#virtual-reality
1 messages · Page 250 of 1
if you reparented the blueprint class to your cpp one, then when you set the class to it on the UWidgetComponent, there is no reason it won't have the cpp base class still
in 2d, you call AddWidgetToViewport to get it up on screen, in VR, you create a UWidgetComponent with your class as the class and it will construct the widget, or you can create it empty and add a constructed widget with SetWidget or SetSlateWidget.
You need the find where that system you are using calls AddWidgetToViewport and just replace that call with adding it to your UWidgetComponnet
maybe make a short video demonstrating it working right in 2d and failing on the UWidgetComponent, and we may be able to see where you are going wrong
That is what I thought but it doesnt work
I will look into this
Would anyone be willing to share their VrApi logs from ADB(the one with FPS=72 etc etc). I'd really love to know if this Creating temporary JNIEnv. This is a heavy operation is wrecking performance or not.
On a fresh 5.0 vr template level preferbly, for example mine is: FPS=72/72,Prd=38ms,Tear=0,Early=0,Stale=0,VSnc=0,Lat=-1,Fov=0,CPU4/GPU=2/4,1171/525MHz,OC=FF,TA=0/0/0,SP=N/N/N,Mem=2092MHz,Free=0MB,PLS=0,Temp=26.5C/0.0C,TW=2.27ms,App=8.11ms,GD=0.11ms,CPU&GPU=17.17ms,LCnt=1,GPU%=0.76,CPU%=0.41(W0.58),DSF=1.00
Question, how are advanced gore systems made? For example like Blade and Sorcery, Saints & Sinners, etc. When you stab or deal any damage very nice realistic looking decals show, seems some even have inner meshes like guts, realistic blood animations, etc. I don't need anything super crazy but I am just curious as I understand the emitters for blood animations. However getting actually nice looking wounds to show on the mesh is tough
Hey I saw your post on the forums. Could you send me a project that reproduce that log? I’m unfamiliar with it but I’d like to know as well and will reach out to mobile team
I sent a link to you through DM, I hope it's reproducible on your end. Please let me know if you need anything else and thank you for helping!
I'm running in to small-ish objects (like a knife) falling through a counter when dropped. Any reasonable way around this?
I cant find it, right side is blank
I’d check their collision settings (usually when I have objects pass through each other, I’ve set up one of their collision settings wrong) and the shapes of their colliders. Perhaps the collision volume for the surface of the counter is very thin, meaning a small collider quickly falling towards it could be on one side on one frame and on the other side on the next frame.
they talk about a lot of techniques and alternatives in there
a more unreal specific one: https://www.tomlooman.com/unreal-engine-render-character-wounds/
Is this 5.0 launcher, source, or oculus-5.0 branch?
Happens in any of the versions unfortunately, I'm starting to suspect I'm the victim of some A/B firmware maybe?
The test project I sent to Victor also included some extra info of additional versions I tried.
`1. Create Proj, no starter content
2. "Project file is out of date" > Update
3. Project Settings -> Android -> Configure Now
4. quick lanch to q2
DETAILS:
"C:\Users\Rohan\AppData\Local\Android\Sdk\platforms\android-29"
"C:\Users\Rohan\AppData\Local\Android\Sdk\ndk\21.1.6352462"
"C:\Users\Rohan\AppData\Local\Android\Sdk\build-tools\28.0.3"
Oculus Quest 2:
System Version 26242800497100000
Version 39.0.0.88.336.363807235
Runtime Version 39.0.0.100.369.363650567
OS Version user-26242800497100000
I have tried various different combinations of:
Unreal 5.0.1
Source built Unreal 5.1
Sourc built Oculus branch 5.0
android sdk api platforms 28-31
ndk versions 21.1.6352462, 21.4.7075529 and 23.0.7599858
build tools 28.0.3, 29.0.2 and 30.0.3`
If you mean the VrApi string, I think that's from 5.0.1 from the launcher
Thanks for the info and testing, I would have checked the same branches and android sdk/ndk versions also, I'll give this a try as soon as I can and post back
Question if you guys have a chance: https://forums.unrealengine.com/t/openxr-motioncontroller-trigger-not-releasing-in-ue5/552193
I migrated my VR project from UE4.26 to UE5 and I noticed I’m unable to “release” the grab. For testing I bound my mouse left and right click to grab left and grab right and in that case the grab detected both the press and release. But when I try to grab with the motion controllers, release is never fired. I tried re-making my input bindings b...
Hey, try changing trigger axis in your input to just trigger
The trigger axis would be if you wanted to bind a realistic trigger to a gun, so when you press it half way, the axis shows the trigger is pressed in half way, then the trigger is animated to the halfway point
Thanks for the suggestion, I just tried that but it doesn't fire the press or release
the slightly weird thing is it works in UE4, but I guess thats a common thing lol
This is probably the bullet-through-paper problem. Turning on CCD for the small objects should fix it, but there is a perf cost. Alternatively, make the counter's collider thicker under the counter, create your own system that does a sphere/raycast when an important dynamic object changes position to make sure it doesn't pass through things, slow down the movement of objects, crank up the physics sim rate.
Sorry for that, I've tried not all but many different combinations of all versions/(build)tools but I should have kept better logs(it got a bit demotivating at a certain point). That said the performance was pretty consistent between all those combinations and all of them had the 2x xrStopHapticFeedback following by the JNIEnv log statements. Thank you, I appreciate the help
It's just a cube collider with default settings on each object, and I've even tried scaling the colliders up so they're a bit bigger D:
I'll try CCD, thanks for the idea! They're not moving particularly fast when it happens, but my computer is struggling to run both UE and the game in preview mode -- like picking up the object and dropping it makes it fall. But small perf cost is fine. I've tried making the collider thicker for the counter but it didn't seem to have much if any impact. May have to do the raycast but we'll see
K, good luck. I used to have a similar problem with smallish objects falling through the terrain when I dropped them. CCD fixed it on those objects.. but eventually I decided to just stop using general physics, to completely avoid the problem and run better on Quest. Instead I use a custom component that does simple kinematics and collision response. It's not as fancy as full physics, but, for my game, it's a better choice.
Oh no no I'm sorry if I said anything that came off the wrong way! I meant thank you for posting the details 😄 you went down the same testing path that I was thinking of going down when you first posted (I want to know this too), so that's super useful and I'll do the same to see if I get the same results, cheers 🙂
Is grabbing for valve index motion controllers just not working in UE5 with OpenXR? I'm not finding anything so I'm wondering if its just me or if its just OpenXR isn't ready? But I cant imagine that's the case for something simple with grabbing (here is the question as a reminder https://forums.unrealengine.com/t/openxr-motioncontroller-trigger-not-releasing-in-ue5/552193)
@vocal aurora I havent tried in UE5 but in 4 grab it is "grab force". in the forum post, it sets trigger axis to action mapping which makes no sense. axis gives you a float between 0 to 1 depending on how much you press, for example you could use it to animate the finger pulling the guntrigger.
but action mapping wont give you this float at all, it will give you pressed and relased.
Ah, I misread! cheers
Hey Everyone , i really need help to scan or detect the 3 object in AR , i have done the image recognition part but not able to do for object so any help or tutorial works ! Thanke in advanced ,
@real needle Thanks for the suggestion, I tried changing it to just trigger instead of trigger axis but then it didn't fire atall.
@real needle Yea just tried setting both GrabWithLeftHand and GrabWithRightHand to use trigger instead but its not firing pressed or released
@real needle If it makes no sense though, how come it was working correctly in UE4 and regular trigger press does not even fire?
@real needle @tribal lintel any ideas why regular trigger input is not firing?
probably cus its broken. ue5 is barerely usable
@rocky nexus if its that broken though, how come im the only one with the problem apparently lol
working with spatial mapping in hololens
For some reason i can't get ARTrackableNotify to trigger unless i restart the editor every time
Does anyone here have VR working in UE5?
I'll take that as a no? lol
For VR development do you guys mostly use blueprints for creating the character pawn or a mix of C++ and BP?
Like for a very physics based character
I'm trying to get a video to play in my Quest 2 build but a video that plays fine in the PIE, but not on my actual Quest 2; It just shows as blank
My video formats are correct (MP4 H264) and nothing is preventing the video from playing
I personally use a mix but I like to use as much C++ as possible. I come from a Computer Science background so I prefer that and it's more efficient overall. But for things like UMG related or animations, yea blueprints are great.
Hello @everyone
please help me out if someone is using secondary grip using vrexpassion plugin
I am unable to use it on my grenade pin pull off functionality
Here it is how i made a secondary grip to pin
Please help me out in this issue, "Grip the pin using secondary grip independent of rotation & pose of hand"
Hey Folks, enabling openXR and HP motion controllers, makes lights disappear and horrible AA any ideas?
It depends on what you mean by working and what platform, I have a working Quest 2 environment on UE5 and it builds/deploys correctly. Unfortunately my aforementioned problem regarding the JNIEnv log spam is probably causing performance issues. No idea why I'm the only person on the planet running against this though.
I was facing this issue yesterday on UE 4.27
When I use the motion controller, seems UE4 is not reading the input from some device buttons or triggers, it is just reading the sticks, the motion sensor and the grip, but none other.
Which VR plugin are you using? I'm Using the Oculus one and have the same issue you are facing with Triggers
@teal dawn I'm using SteamVR and tried with SteamVR, OpenXR, and Both but in all cases the trigger does not fire or work properly. When they said OpenXR is ready for use, this is not ready for use lol
@mystic horizon generally that pin isn't a secondary grip, its a full grip of the pin itself
secondary grips are grip modifiers
I assume the pin is a GrippableStaticMeshComponent in that SS
I know that are from vr expansion interfaces@tired tree
But no issues my issue has been resolved @tired tree
I migrated my VR project from UE4.26 to UE5 and I noticed I’m unable to “release” the grab. For testing I bound my mouse left and right click to grab left and grab right and in that case the grab detected both the press and release. But when I try to grab with the motion controllers, release is never fired. I tried re-making my input bindings b...
@mystic horizon for the record its my plugin and there is a dedicated support discord linked on its website if you want to join there.
@tired tree hmm great to know that. Well nice work done man 💯
Hi. Does anyone know where the models of the controls that draw for MotionController are?
What do you do in the situation where the lighting looks one way on a Quest2 and another on a Quest1?
Same APK, btw.
VR template low fps fix on Quest 1: https://forums.unrealengine.com/t/4-27-template-poor-performance-on-quest-1/246433/37
For the dark problem, you can try changing the Auto Exposure Bias (Project Settings > Rendering) and see if it helps ?
The two main reasons why you won’t see 72hz on Quest 1 by default in the VR Template: Dynamic lighting doesn’t perform well enough on Quest 1. Set all lighting to static and you’ll see a jump. We don’t have Fixed Foveated Rendering on Quest with OpenXR - this is something Oculus is working on for their vendor extension plugin(s) Quest 2 runs ...
Hey everyone, I'm working on a forest VR scene and I was wondering how to approach the lighting. I suppose that dynamic light is out of the game, so I'll probably have to bake it all? The other thing is that the environment is covered in thick fog so the player doesn't see much and I need the scene to be fairly dark as well. Any ideas how to solve this one?
making stuff for quest 2, can not figure out why water appears black on vulkan/quest, no google answers i could dig out. Instanced stereo/mobile multivew is on.
pls advise?
4.27
Just getting back in to VR work, Whats the default method these days to grab headset/controller/tracker transform data?
How do i get access to this learning path? Since they changed the structure and layout of the learning resource stuff, i can't find it.
https://www.unrealengine.com/onlinelearning-courses/hololens-2-mixed-reality-production-for-unreal-engine
anyone know why my quest 2 isn't showing up on launch device? I've had it working before and I have all the developer mode stuff on. I can play the level in VR on my headset but it does not show up to launch to.
Hello friends, does anyone know of an existing tutorial or purchasable asset that handles VR climbing for UE5?
Anyone had issues using SteamVR index controllers not tracking?@
If anyone has implemented 3 point or 6 point tracking with a full character mesh drop me a tag or dm
You all might find this interesting
Download NASA XOSS MarsXR Editor for FREE at the Epic Games Store. Check for platform availability and play today!
hi, im having trouble with image tracking detection in ARKit
do you have any advice?
in ios not getting any geometrie
the problem was image settings
Vive Wave != SteamVR right? It's a completely different middleware?
Hi guys, I am trying to fake bloom using materials but I am having a lot of problems doing that.
was anyone enable to achieve that?
@jovial hamlet , @mystic tinsel I tagged you guys because I saw some older messages for you talking about the subject.
No, I haven't really played with it yet
Tbh I want to try making the usual pp-based bloom work at some point, I've seen multiple people do it in Unity.
don't they use the post processor for that? is there any videos/article that you can point out for me as a start?
Here is one pretty in-depth article
https://mulletdulla.artstation.com/blog/lnve/shooty-skies-overdrive-oculus-quest-2-post-fx-breakdown
But I've also seen people just turn on the default bloom and it "just worked" on simple scenes
Not suitable for every game obv as it is expensive, but at least it is possible
As far as faking it goes, I haven't seen any good breakdowns
yeah, I have tried to use the mobule hdr to turn the post process volume on but my project is bit heavy and it won't be worth it to lose all the performance for it
I was trying for the past 2 days to fake it using materials but I am not getting the result I want
I think it would require making a custom pp stack without enabling mobile hdr, maybe a custom render pass/subpass as well
The bloom effect always glow outside of the mesh, I don't think material alone can fake it. You can try to fake it with translucent plane/sphere if its possible with your project (overdraw problem but still cheaper than mobile hdr)
or if you don't need the glowing effect outside of the mesh, then something like a radial gradient exponential with @jovial hamlet custom code at the end looks good too
I was trying to use world offset to achieve that but the problem with radial gradient is it is radial and I have different shapes "cylinder, cubic, etc" so it is not gonna work for me
you can probably make a rounded "shell" mesh for you glowing mesh that would cover the extent of the faked bloom, and then fade out the glow near the edges of the shell using some fresnel magic
the problem that I am having with fresnel is when the shape is long is that the sides actually fade " since I use the fresnel for opacity "
and If I lower the expo of the fresnel then there is no more fading on the side but I lose the bloom look and the closer part changes to full emissive and has no more fading
Did you ever find anything on climbing?
Can someone please recommend me a way to create a cheap Glass like material for VR? I tried different ways, but my shader complexity always ends up up in the red spectrum.
The VR Expansion plugin is free and handles climbing.
there is a blueprint only climbing project somewhere on the forums from 4.22 or 2.23 or so as well if climbing is literally the only thing they want.
