hi,my friend list query worked fine until 01.March evening (EU time),
and since that it provides empty arrays, and invitable friend list
results always in only a 1 element array.is there any Oculus back-end
change or error, or new permissions are int...
Hi all, I’m curious as to the real-world implications of moving
audio-intensive Unreal projects onto Quest 2. In particular, would it be
worth the effort to build an Unreal audio plugin doing physical modeling
for Unreal Engine to run it on Quest 2 o...
Hello everyone.I'm facing a really weird bug in oculus application for
android devices.I have 6 oculus devices and I'm developing a project
using unreal engine 4 everything was normal until sudelly my oculus
device all of them refuse to connect with ...
Hello,I'm working on a multiplayer project for the Oculus Go (Using
Unreal 4.21 Launcher version). I've been able to create a build and
upload it to the store for alpha. I can host a session on one Oculus Go
just fine. And the second can search and f...
Hi Guys,I'm using an audio envelope in my project, moving geometry with
the sound. In the case of Windows and Mac platforms, everything works
fine. But, once I try to make a build for Oculus(Android), an audio
envelope stops working. The same thing i...
I am amazed anyone is able to get Oculus platform features working. I am
desperately seeking advice from someone who has and might be able to
help me resolve this issue. I'm using UE4.27 but also had the issue with
UE4.26. I completed my data use che...
Hey,I noticed this interesting thing in the Oculus custom branch (4.25),
the masked materials behave like if they were translucent but without
dithering. This is quite exciting and was wondering why it is not made
like this in Epic's branch. Is there...
Using UE 4.25 Oculus branch. When I move closer to a mesh and it streams
in a higher res texture there's always a very noticeable hitch. This
also happens when a new actor is spawned and when I load a new level
it'll stutter for 5 seconds while textu...
To improve the quality of our in game UI, we recently moved it from
world space widgets to Stereo Layers.However, transparent Stereo Layer
have black backgrounds on the quest where it is supposed to be
transparent. After setting up the stereo layer, ...
Hello, I'm trying to get the current list of connected friends. I'm
working with two Oculus Quest 2 headsets with different Facebook
accounts. The 2 accounts are friend with each other. My starting point
is the Oculus SDK Unreal sample (V 28.0), I'm ...
Tried creating a simple test project with both the Oculus UE4 branch and
Epic's latest 4.22 branch and if I enable Vulkan (ES2 and ES3.1 work
fine ) I always get a crash on application launch. Tried all the
settings I could find across the various Oc...
We successfully launched the game on Quest 2, but it has a lot of issues
with optimization and graphics. We trying to make an optimization
through Device Profile for Android in UE4 (because we want to maintain
both PC and Quest versions in one projec...
Hi. I am following the course from
https://learn.unrealengine.com/home/LearningPath/117459 called Oculus VR
Production for Unreal Engine.It took me many hours of trying to set the
project. One by one I was overcoming some difficulties, but I've been
Hi there,I'm wondering.. Probably someone knows.. Is it possible to use
Unreal Engine Niagara with collision enabled? When I'm trying to turn it
on, Niagara particles simply dissappear in my scene. I've tried bunch of
different setting but it simply ...
New UE version 4.27.0 - As before, I think its useful to put the changes
/ issues in one topic for an easy overview and to reduce wasting time
trying to solve (known) issues. 210821 Just started testing so a short
list:- The official GPU lightmass is...
I wasn't enabling the Oculus Online Subsystem .. that took way longer
than it should have to fix ***Previously, I would use the 'Oculus VR'
plugin Verify Entitlement node.In 4.27, we now have the 'Oculus OpenXR'
plugin, and this node is no longer a...
I came across this blog post from Oculus regarding the proper way to
request a download from the Android OS. Here is the article:
I'm trying to dow...
what are the Performance-killer for VR(eg.OculusQuest2)? all
postprocess, all screen-space? all works on the full-screen
RenderTarget?so,SSAO, SSR, SSDO, etc…Fog, Depth of Field, Bloom,
MotionBlur, Tonemapping, ColorGrading, Auto Exposure, Channel Mi...
Hello, I am trying to setup the Oculus Quest 2 controllers in Unreal as
a virtual camera controller. So basically hook it up to my camera, then
use it to create a virtual camera. I am sort of able to achieve this if
I use steamVR functionality in Unr...
Hi people! Today I finally got a Quest 2 device and we are experiencing
some serious issues with when porting a project to this new hardware. We
work with Unreal Engine 4 (v4.25.3) and with the Quest 1 everything was
working great, but at the time to...
I usually find things out on my own, (or get a solid start by typing my
interest along with the words Unreal and GIthub ;~) hehe BUT I don't
even know what to call this except 'Virtual Desktop' and the
conversation has been so overwhelmed by the prod...
The Stereo Layer Component is used for widget use. However, due to the
phenomenon that the player hand is drawn behind the widgetI turned on
the Supports Depth Flag to build and use Oculus Quest, but it comes out
with a black background with no alpha...