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UE 4.26 - Cannot package project


patrickabroad
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We want to make our VR project compatible with Focus 3.  I created a "Plugins" folder in my project folder and copied the WaveVR plugin folder over to there, per these instructions: https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealPluginGettingStart.html

Our plan is to run the game on a Windows computer and stream the content to the Focus 3 via wi-fi or a USB cable, so I did not bother with the Android steps in the instructions.  I went into Edit > Project Settings > Inputs, and added Focus 3 controller inputs to the Quest and Index inputs that were already in there.

I packaged for Windows because, as I mentioned, I will not be side-loading this to the Focus.  We'll be streaming the content from a PC to the headset.

The packaging failed.  I've attached the log.

Any help would be appreciated.

 

UBT-AVRIL-Win64-Shipping_2.txt

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  • 3 weeks later...

Hi there! 

Are you looking to stream from Vive sync or something similar?

I will test this out today, but I think one could simply run it without the sdk, and the mappings should work well. This is how vr apps that don't include the sdk are able to use something like Vive Sync to run on the f3 headset with usb or wifi.

I see this is unreal 4.26 and I'll double check to see if there are other libraries/options needed to make sure that steamvr starts when the app starts, which is usually where any issues could crop up when building a standard pc app for use with vive sync can come up.

Always glad to hear from our devs and help out!

Thanks,
Alex

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On 10/21/2021 at 10:58 AM, Alex_HTC said:

Are you looking to stream from Vive sync or something similar?

A couple years ago I was given a demo by AMD showing how the Radeon Pro 5700 had WiFi adapters built into the GPU.  It could stream directly to the VIVE Focus Pro.  You installed an app from VIVEPORT and that allowed you to make the connection.  Also, the HoloLens allows you to connect to your PC via WiFi IP address.

I guess I just assumed there was a way to connect the Focus 3 to a PC.  I'm building a VR application using UE.  Due to the scale of the content, this application cannot be side-loaded onto the headset.  It needs to be ran on a gaming PC.  Two questions: 1) Are there specific settings/steps that I need to take in UE to make the application work with the Focus 3?  2) What is the best way to wirelessly connect to a Focus 3 to my PC?

 

On 10/21/2021 at 10:58 AM, Alex_HTC said:

I will test this out today, but I think one could simply run it without the sdk, and the mappings should work well. This is how vr apps that don't include the sdk are able to use something like Vive Sync to run on the f3 headset with usb or wifi.

I need the WaveVR plugin to add the inputs for the Focus 3 controllers but the comment above makes it sound like I won't need to change any of the underlying blueprint code.  Is that correct?  I just add the Focus 3 inputs and the app should work with the Focus 3?  That would be ideal if it is true.

Currently, we use a VIVE Pro Eye headset with Valve Index controllers, all running through SteamVR.  So I can confirm that SteamVR automatically starts when the app starts.  If I am understanding you correctly, I just need to figure out how to properly connect the Focus 3 to my PC (and to SteamVR?)  and my VR application will work?  Is that correct?

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  • 3 weeks later...

Solved it.  I'm posting this here for those who come across this:

1) Install SteamVR and VIVE Business Steaming app: https://www.vive.com/us/support/vbs/category_howto/preparing-your-computer-for-streaming.html

2) Open VIVE Business Streaming open on your computer, then SteamVR, and connect your Focus 3.  You should see the Focus 3 icon on SteamVR.

3) Put on the headset, and do a software update.  After the update, you should see the VIVE Business Streaming app in your Library.  Start the app.

It might fight you a bit.  Turn off the Focus 3 and shut down SteamVR and VIVE Business Streaming and restart them.  If you get a "Frame Loss Timeout" or "A key component of SteamVR isn't working properly" message, go to C > Users > [user] > AppData > Local > OpenVR and delete openvrpaths.vrpath.

That should get you connected.  When it's working properly, you'll just see a blank environment in the headset.  The one with rings on the ground, and a stary sky.

In UE, you simply add inputs for the Cosmos.  That's it.  The Focus 3 inputs work with Cosmos inputs in UE.

Package the project for Windows and you should be good to go.

 

Side bar for HTC people: I scoured the internet and the only documentation on Focus 3 I have found says "install WaveVR plugin" and "package for Android".  It was pretty frustrating to burn 6 weeks, only to find out that Cosmos inputs work for the Focus 3.  A simple "just use Cosmos inputs" from someone at HTC would have been really helpful.  Very frustrating.

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