Collab Viewer on Oculus Quest

Hello guys,

did anybody get the Collab Viewer working on the Oculus Quest?

I can build and deploy it to the Quest but the navigation doesn’t work and the controllers won’t show.

I suppose this is because of the HMD/Plattform check that is performed and then it goes to Android Touch Input.

I already changed the default navigation to VR and changed the BP Collab Viewer template to use VR when Android is detected, but so far had no luck getting this to work.

Hello, I tried recently and the only things I did are what you described:

  • edit the blueprint to force the viewer to go for VR with Oculus and not go on Android
  • also modify the settings of the project as described in the UE4 Quest page, to make sure the project ship and is a bit more optimized.

Could you share your modified BPs?

I got it to work on the Quest, at least somewhat. It allows you to use the viewer in the Quest and supports the Oculus Quest controls in VR mode, but stuff like Xray etc. doesn’t work. Now the problem I’ve got is that the connection to the server, host session and so on is handled normally in the desktop before you step into VR.

As I see it this is completely handled in the UMG widgets and now I need a way to display those in stereo mode inside the headset somehow.

Here is the modified BP Player Controller for the Quest:

Anybody can chime in on the multiplayer problem?

I know this thread is a bit older, but now that Collab Viewer is part of UE 4.24 it’s suddenly extremely relevant for me, and I suspect some other Quest devs too.
So are there any updates for UE 4.24 on the issue of getting Collab Viewer to run in “multiplayer” on the Quest?
Or did someone find a solution by themselves, perhaps?

Following… Can’t wait to get a quest and try this…

It is possible to get the Collab Viewr working on the Quest, however I had troubles with the multiplayer part. It worked, but replication of the right hand controller was whacky. Couldn’t find the reason for it (4.24 Preview 3). Will look into it again next week. Hopefully it’s fixed with the release version.

Hello Guys,

Is it possible to place the widgets on a floating menu? where you can use a virtual keyboard to enter name etc?

Bets regards, Jeroen

Hi **Ben_Cykyria,**can u explain the way ?

For multiplayer on Quest you need to use the Oculus UE4

For Quest Multiplayer you must be using the Oculus UE4 Git hub branch AND gain access to the Quest API in Oculus Developer Dashboard. You must submit your application for approval.

In order to download the Oculus source engine you must make a GitHub account and attach it to you Epic account.

Oculus Documentation about the source package

Link to the source package.

How to compile engine from source

Currently there something broken in the Oculus 4.24 build for multiplayer connection. Before you click Build and compile the engine, you’ll need to replace some text in the OculusNetDriver.cpp.

OculusUE4\Engine\Plugins\Online\OnlineSubsystemOculus\Source\Private\OculusNetDriver.cpp

The lines that need to be replaced.

Once the Engine is compiled you can use the Oculus Subsystem and the provided Blueprint nodes given.

Use Oculus’ Create/Join Session nodes as you normally would with the UE4 session nodes.

Hope this helps.

For those, still looking for a solution, take a look at this post: Oculus Quest multiplayer - Multiplayer & Networking - Unreal Engine Forums