Hi, I have just purchased the VR Weapons Kit. I am trying to launch the sample project on an Oculus Quest 2 from the UE4 Editor. I am facing the two following issues:
1/ I have to untick the “Use Fixed Framerate” option in the Project Settings to make the example work. If I tick the “Use Fixed Framerate” option, the game crashes after a couple of seconds.
2/ The game also crashes when I get close to the sniper rifle. My guess is that this is due to the SceneCapture2D and the Render Target in BP_Scope.
The scope worked fine in the demo APK when I tested it on my Oculus Quest 2 though. So I know that this issue can be fixed.
Has anyone ran into the same issues who can walk me through a fix?
Hi @deckars, other users have confirmed the kit is working on Quest 2 but that was using 4.25. The demo APK was packaged with 4.25, which might explain why you are getting different results in the project if you are using **4.26. **
I have tested on my Quest 1 in **4.26 **and not had crashes except when using print strings/debug messages which is a known bug.
When you check “Use Fixed Framerate” what framerate are you using? if it’s 72 please can you try with 90 and also set the refresh rate to 90
Also please check Oculus Quest 2 is targetted in Android settings:
For the sniper scope please could you try opening BP_Scope and changing the settings on the 2D scene capture. Changing the Capture Source to an LDR option and changing Render Mode to the non legacy option might be a good place to start.
It also may be worth testing if a scene capture 2D works in a blank project or causes a crash, unfortunately, i only have Quest 1 so I cannot test this
Hi Adam. Thanks a lot for this explanations. I have tried both 72fps and 90fps with no avail but I had not set the refresh rate. So I will try that. I will also try your fix for the BP_scope. Do you advice me to use UE 4.25 for now?
Hi Adam. I have tried your fixes for UE4.26 but the problems with “use fixed framerate” and BP_scope were identical. I then launched your example with UE4.25 and it works fine with “use fixed framerate” and 72fps. I still need to try with 90fps.
I have noticed the following issues with the sniper rifle both in the example APK and when launching the game myself:
1/ the arming handle is on the same side as the hand holding the rifle. For example if holding the rifle with the right hand, the arming handle is on the right side of the rifle, making it difficult to do with the left hand. But maybe it was a deliberate design choice.
2/ when changing hand, the rifle gets inversed. But in the process, the scope is not working anymore (the SceneCapture2D is not displayed). When switching back to the other hand, the scope works normally again.
Yes this was by design, but I am currently updating the kit (both 4.25 & 4.26) so you can hold the weapon by the handguard while using the shooting hand to pull the bolt which makes it much easier. The full update will be ready in a few weeks but I have a working version I can send it to you now if you need me to?
Very sorry about this, it is resolved in 4.26 by flipping the render target’s UVs depending on which hand is holding the sniper. I will get this fixed ASAP in 4.25 & can also send to you if you need it before I release the update in a few weeks.
Hi Adam,
Thanks a lot for your swift and kind reply.
I am looking forward to testing the new version when it is released. I am still very early in the development of my game prototype (I literally started a few days ago when I bought my Quest 2). So I won’t bother you by asking you to send me this new version directly in advance. Once again it is very kind of you to suggest this possibility.
Regarding the upcoming news official release, do you think that the 2 issues with the UE4.26 on the Oculus Quest 2 that I mentionned (fixed frame rate and SceneCapture2D) will be solved?
I also would like to ask if you have any plan to add a shotgun. I believe that it would be a very fun weapon shooting with one hand and rearming with the other one.
Hi @deckars
I’ll do some research to see if anyone else has similar issues, if I can’t find much - it might be useful for me to send you a blank VR template project with only a scenecapture2d & fixed frame rate so we can test if this is a general Quest 2 bug or a bug specific to the VR weapons kit.
Yes, there will be a pump-action shotgun in the February update + some other improvements
I have a new problem since today. The sample project which worked totalty fine with UE4.25 on the Quest 2, as previously I reported, now crashes on startup with the quickdemo map. The first frame seems to last several seconds with the frame duration indicated in red and then the game crashes.
Any idea about what can cause this sudden change in behavior of the app?
There is a bug in 4,26 that causes crashes when the Quest displays any type of screen messages (usually caused by print strings/debugging) but this does not affect 4.25, you said it was working previously - have you made any changes to the project since that could’ve caused it? If you create a new VR weapons kit project do you still get the crash?
No I have not made any change and I also tried with a new VRWeapon project.same result. Also when i remove all the weapons, triggers and BP_Enemies from the quick demo map, the game does not crash, even with on screen debug info.
I am using Windows 10 and UE4.25.4. I always build with arm64. It appears that the problem comes from the sniper rifle. If I remove it from the quickdemo scene, everything works fine. I am bafled because yesterdayI managed to launch this quickdemo including the sniper rifle and it worked great.
Okay, I will send you a test project tomorrow with only a SceneCapture2D & basic VR template so we can figure out if this is a bigger issue with the Quest 2 or something inside the VR weapons kit
Hi Adam. After thorough testing I can confirm that the test project you kindly sent me crashes systematically after 5 seconds when the SceneCapture2D component is enabled. I have tried with various settings with no avail (although for some reason it worked on one occasion for a split second with Mobile HDR enabled and “HDR in rgb 0 in alpha” setting in the SceneCapture2D component). What really baffles me is that your prebuilt APK works fine and that I also managed to succesfully build a fully working version of the project with the same version of the UE4 (4.25.4) a few days back. My guess is that something in my project settings must have changed which causes the SceneCapture2D component to fail but I have no clue what it is.
Hi @deckars
This is strange, at least we have narrowed down the problem to the SceneCapture2D. I’ll package the project on my end and send you the APK for you to test, if it works we might be able to narrow down the issue further. I’ll do a Shipping build for Android ASTC on 4.25.4 (same settings as the test APK)
Another thing to try if you haven’t already is lowering the render target texture resolution to something like 16 or 32
Also the classic off & on might be worth a shot if it was working the day but suddenly isn’t now - maybe try restarting your computer & Quest?
If we still can’t get it working you might have to reinstall 4.25 as I can’t find anyone else with the same problem.