This is the problem with UE5 I am facing
There is nothing showing up in Unreal Engine 5 Project browser please help????????
That's because you didn't add anything to your blank project. If you did, be sure to change the default map in settings, and what map you want to see in that little window.
Related
as my title says I am having trouble mapping face data from the Live Link app to a metahuman.
Here is what I have done so far:
Created a UE5 project (Film/Video & Live Event)
Imported a metahuman (custom-made) into the project
Added required plugins to project (Live Link, ArKit, Apple-etc)
Connected Live Link mobile application to local network
Set the metahuman's animation controller to the Live Link feed
Calibrated the Live Link data within the Live Link application
The problem I am having:
Parts of the face are not responding at all (ex. metahuman's right eyebrow does not respond to me lifting my left eyebrow).
The left corner of the mouth seems to be stuck (ex. when I try to open my mouth, all points respond except for the single point stays where it is).
The mapping/naming of facial components seems to be mirrored/off/labeled wrong (ex. if I was to wink my right eye this would result in my right eye closing and my right cheek pressing upward. On the metahuman, the left eye would blink and the right cheek would raise.)
These issues are very frustrating as I can not seem to get past this basic calibration. I see online people using these same tools and getting results with the metahuman's facial movements that are really clean. Is there something I am missing? I know that after the metahuman has been calibrated, I will create sequences, am I supposed to be modifying these value there? I am not sure... I have commented on every video I can find and I have posted this question in the Unreal Discord (here) with basically no help.
Note: I don't need a full solution, I just need to be pointed in the right direction! Please let me know if there is anything I am missing in my setup or calibration workflow.
thanks for reading.
Had the exact same problem with a customer project, and the issue was it wasn't using the correct animation blueprint. Once we switched it to the correct animation blueprint for LiveLink the issue was immediately resolved. I remember that exact same facial expression - sorry as I know this was a frustrating one for the customer as well.
It seemed that I was doing everything right. After upgrading from 5.0.3 to 5.1 the issue stopped completely.
Android emulator has not been working properly for the past 1 month. Can someone please suggest what might be the issue. It works for some time and again becomes as shown above. Even sometimes gets stuck.
I believe thats not a problem of react native here, try reporting this to google team.
ALso you can check by. creating a kotlin starter project, which will be available by clicking new android project in andorid studio and try checking there if the problem persist, if its still there, report the isseu with google team.
We have a standalone video playback app, in which we have Chromecast working fine. Now we are trying to convert this app as a framework and add it in the parent app.
While building framework, reference error pops up. If I comment out the code in RNGoogleCast.m, where these classes [see attached image] are referenced then the framework builds successfully and works fine with parent app. With commented code, I don't see the chromecast button while playing video.
In Build Setting of Framework, other linker flags set to -ObjC. If I remove it or keep the same value as an app, then frameworks build successfully but don't work with the parent app.
Please let me know if you need more information from the app or framework.
Can someone help me to get rid of these errors and get the chromecast button enabled while playing video?
Also, raised issue here: https://github.com/react-native-google-cast/react-native-google-cast/issues/126
Linker errors come when you're trying to use certain classes and the linker doesn't know where they come from. Chances are, you imported the correct header files, but you have not added linked frameworks/libraries that contain the GCK* classes.
To fix this issue, you should go to your project settings, then build phases. Open the dropdown menu "Link Binary With Libraries", and from here you can click the plus to add the framework/library. In your case, I believe it's GoogleCast.framework. With Cast, there are a few extra steps listed here: https://developers.google.com/cast/docs/ios_sender
This SCREENSHOT gets loaded in my Oneplus 6 phone and is creating problem with the Stereoscopic vision, no one is able to create focus with such a high offset between left & right eyes.
Can anyone help me out in setting the eyeoffset parameters, since i haven't been able to figure them out neither on Aframe.io documentation nor Github
Or is there something that i can do from THREE.js Camera
The parameters for OnePlus 6 (A6000) are missing from the webvr-polyfill device database. You can fork the webvr-polyfill and database, add your device (you need to know dpi and bezel width) and see if the problem is solved in the examples. A-Frame will pick it up when we bump the polyfill version on next release. In the meantime you can do your own A-Frame build pointing to your webvr-polyfill fork.
I need to update my app and make it look good on the iphone X. I've seen a couple of answers on stackoverflow and on the internet regarding the new safe area option (Use Safe Area Layout Guides).
According to what I've read the app should adapt automatically using autolayout as well but what I've got is this:
If I start a new project it all works fine. The project is quite big, so starting all over again is not an option. What should I do?
Thanks
I just had the same problem, and in my case, the problem was that my app didn't have a Launch Screen.storyboard, it was using a image as launcher. So adding a new Launch Screen.storyboard and selecting that one fixed it, maybe the rest of the app takes some settings from that Launch Screen.storyboard