All of the “Meta Quest” devices themselves should be considered “Mobile Head-Mounted“ instead of “Desktop”. Only the “with Link“ is on PC: “Supported with Meta Quest Link Cable and Air Link to connect your headset to the power of your PC to unlock yet another level of gameplay (available separately).“ The VR Template page basically does it correctly but without mentioning 3.
All of the “Developing for Oculus” links point to page “Developing for Head-Mounted Experiences with OpenXR”.
Create active or passive Gameplay Abilities, for Actors that coordinate with your project’s gameplay mechanics, visual effects,animations, sounds, and other data-driven elements.
“Gameplay Abilities” is a link - but it is linked to the same page - I assume that it should be linked to:
The documentation no longer include the module name. You need this in order to add the dependencies in the build.cs.
May you please add this back?
it used to appear where header file, include, type, and name are. Now it’s missing.
Description:
There are multiple hyperlinks on the page “Migrate to Iris in Unreal Engine” which lead to a 404 error page instead of a page relevant to the topic.
The TMap and TSet Slack documentation sections both initially refer to Collapsefunctions in relation to Shrink, but Collapse does not exist. They should refer to Compact instead, which it does later in those sections.
Broken link in Console Variables C++ documentation. The link in the Creating / Registering a Console Variable section that is supposed to go to the EConsoleVariableFlags API reference instead goes directly to a 404 page.
Starting from Version 5.4 this page added Foreign Project path, but it has too many issues. Worst part, it does not work.
And there a plenty of inconsistencies, like version of the .NET, pressing .bat file when we right clicking .uproject, folders that change names in different parts.
World is a member of the UGameViewportClient, and retrieval of the USignificanceManager is now done via static Get(UWorld*) on itself and not the FSignificanceManagerModule.
Suggested revision to the sample code:
#include "MyGameViewportClient.h"
#include "SignificanceManager.h"
#include "Kismet/GameplayStatics.h"
void UMyGameViewportClient::Tick(float DeltaTime)
{
// Call the superclass' Tick function.
Super::Tick(DeltaTime);
// Ensure we have a valid World and Significance Manager instance.
if (UWorld* MyWorld = GetWorld())
{
if (USignificanceManager* SignificanceManager = USignificanceManager::Get(MyWorld))
{
// Update once per frame, using only Player 0's world Transform.
if (APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(MyWorld, 0))
{
// The Significance Manager uses an ArrayView. Construct a single-element Array to hold the Transform.
TArray<FTransform> TransformArray;
TransformArray.Add(PlayerPawn->GetTransform());
// Update the Significance Manager with our single-element Array passed through an ArrayView.
SignificanceManager->Update(TArrayView<FTransform>(TransformArray));
}
}
}
}
Linux Development Requirements have not been updated for 5.8. The latest recommended toolchains are for 5.7. The page also lists Requirements for UE5 Rendering Features including Lumen GI, which may have changed in 5.8 with the introduction of Lumen Lite.
This Metasound Tutorial MetaSounds Quick Start is outdated. Sound assets mentioned such as Fire_Sparks01, Explosion01 or Explosion02 are missing.
And also, the first person template itself is messed up because there’s no guns or objects seen in this video UE5 First Person Template - A Guided Tour. Yes, I see weapon textures or animations are contained in the project, but the template doesn’t start with those kinds of assets spawned in to the field right off the bat.
And there’s no such blueprint named BP_FirstPersonProjectile either. Maybe there’s more contents missing down the line. I stopped following this tutorial because there’s no events to trigger the metasound I created.
These issues are extremly irritating because I can’t follow along with the tutorial when I really need to. Can someone fix it?
It seems the documentation has been scraped poorly. The Type columns on the ACharacter page seems like an error. I’m not an expert, but neither am I convinced those variables exist in ACharacter class at all, they seem to be used as parameters in methods of ACharacter.
The article "Decal Materials in Unreal Engine is self-contradicting. It states (italics mine)
"**
Mobile Compatibility with DBuffer Decals**
Mobile platforms do not support DBuffer decal rendering. Mobile forward shading (OpenGL ES 3.2, Metal, Vulkan, and Nintento Switch) does not support GBuffer decal rendering either, and instead approximates decals by applying the BaseColor and Emissive to the lit scene color. When Mobile deferred shading is used, GBuffer decals are used, with the exception that ambient occlusion is not supported.
For more information about decal support on mobile render paths, see Mobile Rendering Features.
Mobile Compatibility with Substrate Decals
If you’re using Substrate in your project, mobile deferred shading, the GBuffer is not used and only rendering of DBuffer decals are supported.
"
The italicized statements contradict each other. It is not possible for DBuffer decals to simultaneously be supported and unsupported.
Indeed, they are supported. I have verified this experimentally, by putting some decals in XRTemplate and enabling r.Mobile.DBuffer. The decals show up in the Vulkan mobile preview.
In the article “Rendering and Shading Modes” under section “Mobile Deferred Shading” under subsection “Rendering Limitations” Unreal Engine documentation states (emphasis mine):
“Other Decal Limitations: Because of space limitations in GBuffer, decals use octahedron encoding for normals to reduce their size. This encoding makes it impossible to blend or modify normals in GBuffer. However, you can fully overwrite them instead.”
This is no longer the case.
When applying a basic normal decal to a wall using mobile deferred shading, Unreal Engine’s Vulkan Preview does not show the decal (see image). Normals are not overwritten at all.
This may have been caused by commit fe2eb68f in the UE repo. Its description reads:
“Added r.Mobile.ExtendedGBuffer option to enable the extended 160-bit GBuffer.
Disabled octahedral normal encoding when using the extended GBuffer and static lighting is disabled
Enabled decal normal blending with the extended GBuffer.
Added a shader permutation to support capsule local lights in mobile deferred shading.”
It seems like now, extended GBuffer must enabled and static lighting must be disabled for normals written at all.