VR Play In Editor Black Screen With Unreal Engine 5.3.2 With Meta Quest
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- čas přidán 13. 09. 2024
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► Description
how to fix the black screen with unreals play in editor displaying a black screen.
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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
Just FYI but I still occasionally get the black screen issue even though I had already disabled OpenXR before enabling MetaXR. Exiting out of Oculus Link and then starting it again seems to resolve it most of the time. While a lot of this issue may be related to people not doing this step in your video, I think it's important to note that there may actually be an issue with the plugin itself and not writing it off as people "not reading."
Freaking legend. I've been working on this for 2-3 days now.
The development explanation of quest3 is done very well, and I enjoy it every time. Can you make a tutorial for quest3multiplayer?
Thank you very much for your suggestions. I have successfully resolved the issue of packaging and exiting. I would greatly appreciate it if we could have a demonstration of multi-user MR in one space.
how did you resolve the issue of the blackscreen when packaged!?
I'm still using UE5.2 and at least in this version it's not possible to disable OpenXR without disabling also MetaXR - MetaXR is dependent on OpenXR .🤷♂
Same here
I’ve also been using Open XR plugin and not the Meta plugin.
Make sure to have your oculus developer account options enabled I. Oculus app
I have an issue with the vrpreview not working but packaging to app is. + It's not openvr
On the contrary, when I package it into quest3 and run it, the screen goes black and it automatically exits.
Hi! When are the next mixed reality videos?
Im editing "How to spawn actors on Physical surfaces in Passthrough" for patreon right now. It's be a crazy week so im only just getting caught back up.
Hello, We use UE 5.4.2 and enables Meta XR and all requirements but Meta quest 3 not working in UE Editor on play mode, but it works when I package Windows EXE File, what is the problem?
You need to make sure you use vr preview, not just play view. If your already doing that. Disable the open xr eye tracking and openxr hand tracking plugins.
It runs normally in UE, but when packaged into Quest 3, it shows a black screen and automatically exits.
This, to me, sounds like an android issue. Are your ndk and sdk both set to 32?
I've had things working before following along with you but now when I create a new vr template project and try to enable the meta xr plugin it crashes with this error... Assertion failed: Size > 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp] [Line: 319] Attempt to create buffer 'FOculusXRHMD' with size 0.
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_OculusXRHMD
UnrealEditor_OculusXRHMD
UnrealEditor_OculusXRHMD
UnrealEditor_OculusXRHMD
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll
D3D12RHI is typically related to your graphics drivers relating to directX 12, so you could try updating them. If that doesn't work you could try changing the default RHI to DX11