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  1. Thanks, but unfortunately with Wave SDK 4.1 the same problem. I think that Viveport SDK 1.7.18 does not support Unreal Engine 4.26.
  2. Guys, can anyone answer? Viveport support is also silent (Request 243389). @HackPerception @Tony PH Lin @C.T.
  3. Hi, guys. I have the same problem. I followed the instructions (link), but it seems that it's not working. I'm using Unreal Engine 4.26 (Wave SDK 4.0.0). Viveport SDK (1.7.18). Screenshot 1: Screenshot 2: Rebuilding the solution in Visual Studio 2017 doesn't help either. Screenshot 3: What could be the problem? And how can it be fixed? @HackPerception @Tony PH Lin @C.T.
  4. Hi @Tony PH Lin I sent a request to Viveport support (Dec 8, 2020), but there is still no solution. The engineers is still working on the solution for this DRM issue. Request 176672.
  5. Hi, guys. I wanted to publish my app on Viveport M Store via "Wrapper-based DRM" option but unsuccessfully. Before that everything worked fine. I'm using Unreal Engine 4.25 (Wave SDK 3.2.0). A little later I noticed that "For Viveport Mobile submissions (Using the VIVE Wave SDK) there is a known bug where Unreal apps cannot be submitted with the DRM wrapper. Please use the Viveport SDK integration for Unreal + Wave apps". Now I'm trying to install the Viveport SDK. I followed the instructions (link), but it seems that it's not working. Screenshot 1: Screenshot 2: Rebuilding the solution in Visual Studio 2017 doesn't help either. Screenshot 3: Please help me. What can I do to fix this problem? @MariosBikos_HTC @Corvus
  6. Can I ask, when will be publicly available? Is there an ETA? @Cotta, @JustinVive, @MariosBikos_HTC, @Tony PH Lin
  7. @Cotta, thanks for your reply. Logcat attached. Method adb install -g <apk file> works fine. 👍 logcat.txt
  8. Hello, guys. Does Wave SDK 3.2.0 really support the Unreal Engine 4.25? After downloading and launch the file "Plugin and Samples for UE 4.25", I exported it successfully to apk file. But it doesn't work on Vive Focus. When I try to run the app the system hangs on the Unreal logo screen, the screen itself dims a bit and my only option is to manually reset the device. What could be the problem? Wave SDK 3.2.0 works perfectly with Unreal Engine 4.24. Maybe the problem is related with requires Android Native Development Kit Revision 21 (NDK r21) to support the development of Android projects for Unreal Engine 4.25? This requires a new setup process using Android Studio instead of Codeworks for Android 1R7u1. For more information, click on the links below: https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/Setup/AndroidStudio/index.html https://www.unrealengine.com/en-US/tech-blog/updates-to-required-setup-for-android-ndk-21-in-unreal-engine-4-25 I have tried all of this, but without success. @JustinVive, @MariosBikos_HTC, @Tony PH Lin, @Cotta
  9. Hi, guys. Motion Controller buttons has been deprecated? How to get access the controller buttons' events in blueprint? Unreal Engine 4.24. SDK 3.1.94 @Tony PH Lin, @Cotta, @JustinVive
  10. Hi, @Tony PH Lin, @Cotta, @JustinVive I want to try the experimental features on my device, but it seems they do not work (hand tracking and gesture). I assume this is related to the ROM version. How can I check it? Can I somehow activate these features? I used Unreal Engine 4.24.
  11. @Tony PH Lin, hello. I would prefer the UE 4.24 because there's fixed some bugs (AI, Navigation) and adds a new features. One of them is Auto-Instancing on Mobile, which reduces draw calls to improve graphics performance. Auto-instancing has been found to be most effective on heavily CPU-bound games rather than GPU-bound games.
  12. @zzy Looks like I found the cause of my problems... I have changed useWVR from false to true in "ViveHandTracking.Build.cs". Now working fine! By default it was false. else if (Target.Platform == UnrealTargetPlatform.Android) { bool useWVR = true; if (useWVR) { AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_WVR_UPL.xml")); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/armeabi-v7a/libaristo_interface.so"); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/WaveVR/arm64-v8a/libaristo_interface.so"); } else { AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(ModuleDirectory, "ViveHandTracking_UPL.xml")); PublicAdditionalLibraries.Add(ThirdPartyPath+"/libs/Android/armeabi-v7a/libaristo_interface.so"); PublicAdditionalLibraries.Add(ThirdPartyPath + "/libs/Android/arm64-v8a/libaristo_interface.so");
  13. @zzy, hi Thank you for the SDK Release 0.9.0. I have some problems. When I export sample project to apk (ViveHandTrackingMap) and run on Vive Focus, I constantly getting the error: "Position tracking lost". And i can't do anything. Only reboot device helps. Why is this happening to me? I'm using Unreal Engine 4.22 and WaveVR 3.1.4. Plugin installed correctly.
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