In its essence climbing is fairly easy, its just tracking a target point ( the grip location) and applying a pawn offset to ensure that the hand stays there after it moves.
a bit tricky part is making sure you don't end up inside a wall, and handling multiplanar collisions nicely, but there are examples of how it can be handled in the engine source
but I'd say the basic climbing motion is pretty much the hello world of custom vr loco, and is super fun to figure out and play around with
@jovial hamlet well yeah...I made VRE so my climbing uses the full character step up and wall sliding already built into them, but custom solutions would need some additional work to handle edge cases
Not sure where I'm supposed to ask regarding profiling on this discord but I guess because it's on a quest this is probably the best one? I have a scene with pretty much an BP_Sky_Sphere and a few big cloud meshes and I'm having a hard time hitting 72 fps. Pretty much the only oculus insight graph I can find on google is the one from their blog so I took that one to compare. A few things immediately seem obviously different (numbered in the screenshot).
1: STAT_FEngineLoop_Tick_SlateInput, is almost 1ms on my side and a lot smaller on the left side
2: Why are both threads waiting at the same time?
3. Occlusion culling is 7ms, if I look further down I see a ton of small ProcessThreadUntilIdle spanning that entire 7ms. I can find some discussions regarding different occlusion methods, even hololense docs recommending turning it off. I have turned on Round Robin occlusion culling.
4. In the vr template there's a niagara particle effect for a ribon renderer particle when pointing, the whole thing takes 500ms doing malloc things. Is that normal/expected?
Hey sorry I haven't got back, I haven't had time to try out ue5 for quest. I do know that as of right now, the best unreal environment for quest 2 is using the 4.27 oculus branch. In 5.0, there are things that still need work to be preformant, and there are perf features missing that are in 4.27, like spacewarp and late latching. Have you gone through the quickstart and used their settings? Try using mobile multiview, make sure mobile HDR is off, try using vulkan rendering and playing around with things FFR, spacewarp, and the other perf features they have in their docs, have you seen the oculus perf tool in project settings > plugins > oculusVR
Yeah, I'l think that's what i'l try next. The VR template in 5.0 and up actually has most of the settings that oculus recommends as a default except a few experimental ones, most of the experimental ones actually increased my frame times so I figured there's probably a base cost around those options that you gain back if you have more stuff in your scenes(might be a bad assumption). I have done everything in the performance window except setting my main directional light from mobile -> static(if I set it to static the entire scene with al its meshes and the hand controllers turn black after building).
I found this: https://github.com/mordentral/VRExpansionPlugin it has climbing functionality but I have not gotten it working yet, thats my task for today
it has a UE5 update
Also, I would suggest starting your project with the FPS template and importing the VR template assets, because there are a couple of things that are seriously broken with the vr template
like fog lighting
or opening a texture while making a material crashing the entire editor
anyone ever have issues with Animation Sequences in VR? The sequence looks different packaged in VR than in editor.
error on UE5 oculus quest 2, lemme know if anyone else gets this:
R64_UINT is not supported with VkFormat 110
I don't know what that's about
Hi, hope this is a good place to ask, I'm trying to learn how to/create a weapon interaction system (c++) that can be applied to different weapons/meshes and their individual components (magazine/grip etc.). Specifically I'm wondering what the best design approach would me.
What I was thinking about is creating a Component for the weapon as a whole, and then individual components that could be attached to the meshes of e.g. a magazine (or the other way around?). These individual components register with the weapon component. The hands (which maybe have a weapon interactability component) only communicate with the top weapon component.
Now while I do want to device a system myself, and not just copy paste some system, I would love to get some feedback on my rudimentary idea, some general tips or pointing me to some ressources that could help me with this. All help is very much appreciated!
Hmm... Anyone know if the clothing tool in ue4 is compatible with the Quest 2? Tried packaging a scene with some clothing now, but it just shows a static mesh, without any movement.
Hi guys. Wondering if anyone can help. I've started a new UE5 project and when I VR preview the Oculus Q2 headset appears to be working in the editor, moving around, but its just black inside the headset. It randomly worked once but I can't for the life in me get it to work again. Please can anyone give me any pointers? Tia.
What’s up with this weird shadows?
In quest, I don't see anything in the headset other than print
Don't know if this is related to what you are referring to, but this helped me to reach 72 fps with the VR template on the Quest 1: https://forums.unrealengine.com/t/4-27-template-poor-performance-on-quest-1/246433/37
The two main reasons why you won’t see 72hz on Quest 1 by default in the VR Template: Dynamic lighting doesn’t perform well enough on Quest 1. Set all lighting to static and you’ll see a jump. We don’t have Fixed Foveated Rendering on Quest with OpenXR - this is something Oculus is working on for their vendor extension plugin(s) Quest 2 runs ...
Thank you, I should've specified more clearly but I'm running the quest 2. I've more or less accepted that things are rather unstable with 5.0 at the moment and I should continue with gameplay programming and figure out performance related issues later on, preferably once the oculus branch is fixed up.
Hi all, are there any guides on how to get the controllers working with quest 2 in UE5? I've gotten my scene to render, I can look around it, I can walk around it, but for some reason no matter what oculus touch input axis or action I try and map in blueprints I can't get them to do anything. Have tried messing with legacy oculus sdk / openxr to no avail
Is the expansion really that helpful? Just want to know if it's worth the effort to install it x)
If the concern is the effort to install, it is probably too complicated for what you want.
There is an example project that is good to look at before adding it to your project
Out of the box, the plugin does absolutely nothing for you. You do a lot of integration between it and your project.
Thank you very much!!!
I don't doubt that I need to make the work but I was just wondering if the effort was worth it for the small simplification that it gives
Thank you! ^^ ^w^
there is a lot fun stuff in there, worth a look anyway
when i now load my game, it just has three yellow dots instead of three white dots and it is stuck on loading for what seems like forever
sometimes if i load it its white
any ideas
this is when using the apk.
additionally, it did work in the past, and now doesnt, and i dont know why
Idk I'm looking for a way to replicate the animated door in Alyx
Starting with physical hands that don't work
same problem for me!
second i add an empty blueprint into my game however, on the quest it infinitely loads.
Guys, I got my motioncontroller and hand stuck in the ground of the level and was unable to get it out of it. how do I avoid this?
Let's implement together custom gestures for the Oculus Quest hand tracking feature.
☕☕☕ 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...
Anyone done this tutorial, or know of a similar?
Cant get that tutorial to work.
This issue has been present since August 4, 2021, and is still in UE 4.27.2. Are people just not using landscapes on Quest 2?
Or do people just export their landscapes as static meshes before Quest 2 deployments? Seems like a hassle to do that way since you'll have to manually set up LOD behavior if changing to static mesh.
https://issues.unrealengine.com/issue/UE-121011
hey guys, im looking to create a project only with the oculus controllers and not headset, I couldnt really find any info on how to do it or if its even possible, can anybody confirm this? thanks!
Alright VR champs, I'm having trouble with the material editor in the VR template. It crashes every time I open it to create shaders. Is this just an on going problem for everyone in UE5 right now?
Crazy the ratio of problems/helps
I've heard it was
Now idk x)
Hi, I'm trying to run SteamVR headless. I've got a puck and basestations
I followed this post https://vvvv.org/blog/using-htc-vive-trackers-without-headset and I've got it running headless
I'm able to pair my Puck but I'm unable to see it on the SteamVR window nor do I see any basestations
Using a Vive Tracker 3.0 and baseStations 2.0
I doubt thats possible because your headset has the trackers for the controllers. as far as I know they track the position.
Make sure the pie window is focused, had a friend having problems with it being defocused on launch in ue5 and then controls not working, sometimes it would be focused by default and would work
Seems to happen even when packaged and launched on the device manually
I'm having some trouble with plugins and source built engines.. does that complicate life for you guys or am I just lucky?
the weird thing is I have Marketplace plugins that the project uses just fine, but it doesn't want to (re)build a new plugin
I've upgraded the project from standard binary engine releases into the source build and the existing Marketplace plugins list in the Plugin Window fine and work in the project and everything but anything new is getting locked out despite trying various angles at it :/
the plugin will rebuild fine using the binary engine distribution but fails being rebuilt using the tools that come with the source built engine.. what can I do?
if I just jump from 4.26 source to 4.27 oculus, I'll have the same problem I imagine...
Is there any way to get Nanite working in VR? Or at least working better? Right now it seems to work fine in my left eye but geo is disappearing in my right eye
I've found I can disable it via r.nanite 0 but of course that makes the geo look like N64 era
I was under the impression that Nanite was incompatible with VR at the current time
Possibly even fundamentally incompatible
Hi guys, I emailed Unreal yesterday and they said my bug is common in version 5.0.1 where I cannot open the material editor without it crashing. They said it is fixed in version 5.0.2. Does anyone know if this is available for download?
It's not yet available. You can either compile the source yourself through cloning the project from github or switch to DX11 in the Windows RHI option in your project settings.
Thank you so much!
Hello, Good evening everyone, I followed a tutorial on youtube but I'm having a little problem, the camera is on the right of the character's head and my hands and arms are turned 90 degrees to the right.
Tutorial i followed : https://www.youtube.com/watch?v=EKR8ogonD68&ab_channel=MarcoGhislanzoni
The video of my problem and the errors
This is the easiest way I found to get yourself a VR body with arm Inverse Kinematic (requires Motion Controllers) and full thumbstick locomotion. This step-by-step tutorial shows exactly how to do it. Note that room-scale movement is not supported and you will end up out of your VR body. Standing/walking in place works after the initial re-cent...
so i have an oculus quest 2, and im trying to setup controls, i had them set up and they were binding correctly, but now those bindings aren't updating. i removed 2 axis bindings, but they still show up when i run in standalone, and the new input binding don't show up, can anyone help me figure out why this is happening?
When packaging for Quest 2 in 4.27 with Vulkan enabled my 8k videos are lagging and drop under 20fps.
If I package in 4.27 with Vulkan support disabled and Open GLS enabled, my screen stays black and I only hear the audio.
If I package in 4.26 with OpenGLS 3 enabled only I get 60fps easily.
Did someone came across this and know a fix?
Hello, Backspace does not seem to work on quest 2 for some reason. It sends "C" char instead. Any workarounds? I need it for text fields
I created virtual keyboard and using widget interaction's backspace.
Has anybody got experience with pointing the user in a specific direction in AR on Android via blueprint? I'm able to set the AR alignment transform itself correctly, but the camera view always retains the user's camera offset.
e.g. User starts the AR session, looks 30 degrees to the left, user is moved / rotated via passing the required transform into Set AR Alignment Transform, the AR alignment itself is correct but it keeps the 30 degree offset, so the user is still looking the wrong way.
How can I also reset the their view? I've attempted SetActorRotation but the AR Session appears to completely override other transforms.
helloo
i have a lil issue i like your help with
I'm working on a billard game and i have a problem with my aiming system where it's very sensitive
is there a way to reduce that sensitivity and still make it accurate?
thannk you
Anyone trying to build for android on ue5 occulus fork? Im missing the option for androids builds, and have not clue why
I am making a menu in a circle with 8 options, on the pc with an xbox control it works fine, but with the oculus control it only works 4 that are up, down, right, left. The joystick of the right control of the oculus does not support 8 directions?
Example top and left.
the oculus joystick is more sensitive than the xbox one, so I had to change the validations from 0 to 0.5
I am planning on uploading my new game to sidequest soon and was curious should I remove entitlement check from the apk that is uploaded to side quest? The entitlement check only will pass if the buyer has bought the game through the oculus store right?
Can anyone confirm ue5 Forward shading in dx11 or dx12 RHI works with planar reflections?
Does anyone have 4.26 or lower installed and be willing to export the VR Mannequin hands as FBX? Alternatively, does anyone know if the VR hands are the same size as the mannequin hands? I think their a bit bigger
@tribal lintel here
Anyone have any reasons why a VR headset is floating way above the player start, with two pairs of hands?
AWESOME! Cheers thank you!! 🍻
In case anybody stumbles across this, I solved the issue by composing the transforms of camera world and its inverse relative before getting the final relative transform:
Have android studio installed and setup first before building the oculus engine fork.(after installing build UE5 again in visual studio, it shouldn't rebuild everything)
This can happen if you have set a game mode and place your VR pawn int he world without selecting "Auto Possess" to Player 1
am I off my rocker? they aren't offering a response..
was gonna edit that last line to read a little less confrontationally but it timed out.. point remains tho
hey all, i'm on quest 2 and trying to map an action to the menu button (the one on the left controller). i read that it's "gamepad special left" but nothing happens when i use it. what input binding should i use in order to get input from the menu button on the left controller?
setting it to menu on oculus controller seems to work for me
Hiya VR gang! It seems VR preview seems to favour the left eye, which sucks for capturing. Has anyone had any luck making the preview more central? https://streamable.com/kswvx3
Should probably be possible with the Spectator Camera system for VR, do note that it definitely has some overdraw though: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/XRDevelopment/VR/VRHowTos/VRSpectatorScreen/
it spawns the headset at 0 height axis. if you playerstart is below it, it will hover above it. spawn the player at 0 height and teleport it afterwards to the position you want.
hey all! i'm currently in 4.27, developing for Varjo headset and need to implement eye tracking functionality. the headset SDK uses openXR, so i enabled openXR and the openxreyetracker plugin. somehow the eye data doesn't get received by unreal, tried using is eye tracker connected node also do not help as it always returns false. anything that i might have missed to set the eye tracking up? thanks!
have you tried to use Varjo OpenXR plugin instead? The built-in OpenXR plugin might not support everything you need
actually i'm currently enabling both Varjo OpenXR and OpenXR plugin, still can't get the gaze data
Hello has anyone tried UE5 on Quest for VR and iPad for AR. I am currently on 4.26, and do not want to risk migration unless this works reliably.
i'm loosing my mind trying to migrate a project
Thanks! That solved my FPS! I still haven't solved the darkness yet.
How do you grab data from vive trackers in OpenXR things seem to have changed
I have made a dress simulating by ue4 clothing tool but it isn't working working in the build (quest 1) anyone knows the issue?
is it possible to write to storage on a quest 2? I'm trying to use ProjectDirectory() + filename to log to a csv file. nothing's appearing though (if I'm even looking in the right place...)
Anyone plz help it's ur gent
UE5 is not ready for Quest - performance is horrible
You might want to migrate to 4.27 first - better than 4.26 and provides seamless migration to UE5
Hello Guys, Is anyone developing for ios(Arkit) using Unreal Engine ?
I would like to know the challenges in building & publishing on the App Store.
Hello,
I tried to build a demo(including very very small size of cloth simulation) and played in oculus quest2(stand alone),
but cloth simulation did not work, actually it showed just a mesh without any cloth simulation.
However, Played Correctly in Unreal Editor's VR Mode.
So I was wondering if I did wrong with the unreal engine setting for oculus quest,
Are there some specific unreal settings that I should do for using cloth simulation? How shoud I do for it?
Thanks for advices, have a nice day
if something works i neditor, it doesnt mean that it will work on other platforms. you need to invistigate each feature if it is supported on platfroms you care about. mobile and quest especially is very limitted in what it can handle
Does it mean, not possible?
