 scheme (APK Signature Scheme v2): true
Verified using v3 scheme (APK Signature Scheme v3): false
Verified using v4 scheme (APK Signature Scheme v4): false
Verified for SourceStamp: false
Number of signers: 1
Android Distribution signing form is filled as well. I've remade the keystore file a hundred times using various tutorials. Still nothing.
What causes this error? Any ideas?
Hi anyone using last vr template with htc vive? touch controllers are so sensetive, its really difficult to control navigation.
Seems like we all don't know what we are doing in VR and because of that we can't help each other 🤣😂🤣😂
I bought one on Amazon for about $30. Should arrive today. Also did a fresh install of Android studio and Code works
Does anyone know when you add new destinations on the oculus developer dashboard do you have to wait for them to approve it for it to be testable? Been waiting a couple days and still says pending review
Has anyone migrated their SteamVR game from ue4 to ue5? I have an issue where my grab is not releasing in UE5 but everything works in UE4. Any ideas?
I think I heard they removed the editor aspects now and it is just for previewing
The editing functions are all still there, it just can't spawn the ui panels in vr, likely because of the major ui changes to the desktop editor.
When opening the ui-panels menu all the buttons that used to spawn the windows are missing, except one named "editor" which crashes the vr-mode when activated.
Finally got it all working
Does someone have an updated guide on how to use Vive trackers and Controllers headless without a headset?
Hey everyone, I made a tutorial showing how to create a screen fade effect without mobile HDR. Hope it helps for quest/mobile devs.
#UnrealEngine #VR #VirtualReality
► Join the Discord: https://discord.gg/xw65fg7
► Description
How to set up screen fade in UE4 and UE5 without Mobile HDR.
► Patreon: https://www.patreon.com/GameDevXR
► Twitter: https://twitter.com/Gam...
I mean, It's same thing,
In SteamVR, set activateMultipleDrivers to true
set RequiredHMD to false.
And that's it.
ofc, this require edit JSON files
Hey everyone ,does anyone know how can we update the billboard sprite at runtime? im working on Handled Ar Platform provided by Unreal engine. I have completed it using data table and assigned it to sprite , but it wont change at runtime .
why was this not better supported ?
made a video so my issue is more clear here as there seems to be a ton of confusion
4.26 vs 4.27 VRE plugin or even in VR template using quest 2 headset
in 4.26 I had control over both windows now I can only control a single window making multiplayer testing on quest impossible in editor
How to make teleportation better in vr? Im using the default vr template project, and teleportation works well in the default map but when I make some level geometry on blender, and bake a navmesh, then teleporting on the model is really inconsistent, i cant teleport to some places at all and get stuck, and every time i teleport my vr character jumps up into the air slightly and falls down every time
I have a navmesh in one area, but i just cant teleport there at all... why
Hi JohnSmith, you have to check this two things.
-
Check the Width & Height size of your Volume if it is OK covering the places you want then check the next point
-
Hit alt+c to see collisions, then select the floor bad area and in the details panel make double click in the Static Mesh, once it open check the type of collision this Mesh has. Try to change it from complex to simplex collision, use the one you can see it better.
That helps me to solve that kind of issues
yes i've made the volume huge, it covers everything. and the collisions look fine, one object looks bad though, how do i make the collision better? when i click the box "show complex collision" the collision looks really good, how do i make it use that one instead?
Can you share images about the Mesh Collision?
first image is simple, second is complex collision. complex looks better on every object but they use simple for some reason, how do i change it?
They looks good. Can you delete the Navmesh Volume and add it again but just after checking the floor bad places.
