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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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...
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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
Also, no need to apologize about the video being long. Seeing your real workflow helps me out as a new dev.
This is the moment. Ive been waiting for this since I was a kid using GameMaker for the first time
literally
Very cool!!!! You've done it Real, thank you! Can't wait to find time to try it :)
Very well done! Can't wait to get in and make some cool things in UE with the Q3!
caint wait to see what people create with it.
Sos un crack! Necesitaba un detalle que no podía resolver y me diste la solución. Gracias
So cool. State of the art skill! 😊
Madman has cracked the code - THANKS FOR THIS! ❤❤❤
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 :)
Bro you saved me thanks!
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
Thank you for the great tutorials
Your welcome :)
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...!
I could see making a blueprint that sets the dynamic material and can be switched with a custom event
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.
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?
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!
hours later. Finally. Gaming time.
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
The room scene set up, where can I find it on your patreon?
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
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.
@@GDXR if you can do a tutorial video ^^
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.
Hey, did you get any solution to do it?
for some reason 'wall art' has been removed from that git ue5.1
Just wondering: which of the tiers (Silver/Gold/Platinum/Diamond) is the 'Mega Thank you' tier are you referring to?
Hey there, It tells you on the Patreon page which Tier is which.
www.patreon.com/gamedevxr/membership
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.
hey, did you get the solution?
nice though dont have PokeAHole Material, is it in the oculus source? everything else working in 5.2.1
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.
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.
Same problem as you, have you solved it now?
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.
You can if you're using the Mixed Reality Utility kit. I'll have tutorials released on this subject soon.
@@GDXR Awesome, thank you!
I can't find the OculusXRSceneGlobalMesh component in my editor, I'm using Unreal Engine 5.1, is it not available in this version?
it should be avalible. you may need to enable show plugin content in your content browser.
@@GDXR okay I will try that thank you!
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 :)
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.
@@GDXR Thanks, I will try! 😁
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.
It does, if you have set it up within your headset.
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
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.
Hey there, do you happen to have a new Discord invite link? The current one in your bio has expired
Hey, here you go. discord.gg/gdxr-415153324099371008
@@GDXR Thanks! :)
Does the quest 2 work for this too?
I belive it should do.
does it only work with the standalone quest app or It also work with desktop VR?
Right now it only works with standalone as you cant get spatial data from the headset to Unreal.
@@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.?
@@GDXR well I've figured out it work fine with desktop VR too
@@abhinavvarma9882 hey, i'm trying to do the same could you tell me how you did that please ? thanks
@@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
i don't want to build to apk, i want to build an exe and use air link does it work ?
Don't think Meta's hand tracking features have windows support
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.
can q2 do this same ?
yes
@@GDXR thank you
Are you only able to do this on Quest 3?
Yes
no Q2, Q3, and pro
you're wrong delete your comment@@cloudboysmusic5223
11:07 wtf is this program, where link in the description, wtf happening here on this tutorial
Unreal automatically creates them once you've made a successful build