Thanks. What are the improvements in 4.27 for quest? Anything specific that comes to your mind?.
not if you use Epic's release.. A lot if you use Oculus fork of UE4
4.27 > 4.26 in stability / new features anyway
if you not in the last stretch of development, upgrade your engine 🙂
Would the fork be worth using if you are targeting Quest and also other VR platforms?
I would say yes, but I haven't really tested with other platforms
dunno, it just would not be very surprising if that feature didnt work. you have to investigate, likely be reading implementation source. perhaps there is a way
How do you work with the Oculus fork? Is it like a separate engine installation?
you go to https://github.com/Oculus-VR/UnrealEngine download source and build it
Am having a recurring issue where the Virtual Reality template (no starter content) keeps crashing while Preparing Shaders if project settings are switched from DX12 to Vulkan :(
Does UE5 not support using Vulkan for VR projects (yet)?
Okay thanks
For desktop? Use DX12
how do you properly map the inputs for HTC Vive controllers. does anyone know this?
Let me ask different, what is the A button and what is the B button on that?
I'd suggest using AnyKey node with some printout to see actual names of the bindings for specific buttons
or use VRE - it has a profile for those controllers afaik
@real needle ^^
I dont have controllers, I need to know the inputs for the A button and B button like the ones on quest.
I don't have HTC's hardware and I don't count on supporting it until I get it (which is probably never 😂 ). Sorry, can't help you with that one.
okay, thanks anyway
Vive controllers don't have these buttons, so you need to work around that. Some games use the trackpads as d-pads and bind the "A button" and "B button" actions to d-pad up and down. You can also bind something to the menu button on the right controller. A good place to start is to check out the control scheme in games similar to yours and mimic that. Also make sure to be in contact with someone who can playtest the game on Vive, because setting up the trackpads can be a bit finicky.
The VR template still crashes when building lighting with DX12, which is a bug myself and others have reported since UE5 came out. I'd been getting around that by using DX11 when testing, but I've recently learned that more devices support Vulkan than DirectX so I'd really rather be using that right now since I'd like to be releasing for more devices, rather than just focusing on Windows.
if UE5 barely supports VR with DX12, I am fairly certain it worse even worse with desktop Vulkan in VR 😂
build lighting using old Lightmass, not GPU Lightmass
Well Vulkan appears to perform better than DX12 in all the benchmarks and publications I've seen so far, so I disagree with you there. :P
oh, it certainly could be.... just not in VR
That's possible, true
I think Valve used Vulkan for HL:Alyx because of the performance gains tho unless I'm mistaken
well, Valve didn't use UE5 for HLA either 😉
I mean, you're correct there. :P But that doesn't change that Vulkan seems to handle frames better than DX..
Or that I can't even test Vulkan's performance with VR in UE5, because if I switch to it, UE crashes anytime I launch the project, erroring out trying to "Prepare Shaders" before I can even do anything...
(Thankfully it was the blank starter VR template that I tried that on and not a project I had done some work on, so I could just delete the project since I couldn't get into it anymore)
how to lerp vr pawn from it's current location to any target actor location?
it works well when i don't move in my room. if i walk in my room and try to set vr pawn location to target, it doesn't works
Sounds like you did test performance. A program that crashes is pushing 0 frames, therefore it runs at 0 FPS.
Which is << than comfortable VR FPS
Funny. :P
Unreal (the engine) crashing while preparing shaders before I can try out the app's performance itself does not count as a proper test in my book tho.
thank you so much, can you take a quick look? these are buttons as I understand you. these pads are basically used as joysticks but they also can be pressed like buttons? and the just "Vive (L) Trackpad" is the one in the middle?
Or that I can't even test Vulkan's performance with VR in UE5, because if I switch to it, UE crashes anytime I launch the project.. ^^^ right there you have clear indication that UE5 doesn't support Vulkan in VR 😉
btw, have you tried both forward and deferred with Vulkan ?
if that's the indication of that then it also doesn't support DX12 for that. having to develop for VR on directx11 is not really something i want to do, as i'm trying to focus on more performant options, so im hoping the bug reports ive submitted go somewhere
if you want more performant option, stay with UE4
i tried with forward on and off, dont think tried with deferred, but ive tried a few settings. right now im downloading the oculus fork to see how that goes. was trying to avoid it cos i wanted a general vr focus and not oculus specific, but it's possible they patched something vulkan related that didn't get into the main repo yet
unforunately i'm having the same exact issue with the latest UE4 tho
and on top of that there are some UE5 features i'd really like to be utilizing in my project
what kind of features ?
world partition as opposed to level streaming
some of the music/audio features that i have not played with yet also and very much would like to integrate
it seemed to me that doing world partition properly would theoretically result in a much better framerate for vr stuff than level streaming
my quest 2 device log is full of this. how do I get rid of it?
2022-05-23 13:33:35.333 3939-3983/com.epicgames.Marine_Parks I/OpenXR_Actions: -------- xrStopHapticFeedback ----------
2022-05-23 13:33:35.333 3939-3983/com.epicgames.Marine_Parks I/OpenXR_Actions: -------- xrStopHapticFeedback ----------```
Welcome to JNIEnv town, population: 2.
I wrote a thread about this on the unreal forums(https://forums.unrealengine.com/t/creating-temporary-jnienv-this-is-a-heavy-operation-and-should-be-infrequent-to-optimize-use-jni-attachcurrentthread-on-calling-thread/544133/4). That'l atleast reduce your spam of xrStopHapticFeedback.
I'm fairly certain GUESSING looking at the profiler, that JNIEnv problem is costing 3-4ms per frame. I also have issues with occlusion culling taking another 7ms but that might be an unrelated error. In any case @hallow knoll is aware of the problem but it's a pretty low priority seemingly because no-one in the world has had this problem except me(and now you).
Is your quest 2 new? (mine is, so I'm wondering if its a hardware revision or A/B firmware problem), also could you please post on that thread indicating you also have this problem, it would really help with visibility.
Oh and also on this one please, https://github.com/Oculus-VR/UnrealEngine/issues/180.
this function was working in UE4 and I can see that the world to meters scale is being changed in UE5
but the perceived scale of the scene is remaining unchanged
is this a bug in UE5
My quest 2 is one of the first made
our performance is tanking so I'd guess that fixing this is kinda important to us
I'll give the things you suggested in your post a go 🙂
ffs. my thumbsticks have stopped registering any input.
the keyboard keys fire, but the thumbsticks don't do anything now. what might have happened? batteries in the controllers are good.
the input from them is always zero
the controllers also track and the button events fire fine
is it because it tracks both of them? even holding both at once does nothing. shouldn't it take the value with the maximum distance from zero?
taking all of the other inputs out does nothing
the thumbsticks work fine in the airlink app itself to navigate the UI
my controllers seem to lose position tracking constantly as well
even if they're in plain view of the headset
Much appreciated for posting. A few questions purely out of curiosity, when did it start happening(after a firmware update or since the start of your project?), is it also happening with the other headsets in your team or just yours? Not sure about your other questions but I did notice my quest started tracking better when I turned of my RGB lights of my keyboard
how to set actor location in vr?
When I move in my room, but my character still at their position(unless i move with keyboard)
Can anyone tell me if their VR Preview causes Oculus Link to come to an almost standstill and completely lag out the unreal engine project
I thought I had it solved a while ago, but everytime I enter into VR preview using oculus quest 2 via link cable the whole system comes to a halt sometimes, but everytime the oculus link room inside the headset becomes a stuttering mess to the point where I need to restart the headset
can't find info about it anywhere from google..
This is what I already going to ask.
I have quest 2. It keep disconnecting when in idle mode(after 10-15 minutes). and it says "airlink connection lost".
yea this is very annoying too
making developing for this a nightmare because iterations mean resetting the headset and restarting the engine
everytime I just want to test something
are you using airlink or cable?
link cable
I only noticed it today but the performance tanked in early december. presumably the problem has been there the entire time.
uncertain on other headsets, I only have one here and I can't get the testers to look at log output.
iirc it stopped disconnecting for me if the headset is charging when it is idle
does it work in packaged builds?
Hello everyone, I’m currently pulling my hair out trying to figure out how to get this AR scene to work… when I launch the project to my android I get this error: «LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\Ida\Documents\Unreal Projects\Frogworld_treeoflife\Binaries\Android\Frogworld_treeoflife.target'. Check that this target has been built.
I checked the folder but there is no binary folder, can someone help this damsel in distress 😭😭
5.0.2 is out and I wanted to highlight two fixes that are relevant for VR development (note that not all bugs can be patched in a hotfix and will have to wait until the next minor release)
UE-149469 VRTemplate project crashes when adding a const 4 in a new material (this is the same issue that caused baking lighting, or disabling instanced stereo to crash the editor)
UE-147360 VR Preview w. Net Mode Play As Client doesn’t function as intended this one has been tough to know about and I'm glad it's finally fixed
Full patch notes: https://forums.unrealengine.com/t/5-0-2-hotfix-released/566149
The 5.0.2 Hotfix is now live, with over 300 fixes for Unreal Engine 5.0! Feel free to discuss this release on the 5.0 Forum thread. If you experience a bug with the 5.0.2 Hotfix, please follow the How to Report a Bug guide to report it on the Bug Submission Form. Issue Summary UE-151966 Background in editor previews render incorrectly...
very happy about 147360!!
How are people doing their movement? My pawn slows down when looking down
Rather than use head direction itself as the direction vector, project it to plane so that it is only x/y and direction of it only controls yaw.
You will have issues with that though (and with your way) when the player looks directly down or up, so as the user looks down lerp to the headset's up vector instead of forward vector before projecting to plane, and if they look straight up lerp towards the down vector.
To do the lerp you can dot product the hmd forward vector against a world down vector, and the result of the dot product is how aligned they are and how much you should lerp
Thanks ill try this
Anyone having knowledge about the LiveLinkXR plugin?
I am trying to get it to detect tundra trackers but without succes, I can only find Vive trackers.
Hello, Please does anyone have any tutorials that could help me build a mobile AR app in unreal?
Fatal error: [File:E:/UE427Oculus/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 5434]
Missing global shader FMobileTonemapSubpassPS's permutation 0, Please make sure cooking was successful.```
has anyone had this on quest 2? it doesn't matter if I use vulkan or opengl, other settings don't seem to change it.
this is on the oculus branch of 427
cooking definitely worked
In UE5 the light becomes so much darker. Is there any solution ?
In mobile preview I can't see the static lighting, I can only see the dynamic lights.
did you build the static lighting?
Yes, Can you know any solution why UE5 having dark light in VR.
How can I optimize 4.27 for VR, 4.26 worked great but when I upgraded now VR is warbly but I'm still getting 80-90 FPS so I don't really know what's going on anymore.
everything looks High FPS and isn't lagging just it feels like everything is wobbling around almost like there is some camera lag
sounds like space warp thingy compensating for poor framerate, stat unit etc, got to profile
I've been doing name tags for a vr project recently. Found out they need to be world space to actually render in vr, is there a way to have it screen space as I dont want the nametags to rotate with the participants, just want them to appear above their head and infront of any meshes
Does anyone know how to get the battery percentage of a controller and headset I'm using an Oculus Quest 2
yes same thing here.
Hello can i control the ue5 vr scene with keyboard and mouse ?
please mention me if yyou'll reply
sure, why not? its just input
Is it possible to set the MSAA level at runtime (in blueprints). I have it set to 4x on Quest 2 but want to lower it when running on a Quest 1.
Error: Failed to find shader map for default material DefaultDeferredDecalMaterial(/Engine/EngineMaterials/DefaultDeferredDecalMaterial.DefaultDeferredDecalMaterial)! Please make sure cooking was successful (No inline shaders, null GTSM)
why would it fail to package engine content?
under mobile vulkan my game is just black. it's a static lit level. what would cause that?
I'm having to fall back to opengl
Any information on creating an AR phone app in unreal engine?
Please, anything?
Anyone?
I think you can call execute console command with r.MSAACount 1
You can use the console variable r.MSAACount to control how many MSAA samples are computed for every pixel. r.MSAACount 1 disables MSAA. Assigning r.MSAACount 0 will fall back to using Temporal AA, which allows for convenient toggling between Anti-Aliasing methods.
For the headset you can use FAndroidMisc::GetBatteryState().Level;
#include "Android/AndroidPlatformMisc.h"
#endif
for controllers (I'm not sure why there are 2 values for each controller): ``` #if PLATFORM_ANDROID
ovrpControllerState4 controllerStateR;
ovrpControllerState4 controllerStateL;
FOculusHMDModule::GetPluginWrapper().GetControllerState4(ovrpController_LTouch, &controllerStateL);
FOculusHMDModule::GetPluginWrapper().GetControllerState4(ovrpController_RTouch, &controllerStateR);
BatteryLevelL1 = (int)controllerStateL.BatteryPercentRemaining[0];
BatteryLevelL2 = (int)controllerStateL.BatteryPercentRemaining[1];
BatteryLevelR1 = (int)controllerStateR.BatteryPercentRemaining[0];
BatteryLevelR2 = (int)controllerStateR.BatteryPercentRemaining[1];
#endif ```
does anyone happen to know if metahumans work in AR?
Did you end up fixing de JNIEnv thing by switching to the oculus branch?
Brill thank you
Hi guys, im having trouble packaging a vr app. Im building a simple vr for quest 2 and i wanted to try first packaging the vr tenplate. On 4.27 everything works, i can package and deploy to quest,, but on 5.01 (and now 5.02) it packages, but when i open it on quest it just wont open and crashes. Anyone had the same problem and solved it? I tried different sdk, and i think i have the right settings, but probably something missing (and im not a coder and not an advanced user in packaging for abdroid, i usually play with ue5 more for cinematics...so maybe its just inexperience). Thanks in advance for your help. Cheers!! ;)
I'm no expert, but without knowing more and being able to comb for errors (That's a tip though-- watch the output logs for warnings and errors when you're building, and then check the Quest for those logs after it crashes)
I think you should consider keeping the project in 4.27 until/unless there's some feature in UE5 that's absolutely critical for it. Many things can break when changing engine versions, many studios stick to one engine version for the duration of a game's development
.
I wanted to ask a question though-- has anyone here used Epic's VR Collaboration tempates? I'm wondering how well they work, and how useful they would be as a starting point for a LAN multiplayer VR game
https://docs.unrealengine.com/4.27/en-US/Resources/Templates/CollabViewer/
Great to see volumetric fog is now working in 5.0.2 in forward rendering!
Hello, does anyone know about an error that is happening with the home button, it happens after the last update v.40 of the quest2
Hey guys! I’m having a problem where our Vr builds from Unreal Engine 4.27 are giving us a black screen. There is audio but there is no visual feed. We’re using the Oculus Quest 2 with Link Cables. Does anyone know what the problem might be?
try forward rendering maybe? Not sure if that's what fixed it for me though.
