So if they are giving a quest to F* attendees .. I am sure they will be giving one to the mods too right? RIGHT?
*cries in corner*
Sounds like it would be fair to give Quest to Oculus Start members too
As I posted already 4.22 has terrible performance on the Go. I'm guessing the same for Quest? I'm really hoping Oculus can fix this (or push Epic to fix it via a hotfix if their side) as there are lots of nice new 4.22 features…
Alright, gave it another go and everything seems to work smooth, except I can't seem to make video screen larger and video controls are missing from the screen (fast forward, rewind, skip 10 sec back and forth, etc.). That's exactly why a standalone…
Which permission is your game asking access for? Do you have "Use ExternalFileDir for UE4Game files" checked or unchecked? (and I guess "Extra Permissions" under advanced APK packaging is also empty?)
Use External i…
Swiping works fine, using d-pad press works fine.. The only thing that doesn't work fine is directional d-pad presses, which aren't used anywhere by default (not in Home, not in Store, not in Oculus apps)
My company just bought 2 Gos for us to work with, and one of the first things I noticed was the touch pad issue. Exactly as described in this thread, with it working fine except for the top quadrant. The issue is present on bo…
Could not compile, bunch of errors came up
I compiled the 4.22 branch fine (needs the latest VS2017 update). However it crashed on startup on a GearVR device
4.22p7 with Oculus integrat…
Use Oculus browser.
Click desktop icon for desktop mode, top right.
Click lock icon top left and allow pop ups and protected...
Took a while to figure out the pop ups and permissions, those fixed mine.
I tried that alrea…
Yep, it would be nice to have subscriptions.
Also, it would be nice if IAP came with UE4 and was exposed to BP.
We published on our github a plugin to use IAP for UE4 using only BP, you got that?
Here is an idea - open recorded video in Oculus Gallery, then close the app, connect HMD to the PC, copy that same video and see if it plays. I think that's how I got videos working before I updated to 3.58.5
Have you tried disabling dev mode ?
You confirm it works again if you disable dev mode? I rather not mess with that setting - who knows what will break again...
No, I don't want to mess with th…
Ok, thanks. Shouldn't be real-time occlusion and reverb simulation part of the Audio Spatializer though? If so, the latest integration should already support mosto of the new features. I'll give it a try in the next few days
I am guessing you don't follow Oculus dev blogs https://developer.oculus.com/blog/february-monthly-tech-updates/ and https://www.oculus.com/blog/simulating-dynamic-soundscapes-at-facebook-reality-labs/
Thanks! I was looki…
@motorsep what are the biggest improvements since 1.18? I cannot find a page with the release notes of each version, do you have a link?
I am guessing you don't follow Oculus dev blogs https://developer.oculus.com/blog/februa…
To be able to use the latest audio plugin, I think we're supposed to use the oculus-vr branch and build UE4 from source. This is not ideal in many situations.
I tried moving just the audio plugin folder from the ovr branch …
I am not a C++ programmer, but it looks like Android isn't even supported (I might be wrong though):