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  1. @JustinVive OK, thank you for the information. I will look forward to it.
  2. Can I ask, when will be publicly available? Is there an ETA? @Cotta, @JustinVive, @MariosBikos_HTC, @Tony PH Lin
  3. @Cotta, thanks for your reply. Logcat attached. Method adb install -g <apk file> works fine. ­čĹŹ logcat.txt
  4. 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
  5. 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
  6. 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.
  7. @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.
  8. @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");
  9. @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.
  10. Hi, guys. I want to make a movement in VR World together with controller. Movement works is well, but controller stay in place and don't move. How can I attach a controller to the Pawn for move together? I used Unreal Engine 4.22 (SDK 3.1.4). Vive Focus. Thank you in advance for any help you can provide. @Tony PH Lin, @Cotta
  11. @zzy, hi. Now skeleton mode is support on Vive Focus (instead two dots for hands)?
  12. Hello, Vive team. When SDK 3.1 will be released? Half a month has passed. @Tony PH Lin, @Cotta, @VibrantNebula, @JustinVive
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