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artyom17
13 years agoExpert Protege
0.2.4 UE3 (Feb 2013 QA) Integration is released
New UE3 (based on Feb 2013 QA) integration with Oculus SDK 0.2.4 is released.
New features:
Bug fixes:
New UDK version is coming soon!
New features:
- Integrated Oculus SDK 0.2.4
- Integrated Scaleform 4.2.24
- Added ResetMotionInput function (UnrealScript) to re-center user's view (including Scaleform and Bink movies)
- Added support for full screen GFx movies (previously didn't render correctly with Rift); added .ini parameters into [Engine.Oculus] section: bFullScreenGFxMovieFollowHmdRotation and FullScreenGFxMovieHmdExtraDepth
- Added Oculus user profiles support for Rift DK1, config utility program is located in Binaries/OculusConfigUtil
- Added 'motion on' / 'motion off' console commands to enable / disable motion tracking (for testing purposes)
- Added informational HUD (displaying actual yaw, pitch, roll, IPD, etc), toggled by 'ToggleHmdInfoHud' function (works in game only)
- Added USB hot plug/unplug support (for Rift and Latency tester); added Oculus.OnDeviceStatusChange event for UnrealScript (see Oculus.uc)
- Changed behavior of AddEyeHeight config value: now, by default, it is taken from user profiles (calculated based on user's height); can be overridden by a value from .ini file if bOverrideAddEyeHeight == True is specified in [Engine.Oculus] section
Bug fixes:
- Fixed a potential crash that could occur when bUpdateOnRT == true and LatencyTestCheckInput is called on render thread
- Fixed incorrect stereo in Canvas that occurred when DrawMaterialTile function is used
- Fixed wrong positioning of mouse cursor in UDK main menu
- Fixed 'Game Mode' and 'Map' menus, where blurred images were rendered incorrectly in Rift
- Disabled HMD warping if stereo is OFF
- Fixed default .ini files to contain correct values for Rift support
- Fixed several rendering issues in stereo mode with ScreenPercentage > 100%
- Various minor fixes and code cleanups
New UDK version is coming soon!
12 Replies
Replies have been turned off for this discussion
- Teddy0kExplorerThis is good news! How long until the UDK update drops?
- artyom17Expert ProtegeNo ETA yet, but we are working on it as we speak.
- Teddy0kExplorerSo uh, is there technical hurdles to overcome, or is it dependant on help from Epic?
- artyom17Expert Protege
"Teddy0k" wrote:
So uh, is there technical hurdles to overcome, or is it dependant on help from Epic?
The latter one. Epic guys are going to QA and build if for us (thanks, btw!). - AnotherAtreyuExpert Protege
"artyom17" wrote:
"Teddy0k" wrote:
So uh, is there technical hurdles to overcome, or is it dependant on help from Epic?
The latter one. Epic guys are going to QA and build if for us (thanks, btw!).
So Epic is building the Oculus UDK now?
Fair enough that you guys are too busy to handle it, but I'm curious why we weren't kept up to speed on the matter when Nates fourth of July comment clearly made it sound as if Oculus was hard at work on getting things out the door.
I understand your busy people, but we've been in the dark for over 2 months now..."nmitchell" wrote:
If Epic is working on it, we could in effect be waiting a very long time right?
One of our best senior software engineers has stepped up and taken the reigns on everything Unreal, including the Oculus UDK, and he's getting up to speed on Unreal technology as quickly as he can. We're making great progress, but we still expect it to take us a few weeks (at the earliest) until we have something ready for release.
Don't they have better things to do, like focus on pushing bigger developers towards Unreal 4?
Oculus has been so helpful with everything so far, and we all Love you for it <3, but many of us need these updates to continue with our work.
We are lucky to get the support you guys have given us; but we 'say what we say' as they say, and the situation with UDK can no longer be chalked up to tardiness.
Nates comment about a few weeks (at the earliest) is now 2 and a half months old.
Edit: I guess it's a good thing that Epic is working on it in the sense that we know that they have a good grasp of what they are doing, but they are known to 'take their time' on certain things and I fear what that might entail.
It would be so much simpler if they could just release all future builds with Rift support, instead of having a separate build for VR.
Am I right to assume that this is what the plan is? - AnotherAtreyuExpert ProtegeWell, your obviously under orders to keep it zipped so I am going to assume my suspicions are correct.
