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MDV Games

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Posts posted by MDV Games

  1. 9 hours ago, jefmes said:

    I don't know if it'll be of any help, but I believe Wave SDK 4.1 is out now, and if you're still using 4.0 perhaps the newer version will address some of your problems?

    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.

    • Like 1
  2. 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:

    image.png.e88497b0c17d19d798a3605dd16f6c85.png

    Screenshot 2:

    image.png.a874bdb24f504d9bd7e96f37779978bc.png


    Rebuilding the solution in Visual Studio 2017 doesn't help either.

    Screenshot 3:

    image.thumb.png.b6c93fd8bb580839c02a494bdf76358e.png


    Please help me. What can I do to fix this problem?

     

    @MariosBikos_HTC @Corvus 
     

  3. Quote

    Some of the Experimental Features  (specifically hand tracking and gestures) only work with a new Developer ROM, so do not submit content with these features to the Viveport store for Publishing (yet).  More information to follow soon for when these upgraded ROMs will be publicly available.

    Can I ask, when will be publicly available? Is there an ETA?

     

    @Cotta, @JustinVive, @MariosBikos_HTC, @Tony PH Lin

  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. @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");
       
    • Like 1
  6. @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.

  7. 22 hours ago, Keate said:

    Hi, have you set up project settings for android? I would recommend you use WaveVR project settings.

    Then,check a boolean variable named useWVR in ViveHandTracking.build.cs has been set to true, so that the correct library would been copied into apk.

     

    @Keate

    I finally figured it out. I exported an APK and my application run on Vive Focus. But there is another problem.

    I see and control only one point instead of the whole hand. I.e. 3D points and joints don't returned for detected hands.

    What am I doing wrong?

  8. @zzy, @Keate

    Hi, guys.

    Would you please clarify, how to set up correctly to work the Hand Tracking SDK and WaveVR Plugin (for Vive Focus)?

    I copied all the necessary plugins into their own folders (ViveHandTracking and WVR). What's next?

    My application don't run on Vive Focus when I export to apk (android). I've tried to add a Pawn to my scene, but nothing is working.

    What I'm missing?

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