Unreal Engine 4.27.2 from source oculus-vr, Avatar blueprint error - unreal-engine4

After fork the unreal engine 4.27.2 sourece from github, build the ue4 and try to run the project "movementsample. but the error happened form the avatar blueprint. I'm new to unreal engine, so not sure what's the problem and how to solve. Has anyone had the same problem as me or solved it?
I tried to re-create blueprint but is's to hard for me to to it...

Related

Unity Hub You are offline. You need an internet connection to fetch new templates

I just downloaded the editor version 2021.3.15f1 (lts) and I can't create new project with it for 2d mobile core
I can't download new templates for it because it says that I need to be online
I tried to log out and in but nothing helps
I solved it I just needed to restart my computer

Microsoft.MixedReality.QR is nonexistent despite NuGet installation

I am working on a project in MixedReality using mainly MRTK and its features. I found out that MRTK can use QR codes to read data, and I wanted to use it and try multiples ideas.
The problem is that, currently, is seems any QR feature is nonexistent in my project.
I Installed the NuGet package Microsoft.MixedReality.QR and its corresponding Microsoft.VCRTForwarders.14 package, as indicated in
https://localjoost.github.io/Reading-QR-codes-with-an-MRTK2-Extension-Service/
But anything I try in code, from my project, will tell me in the console window that the namespace could not be found, and all cascading items (properties, classes, functions) could not be found either, none of them.
It is weird since everything should be installed and up to date ( I verified this directly in Visual Studio and everything is there).
Any kind of help would be much appreciated, thanks !
For Unity projects, you need to import NuGet for Unity to install Mixed Reality QR NuGet package. Meanwhile the tutorial you are referring is not an official document. Some types/classes are defined by the author and are not included in Microsoft.MixedReality.QR namespace.
Please refer to the new QR sample on https://github.com/yl-msft/QRTracking and all the C# API references are listed on QR Code tracking API reference
I've been developing an app that uses QRcode on the hololens as well. I ran into that issue before, and the console seemed to throw that error for me because I was using the wrong version of the MRTK services in the Microsoft Mixed Reality Feature Tool. I would recommend using version 2.6.1 for all your services. Do you by any chance have a problem where "QR tracking is not supported" for the Unity Project you are building?

How to migrate a Google Assistant Action to V3 of the SDK and platform?

The Google Actions SDK has been rewritten again for version 3 and comes with a completely new developer platform with different ways of working. As far as I can tell, there is no way to migrate a legacy (Actions SDK V2) action to the new SDK and Actions Console experience.
Is there a documented way to migrate to V3?
Is anyone who has successfully migrated able to share their experience and any problems they ran into?
I haven't found any usable documentation on switching versions so my best guess is to start from scratch with a new project, then delete the old one and rename the new one. Is that likely to work?
My app is a simple conversational Action implemented with the actions-on-google#v2.x SDK. I did not use Dialogflow at all.
Progress so far
I've had some partial success by using the new version of the gactions CLI.
I created a new project using the new web console experience then pulled the configuration down from the server. I then pulled my existing project configuration down, edited the files to match the test project, then pushed it back up.
This has resulted in the web console UX changing to match the new experience but there is a residual error that prevents me from testing my app.
Custom actions can only be specified in Conversational Actions projects.
This makes me think that there is some kind of project type in the back-end that determines what should happen in the web console. Pushing a modernised configuration up to the server seems to have changed the UI mode without changing the project type, causing an issue that prevents any maintenance on the old app or any migration to the new version of the system.
Update: A new migration workflow for Dialogflow Actions was just released. This is not relevant to my app because I never used Dialogflow.

Watson speech-to-text getting disconnected immediately on Unity

I am using the latest unity SDK 2.12.0 and Unity 2017.4.
My unity project is available here:
https://github.com/jignesh015/Watson_trial
Please note that you will need an IBM Apikey to access the API functionality.
I followed the following video tutorial for setting up the SDK:
https://www.youtube.com/watch?v=_K62R9Jnxag
While running the ExampleStreaming sample as shown in the video, I'm getting the following log:
[SpeechToText.SendStart()][DEBUG] SendStart() with the following params: {"action":"start","content-type":"audio/l16;rate=22050;channels=1;","inactivity_timeout":-1,"interim_results":true,"max_alternatives":0,"profanity_filter":false,"smart_formatting":true,"speaker_labels":false,"timestamps":true,"word_confidence":true
[SpeechToText.OnListenClosed()][DEBUG] OnListenClosed(), State = DISCONNECTED
[SpeechToText.KeepAlive()][DEBUG] KeepAlive exited.
I have thoroughly searched for this issue. Seems like many people have faced a similar issue, but none of the posts have a satisfactory solution. Can anyone help me with this?
This has to do with the move to TLS 1.2. Only Unity 2018.2 and above support TLS 1.2 using .NET 4.x equivalent Scripting Runtime Version. https://github.com/watson-developer-cloud/unity-sdk#streaming-outside-of-us-south-region
Since you are using Unity 2017.4 you will need to create your Speech to Text instance in US South (Dallas). This is the only region that still supports TLS 1.0.
Alternatively, you can update to Unity 2018.2 or above and switch to Scripting Runtime Version .NET 4.x equivalent.

Is it possible to use Unity Asset Server with Atlassian Crucible/Fisheye?

I am investigating how we can use a code review tool in conjunction with Unity3D development.
We are using the Unity Asset server as our repository. Obviously this repository is not supported out of the box by Atlassian Crucible/Fisheye, and I was not able to find any plugin support for it.
Has anyone been able to figure out a work around configuration? Perhaps using SVN in conjunction with Unity Asset Server, or some other approach?
Or another code review tool that is compatible with Unity3D Asset Server?