Forward shading*
I started going down that route too using the Collab Viewer but I switched over to VRE because MordenTral has done a lot of replication savings already like custom serialization and gated updates. It's easy to copy over just the parts you need like the camera and hands, but you'd need to do it in C++ because you can only override net serialization in code.
have you made sure to do steps 7-12 on this page for your project? https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/
I remember having this error and re-doing the settings fixed it, make sure mobile HDR is off. The tonemapping subpass is an oculus specific feature. Make sure your not using any materials that use anything from the gbuffer, I got that error when I was playing around with what materials I could use
Provides instructions on how to create a Unreal Engine project for Oculus development.
Fuck. I need the depth and post process buffers.
It's not optional
So I need HDR
I just wasted a week I didn't have then
So with quest and android mobile HDR is a complete YMMV, don't worry yet though because there are some claims here and on the forums that devs are using mobile HDR just fine, but the performance impact on standalone will still be huge. First off, I would take a look at this article here where oculus releases their tonemapping subpass that uses mobile HDR and also I think the oculus graphics sample uses it also. https://developer.oculus.com/blog/graphics-showcase-using-vulkan-subpasses-in-ue4-for-performant-tone-mapping-on-quest/
For me personally I got mobile HDR to package to quest, I just found what I did in my notes but I haven't tested this since then
after this then go to project settings > plugins > oculus > change to LegacyOVRPlugin and then turn mobile HDR on
stupid one note posts pictures
I also wanted to use the post process materials on quest so I was going to give this a shot again, if anyone else does also please let us all know
It sounds more like we're going back to the main branch for now 😞
This is a week past due
hey i'm very new to UE5 and i have been struggeling alot with the VR template. Especially with colliding. But one of my teacher recently told me to just use on the third person template as he has (here he uses the camera that's already in place as his VR pov it seems). I looked into his video where he gives a demo about UE5 but he never goes over how he is able to do this. I also can't seem to get a hold of him currently but would like to resolve my problem. Is there anyone who is able to help me?
A much more performance way to do tone mapping on the Quest without mobile HDR and Vulkan subpasses, is to pass a Color Look up texture into every materials (less work if you have few master materials). Like in this video about porting app to the Quest, at 16:53 https://youtu.be/JvMQUz0g_Tk
You can do it with the Custom node and some HLSL code in the material editor. I managed to do it in UE following this Unity article: https://halisavakis.com/my-take-on-shaders-color-grading-with-look-up-textures-lut/
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 ...
looks like nanite for VR has potentially been fixed:
Author: Arciel Rekman <arciel.rekman@epicgames.com>
Date: Tue May 10 22:27:03 2022 -0400
Fix Nanite culling being broken for the right eye (UE-151478).
- Also added a view event for better UX.
- Also a speculative fix for the non-Nanite instance culling.
#rb Rune.Stubbe, Rob.Srinivasiah
#review @Rune.Stubbe, @Robert.Srinivasiah
#jira UE-151478
#preflight none
[CL 20133378 by Arciel Rekman in ue5-main branch]```
wrong culling was the only remaining issue I was seeing (with instanced stereo off, might still be broken with it on)
thats awesome thanks for sharing, last I heard they said it's low priority to get nanite working with VR so it's good to see that it's being looked into, really exciting
deferred
Implying that forward is the only option for VR, Epic has gone into detail the pros and cons both and what kinds of experiences should use which (yes it's forward most the time but not all the time)
On the robo recall talk specifically
Bonjour !
Un dev VR UE5 disponible pour débloquer un noob ?
J'ai pour projet de recréer mon appartement en VR à taille réel, j'ai commencé depuis peu mais je bloque déjà sur pas mal d'élément .. x)
I'm getting quite frustrated. I bounced back to the main branch of UE 427, but the problem I'm getting on both platforms right now is that the loading widget never goes away, and the console log just shows lots of this:
2022-05-29 14:00:05.915 8403-8448/com.epicgames.Marine_Parks V/UE4: [NetworkChangedManager] Network Capabilities changed, has Internet: true
2022-05-29 14:00:05.916 8403-8960/com.epicgames.Marine_Parks V/UE4: [NetworkChangedManager] Verifying internet connection with host: https://example.com/
2022-05-29 14:00:06.072 8403-8960/com.epicgames.Marine_Parks V/UE4: [NetworkChangedManager] Connectivity hasn't changed. Current state: CONNECTION_AVAILABLE
2022-05-29 14:00:06.072 8403-8960/com.epicgames.Marine_Parks V/UE4: [NetworkChangedManager] Full network check complete. State: CONNECTION_AVAILABLE
2022-05-29 14:00:09.312 8403-8468/com.epicgames.Marine_Parks D/UE4: [GameActivity] Used memory: 134369 (VmRSS: 203656 kB)```
this is with both vulkan and opengl
why is the game not starting? there's nothing else in the log showing any problems
here's the entire log, but there's fuck all in it even for a UE4 log
this was the same problem I ended up with on the oculus branch
I've basically spent a week fixing ue4/quest problems instead of solving the thing I meant to solve, and everything is now worse
W/OVRLibrary: null cursor received for query content
Provides instructions on how to create a Unreal Engine project for Oculus development.
if this were me, I would think it's because the project isn't configured for quest and android mobile properly, I would try to make a brand new project on the oculus branch, follow each one of those steps and get it to build and deploy to your headset, make sure your in the default level. then migrate your entire project to that new project, should give a better idea of whats not working with what
it is, it's been deploying and running fine for six months
I'll have to try that later
I'm kind of out of options though. I may have to try that now
the original question wasn't about tonemapping, it's that our project needs the depth and stencil buffers and the oculus branch seems to fail to build if mobile HDR is enabled, which I think they both depend on. with HDR on the branch fails with a tonemapping pass error.
is there a way to do fog without the pixel depth buffer? I thought vertex fogging was a thing but our artist insisted on doing it this way. I know the normal UE fog options aren't supported.
oh interesting. exponential height fog is meant to work on mobile? I watched a month-old guide that said it doesn't.
great success. it's running on the device and is 90fps+, at long last.
pro tip: change the android depth buffer to 32-bit. it drops to 16 on the quest 2 by default and limits either your draw distance or your near clip plane.
either that or moving to the oculus branch fixed that
ERROR: ARCHIVE FAILED - E:\Projects\MarineParks\MarineParks\Binaries\Android\main.1.com.FikaEnt.MarineParks.obb was not found
it's definitely not there. the apk is too small as well, so it's missing the obb entirely. has anyone had this?
is it a signing problem with a shipping build?
I still can't solve this horrible darkness issue with the Quest 1. Quest 2 is fine, but the Q1 is super dark. Same APK. I'm out of ideas for how to support a Q1 with UE5.
Hello, i have an issue on Open Level\Streaming level when static lights are on and level has BuildData. That's only on Quest 2 standalone. No issue on desktop. Level can be streamed deteting the BuildData file.
I spent the last two days trying to build to Quest 2 with the VRTemplate. Loading screen stall every time. Followed so many sets of instructions, like "make sure that the OculusVR Plugin is enabled." Just this morning I finally see some forum, where someone says they turn their plugin off. Why not try turning off the Oculus VR plugin for building to Oculus VR, I mean I've tried everything else.... I can't believe that's what made the app load up and work. Do other people here have their Oculus VR plugin enabled or disabled? (UE5.0.2, Apple M1)
i dont have the steam vr plugin enabled only oculus and open xr and everytime i build my project steam vr opens and it runs the project with that and when i close it the editor closes with it like wtf
OpenXR lets you choose your underlying runtime
You likely have it set to steamvr, I can't remember where but Google how to change it back to oculus runtime
Hey. I'm using the project launcher to build and deploy to a Quest 2. I've had this looping round for 3+ hours. Is it a stuck loop or is this normal?
i had to reinstall the oculus app and forgot to set oculus as the native openxr runtime through there... bit silly of me!
Package and deploy with the script. Direct deployment is buggy.
Hello everyone, I have a question regarding optimization,
If 3 or 4 of my objects has same material and a 4K texture, then when all these objects are rendered together, will the GPU have a load of 4K * 4 textures or just one texture?
1 Texture in memory, and likely 1 draw call, to display those objects.
Hi all, I've got a plugin in code that creates a new window on my monitor, its for a widget with a minimap. That same window is now also visable in VR. I cant find a way to disable this. Any one ideas how to diable this? I cant create a screenshot of it since its in vr. the plugin is https://www.unrealengine.com/marketplace/en-US/product/multi-window
I'm doing a vulkan build on the oculus branch and my post-process shaders aren't showing at all. is the postprocess0 scene texture safe to use? why might they not be showing?
they're not showing in the opengl editor preview either, strangely enough
I hope so. I'll try to confirm this with RenderDoc. Thanks!
anyone got a fix for ue5 crashing when using vr everytime i edit a blue print and go to play it crashes then works once its restarted
I've finally finished editing my VR hand series where I will be showing how to add hands back to the 4.27 and UE5 template with some extra features.
And decided to create a little trailer for when it comes out next week.
https://youtu.be/AwdD09_5Zsw
#UnrealEngine #VR #VirtualReality
► Join the Discord: https://discord.gg/xw65fg7
► Description
short trailer of my VR hands tutorial series coming June 6th
► Patreon: https://www.patreon.com/GameDevXR
► Twitter: https://twitter.com/Game...
Anyone has ideas for a nice Vr game/pancake gamedev setup
I have a pc and two monitors but maybe idk if i add one more and add a viewport to that may be sick
reflection component not working after deploying to quest
Hi Guys, I'm using Oculus Source build of 4.27 trying to use passthrough with the Quest 2 on a project. I am trying to create a "custom guardian" which is mapped to the room.
The documentation says I should have an "Oculus Scene Actor" in the place actors panel but I cant find is anywhere, Any ideas?
also there isn't an "Spatial Anchor Enabled" check box in my OculusVR project settings, again any ideas about this?
I'm kinda lost and desperate 😅😓
Hey. When I deploy my game onto quest, a lot of static meshes appear black. I believe it's a reflection capture issue, but I have reflection capture components in my scene.
4.26
getting run gradle error
I have NDK21e set up, SDK and JDK also setup with android studio.
"UATHelper: Packaging (Android (ASTC)): ERROR: cmd.exe failed with args /c "C:\Users\Jeremy\Documents\Unity Repos\NEW\HumanTraffickingRepo\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "C:\Users\Jeremy\Documents\Unity Repos\NEW\HumanTraffickingRepo\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
UATHelper: Packaging (Android (ASTC)): Took 46.3357878s to run UnrealBuildTool.exe, ExitCode=6"
So this + ".uasset has newer custom version of FortniteMain" are preventing from builds
Building for Oculus Quest 1
Been to a dozen+ forums and posts searching for solutions but none have worked. Any help would be appreciated
It looks like your trying to build for armv7 which is being phased out. For me with quest 2, switching to arm64 fixed that error when I had it, but I'm not sure if quest 1 supports that.
If that doesn't work, make sure your on the oculus branch of unreal, it will be pretty difficult to get a project working on quest without it. https://github.com/Oculus-VR/UnrealEngine/tree/4.27
If you are on the oculus branch of unreal, make sure you follow every step of this guide, including the installing NDK link to make sure you grabbed the right version https://developer.oculus.com/documentation/unreal/unreal-gsg-quest-quickstart/
and then this guide https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/
Get a blank project built to your headset, then migrate everything to that working project. maybe first diff the 2 project settings ini files side by side so you can make sure you bring over any project settings you've changed https://www.diffchecker.com/ (don't change any android and oculus settings after following the guides)
hello, does anyone know if oculus platform sdk is supported on a macbook m1?
Yes it should, M1 is ARMv8, which is what oculus now builds for, see my above screenshot, that's on the oculus branch of unreal engine
I'm not too sure in what way you mean supported though
we have a project in oculus that uses the oculus platform when trying to compile in a macbook to open it tells me "oculus platform sdk not supported this platform"
Not sure, don't think mac is supported, I see people in the #macos channel are always building their projects for mac on PC or something like that. If your project is for quest 2 then you could try switching to arm64 or else you might have to wait for them to officially support mac
ok ty
I have a mac / oculus / vr / pc build - we made a blueprint function library with all the oculus functionality inside it, copied the uasset, and then deleted all the references to the oculus plugin and saved that. We swap out those files when we build on the mac
i've tried it with arm64. We've had a build working here before a couple months ago. Just need to figure out the incompatibility between the sdks I think.
But also yes, realized oculus branch would be more useful yesterday and looking into it. Thanks!
I have not been able to use the Oculus VR plugin at all on M1 since the Headset changed to the Meta logo. I've been deactivating the Oculus Plugin and just moving forward with the OpenXR to get M1 -> Quest2 working.
Have you tried switching the plugin to the legacyOVR plugin? Also are you using the oculus branch?
I built from the oculus-5.0-v39 tag. I'm not familiar with where I could switch to legacyOVR.
Keep in mind that 5.0 might have issues compared to their 4.27. To change it go to Project settings > plugins > oculus > XRAPI to LegacyOVRPlugin
Hey, I'm completely new to VR development but a lot of my playerbase wants me to make my game VR. Is it trivial to simply add VR support to an already completed PC game or would I need to change a ton of things to where it's easier to make it into a completely separate game? I can't seem to find any answers online.
My game consists of walking around, sprinting, and interacting with objects with left mouse button.
My only input is, walking and sprinting around may narrow some of your VR audience to those that don't suffer motion sickness. Otherwise to accommodate for the others, can your game allow the implementing of teleport movement? With out messing up the gameplay of how your player moves through a level.
What do you mean by teleport movement? As in walking without any head bobbing or point-click teleport movement?
Moving the player from point A -> B with a snap or fade, with no sliding or lerping the position.
Probably not possible with my current game.
It's an exploration/horror game so moving around is crucial
You will still have those that can play that comfortably. I don't know what the stats are on VR users that can handle lerp motion vs those that only use teleport.
Then try some movement based on hand movement ... just make sure that all movement happens in the direction of view direction, and not perpendicular to it. And keep the movement speed slow to real life walking speed.
As long as there is some physical body movement, that is used to drive VR Movement your users will find it comfortable.
You might want to check out Superhot and research the differences between the desktop and VR version
They basically remade the game
yal ever get this issue with splash screens? my splash screen comes on but it never comes off with this logic
Hi! I'm using this unreal asset (https://www.unrealengine.com/marketplace/en-US/product/museum-vr) for a VR application (for HTC vive cosmos). As a part of the application, the whole environment dynamically rotates relative to the camera's rotation. Because of this, all the lighting that is in the environment (and there's quite a bit) has to be movable which is creating 2 problems-- first, a performance issue cuz I have dynamic point and spot lights. I'm not too concerned with this at the moment. Second, and more pressing, stems from the fact that the lightmass portals can't move (or I don't know how to move them dynamically), so the lighting in the application changes as the world rotates. I'm new to unreal and lighting in general so I don't really know what I can do to work around this. I've baked the lighting with all the point and spot lights static, and then afterwards, make them movable so they can move with the environment. If there is a way to avoid having any dynamic lighting and just bake everything into the environment so it can move around without issue, that would be ideal. Any and all advice or solutions would be helpful 🙂 thanks!