How much more powerful is the quest 2 vs quest 1? I’m thinking for future games it would be too difficult to support quest 1 devices.
many games already skip q1
Hi everyone, is there a way to make cloth physics on Quest 2? standalone
double click the static mesh to open it, then in the details panel under collision you can pick to use simple and complex, complex as simple, or simple as complex, each option listed increasing in performance cost, so don't use it on everything
This is what my collision tab looks like, completely different. im using unreal engine 4
and this is what it looks like if i do a standard click instead of double click
Yea complexity is not anywhere, I even opened the model and typed it into the search bar. Its nowhere to be seen
Does anyone know why I don't have it? 😦
thats a ue4 feature, you need to open the static mesh in the static mesh editor, right now you are looking at in from the standard main screen details panel, when you open it in the static mesh editor (find the asset in the content browser, double click it there, or right click and click edit) then the details panel in that screen will have that option
yes I'm using ue5, you'll find that it's the same in ue4 as far back as I can remember
I just found out about this discord and I see at least some people using UE5 and quest 2 hardware scrolling up the history so hopefully someone can share some experiences. I've been running in on this(on every frame):
Creating temporary JNIEnv. This is a heavy operation and should be infrequent. To optimize, use JNI AttachCurrentThread on calling thread on every frame.
I can't find this string in the ue source and only 1 hit on google regarding an old oculus github repo. Honestly looking at the perfetto logs I couldn't find much details regarding this and it seemed like it wasn't much of a big deal, but now that I started populating my scene I quickly hit stale frames.
I'm not sure what to expect but the vr template starter is already on APP=8ms, is that normal or should it be lower and that log is in fact causing issues?
my input only works when i'm wearing my HMD....
yes I know how stupid that sounds lol
Hey so I am trying to get a VR widget working. Basically I coded a c++ multiplayer system and menu that works with 3rd person but I am trying to get it working for VR. In 3rd person games I just parent the c++ class to the bp widget, pretty much all I have to do is spawn the widget in the level BP and then it gives me access to my "menu setup" function which allows me to launch the multiplayer server on steam, select the continue level, amount of players etc. This node is essential to make the menu work. But in VR I have to place a widget actor in the world and then connect the parent class to my BP widget. However since the actor needs to be connected to the BP widget (this is not the C++) it does not give me access to the specific c++ node I need. And then if I connect the c++ widget to the parent class of the actor then the widget itself (buttons) do not show. Any ideas how I could get this working? I know it's probably confusing without seeing it in more detail
can you redescribe more exactly; you can't parent a c++ class to a BP one
you might mean attach etc.
Yeah I will do my best. So in my c++ code I created a menu setup function that is BP callable that handles all the multiplayer stuff. In order for it to work I need to connect it to my BP widget as a parent class. Then I create the widget using the level bp. However in VR, level bp widgets dont seem to work. You need to create an actor, connect your widget bp to the actor and then place it in the world
I may be getting the termanology it may be attach actor not parent actor
more specific on this:
to connect it to my BP widget as a parent class
you want your c++ class to be the BP widget's parent class?
But the issue is with the actor I can only do one or the other. Either attach the widget (which shows the visuals of the widget like the button and text) or attach the c++ class. Not both. If I connect the widget bp it shows the widget but doesnt allow me to access the "menu setup" function
If I attach the c++ widget class it allows me to access my menu setup but it does not show the widget itself
setup function that is BP callable that handles all the multiplayer stuff. In order for it to work I need to connect it to my BP widget as a parent class.
what does the bolded 'it' mean there? you want your BP widget to have a callable as a parent class?
Multiplayer server intiation, joining, hosting, max players, load lobby, etc
All my multiplayer functionality
what are the classes you are dealing with (and what types are they/what are they derived from)
you seem to be saying you want something as a parent class but it is also sounding like you want a callable function as the parent class, do you just mean registering the callable as a delegate to do the setup or something?
Either attach the widget (which shows the visuals of the widget like the button and text) or attach the c++ class.
What does attach the c++ class mean here, what is the c++ class's type/what is it derived from?
To connect c++ logic to a bp you have to go into the bp and go to class settings and attach the c++ version. This gives access to callable functions written in the code
the c++ class is a widget class
Then connect the c++ widget class to the widgetBP (the bp allows you to create the visuals of the widget without having to manually code it)
But the c++ handles all of the widgets functionality
With VR the need of placing an actor in the world adds an extra step and you can only attach one or the other
you mean reparent, not attach, right?
but then that is confusing where you later talk about attaching
I will get on now and look at the specific terminology
it is confusing because the attachment heirarchy and class heirarchy are different things but have similar phrases, but it isn't clear when you are talking about which