How To Use Unreal Engine 5.3 To Map Your Scene/Room Using The Meta Quest 3 for Mixed Reality Gaming

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  • čas přidán 3. 12. 2023
  • Updated Discord invitation: / discord #UnrealEngine #VR #VirtualReality #quest3 #passthrough #unrealengine5
    ► Description
    This video shows how you can use Unreal Engine 5.3 to map your physical play space to create a the begining of a mixed reality game.
    Scene Content: mega.nz/file/qEoFzSDb#bsNvmwa...
    Scene Contwent From Source:
    github.com/Oculus-VR/UnrealEn...
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    ► Patreon: / gamedevxr
    ► Twitter: / gamedevxr
    ► Instagram: / gamedevxr
    ► Join the Discord: / discord
    -----------------------------------------------------------------------------------------------------------
    If you're new to VR and want to get started with Oculus Quest development, I recommend watching these videos first.
    1. Installing UE4 from Source code (contains more up to date Quest features)
    • Installing UE4 4.25 fr...
    2. Installing Android Studio (Required to create Oculus Quest projects in UE4.25+)
    • Installing Android Stu...
    3. My Oculus Quest 1 Settings (These are different to the Quest 2)
    • My Oculus Quest 4.25 B...
    4. My Oculus Quest 2 Settings
    • Quest 2 Settings You S...
    -----------------------------------------------------------------------------------------------------------
    PC SPECS:
    ► RTX 2070 Super
    ► I9-9900K
    ► 32GB Ram
    ► 2TB SSD
    Equipment
    ► Keyboard: HyperX Alloy Origins
    ► Mouse: Anker® Ergonomic Optical USB Wired Vertical Mouse
    ► Mic: Trust GXT 232
    ► WebCam: Jelly Comb
    ► Screen: AOC I2367fh 23-inch LED x 2
    ► Headset 1: Oculus Quest 128GB
    ► Headset 2: Oculus Rift + Motion Controllers
    ► Headset 2: Oculus Quest 2
    ► Graphics Tablet: Wacom Cintiq 13hd
  • Hry

Komentáře • 72

  • @chasesommer
    @chasesommer Před 6 měsíci +7

    Also, no need to apologize about the video being long. Seeing your real workflow helps me out as a new dev.

  • @arageron
    @arageron Před 7 měsíci +7

    This is the moment. Ive been waiting for this since I was a kid using GameMaker for the first time

  • @gtogvrgames1881
    @gtogvrgames1881 Před 7 měsíci +1

    Very cool!!!! You've done it Real, thank you! Can't wait to find time to try it :)

  • @TheJesusjones
    @TheJesusjones Před 7 měsíci +3

    Very well done! Can't wait to get in and make some cool things in UE with the Q3!

    • @GDXR
      @GDXR  Před 7 měsíci +1

      caint wait to see what people create with it.

  • @arprint3d
    @arprint3d Před 7 měsíci +1

    Sos un crack! Necesitaba un detalle que no podía resolver y me diste la solución. Gracias

  • @NickBryant-jj5rx
    @NickBryant-jj5rx Před 7 měsíci +1

    So cool. State of the art skill! 😊

  • @swinny_
    @swinny_ Před 7 měsíci +1

    Madman has cracked the code - THANKS FOR THIS! ❤❤❤

  • @mesh_art_lab
    @mesh_art_lab Před 6 měsíci +8

    So I was stuck for way too long and didn't understand why the first part didn't work for me - so just adding it here if anyone will be in a similar situation.. Make sure the ''active room only' is NOT selected in the OculusXRSceneActor :)

  • @aumord1
    @aumord1 Před 18 dny +1

    For Unreal Engine 5.4, it seem that the auto way to populate the scene (the appearing of the box of the first part of the video), check the other video : "How To Enable Scene Capture To Map A Players Room In Your UE5 Mixed Reality Game"
    Simply use the node Populate Scene from the scene variable in the BP Level. You can check if the scene is already populated with the "Is Populated" node

  • @brent9798
    @brent9798 Před 7 měsíci

    Thank you for the great tutorials

    • @GDXR
      @GDXR  Před 7 měsíci

      Your welcome :)

  • @user-id7vu9ib3e
    @user-id7vu9ib3e Před 7 měsíci

    Thanks for the tutorial.
    19:45
    After assigning PokeAHoleMaterial to all meshes and volumes, can I only see passthrough in the built package? Am I correct in understanding that the VR preview is pitch black and cannot be checked?
    I would love to see your build environment and project settings...!