If you are moving / rotating the whole environment, can't you just keep it static and move / rotate the player instead? Or are parts of the environment moving independently from each other?
the whole environment moves together so yes rotating the player instead is a solution. I was just hoping there would be another solution so I wouldn't have to redo what I've implemented haha
another thing you could try is keeping everything static, building the lighting, then changing just the meshes to be movable, and move them without rebuilding the lighting (so that the lightmaps are kept). But this is very hacky and I'm not sure if it will even work in a packaged game (seems to work in the editor?)
a less hacky way would be to bake lighting into the textures (idk if there is a simple way to do it in UE, but it can be done in any 3d editor) and remove the static lights, but moving the player is still going to be much easier
gotcha, thank you for your help!
everything rotating doesnt sound very fun in vr
you can go hog wild in echo combat baby
or bombyx, huzzah!
but you can't force rotation or for people to get vr legs.. it's kinda high friction still no matter what
anyone know what vulkan versions quest 2 supports?
nevermind found it in the logs
SRC_VulkanVersion: 1.1.128
I don't know what if that's what it is defaulting to or if that is the max available
https://vulkan.gpuinfo.org/displayreport.php?id=14559
seems to be max available?
(this also lists the supported features and limits)
This is super late, but thanks for the response!
Hey everyone, I'm releasing Part 1 of my new tutorial series on setting up VR hands In UE4.27 and UE5 If anyone is interested you can find its little premier here:
I'll be hanging around in the chat to answer any questions people might have. I hope you all enjoy it.
Part 2 will be released tomorrow at the same time.
#UnrealEngine #VR #VirtualReality
► Join the Discord: https://discord.gg/xw65fg7
► Description
This is part 1 of a series where I show you how to add VR hands to the 4.27 and UE5 VR templates with a variety of interactions.
VR hands: https://jonathanbardwell.gumroad.com/l/VRHandsForUnrealEngine
------------------------------------------------...
Hey all, I'm wondering if there is still no solution for using Oculus Hand tracking in built projects for PC-VR ? or is it still meant to work only with VRPreview ...
Hey guys! Do anybody have issue with Link Oculus Quest / Quest 2 with Desktop after last update v40?
is there some way of not having steamvr crash critically when restarting unreal engine?
Also, how do I add Action/Axis mappings? In the VR Template there are Mappings for alot of buttons missing and I can't see how I could add them.
Are there defined names for the OpenXR actions and it's automatically detected when naming the mappings correctly? If so, is there somewhere a list with all the mapping names?
You add new inputs and mappings in project settings -> inputs.
I've tried that (added new Action Mapping and Bound it to a Button) and set the event to print a string but it doesn't seem to work for me.
Ok I might not even have a problem with the mappings but right now my motion controller doesn't show up. In SteamVR it tracks fine, the HMD works as well but in editor play the motion controller doesn't exist.
I also get this error code:
LogHMD: Error: Unexpected error on xrBeginFrame. Error code was XR_ERROR_CALL_ORDER_INVALID.
Make sure you have the HMD connected and working before launching Unreal. Otherwise it may not show up as being useable
I do have that. Just tried again, having steamvr open already and hmd working and not in standby or so, but the motion controller still doesnt show up.
I don't have the error above anymore but still this warning: LogSpawn: Warning: "SpawnActor failed because no class was specified" which I guess is related to the controllers?
Restartet my pc, started steamvr, everything works, started unreal engine, play in vr, hmd works fine, controller doesn't exist somehow, even though in steamvr itself the controller works perfectly.
No clue what to do next
Make sure your level is pointing to whatever your VR Pawn/Character is in the world settings (gamemode). I would recommend starting with the VR template untouched.
Yeah I've both checked that the pawn is correct and even created a whole new vr template project, unfortunately still doesn't work.
What HMD and controllers are you using?
When I deploy my game onto quest, a lot of static meshes appear black. I believe it's a reflection capture issue, but I have reflection capture components in my scene.
Any idea what could be causing this?
Has anyone else had issues with dynamic shadows on movable directional light at a distance in their right eye in 5.0.1?
Beyond foreground shadows, dynamic shadows in the trees and on distant terrain are missing in my right eye, but not in my left (See Picture). Would love to solve this issue if anyone has an answer, so frustrating !
Is lighting built for those meshes? Will be black if lighting isn't built
You can also preview it here
This does speed up my testing. It appears things either don't have lighting or reflection capture isn't working
What does the lightmap density view look like? Do the models have proper lightmap uvs?
Did you build lighting?
yes
Are they black in the lighting only view with Android preview rendering turned on?
Could be an issue with the vertex normals
What do the normals look like in the mesh viewer?
Update for anyone interested:
The controllers are recognized/work again in PIE, and it seems the LogHMD Error is not correlated to it. What seems to have fixed it was plugging the HMD USB Cable into another port, and also making sure SteamVR is running and the HMD is active (not on standby) before launching unreal engine.
I do have another problem though, so if anyone knows anything I'd appreciate any help : )
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property MotionController". Node: Set LocalGripPosition Graph: GetGrabComponentNearMotionController Function: Get Grab Component Near Motion Controller Blueprint: VRPawn
Alright stupid error, while trying to troubleshoot yesterday I removed the motion controller components and added them again, but forgot to input them into blueprint functions.
Just a suggestion for future problems, show us what you have. We can’t guess from an error what’s going on 🙂
What do you mean by what I have? Hardware info or?
This one is what I was referring to.
It’s a little difficult to guess what may cause a BP error without seeing any setup, BPs etc. 😅
Unless I completely missed something somewhere.
Of course, but like screenshots of bp functions or?
Yeah, sorry was just editing my message because I realised my mistake. But BP screenshots or similar 🙂
Okay yeah I see.
I'm pretty new to anything game dev related so I'm very happy about any help, including critique of my posts 😅
So thanks!
No worries! It’s just that often people are more likely to help if the problem is clear, at least in my experience haha
Yeah for sure ^^
👍
I finally figured it out. I wasn't plugging a texture pack in right in the material. Idk why it caused reflection issues on mobile but not PC though.
Is the Valve Index Finger tracking possible to use with OpenXR?
ue4.26 (Packaging for Oculus 1)
Ndk21
SDK 33 (fixed the dx.jar and dx.bat files)
JDK 1 -8-0-321
project configured for android
been stuck with this error for a week now. Any help would be appreciated.
UATHelper: Packaging (Android (ASTC)): ERROR: cmd.exe failed with args /c "C:\Users\Jeremy\Documents\Unity Repos\NEW\HumanTraffickingRepo\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
PackagingResults: Error: cmd.exe failed with args /c "C:\Users\Jeremy\Documents\Unity Repos\NEW\HumanTraffickingRepo\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug
From what I’ve heard the OpenXR specification does not support finger tracking. At least that’s what I’ve seen someone be told by a Unity employee, I assume that doesn’t magically change for Unreal.
From what I see on the internet people often have an explanation above those errors. Is there anything there for you in the output log?
I've researched for a bit and apparently the OpenXR Hand Tracking Extension enables support for it, I looked at both the specification and the Plugins C++ classes but I do not understand it at all.
https://www.reddit.com/r/OpenXR/comments/u4gwdt/openxr_hand_tracking_with_index_controllers/
https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_hand_tracking
Oh alright, then I guess my info is outdated.
Well there's still a long way from "it apparently exists" to actually implementing it ^^
And I don't think I'll be able to in some reasonable amount of time
Hmm, the Unreal docs does mention it implements an extension for "OpenXRHandTracking" whatever that may be in 4.27+ as a plugin.
But I'm not sure if that's the right extension considering we have different kinds of hand tracking.
yeah. been to a thousand posts and tutorials of various people.
I'm pretty sure it's this one (above) considering the mention of "XR_EXT_hand_trackin" which is the specific name used in the openxr specification
But in blueprints I can only access functions/variables in the oculus category, and I have no clue how to access anything in c++ either
What does this file say?
UnrealBuildTool failed. See log for more details. (C:\Users\Jeremy\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\UBT-HumanTraffickingVR-Android-Development_2.txt
Here
Assuming the Reddit comment was correct that should be it yeah.. But I also can't find anything whatsoever about that plugin :/
Yeah same, I feel like the ue documentation, regarding plugins but also generally, is really lacking.
I can definitely see why this is quite annoying to find anything on.. It's extremely vague on what the issue is.
"something broke" - thank you very much build process.
yeah. its....ugh
What are some of the things you already tried if I may ask?
hah. almost everything.
12+ different configurations with the SDK, NDK< and JDK (directly from Oracle because android studio installed one doesn't work for some people)
Updated setupBat file to ensure matching path locations and versions
armv64, arvm7, both
multiple variations of taget build
added wthe windows eivironment variables just in case
Always a run gradle error
verified engine
disabled plugins
Going to try one more thing before writing my resignation to life.
What I've seen a few times in posts now is deleting the Intermediate folder in the project and letting the engine rebuild it to make sure there aren't any weird corrupted cached files. Not sure if it does anything but you could try it I guess.
Tried that many times to no avail
Ah I see.
It's probably a long shot, but you could try just copying the project and upgrading that to 4.27 to see if that does anything.
That is a possibility. But would porbably require me to have all the contractors also upgrade to 4/27
so when I switch the setupbat and Android studio SDK build tools to use 30 or 29 or 28, i get additional errors that i dont get on 33:
Task :app:processDebugManifest
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\AndroidManifest.xml:10:9-66 Warning:
UATHelper: Packaging (Android (ASTC)): Element category#com.oculus.intent.category.VR at AndroidManifest.xml:10:9-66 duplicated with element declared at AndroidManifest.xml:9:9-66
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\AndroidManifest.xml:13:7-81 Warning:
UATHelper: Packaging (Android (ASTC)): Element meta-data#com.oculus.vr.focusaware at AndroidManifest.xml:13:7-81 duplicated with element declared at AndroidManifest.xml:12:7-81
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\AndroidManifest.xml:48:5-83 Warning:
UATHelper: Packaging (Android (ASTC)): Element meta-data#com.oculus.supportedDevices at AndroidManifest.xml:48:5-83 duplicated with element declared at AndroidManifest.xml:47:5-83
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:554: error: variable PackagedForOculusMobile is already defined in class GameActivity
UATHelper: Packaging (Android (ASTC)): public boolean PackagedForOculusMobile = false;
PackagingResults: Error: variable PackagedForOculusMobile is already defined in class GameActivity
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:557: error: method AndroidThunkJava_IsOculusMobileApplication() is already defined in class GameActivity
UATHelper: Packaging (Android (ASTC)): public boolean AndroidThunkJava_IsOculusMobileApplication()
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:2819: error: variable hasVR is already defined in method onCreate(Bundle)
UATHelper: Packaging (Android (ASTC)): boolean hasVR = false;
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:2821: error: variable vrIntent is already defined in method onCreate(Bundle)
UATHelper: Packaging (Android (ASTC)): Intent vrIntent = new Intent(Intent.ACTION_MAIN, null);
PackagingResults: Error: method AndroidThunkJava_IsOculusMobileApplication() is already defined in class GameActivity
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:2826: error: variable pkgManager is already defined in method onCreate(Bundle)
UATHelper: Packaging (Android (ASTC)): PackageManager pkgManager = getApplicationContext().getPackageManager();
UATHelper: Packaging (Android (ASTC)): ^
PackagingResults: Error: variable hasVR is already defined in method onCreate(Bundle)
UATHelper: Packaging (Android (ASTC)): Note: Some input files use or override a deprecated API.
PackagingResults: Error: variable vrIntent is already defined in method onCreate(Bundle)
UATHelper: Packaging (Android (ASTC)): Note: Recompile with -Xlint:deprecation for details.
UATHelper: Packaging (Android (ASTC)): 5 errors
PackagingResults: Error: variable pkgManager is already defined in method onCreate(Bundle)
UATHelper: Packaging (Android (ASTC)):
*in addition to the run gradle error still being there
ive tried both JDK from android studio and separately from Oracle
What maybe is a quick thing you could try is to make an entire new project in 4.26 and just build that with some default stuff, if that fails too you know it's either the engine or your setup. Could maybe identify the problem a little better.
trying so now
👍
Also yeah, it's definitely figuring out a lot on your own and through others/forums posts etc.. Definitely could use some more and better information 😅
Whether it's VR or not.
Project is VR for oculus quest 1
Same eorr rin blank VR project (with android support)
Verifying my engine
Do you work alone on the project or is there someone else that you could maybe ask to try and also build to see what happens?
Having two other people also test at same time
👍
I have a movement-comfort post-process, but it's not showing under vulkan on the oculus branch. any idea how I can get it to come on?
mobile HDR is disabled though, does that need to be on?
bump, incase anyone has any ideas, running out of options :c
Where do you get the LegacyOVR plugin?
(too lazy to retype and it had the screenshot)
I literally have none of that
Oh not in the plugins window, got it
It's already set up like that 😞
I just get a black screen on load
im not sure why but for some reason the baked lightmap only renders in one eye
help
this is also the same for fog and other volumetrics
Anyone using a Reverb G2 with UE5? I am suddenly getting black screens (with idle dots, not completely black) when UE5 loads (if I switch to other VR apps all is working fine) and when I test in VR, I get 100% of time an engine crash. Has worked previously in UE5 so not sure what changed.
lol, sorry, fixed by moving peripherals on powered USB - usual G2 issues.
I have a similar issue when working with openXR, firt time or second execution works fine, but exiting PIE makes editor freeze and reverb g2 black screen. You have any idea about it?
currently im restarting editor every time, but its a bit frustating
total black screen or the one with idle dots? If I get similar in both UE and Unity, both need an engine restart. I think a lot of my problems stem from how the reverb plays with my asus mobo and the voltage demands. Even getting the reverb working needed the independently powered USB3 on the case or now via a SATA powered HUB. Other suggested fixes for black screening are the visual and resolution settings for the headset in windows settings, but that never really did anything for me (pretty sure HP are supposed to have updated this).
is the one eye rendering thing a common issue?
How to setup VR Hands with UE4.27 and UE5 tutorial playlist for anyone interested.
https://youtube.com/playlist?list=PL93F7wARLFvrAFEpDPckMqcV9xLQwqLg9
seems to be common when you use mobile hdr that is not supported
Really depends honestly.
how do i fix it?
not using unsupported hdr sounds like a sensible thing to try
how do i change that
uncheck the 'mobile hdr' checkbox
its already unchecked
ill try to enable it and see what happens
How can I render a outline material on mesh. We can't use postprocess for performance . So how can I achieve that. Anyone knows please help? thanks in advance.
Draw it again, offset along normal, in outline color, inverted. Pretty standard way of doing that.
