-
Posts
49 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Blogs
Events
Store
Downloads
Posts posted by MDV Games
-
-
Guys, can anyone answer? Viveport support is also silent (Request 243389).
-
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? -
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.
- 1
-
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? -
OK, thank you for the information. I will look forward to it.
-
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?
-
-
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-4-25I have tried all of this, but without success.
-
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
-
Great guide! Thanks a lot!
- 2
-
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.
-
@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.
- 1
-
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");
- 1
-
@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.
-
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.
-
2 minutes ago, zzy said:
Hi @MDV Games
Not in current 0.8.2 version. We are still testing and improving performance internally. We plan to release it by the end of this year.
Ok. Thanks for your reply.
-
@zzy, hi.
Now skeleton mode is support on Vive Focus (instead two dots for hands)?
-
Hi, @Cotta
Great! Thanks you so much!
-
Hello, Vive team.
When SDK 3.1 will be released? Half a month has passed.
-
On 7/31/2019 at 11:01 AM, Tony PH Lin said:
Hi @MDV Games
Thanks for your attention.
Wave 3.1 SDK is under the final run for compatibility testing, and should be coming soon shortly in early August.
Hi, @Tony PH Lin
Any news about release SDK 3.1?
-
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.
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?
-
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?
-
Thanks a lot.
-
Hi, @Tony PH Lin
What about new SDK 3.1?
Viveport SDK for Unreal Engine 4.25
in Viveport SDKs and Downloads
Posted
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.