This is the commit, it mentions nothing of WebXR?
https://github.com/EpicGames/UnrealEngine/commit/f8e1e6b290848d50fced9ce113eeb4011837f5dd#
Anyway, WebXR is just OpenXR in the HTML5 context and is exactly what we are working on @astlouis44
This is the commit, it mentions nothing of WebXR?
https://github.com/EpicGames/UnrealEngine/commit/f8e1e6b290848d50fced9ce113eeb4011837f5dd#
Anyway, WebXR is just OpenXR in the HTML5 context and is exactly what we are working on @astlouis44
@VictorLerp can you clarify this please?
Weâre not working on WebXR support - itâs just a note in regards to where the models came from.
@VictorLerp Thanks for clarifying - btw @warvstar and I are working on WebXR support for 4.27 and up. Demos ready quite soon, would love to show you and the rest of the Epic team.
Anyone knows how to package a pixel streaming project for Linux?
Packaging succeeds, but some pixel streaming files are missing, which are present for Windows packages, like webrtc and etc. Any help is appreciated.
where do i find those settings in 4.27.0 final?
Anyone using Luoshuangâs GPU Lightmass? it seems the version that worked with 4.27P4 no longer works with 4.27 release.
Well, I got the repro project. Who do I send it to (I never received a reply about my bug report via email) ?
I sent you the link via DM on Discord
Assetactionutility in 4.27 cannot use geteditorworld and saveloadedasset nodes
BruteForce RayTracing GlobalIllumination was corrupted in 4.27-It got much more noise than 4.26
This build has broken Steam Multiplayer on Listen servers somehow. All was working fine in 4.26. Also I activated Oodle but see NO reduction in build size. If it actually improved image compression, I should see a difference in size. Also how can you tell if it is even working? Shouldnât it show âOodle Compression Typeâ when you open an image?
Any tip on using the new âCommand Line Encodingâ option within MRQ would be great.
Iâm just too excited. Thatâs all.
I figured it out (I think) and itâs just preposterous - project with VTs gets built when building Android ETC2, but doesnât when building with Android ASTC⌠WTFâŚ
@VictorLerp when can we expect a fix?
Build as Astc fixed the issue?
Good morning replacing the meshes of the blueprints of the moving head but connecting a dmx protocol to them this problem arises the head does not remain attached to the neck (yoke) it resists only if I replace the meshes then (base, yoke.head, lens) the model I have used is a classic STP of the robe pointe model converted with 3DS MAX in FBX can you help me I am attaching the photo so you understand better!
Thanks
Good morning replacing the meshes of the blueprints of the moving head but connecting a dmx protocol to them this problem arises the head does not remain attached to the neck (yoke) it resists only if I replace the meshes then (base, yoke.head, lens) the model I have used is a classic STP of the robe pointe model converted with 3DS MAX in FBX can you help me I am attaching the photo so you understand better!
Thanks