Another way to do it:
https://www.tomlooman.com/unreal-engine-mesh-outline-material/
https://www.tomlooman.com/unreal-engine-soft-outline/
https://www.ben-peck.com/articles/outline/index.html
I haven't figured it out, but these articles might help you
Some time ago I saw a neat solution by Cory Spooner on outlining meshes using particle sprites. The concept has been done before – but it’s interesting enough to cover it regardless for Unreal Engine...
Create soft blurred outlines using SpiralBlur Material Function in Unreal Engine. Includes source code for outline material.
Hi, my name is Ben Peck. I am an artist and programmer.
Hello guys,
Any idea why my translucent materials are noisy in level?
I see this look in Trover Saves the Universe, I though they went for this type of shader look on purpose.
perhaps thats masked transparency? or some precision setting somewhere
are you using TAA?
No MSAA
Can anyone point me in the direction of any documentation about attaching IDE to a Quest application, is that even possible?
Thanks
@cobalt jackal may I ask how you were able to get the packaged apk to load on the pico neo 3 device? here it compiles the apk fine, but when installed on the device the game crashes on startup, if the sdk is disabled and compile again, the apk workd on both phone and pico vr (but in 2D window mode like an app, not in vr)
there is an Oculus Debugger addon for VS Code, but I haven't tried to use it myself yet
https://developer.oculus.com/documentation/unity/ts-oculus-debugger/
Is there a UE log file on the device or a logcat stack trace? (adb logcat *:F)
Hey everyone, I'm working on a Hololens 2 application, I'm trying to Toggle AR Capture for Spatial Mapping but every time it activates. It's crashing UE5 and the build also crashes on the Hololens. Removing the blueprint stops the crash but I need it to place an anchor point. can anyone help.
turns out it was a firmware issue, their latest sdk has the old pui removed from it, so both the device and the sdk had to be latest versions
Disabling Generate Collision Mesh Data inside the MR_SessionConfig Stops the crash.
I enabled the Bink plugin to try and get some better performance while running in Quest2, but attempting to package it now results in this error and I'm unsure what to do :
UATHelper: Packaging (Android (ASTC)): ld.lld: error: C:/UE/UE_4.27_OCULUS/Engine/Plugins/Media/BinkMedia/Source/SDK/lib\libBinkUnrealAndroidArm32.a(binkplugin.obj) is incompatible with aarch64linux
AFAIK Bink is compatible with Android?
Hello, I've been working with the AR template on version 4.27.2. I have some issues tracking QR codes. I started the AR session and 5 seconds later I toggle ARCapture On with the QRCode type. Then in the event tick the picture you can see below. I can only track floor planes.
why is my lightmap only rendering in one eye?
What version unreal? PCVR or mobile? What headset? SteamVR or Oculus?
5, pcvr, oculus quest 2, steamvr
I guys I have a little issue
I can't interact with the VRTemplate Menù,
I can't press Restart neither RealLife neither the CheckBox. (no highlight when hovered)
I have messed up with VR Pawn, Input, WidgetInteraction and Widget InteractionAim.
Any clue?
I prefer to find and fix the problem instead of restart a new project.
Ps: I m with Oculus Quest 2
This is the part where I go on a 5 page rant about why you should use version control
Also if you want the issue to be fixed, you should show us your code or something
🥲
Have you tried turning off instanced stereo?
What u need? I can send all want ahaha
I don't know where to look exactly
If look into widget blue print or input or Pawn
Yes
Send me your address, what hours of the day you are out of your house, a full map of your house, and if you have any guard dogs.
Jk
Just tell us what you have changed from the VR template
Ive tried using directs and Vulkan too, I've tried a number of things.
I suppose that the Issue should be under the InputActionTrigger ?
wait ahah bad quality
better?
this input
I know
One sec
Graph blueprint doesn't work on UE5?
I hope is readable, Graph Blue print doesn't want to work
The majority of this stuff probably isn't useful
This is all I have slightly or heavly modified into VRPawn BluePrint
this is the hierarchy
MAYBE I found the issue, Into WidgetInteraction---->Trace Channel ----> 3D Widget
(I Had WorldDynamic)
Hello everyone! I am trying to load a new level with a fade to white transition but when the next level is loaded the screen freezes for a second and weird lines appear when moving my head.
What is a good way to load a new level without the freeze.
P.S. If the screen fades to black, there are no weird lines. So only the fade to white acts this way.
Any ideas?
are the weird lines black by any chance?
Yes, they are black. It looks like a square that freezes and when moving the head the black lines are frozen
Yea, and you cant see them when you fade out to black cus its black already. Rendering is blocked due to loading/init so you see empty space
Yes yes yesss. So is there a way to make this transition to white possible?
Other than streaming levels?
Help a simple question: How can I toggle on/off the laser debug with a button?
If you haven't mean while figured it out yet, the "Widget Interaction Component" has a variable called "Show Debug" 🙂
Do note that this doesn't work in a packaged build I believe. So there's not much need for it unless you want something specific to the editor I guess.
Thank you for replying, Yeah I kinda do need to use the laser to initiate something in the packaged game sometimes, any ideas?😅
Well the component works, just not the visual representation as it's a debug feature 😄
I think at the time I solved it with some C++ method when I wanted a laser pointer, but not sure how good of a solution that was anyway. It might be possible with for example Niagara/Cascade, that's what I would imagine being the proper way. But I'm not really an artist haha
Oh wait actually I think the debug works in the packaged version! now i remembered trying it before and it worked : )
Thanks again for mentioning that link. I was able to help someone else get their app in to AppLab because they were below 60fps on the Quest 1 until he followed this tip. 🙌
...just wish I could solve my dark world problem. 🤷♀️
Unreal being Unreal once again I guess lol. I thought I tested it at the time and it didn't, but oh well. Whatever works I would say 👍
I am struggling to get the floor actually lined up properly; even after tweaking the offsets, when I get a good offset it seems to ruin navigation. Is there a surefire way to actually get the floor lined up with the VR template character controller?
been trying to figure out building for quest2 for like 2 days and in the end just tried using a different folder as the target. and it worked. HOW
Hi. Im using the default ue5 room.BP from the example content. I did this in ue4 with no issue but in ue5 I am unable to teleport in the room, Navmesh is in place. but something is preventing the teleport bow from moving. Any Ideas
I created a floor outside the room at everything worked fine. so something like a collision issue is preventing it from working. the box is stuck at zero almost like it cant enter the room
Perhaps that the path to it had spaces, weird characters? Unreal is really not a fan of those things in my experience.
@wet marsh @wheat holly the VR Template in 4.27 and 5 contains a Niagara System for the menu that works in both editor and packaged (you can also customize it a lot more than the debug trace)
That's good to know, thank you! 🙂
anyone has had experience with controller button binding?
no one will anwser this, just ask you question.
I´m going to update to UE5 today guys.
Anyone ran in to an issue after using live link that just no motion controllers will track in OpenXR?
I have asked many question but no one answered
my controllers track motion but no button responses
have you set up the inputs properly?
what controllers do you use?
index
projectsettings-> inputs
I don't know the general way, but for my project I have a blueprint that required all input to be set so I set them all up in settings
edit->projectsettings->inputs->actionmappings
yes
which buttons dont work?
none works
what engine version?
5.0.2
hmm thats weird man
yes should work, have you enabled open xr plugin?
yes
maybe its steam vr? have you enabled that plugin?
yes
I dont know, I can later package my project and you can try if it works with index, it should. than you know its not an engine thing.
okay, yeah I dm you
ok
We're still working on OpenXR support for LiveLink, some of it is on Main already but it's not officially supported yet
VR Editor/Virtual Scouting Plugin/LiveLinkXR is all getting OpenXR support
with unreal engine, and in vr, volumetric fog kills the framerate, how can i get around that? its running at 200+ fps in the editor, but when playing its like 2 fps thats not a joke or an exageration
Do you have any more advice on getting post-process to work? any other options that might affect it? I see a single partial frame then the screen goes black with mobile HDR on, post-process enabled or not
When building the Oculus Fork of UE4.27 in VS2017 I'm getting quite a few errors pertaining to linking issues (CxxFrameHandler4 & GSHandlerCheck_EH4), before posting a full log, I was wondering if VS2017 can even build the fork or if anyone has any insight? [SOLVED: Building with VS2019 solved the errors I was getting]
[Android] Is there any way to secure launch image? i've set it correctly but i see black margins in android
are you using any version control? the file <ProjectName>/Config/steamvr_ue_editor_app.json is one that needs to be checked into source control but is also generated durign launch
I'm really confused/surprised. No one else is having or talking about a "dark scene" issue with an Oculus Quest 1 in UE5? The same APK works fine on a Quest 2. I've heard people say that the Quest 1 is old and everyone is only focusing on the 2, but AppLab still requires the app to run on a Quest 1 https://developer.oculus.com/resources/vrc-quest-performance-1/
So, is it just me and I'm doing something wrong or is no one using UE5 on a Quest who plans to publish?
Are you going off of this to mean that it must be able to run on a quest: “Apps must use a refresh of at least 60 Hz on Quest and Quest 2.”? I was under the impression that it was either or, but could just be Q2
An acquaintance of mine was just rejected from AppLab because his app was <60fps on a Quest 1. He told me that he was required to make it run on a Quest 1 as well as a Quest 2. We got it up past 60fps, but since he's in 4.27, he's not having the dark world problem I'm having with UE5. I'm guessing I'm just going to have to give up on UE5 for now, maybe wait for 5.1.2 or something. 🤷♀️
Please let me know how it goes. You may also need this: https://forums.unrealengine.com/t/4-27-template-poor-performance-on-quest-1/246433/37 Setting r.Mobile.SupportGPUScene to 0 is a huge help on a Q1.
The two main reasons why you won’t see 72hz on Quest 1 by default in the VR Template: Dynamic lighting doesn’t perform well enough on Quest 1. Set all lighting to static and you’ll see a jump. We don’t have Fixed Foveated Rendering on Quest with OpenXR - this is something Oculus is working on for their vendor extension plugin(s) Quest 2 runs ...
I'm just one of the lucky ones who's stuck with it, I guess. I know there are way more Q2s out there than Q1s. But I don't always have access to my Q2 and need to be able to use a Q1.
Wow that is crazy, I didn't realize that was a requirement? How are people supposed to advance things if they have to make things work for Q1 when Q2 is literally 6x as powerful
What I don't get is that it seems to be an AppLab requirement, but the Quest Store isn't as strict? You can have Q2 only titles there.
Only...it's my understanding you have to go thru AppLab first? I don't know.
if you are big enough they can probably let you skip Q1
I think you can bypass it from what I understand as it doesn't say an app lab submission is required (https://developer.oculus.com/resources/technical-review-vrc/), but yeah apparently this is a common issue (https://www.reddit.com/r/OculusQuest/comments/si563a/quest2_games_heldback_by_mandatory_quest1_support/)
how do you do that?
I'm not big enough..I'm just a little indie. So, until this works in UE5, I'll just stick with 4.27 and stop trying to get UE5 to work, I guess.
a bunch of games ware announced few days ago, most did stuff like on pcvr and meta quest 2 i suppose they wouldnt specify the 2 if 1 was supported
i suspect q1 will be dropped when q3 hits, probably not for the cambria thing. supporting at least 'last gen' probably makes sense
Maybe trying to get in touch with them through the Oculus Dev Support might help, but if you're ultimate goal is the main store and you want to just target Q2 and you are willing to skip app lab, I think q2 exclusives are allowed by default
I did have big perf drops; I'll try that
is there a way to adjust the LOD bias of everything at once?
I know the bulk editor can't handle editing LODs
stuff's snapping into the high res model way too late
Hey all, has anybody tried to implement voice input/voice commands on the quest 2 using unreal engine ?
Could anyone please confirm if this section of the Docs for Quest Dev is up to date: https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/
Provides instructions on how to create a Unreal Engine project for Oculus development.
Thanks in advance :)
Is there a way to debug with breakpoints on a Quest/Android build?
This is the best I've got right now when looking back on my notes. This was my exact process for setting up a project.
I was using the commit is this one from the oculus 4.27 branch https://github.com/Oculus-VR/UnrealEngine/commit/a6b713df38773f1d6b260eeece3e97f9da6f24a5
(@royal plume I can confirm the docs are up to date, here is why) Today in both oculus 4.27 and 5 they will tell you to start your project with minimum and target SDK to 29. When I got this working a few months ago, I was using that commit above, and had minimum sdk at 23, and max at 25., but looks like at some point I upped it to min23 max28? I was using the OVRPluginOpenXR on deferred rendering, arm64
I opened up this project again in the latest oculus 4.27 and can confirm it's still building to the quest and working with these settings. I've shared my all settings and the material used. To get it to work just disconnect WorldSpaceNormal from WorldAlignedTexture (forgot to in screenshot)
At the time of testing this, SceneTexture:WorldNormal produces a black screen, I remember searching this and finding others in the same boat and nobody could get it working. It's still not working on latest oculus 4.27, but now instead of a black screen, I get the beige checkered default post process texture, as if you attached it to the camera and put it a few units away from your face/eyes, that didn't happen before
Performance recommendations for the Oculus Quest
Thanks!
You wouldnt happen to be familiar with lighting on Quest as well would you?
Having issues where my lightmaps aren't being applied on some of my streamed levels
I feel like its probably a perf/culling issue that I'm not aware of
A little, I got to get going here, but if it was me, I would start by looking at the level hierarchy, if Level1 2 and 3 are all one level, you have a skylight in Level 1, a spotlight in Level 2, and you build it, you may have a problem with lightmaps applying to level 3. Please don't take this advice because I may not be remembering it right but I remember seeing on forums somewhere that you somehow bake the entire scene as one level, then break it up into bits later. All my VR projects have always been small contained scenes so I can't comment too much on there, but I've definitely seen your not the only one with that issue
Yea, I have a bit of different setup, I started using lighting scenarios to allow specific baking of lightmaps per sublevel.
With this, I get a warning that there are multiple lighting scenarios enabled, however this hasn't shown an issue for me so far, and every other platform is fine.
However, on quest/android, it seems to finally be coming back to get me
Overall Level Layout is:
Persistent
Multiple Sublevels combined and streamed
Each sublevel has a couple lighting scenarios
Check out the showdown demo, because there is a daytime and night time lighting scenario you can switch between in real time, they have it as a sample project https://developer.oculus.com/documentation/unreal/unreal-samples/
Overview of the Unreal sample apps and scenes.
Awesome, i'll take a look thanks again!
There is a epic games VR one, make sure you use the quest one made by oculus, cheers and good luck! https://www.oculus.com/experiences/quest/4750714098359250/
in my experience lighting scenarios only work in the persistent level in which they were baked
with whatever sublevels were visible at the time
Awesome, thanks!
I posted a few VR related questions in the today's AMA thread @hallow knoll . It would be nice if the hosts don't miss them 😊
Yea, that's my intention.