It would be only proper and respectful for Oculus to address the issue in a formal sense given the fact that we were told there would be proper UDK support. - unity2kHonored GuestThe silence does want to make one suspicious that quiet is the order of the day. If this were my company and I had a mere 17,000 customers whose primary method of feedback with me while I'm developing a product for the mass market were this forum, I'd be on it every day. As it is, I personally not only monitor this forum, I pay attention to a few others as well, that are far busier that this. Seriously guys, there are only some couple thousand postings in the UDK forum - and that's since April. Are we supposed to believe that staff is so busy that they can't deal with 500 postings a month for a product that could represent nearly half of the content that might be developed for Oculus?
Come clean, tell us why you won't talk about this or move on updating UDK. - cyberealityGrand ChampionI don't have an exact ETA, but the Oculus-enabled UDK is being updated.
There reason there haven't been many answers is because there weren't any updates to give.
I can understand why people are upset, but we hope to have this fixed soon. - artyom17Expert Protege
"HappyHimitsu" wrote:
I understand your busy people, but we've been in the dark for over 2 months now...
Sorry, guys! As you could see, we updated UE3 integration fairly often; unfortunately, we can't make UDK by ourselves, otherwise we would release it as frequently as UE3 integration."HappyHimitsu" wrote:
If Epic is working on it, we could in effect be waiting a very long time right?
Not really, it is ALMOST done, we are (Oculus and Epic) QA-ing it as we speak!"HappyHimitsu" wrote:
Don't they have better things to do, like focus on pushing bigger developers towards Unreal 4?
Can't speak for Epic, but they are very helpful and generous people and they like us! :) (and we like them, of course!)"HappyHimitsu" wrote:
Oculus has been so helpful with everything so far, and we all Love you for it <3, but many of us need these updates to continue with our work.
New UDK is around the corner. Seriously."HappyHimitsu" wrote:
It would be so much simpler if they could just release all future builds with Rift support, instead of having a separate build for VR.
Am I right to assume that this is what the plan is?
I agree, it would be easier for everyone, but, no, there are no plans to integrate Oculus support into UE3. (as I can see, there is no new development in UE3 area). However, there are such plans for UE4. - AnotherAtreyuExpert Protege
"cybereality" wrote:
We were told the same thing nearly 3 months ago by Monsieur Mitchell himself. Given what we have seen BlackFang come up with in a matter of days it seems a little bit of a stretch to believe that Oculus has come up with less in more than 3 months.
I don't have an exact ETA, but the Oculus-enabled UDK is being updated."cybereality" wrote:
Development of the Oculus UDK moving over to Epic seems like a rather large and substantial update to me.
There reason there haven't been many answers is because there weren't any updates to give."cybereality" wrote:
The last time we heard that in regards to this issue, we waited 3 months and got to where we are now. The last time we heard that in regards to unrelated issues such as shipping, we waited months as well.
I can understand why people are upset, but we hope to have this fixed soon.
I'm not trying to pin any of this on you Andres, I appreciate what you do and we understand fully well that you are just doing your job. Any of us would do the same in your position because what choice do you have?
This has gotten past the point of nice and polite apple pie problems though, and what originally began as a great sales pitch to indie developers that sounded like something that was too good to be true, has developed into something a little more trying than 'Hey guys! Buy a Rift and build some games! We promise you all out-of-the-box UDK and Unity support! Rejoice!'.
Instead the Indie Unity devs are being screwed by Unity, and the indie UDK devs are feeling the pain in the backside just the same.
And as far as it goes for the way Oculus is handling it all... (as much as I <3 you guys)
Edit: I never seen your reply until now Artyom. It's nice that ya'll have decided to come out of the woodwork on the issue (between this & my emails it's been a busy day ;)), but I hope you can understand my reasoning when I say 'I'll believe it when I see it'.
I absolutely Love the Rift, and I Love what you all say you are doing, but it's really just a case of 'the boy who cried wolf' (can you blame me?) and we all need to be smarter than that.
I can't wait for you guys to prove me wrong though!! (it wouldn't be the first time I have eaten my words ;))
:)
2nd Edit:"artyom17" wrote:
Is that a proposition? Dang that's clever. ;)
Sorry, guys! As you could see, we updated UE3 integration fairly often; unfortunately, we can't make UDK by ourselves, otherwise we would release it as frequently as UE3 integration.
(just teasin' :lol:)
<3
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