  • @devonroyer2577
    @devonroyer2577 Před 6 měsíci

    I could see making a blueprint that sets the dynamic material and can be switched with a custom event

  • @connoranderson8797
    @connoranderson8797 Před 3 měsíci

    Is it possible to use pre-mapped spaces instead of having oculus map the scene? Thinking for larger spaces where something else might be more accurate.

  • @ViraPayesh2024
    @ViraPayesh2024 Před 9 dny

    Hi. Thanks for your Great tutorial on MR, I am facing a problem I think it is about permissions, I did all the steps you told and I game the permission with request android permissions and I also populated the scene with a node, and set visibility to all scene anchors to true, and I have made a hud to do that for me and set oculus controller buttons to do so. The permission works properly, the pathtrough works properly, the launch capture works properly, I grant access to spacial data on oculus 3 , I have separated permission level, I desabled active room only on oculus XR scrne actor, I am sure that I did it all right, but scene planes do not spawn and I don't have access to scene data. What do you suggest?

  • @SystemUnderSiege
    @SystemUnderSiege Před 7 měsíci +2

    This will be great once I get passed the nightmare that is installing a new version of Android Studio and attempting to package without errors :) several years later and I have this problem every time. Not the fault of this video at all but may as well give an algorithm boosting comment while im frustrated!

    • @SystemUnderSiege
      @SystemUnderSiege Před 7 měsíci

      hours later. Finally. Gaming time.

    • @SystemUnderSiege
      @SystemUnderSiege Před 7 měsíci

      I did get it working, thanks so much :)
      I do have one issue though where the passthrough shows up perfectly when doing VRPreview or running from editor, but when I run the packaged app on my quest without PC passthrough doesn't work, it's just black. hmm

  • @nm_675
    @nm_675 Před měsícem

    The room scene set up, where can I find it on your patreon?

  • @user-jt8xz8im8m
    @user-jt8xz8im8m Před 7 měsíci

    thank you for this cool video (I LOVE IT). Question please: how i can scan my room and make a wall (my real wall) move or i can destroy my wall as first encounters in the meta quest 3

    • @GDXR
      @GDXR  Před 7 měsíci

      Im not sure how you could do it exactly but you could create a spatial anchor on the wall surface and spawn an actor on it which would move.

    • @user-jt8xz8im8m
      @user-jt8xz8im8m Před 7 měsíci

      @@GDXR if you can do a tutorial video ^^

  • @libortelupil7647
    @libortelupil7647 Před 6 měsíci

    How to set collisions for those wall meshes? In OculusXRSceneActor is possible set collisions for global mesh, but not for those planar wall meshes. I tried to set it in WallMesh static mesh settings, but it looks like it's ignored. Thanks.

  • @michaelcarney4063
    @michaelcarney4063 Před 3 měsíci

    for some reason 'wall art' has been removed from that git ue5.1

  • @RogueSheep4VR
    @RogueSheep4VR Před 7 měsíci

    Just wondering: which of the tiers (Silver/Gold/Platinum/Diamond) is the 'Mega Thank you' tier are you referring to?

    • @GDXR
      @GDXR  Před 7 měsíci

      Hey there, It tells you on the Patreon page which Tier is which.
      www.patreon.com/gamedevxr/membership

  • @libortelupil7647
    @libortelupil7647 Před 6 měsíci

    How can I show and hide the wireframe in realtime? I tried to take a reference to OculusXRSceneActor, then do GetComponentByClass(OculusXRSceneGlobalMeshComponent) and from there SetVisible, but that does not work. Thanks.

  • @lukesfilmltd
    @lukesfilmltd Před 7 měsíci

    nice though dont have PokeAHole Material, is it in the oculus source? everything else working in 5.2.1

    • @GDXR
      @GDXR  Před 7 měsíci +2

      Once you have the Meta plugin installed, make sure in the content browser that show plugin content is enabled. It should then show up for you.

  • @Sing-yb6iw
    @Sing-yb6iw Před 7 měsíci

    I successfully packaged APK installation to quest3 and then click Open will have a prompt, I click agree after a black screen for a while automatically quit.

    • @derekyen6452
      @derekyen6452 Před 3 měsíci

      Same problem as you, have you solved it now?

  • @InnerspaceX
    @InnerspaceX Před 4 měsíci

    Hey, can i replace the meshes from blueprint ingame? I can get them by name, delet, get transform data etc, but can only delete the actors.

    • @GDXR
      @GDXR  Před 4 měsíci +1

      You can if you're using the Mixed Reality Utility kit. I'll have tutorials released on this subject soon.

    • @InnerspaceX
      @InnerspaceX Před 4 měsíci

      @@GDXR Awesome, thank you!