I just have multiple "persistent levels" being streamed in, with lighting scenarios streamed on top of them. It's working on windows, Android however has some problems with it
Are you using the oculus branch? If so I would post about this in the oculus forums, I think they would respond to it, especially if it's working on PC but not Quest
Has anyone had problems with the latest SteamVR and their project in terms of frame rate? I am going about 90 fps when a month ago I was completely fine and hitting like 6-7 FPS with MSAA (x2) enabled on a 1080 and now I am getting 11-12 FPS in the same area
SteamVR home seems to run really high now as well... like 8-9 FPS
Used to not be the case
I have a good system, when I upgraded to windows 11, this is exactly what happened to me. I had to downgrade, after much searching it turns out that VR on windows 11 is very low priority and towards the end of the roadmap
well, sorry, but that AMA sucked
from VR dev perspective that is
@hallow knoll @magic mango ^^
I have Windows 10 Pro though...
I did hear about that for Windows 11, so I never upgraded
Same, just sharing what happened in my experience in case you upgraded a few months ago. If this were me I would update the graphics drivers, and then do a CLEAN install of them. Also check your SteamVR settings that you don't have supersampling in steam VR to a crazy %
What are the bare minimum requirements for controllers to track in OpenXR? what setup is needed, because mine have stopped working and I cant figure out why
Has anyone ever encountered this ? On 4.26 (launcher version) I was able to change the exposure on a standalone Quest build by changing Auto Exposure Bias in project settings, with mobileHDR disabled. It can also be changed at runtime with the console command "r.DefaultFeature.AutoExposure.Bias", and the command "show postprocess" disable it. However, upgrading the same project to 4.27 make the packaged build lost this effect. I assume it has to do with some hidden settings other then Auto Exposure Bias.
I have done some profiling and notice that there is no loss in performance. Is this even post process?
In addition, this also works on builds for other standalone headsets like Vive Focus 3 and Pico Neo 2, not just Quest with its OculusVR plugin.
So I was wondering how is this possible, can we recreate this in newer versions of Unreal ?
@idle osprey I haven't done much test with UE5, but I think figuring this out might lead to a solution for the dark scene problem
Something else I wanted to try today, but didn't have time. I doubt it'll make any difference, but I've always been using minSDK of 25 and max of 28. I believe the UE5 template does 23/25. But I saw 7801's chat with MattOpara: and using 29/29. With all the updates to the Quest 1, maybe updating the APK version will help? 🤷♀️ I got as far as building, but didn't have time to deploy/test.
Can anyone confirm is valve index controller finger tracking works while having live link enabled?
LiveLinkXR?
From what I could see, the finger tracking data is not sent via LiveLink
However I think it is still sent regardless during runtime
Greetings!
Using UE5, the app compiles correctly for a development build. I can download the .ipa file to my iPhone directly and the AR works as expected. However, when compiling for production/distribution, the app does not use the camera to show the user’s real-world surroundings, but instead shows a black background that the virtual objects are set in. The app prompts the user to provide camera permissions and these permissions can be confirmed in the Settings app, but the camera still does not seem to be used in the AR app. What could potentially be causing this?
I'm using ARKit plugin (IOS)
@jade kettle they have a live link setup for the finger tracking with openXR
the actual data is in the FXRHandTracking extension
but live link has a factory to use it
Hah thanks for correcting me, I didn't realise that
It's possible they didn't have an answer for some of those questions—I'll see if we can get any confirmation
@magic mango would it be possible to have VR-focused AMA (as far as rendering/physics/etc. concerned) ?
can somebody enlighten me please, why editor okay water ends up a black mass in quest 2 runtime? what do i need to play with to get some detail on it?
It does act like water should, floats and moves boats and so on but just blackness..
i only found one link talking about it
https://forums.oculusvr.com/t5/Unreal-VR-Development/Project-for-Oculus-Quest-works-fine-on-preview-with-link-but/td-p/957567
and it talks about shader complexity and translucency, i did set the watermaterial alphas to 0, waves to 1, not enough to make it visible..
I'm trying to add smooth locomotion to my pawn and got pretty far following this: https://www.youtube.com/watch?v=bG6V-AAdfLU&ab_channel=GDXR but my snap turn seems to be broken after changing the aprent class from pawn to character in the vr starter template. What should I be rotating to rotate the player?
And follow up, when I step on top of one of the cubes in the vr starter, I start rotating like crazy. It looks like I'm being childed to the cube and physics get applied. Is there a way to disable that? I want to be able to move stuff but I don't want the stuff to be able to rotate the player. I almost vomited on my desk 😄 found the ue5 version of that video, my bad
Fixed. 29/29
https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ Thank you @tribal lintel and @royal plume You've saved my sanity!
Provides instructions on how to create a Unreal Engine project for Oculus development.
Happy to contribute :)
wish someone could save me too, looks like i'm asking too difficult questions all the time
you need to give more information, show us your material, or is it unreal water plugin? that wont work on quest
it is unreal plugin water, and it's working on the physics department.. really no way to just make the appearance less complex for it to render?
some material parameter i dont grasp or..
I'm not that familiar with the water plugin, but anything in that material using SceneTexture wont work on quest. IIRC water plugin uses a post process material to simulate the camera being under water
It's an extremely complicated material made for PC, and nothing else. It's also still experimental. I would search for a tutorial on how to make quest for a mobile platform
the underwater post process i disabled, also water alphas. And they use this water for fortnite on android.. thats why i expected it to be usable too
any links to water material that works for quest and floats stuff? I'm not yet sure how all that jazz happens
I have no clue then since I haven't worked with the water plugin, if that's what they use for fortnite android that doesn't quite mean that's the exact same water plugin that they made for us, they usually strip out and remake certain parts of it that aren't game specific
stereo rendering also makes certain things not work
The water plugin is a mix of complicated materials for the water, and logic to make the boat float. you might just be able to keep the floating part and just disable the visual part of the water plugin and make a simple water material
but then waves wouldn't match up and stuff. if it does work for android id post in the forums and keep looking, I see a post where someone has it working on android and is asking how to make jagged edges look better
good idea, thanks. i'll just make the waves very tiny so the floating is just small but thats enough
UE keeps crashing with a "gpu crashed or d3d removed" whenever I exit play mode in vr preview. It works fine for a couple of runs but then it just keeps crashing until I unlink/link my quest2. Any pointers?
I generally have that when my GPU Memory is full
or is stalled
Hi!
I recently upgraded my project from 4.26 to 4.27(Oculus build) and while it looks the same for pc, the Quest build is waayy too bright.. also some models are black and appear on top of everything. Does anyone have a clue what it might be?
The main difference is the change to Vulkan, but if I try to use openGL it's just black (I do hear audio though)..
Eeehm, how do I check that? It's a pretty decent machine so I don't know why that would be happening
rtx 3080 is considered decent still, right?
I hope so, I sold several of my body parts for it
Ai, it might be something else
I've opened up the little game widget thingy in windows and it (VRAM) never goes past 80%
I can imagine it's glitching out with mounting the Quest2
😦
Yeah haha, ik weet het niet, it could be anything
I don't think it's your GPU's fault
I feel bad talking over this message, and I don't have anything useful to add besides that the vr template apparently changed quite a bit between those two versions, so I can assume more stuff did. Anyway, let my message be a bump 🙂
Thanks! I'll try some more stuff tomorrow, if I can make it work again I'll post my solution here as well, as it might be useful :)
I agree, that's nice of you
@warped mesa What cable are you using? Maybe it's glitching out due to that
But still the same issue?
But I think it might be the observer effect
Because it's not doing it now that the widget overlay is enabled
Honestly do like the widget... So I might keep it there. I'd be fine if that turned out to be the workaround for me :p
Is it the one from UnboundXR?
The official link is a black $80 cord. The white charger that comes with it doesn't as a link for PCVR
Yeah please tell us the cheap knockoff lol I hate this cable
Met de kabel voor Oculus Link verbind je jouw Oculus Quest headset eenvoudig met de computer om gebruik te kunnen maken van Oculus Link. Deze hoge kwaliteit kabel biedt een snelle en stabiele verbinding, waardoor je zonder problemen de leukste Oculus spellen kunt spelen.
Sluit de kabel met de USB-C aansluiting aan op de Oculus Quest headset, en ...
Ahh probably doesn't ship to US
Sorry I'll give the EU site
wtf im moving to the Netherlands
Yeah, they're probably rebranding and reselling that cable but I don't knkow where it's originally from
lol
in my US city we have maybe 2 lol
Yeah we actually do have quite a lot of VRcades
In Flanders at least (the south part of that map)
nah, some random one from coolblue :p I can find the link but eh.
I just know it's very strong, long, and has a decent signal. I can send the link but it'd have to be tomorrow because I have someone next to me forcing me to get back to reality for a bit
Ahh, yeah. We use the ones from UnboundXR that I linked above, they work great
Hehe, have a good evening then
😄 Thanks, you too! bye 👋
Somewhere there was a open source demo project where someone took lots of Unreal UI elements and put them in VR, things like the color picker window, asset switching (change a texture, or static mesh) and other cool stuff. Can't find it, anyone seen that or similar?
You don't use AirLink?
I just use my charging cable to charge, AirLink most of the time. And one of these so I don't wear the port out: https://www.amazon.com/gp/product/B09PDQR31Q/ref=ppx_yo_dt_b_search_asin_title
So, I was fiddling around and came across something interesting:
Normal (4.26)
Android ES31 (2.26)
Normal (4.27 Oculus)
Android (4.27 Oculus)
I have a feeling some setting is wrong orso, has anyone had this happen before?
Also, opengl is behaving very weird on the quest (whereas vulkan seems ok, but has other quirks)
When I tried airlink, every so often when the headset goes to sleep unreal would lose it and grey out VR preview and I would need to restart the editor, this was fairly recently. I don't really want to leave proximity sensor off from odh or else I'll walk away and leave the headset running for hours. If there is a way to use airlink and not have to constantly restart unreal and oculus link that would be amazing
And wow that thing you shared on amazon looks awesome, I definitely want one. I don't know how todays magnets work, as a kid I loved to ruin CRTs with magnets so I'm definitely nervous of putting a magnet on the headset there. Going to do some research on that thought because that would make my life so much easier
oh, I use ODH to turn off the sensor so it won't sleep when I'm devving
Just be sure you point ODH's ADB to the Android Studio install or the two versions will fight.
I use these on four quests and several tablets. They're fine.
I think I'm going to start doing that because I'm so sick of cable fighting lol. Thanks for sharing that, I'm going to get one of those for sure then, that will make life much easier 😄
The Quick Release is wonderful. And then I can use the uber-short Quest 2 cable to plug in to a belt battery for when I'm gaming.
sounds like I need to re think my VR setup. been thinking of that for a while
I think I'm going to see if I can write a shell script that will turn proximity sensor back on via adb when I lock my PC
https://www.amazon.com/Portable-Charger-38800mAh-Charging-Compatible/dp/B09H4GLZXT/ref=sr_1_12_sspa is similar to the battery I have. I can't recall the name.
I'm way too paranoid lol, I'm just going to do airlink and save some stress
Oh nice! I have something similar to those that supports USB-c, for my phone though, never thought of using it to extend quest battery
I got my battery with my TPLink for my Rift. I just can't remember who maes it.
Yeah, I use it and play Skyrim VR wirelessly.
you've given me much to think about 🙇
I wear out before it does.
And then I've got one of these coming, so I'm about to really get my workout! https://www.kickstarter.com/projects/katvr/kat-walk-c2-all-action-and-cross-platform-vr-gaming-treadmill
Hey guys, does anyone have any suggestions why my motion controllers have strange rotation offsets? Trying to connect hands and they're all strangely rotated.
hard to beat Quest2, standalone + pcvr + cheap
Does anyone have 4.27 from the launcher?
If so, would you mind checking if changing exposure works when in android-opengl preview?
Just checked with ue5, exposure is working properly on android preview..
must be something with the oculus branch then :/
got my water going and physics kept working too, thanks.
ducking q2 limitations.
Quick question, I've seen conflicting answerers from various sources, but what version of Java do we need for UE4.27 for the Quest 2? Thanks in advance :D
Then don't add VR. It slows down your iteration time considerably.😂
Did the playerbase mention if they were on mobile or PC?
Gotcha, is the game currently on steam?
So if the title will eventually be on Steam it may make the most sense to go with something like a Vive or HG reverb or the like since you can skip the oculus intermediary software hassle, but the price tag of the quest 2 doing air link is hard to beat lol
But then again if you make a solid mobile title for the quest 2 and pico you may strike gold in that space
Oh I see, in my experience, once things are set up and going nicely you can get test times down to >5 mins to actually push the apk to the headset. Using airlink / link you can test instantly ( after normal ue4 compiling If you make it for both pc and quest)
If its on steam then there is nothing to push to headset btw. You run your same game just have start in vr checked to test
Hei! Quick question... I want to implement climbing. I found a ton of resources, but they all cause the character to fall weirdly when I let go. I want to maintain momentum. I was thinking of taking the character velocity on release and applying it, but it feels weird. What's the proper solution?
In the game I work on (although in Unity) we just apply the controller velocity * some number for a bit more of a "wooosh" effect 🙂
But essentially what you just described.
For me the trajectory felt more natural when I applied a bit of exponential smoothing to the velocity. Also clamping the velocity so you can't fly too fast.
Hm well, in unity I'd maintain my own velocity, subtract my own gravity and apply my own acceleration
But trying to stick close ish to the character stuff I feel like there's a better way maybe
Basically trying to create the population one climbing
Soo, I have strange feeling of being screwed.
UE4.26.2 (Launcher) has weird umg bugs (one button thinks it's another one)
UE4.27 no more ung bugs, works great on the pc release, but has no post processing on mobile
UE5 has no blueprint nativization, thus performance is worse (I use c++, but it's all connected with blueprints)
Now, I'm not sure if the oculus version of 4.26 has some bug fixes, so I'll try that one next.
Any advice?
Afaik, from all my 8 months of experience (lol) bp nativization is overrated
It's buggy. And the couple of spots you use it to link up some events are not going to be noticeable in terms of performance
So my advise would be: just go with ue5. But then again, I come from unity so who am I kidding.
I use unity too haha but for my own project I prefer Unreal.
I'll do some tests with ue5. Any advice on breaking structs when upgrading?😅
I've had a release with nativization turned off, and players told me the hit detection was way worse, turned it back on and it's good (I'm using my own implementation of bullet physics btw)
I agree with the buggyness though ;)
Maybe you could help me optimize this chain? (It's a drumming/rhythm game);
Every drum has an on collision event, then there's a cast to the motion controller to get the speed, then some checks if you hit hard enough, volume multiplications, then an fmod event is fired, then the hit will be sent to the note controller.. in other words, it's a pretty long chain with references to other blueprints. This all has to happen, preferably, in the same frame (which is why nativization helps in this case)
I would probably just move that whole chain to c++. It’s not that long of a chain if its just passing on vars
But also I’m going to bed so my input right now is fueled by fumes lol
Yess. that's what I was thinking, but some classes are blueprint classes, which are inaccessible in c++ 😅
Sleep tight!
