Hi Everyone,
i noticed that the oculus VR plugin wont show up within the project settings despite it being activated
Does anyone else has this Problem or knows how to fix it?
Hi Everyone,
i noticed that the oculus VR plugin wont show up within the project settings despite it being activated
Does anyone else has this Problem or knows how to fix it?
They changed the way the plugin works. Now you just have to add an entry to the ‘Package for Oculus Mobile Devices’ array in the ‘Advanced APK Packaging’ section. I wish they would have left that handy little suggestion script to suggest optimizations, but I guess we just have to follow their documentation…
especially because we had the option to set up the foveated rendering and chromatic aberration compensation with the old one…
I’ve recently discovered that only people who have never installed Oculus software (for Rift) are not seeing the plugin options in 4.23 project settings. I’ll need to see if this is intentional.
Hamilton is correct about the new array, but I’m not sure it’s related.
Thank you for that! I also pulled my hair out trying to answer this for myself when I came across another thread that got it wrong too. Since I’m developing for the Quest, I didn’t install the PC software for the Rift. I wonder how this affects Quest builds? Time to find out…
oh, i definitely have the oculus software installed on the system, i also develope for rift so that can not be the cause.
edit: just started the editor AFTER i launched the oculus software and now i can see the plugin in the list… so was right
did you find another way to set the ffr level?
you can also set it via blueprints as mentioned at the bottom of this doc:
when i enabled the oculus avatar plugin the settings appeared without having to install rift software
take oculus avatar and restart,then you will get oculus vr in the project settings
Newest, what do you mean? I don’t understand how to solve this problem and it’s really frustrating for me now… Will you help?
Hi michal, simply start the oculus tool before opening the unreal editor, if you do that, the oculus entry will be there like you expect it to