  • @samkittpatni2500
    @samkittpatni2500 Před 5 měsíci

    I can't find the OculusXRSceneGlobalMesh component in my editor, I'm using Unreal Engine 5.1, is it not available in this version?

    • @GDXR
      @GDXR  Před 5 měsíci

      it should be avalible. you may need to enable show plugin content in your content browser.

    • @samkittpatni2500
      @samkittpatni2500 Před 5 měsíci

      @@GDXR okay I will try that thank you!

  • @FloOpps
    @FloOpps Před 2 měsíci

    Hey, I'm at 12 minutes now. I'm launching my game using "VR Preview", but nothing happens (I have hand tracking, I can see virtual objects in my room), but not the volume (walls/doors/tables...). Any ideas? Is it necessary to build the project? (On Oculus, spatial data, passthrough are activated). Thanks :)

    • @GDXR
      @GDXR  Před 2 měsíci +1

      It is necessary to build the application for testing. Unreal VR preview can't access the required info from the headset which is required. Build the app and test on the headset.

    • @FloOpps
      @FloOpps Před 2 měsíci

      @@GDXR Thanks, I will try! 😁

  • @mf4337
    @mf4337 Před 7 měsíci

    The volumes are not being displayed correctly. Does the Q3 knows what a table or a couch is? The only volumes that are being displayed correctly are the walls.

    • @GDXR
      @GDXR  Před 7 měsíci

      It does, if you have set it up within your headset.

  • @immortal3164
    @immortal3164 Před 7 měsíci

    Man, my project exceeds the 2gb limit from Java sdk and I can’t package it, how I can solve it? I know you know it

    • @GDXR
      @GDXR  Před 7 měsíci

      I do. There are two ways. There is a setting in android settings or packaging to allow large apk files making the limit 4GB or your other solution to go past 4GB it's to create PAK files. This will allow you to create multiple files and build them to your hmd exceeding the 4gb limit.

  • @mtc
    @mtc Před 2 měsíci

    Hey there, do you happen to have a new Discord invite link? The current one in your bio has expired

    • @GDXR
      @GDXR  Před 2 měsíci

      Hey, here you go. discord.gg/gdxr-415153324099371008

    • @mtc
      @mtc Před měsícem

      @@GDXR Thanks! :)

  • @thiagogold6896
    @thiagogold6896 Před 2 měsíci

    Does the quest 2 work for this too?

    • @GDXR
      @GDXR  Před 2 měsíci +1

      I belive it should do.

  • @abhinavvarma9882
    @abhinavvarma9882 Před měsícem

    does it only work with the standalone quest app or It also work with desktop VR?

    • @GDXR
      @GDXR  Před měsícem

      Right now it only works with standalone as you cant get spatial data from the headset to Unreal.

    • @abhinavvarma9882
      @abhinavvarma9882 Před měsícem

      @@GDXR I mean if the package project for Windows and play it as PC VR instead of Android build and deploy it to quest device, will it work then or it has to be deployed to quest as android build only then it will work.?

    • @abhinavvarma9882
      @abhinavvarma9882 Před měsícem

      @@GDXR well I've figured out it work fine with desktop VR too

    • @Lunnos
      @Lunnos Před 14 dny

      @@abhinavvarma9882 hey, i'm trying to do the same could you tell me how you did that please ? thanks

    • @abhinavvarma9882
      @abhinavvarma9882 Před 7 dny

      @@Lunnos Follow this video and enable the "Spatial data over meta link" option in the meta link app and the rest should be fine
      but it is very limited and buggy, sometimes it captures the scene while the other time it just uses the old scene even after recapturing so I switched back to standalone

  • @UTube2K6
    @UTube2K6 Před 5 měsíci

    i don't want to build to apk, i want to build an exe and use air link does it work ?

    • @cloudboysmusic5223
      @cloudboysmusic5223 Před 5 měsíci

      Don't think Meta's hand tracking features have windows support

    • @GDXR
      @GDXR  Před 5 měsíci

      It does not, Oculus desktop (Windows) cant access the hand tracking content or scene features and also doesnt allow passthrough to be displayed on windows. You really should be targeting standalone.

  • @doompandas
    @doompandas Před 6 měsíci

    can q2 do this same ?

  • @chasesommer
    @chasesommer Před 6 měsíci

    Are you only able to do this on Quest 3?

  • @kazziuu4378
    @kazziuu4378 Před 3 měsíci

    11:07 wtf is this program, where link in the description, wtf happening here on this tutorial

    • @mtc
      @mtc Před 2 měsíci

      Unreal automatically creates them once you've made a successful build