I'm attempting to use the Oculus Debugger for VSCode, and getting this log in the terminal shortly before the debugger fails to attach.
Non-default apk(s) have been made: If you are debugging, you will need to manually select one to run in the debugger properties!
Then the console fails to attach, and closes the debugging session mere seconds after it launches.
One thing i noted is that the lldbinit is in my AppData\Local\Temp folder.
Anyone have experience with this?
Here is my log from lldb,
[lldb =>
{
"body": {
"category": "console",
"output": "Running attachCommands:\n(lldb) command source C:\\Users\\AJ\\AppData\\Local\\Temp\\lldbinit\n"
},
"event": "output",
"seq": 0,
"type": "event"
}
<= lldb]
Got: output event
sendToVSCode: {"body":{"category":"console","output":"Running attachCommands:\n(lldb) command source C:\\Users\\AJ\\AppData\\Local\\Temp\\lldbinit\n"},"event":"output","seq":0,"type":"event"}
[lldb =>
{
"command": "attach",
"message": "attachCommands failed to attach to a process",
"request_seq": 2,
"seq": 0,
"success": false,
"type": "response"
}
<= lldb]
Got: attach response
sendToVSCode: {"command":"attach","message":"attachCommands failed to attach to a process","request_seq":2,"seq":0,"success":false,"type":"response"}
[VSCode =>
{
"command": "disconnect",
"arguments": {
"restart": false
},
"type": "request",
"seq": 3
}
<= VSCode]
VSCode requested disconnect of the session
Analytics: Stopped tracking key [debug-session], error: [null], cancelled: [true]
sendToLLDBSocket: {"command":"disconnect","arguments":{"restart":false,"terminateDebuggee":true},"type":"request","seq":3}
[lldb =>
{
"event": "terminated",
"seq": 0,
"type": "event"
}
<= lldb]
Got: terminated event
sendToVSCode: {"event":"terminated","seq":0,"type":"event"}
[lldb =>
{
"command": "disconnect",
"request_seq": 3,
"seq": 0,
"success": true,
"type": "response"
}
<= lldb]
DAP confirmed disconnect [success: true, undefined]
Connection with lldb-vscode DAP closed
sendToVSCode: {"command":"disconnect","request_seq":3,"seq":0,"success":true,"type":"response"}
VSCode socket closed
Connection with VSCode closed
Registered debug session error:[Error: VSCode closed connection]
cancelDapSession...
onCancel: close socket connection with VSCode
onCancel: destroy LLDB and VSCode socket...
Transport destroyed...
Nice that looks great! What did you change to get it to show up?
Let us know here if you ever find a fix for this. I couldn't get it to work either, so I instead followed their Android Studio guide and got that working
there was one free package of water materials in unreal shop with bunch of materials, one of the cheap ones there worked
as material replacement
Ahh nice thats good news! It's looking good 😎
Yea I used Android Studio as well, but was having a bit of a strange issue in my project, and wanted to see if following the "suggested" pipeline (oculus branch, and their debugger) would yield any results
so I've recently learned about the fake glow effect from Doom 3 (https://simonschreibt.de/gat/doom-3-volumetric-glow/), huge props to @mighty carbon for pointing it out
it's cheap and doesn't use any post-processing or mobile HDR
thought it could be handy for Quest, so I've reimplemented it for UE as a plugin: https://github.com/hollowdilnik/GlowingQuad
only works for quads though (at least for now)
but for real, these retro rendering tricks are pure gold for mobile VR
what other gems am I missing out on?
https://youtu.be/PG2fHLdzRIs
fake dynamic lighting and shadows at 37:37
not really retro but still a gem 👍
Announce Post: https://forums.unrealengine.com/showthread.php?87788
Ryan Brucks and Jerome Platteaux join Alexander Paschall to continue the discussion on building Bullet Train, our new VR experience. Ryan and Jerome take the audience through specific technical art and lighting aspects of the project and answer questions from the community.
[...
did they ever release project files for Bullet Train ?
No, they didn't release it. This is back when VR in Unreal still use Deferred rendering.
The fake dynamic lights and shadows effect still works on Quest and forward shading though.
Wow thank you this is awesome! I recently played the Doom 3 VR port on sidequest and wanted to experiment with how they did lighting, some vfx and others like the moving shadows coming from things like spinning fans, I had no clue there was so much information available. I'll definitely be using this soon, cheers!
So rewrite them 🙂
😵
That'll be the fifth time rewriting 😂
I'll do some tests with ue5 before I commit though. How does it compare performance wise on the quest?
I haven't really noticed a difference, but my "game" is just a bunch of climbing and throwing stuff so it's that intense
I find it difficult to agree with myself on a style of locomotion
I like the way population one does it, but I just checked again and I think it's using unity's rigidbody
As in, I stand next to a surface, grab it, and try to pull myself through it. I'm near the edge so eventually I snap past the edge and I notice a "wiggle"
Like it's a very tight spring trying to move where it's supposed to be
This would explain why stuff like flinging yourself around feels so good
Is there something similar in unreal engine?
I haven't experimented with locomotion alot, but have a look at the VRExpansion plugin. It's free and the sample project feels pretty good. Also has a climbing/"throwing yourself around" mechanism :)
Ahh, I'll do some tests then. I need all the performance I can get haha, kind of hard to have a steam and quest game in the same project. But unreal has some awesome lod tools though
Does it? Oh. I didn't check it out because I thought it might be bad after all this time (+ mentions in the issues of it not being maintained)
I got flinging working though 😄
I need to figure out how to do better collissions because my capsule is chonky, can't reach stuff on account of me being so fat
You could just build with different qualities I suppose
Yeah, so the main goal is to use as less materials as possible, but still workable. I use different lod's and set the min-lod to at least 1 for android. Some particles are turned off on the quest.
But actually, the most performance hungry thing in the game is UI (which I thought was kinda odd)
Idk, ui can be heavy if you do it wrong
For example using "bind" a lot
Or updating when you don't have to. Or having to update a bunch of stuff every frame. Not reusing instances (instantiating new ui to show damage dealt for example)
Lots of things you can mess up there 😄
Yeahh, I figured haha..
The main menu is actually the worst performing level in the game.
Lots of nested UI (I do set the different 'pages' to hidden though)
btw.. vulkan or opengl?
I haven't had much success with vulkan, but that was a while ago
I think vulkan when possible, but that's based on my limited understanding of it
Is it more performant, or does it support more features?
Performance
My understanding is that it does use a bit more memory, but in turn performs a lot better
I also think it does a lot of happy-flow assumptions, that means less time spent doing checks but more fragile and ambiguous errors
I like the sound of that 🙂
But my knowledge on the subject might be outdated (from when I wrote shaders in hlsl). So don't take my word for truth and just compare them
I believe I have some code from 4.17, trying to get it to work in 5.0.2:
if ((GEngine->XRSystem->GetHMDDevice()->IsValid() == true) && ((GEngine->XRSystem->GetHMDDevice()->IsHeadTrackingAllowed() == true) || (GEngine->IsStereoscopic3D() == true)))
{
bHMDActive = true;
}
Here I tried including IXRTrackingSystem.h to get access to the IHeadMountedDisplay * but none of these methods are valid. What's the necessary changes I'm looking for?
Hey, I’m looking into adding vr support to my game and kind of confused as to what to target. What is mobile vr vs PC vr and what would Quest 2 be classified as? I want to add VR support but I’d prefer to keep the same quality the game has currently and not have to make a separate project for it with mobile-style optimizations.
Mobile VR is pretty much Quest 2 and Quest 1, with Pico headsets on the way.
They can also be connected to a PC and be used for PC VR. Most people with Quests probably don't have the PC for that though
Depending on the game, porting to mobile VR can be difficult, as you are very limited.
So what would SteamVR be considered? PC VR? I’m assuming you can use a Quest 2 for that as well.
yes, SteamVR is PC VR, and you can play SteamVR games if you have a Quest 2 and a VR-ready PC
Anyone know if WebBrowserWidget works with Hololens?
Might be working with
RunUAT.bat BuildPlugin -Plugin="C:\Users\Workstation\Desktop\WebBrowserWidget\WebBrowserWidget.uplugin" -Package="../packages/WebBrowserWidget" -CreateSubFolder -TargetPlatforms=HoloLens
just confirming that 5 is still trash with VR?
If your game is PC already, it's not too difficult to put in VR support, the style of game and the gameplay are most important
a game like Subnautica was very easy, they literally just put in a VR pawn and let you use a game pad (though this was the Unity engine) the concept is still the same
The Subnautica port to VR is not something I would take as standard 😅
True, but it does show you putting someone "IN" VR is a simple process, just depends on your customer's expectations mainly - it was a "bonus" thing, not something that was promised to be ground breaking, so the reception was positive
obviously the aquatic environment helped a bit with the motion sickness
Just realized your avatar 🙂
The vehicles beg to differ though 😂
I did okay in the seamoth, as long as I was in deep water
I had to quit the game after 5-10 minutes of in the Seamoth the first time while at that point having played VR for over 2 years. But yeah it’s shows what’s possible but I would definitely go a bit further than just the absolute basics 🙂
that's the challenging part, the locomotion
you could say it doesn't cause motion sickness at all but that it is so realistic it will cause sea sickness
not a bug, it's a feature and all that
😂
Also depends on what you want I guess? So far I’ve not seen a whole lot of positive things about it in here and other places though.
Also kind of depends on if you use OpenXR or not. For Quest it’s a nightmare currently and for PC it’s not much fun either. It’s just still so very much experimental :p
now your thinking with portals
5 is not very good with supporting mobileVR right now just because it's catching up, but it will get there. 5 seems fine for me for PCVR, I get this issue in 4.27 where in VR preview entire world wobbles a bit. I get this with both an index in steamVR and an quest 2 using cable link and air link, you can really see the motion when looking at the guardian/chaperone lines staying in place while the world wobbles. MordenTral once told me it's because having a blueprint editor open tanks perf, after closing all tabs/windows/editors it still does it until I restart, I have to restart frequently. When I tried 5 for a bit I didn't get this wobbling issue so if I could use that I definitely would be
I assume you are using openxr? This happens for me as well when in 4.27 with openxr enabled
I finally got the Template in 5 working on a Quest 1. It's taken me months and came down to two settings I had to change. No idea what other cow patties I'm going to step in, but I'm going to start running in that field!
I've encountered this issue when using the Quest in conjunction with both the SteamVR and Oculus middleware
The wobbling disappeared when I removed SteamVR from the pipeline and just purely used the Oculus middleware
Though granted it's probably because the VR pipeline can be a mess
If I'm not mistaken, in my scenario, VR data from the computer to the headset follows the following pipeline: UE4->OpenXR->SteamVR->Oculus
sorry if this is a necropost, but I am having some issues with a non-VR 4.27 project not applying autoexposure when it should (is fine in editor, but start game and autoexposure appears to turn off and it's clamped to a standard exposure). Not sure if your problem is the same thing - another problem I had that might be relevant was that the Histogram Min EV100 / Histogram Log Min setting was too high, so large areas of the scene weren't being taken into account at all. I had to go pretty low to get consistent autoexposure in night levels
the eye adaptation visualiser (Show->Visualise->HDR (Eye Adaptation) is pretty handy to debug this stuff
What was the fix?
Changing to APK 29/29 solved the dark problem (ref: #virtual-reality message) and the slow framerate was fixed by r.Mobile.SupportGPUScene=0 (ref: #virtual-reality message)
thx
Greetings! I am new to ue5 VR development, and when I first tried to build the application for Quest 2, following this tutorial https://www.youtube.com/watch?v=nixc8NF_97s, it showed error in this photo. Can anyone tell me how to fix this?😭 Thank you!
#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 hoping for some suggestions on an approach. VR player is a Character. When room space movement is active (also allows joystick movement), I was looking for suggestions for how to lean over tables (i.e. capsule doesn't move but head can). I have this seamless with non room space movement (because player movement input and head movement are readily separated), but in the case of room space, I would need to discriminate between an intended lean head movement and a desire to move the player. I guess I could use a button to lean, but was hoping to reflect the seamless nature of the non-room space movement... ideas welcome, thanks.
It is telling you the issue in your error message. You either do not have the SDK installed or have not told Unreal where/how you have it installed
I have a weird issue where I am trying to track an Image but I am getting doubled placeable objects.
I feel like I have followed the tutorial down to the T and yet it still happens (my level has no actors in it)
The fact that we don't have this is a shame: https://developer.oculus.com/documentation/unity/unity-hmd-emulation/ (Unless we do and I'm out of the loop)
Emulate the movement of an Oculus device in the Unity Editor during development.
Although not terribly hard to implement
I mean nothing is preventing you from just hooking up some inputs your self. Sounds like what they did 😄
I wonder if that's something that can be done as a custom openxr runtime
You're prolly right, might be useful too since it's a pretty standard dev need
hmd emulation would be pretty cool to have in general, for testing or stuff like TAS
It would make multiplayer that much easier too imo
I've tried a few of those in Unity. They're dreadful. My solution is just to have a VR and non-VR mode. It's more work, but in the end I can reach a larger audience.
Of the two implementations I've worked with, no. It's kb&m. Default is "mouse-look" mode and then you hold down keys to instead move a controller to a location. Mouse buttons map to controller primary and secondary, etc., depending on which motion controller you've selected. Most are toggles, so you keep forgetting to untoggle the controller to move your head again. It's horrible.
I’m not saying it’s great. Just replying to with what they likely did, it’s not a whole lot more than just mapping inputs to some functionality 🙂
Interesting, guess it’s one of those things that sounds better on paper, but your way of doing it is definitely a good solution
Setting up your game to run in normal 3D mode is remarkably easy. Dealing with all your UI and such, not so easy, but worth it.
does anyone know much about using RenderDoc for Quest 2 profiling ?
UE5.0.0 OC fork performance is trash (same exact project runs at 72fps when built with UE4.27.2 OC fork) and I have no idea what to look for when using RenderDoc
this is what I got
Does anyone know if its still absolutely necessary to use forward rendering when making a vr game? Or have things changed with the advancements of hardware/software?
It isn't necessary on pcvr
And they recently fixed nanite in vr, which only works in deferred
hello guys. what is the best quality achiavable for a vr apk for oculus quest 2? (with dinamic mesh). it is for archviz and the client want to have the best quality
Has anyone had much experience with Image tracking? I have an odd issue where my tracked placeable object gets duplicated more than once : Setup is below
Is there a list of known bugs in ue5 for PCVR dev ? I'm still sticking to 4.27 but not sure when its safe to dip in
say what?
That's the first time I heard of that, that's quite the bombshell if that's true