Last night I tried using OVRPlugin OpenXR and Native OpenXR as XR API in
my project. Turned out that capacitive touch events on Oculus Touch
controllers don't work with OpenXR I am using Oculus fork of UE 4.27.2
with 1.70 integration (the latest ava...
I've seen some folks trying to use Landscape in their UE4 projects for
Quest, but not without performance issues.I wanted to try it for myself,
but ran into the issue where Landscape doesn't render at all I have a
quite "low-poly" Landscape with su...
I have a material set up with Masked blend mode. Somehow it doesn't get
MSAA and there is no documentation clearly explaining how to enable
alpha to coverage in UE4 for materials that are made for Oculus Quest
(Android ES3.1 or Vulkan).Any ideas ? Th...
Currently there is no way to get audio input from the mic on Oculus Go
and Quest when building app using Unreal Engine 4. Please add microphone
input support in UE4 (100% usable in Blueprints) via Oculus SDK because
Epic isn't going to do that any ti...
@NinjaGG The rumor has it that the native Oculus spatializer for UE4 is
broken beyond belief and the fix is at the bottom of the priorities
list.What should I use to have spatialized audio on Go / Quest when
using UE 4.22.3 or upcoming 4.23 with Ocul...
What XR API do you use in UE5 ?Also, if you read my post carefully you
will see that while they also all trigger in 4.27.2 (except X, which is
a known bug), they don't function as they should (per Oculus input
docs).
So, I tried AnyKey node to see what I get:
https://www.youtube.com/watch?v=kSsXsYihM_8 Comparing to the official
docs:
https://developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/
we find that ... Oculus Touch (R/L) Th...
I don't mind mandatory Facebook login, but I do mind Fb bricking Quest 2
by banning user's Fb account (from what I hear it can happen to anyone,
especially for those who never created account with Fb in the past or
who had account, abandoned it ages ...