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WaveSDK for Unreal Engine 5.3


AKATheBoss

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Dear Devs,

 

I wanted to use HTC Focus 3 on UE5.3 and I found out that there is no WaveSDK for that. Is there one coming soon?

 

I decided to go back and use UE5.2 Following all documents, it works, and I was able to compile my project successfully, BUT whenever I wear the headset, it crashes immediately on me.

Anyone can help me with this?

GMaxOpenGLColorSamples >= (GLint)InDesc.NumSamples [File:./Runtime/OpenGLDrv/Private/OpenGLTexture.cpp] [Line: 295]
libUnreal. so(0x0000000013EC10A8)! FOpenGLDynamicRHI: RHICreateTexture2DArrayFromResource(EPixelFormat, unsigned int, unsi
[1
LI
0x000000780082EB70
libc. so(0x0000000000084870): Unknown

0x0000007A0800A504 libUnreal. so(0x0000000013EB7504) !FOpenGLTextureDesc: :FOpenGLTextureDesc(FRHITextureDesc const&)
0x0000007A080140A8

0x00000079FF120300 libUnreal. so(0x000000000AFD9300) ! Unknown

0x00000079FF1298FC libUnreal. so(0x000000000AFD68FC) !Wave: Render: : FWaveVRTexturePool:: CreateColorInPool(unsigned int) 

0x00000079FF12971C libUnreal. so(0x000000000AFD671C) !Wave: Render:: FWaveVRTextureManager: :AllocateColorTexture(Wave: :Render:: FWaveVRRenderTe

0x00000079FF0F310C libUnreal. so(0x000000000AFA010C) !FWaveVRRender: AllocateRenderTargetTexture(unsigned int, unsigned int, unsigned int, un
0x0000007A07483470

libUnreal. so(0x0000000013330470) !FSceneViewport: :InitDynamicRHI()
0x0000007A032CE5E8

1ibUnreal. so(0x000000000F17B5E8) !FRenderResource: :InitResource()
0x0000007A03317FAC

libUnreal. so(0x000000000F1C4FAC) ! [Unknown](
0x0000007A016C154

libUnreal.so(0x000000000D56EB54) !FNamedTaskThread: :ProcessTasksNamedThread(int, bool)
0x0000007A016BFF80

libUnreal. so(0x000000000D56CF80) |FNamedTaskThread: :ProcessTasksUntilQuit(int)

0x0000007A016BEFC4 libUnreal.so(0x000000000D56BFC4) !FTaskGraphCompatibility|mplementation: ProcesshreadUntilRequestReturn(ENamedThreads: T

0x0000007A0327797C 1ibUnreal. so(0x000000000F12497C) [RenderingThreadlain(FEvent Cl
0x0000007A0328E5A8

libUnreal. so(0x000000000F13B5A8)! FRenderingThreadi: Rund)
0x0000007A01854340

LibUnreal. so(0x000000000D701340) | FRunnable hreadPThread:: Run@
0x0000007A016BB3A0

1EbUnreal.so(0x00000000005683A0) ! FRunnableThreadPThread: : ThreadProc(void*)

 

Note: It works on Quest 2 but a bit laggy.

Thank you very much.

Best regards,

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HI @AKATheBoss,

1. The WaveVR has no plan for supporting UE5.3 yet. The alternative way is to consider our vive openxr SDK https://developer.vive.com/resources/openxr/unreal/unreal-overview/, you can check the features to see if they meet your need first. (Note that the project settings are different from WaveVR)

2. For the crash problem, could you share your log with us to check further.

Here are the steps:

1) Make sure the device is connected to PC with USB. (Open Powershell and input "adb devices" to check.

2) Start logging by "adb logcat > log.log" on PC side.

3) Launch the app in HMD (Focus3 headset)

4) "Ctrl + C" to stop logging.

5) The log.log is what we need.

Thanks a lot!

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  • 2 weeks later...
  • 2 months later...
  • 1 month later...
On 12/2/2023 at 3:08 PM, AKATheBoss said:

Thank you Johnson,

 

It is working now but SUPER laggy. I need to work on my optimization skills.

HI,I have the same question,I can compile it successfully and can package it as apk,but when i download it on my headset then open it ,it crashed,how you solve this ? I use vive focus3 and Unreal5.2,and just add a camera and two hand in my buleprint which is the same in the documents

 

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