Unreal VR Development
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FIXED Oculus version of Unreal lighting error.

Hello, i downloaded the Oculus unreal engine 4.24 (https://github.com/Oculus-VR/UnrealEngine/tree/4.24) for developing with the splash screens or loading screens in Oculus quest. But i have the lighting issue i cannot build lighting with that eror:5:...

FeroxD by Level 4
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Error when Packaging in UE4 4.22.2

I am struggling to try to get a basic package to deploy with my new Quest. I am new to mobile VR development and was trying to start deploying just using the TouchSample project provided in the Oculus UE4 Source Branch. Below is my error I am running...

Oculus Quest adb devices empty.

Hello, i can build UE4 project for my phone, create APK but i cannot see my Oculus Quest in the console (cmd "adb devices").. I saw it one week ago and on developer mode, installed Oculus ADB GO drivers. But for now i cannot see my Quest device, mb a...

FeroxD by Level 4
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Dynamic Shadow?

Who knows how to get a Dynamic Shadow working when deploying to the Quest [no Link Cable use]?a simple plane [floor] + cube [rotating].One Direct Light --> Dynamic Shadows are set to TrueIt works when using Oculus Quest and the Link Cable [using the ...

remoz by Level 3
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Vulkan and HDR on Quest actually possible?

So far the recommendation is to turn off Mobile HDR but I keep reading this articles online referencing that Vulkan would allow for Mobile HDR on the Quest, for example, quoting from https://venturebeat.com/2019/08/10/unreal-engine-now-supports-vulka...

[UE4][BP]I can't use Oculus Touch nodes

I using UE4 ver4.24.2Already Enable Plugin:Oculus VR (including Oculus Input plugin) but I can't find Oculus touch's BluePrint node ( example:"MotionController(R)Thumbstick")no exist,why???I trying 2 days of all.but,I can't.Please somebody help me..

Alpha to coverage - how ?!

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...

One Simple Level?

Has anyone created one simple scene that was created with Unreal 4.24.2 and successfully deployed to the Quest?A Scene or Template we could use as a starting point also for testing?a project file with project settings specifically for the Quest?somet...

remoz by Level 3
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UE4 Characters do not show up in Quest

Are there any limitations regarding character setups from Unreal Engine? Characters that I've used for other projects don't show up in Quest. Are there any guidelines out there? I have not found anything specific for character setups in UE4 for Oculu...

Resolved! Oculus Quest Unreal engine development problems

First off, we are using UE 4.23 and we did bang our heads trying to set it up to at least work on the quest. Now a few questions and problems here : 1. Why we can't have dynamic low res CSM shadows? - Turning mobile HDR on was tried and it looked hor...


I'm not able to get shaders and emissive in my game, after exporting them to quest. which are working fine on other headsets. any help??

Color Grading on Quest?

Hi everyone,The question is in the title, there was a video about porting Rift games to Quest, the discussion was about a way of using LUT textures in the material for color grading, does anyone know the way it can be done using UE4 material editor? ...

Stage trackingspace?

Hello all!I'm having some issues with setting the tracking space of the Oculus Quest. How do I achieve that? I've read in the documentation that I have to use vrapi_SetTrackingSpace( ovr, VRAPI_TRACKING_SPACE_STAGE ); but I haven't got a single clue ...

Build 4.24 from source fails

I've tried several times and always end up with these errors:Error C2039 'virtual_camera_info_array': is not a member of 'MLGraphicsFrameInfo' UE4 c:\unreal\4.24\engine\plugins\lumin\magicleap\source\magicleap\private\MagicLeapCustomPresent.h 74Error...

Dizzzie by Level 3
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