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.
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:
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?
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.
For multiplayer on Quest you need to use the Oculus UE4
For Quest Multiplayer you must be using the Oculus UE4 Git hub branchAND 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.
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.