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Anonymous
8 years agoAvatar SDK support in Unreal? (Two queries)
I have two queries regarding Avatar SDK support in Unreal:
1.
I noticed Unity already has Avatar support for gearvr: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity-gearvr/
However I don't see a corresponding option for Unreal in the documentation :( Is it planned? If so if there a rough ETA?
2.
When will Blueprint support will be added for Rift Avatars?: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/
"Note: Oculus Avatars for UE are for C++ projects. A blueprints version is not available at this time." :(
1.
I noticed Unity already has Avatar support for gearvr: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity-gearvr/
However I don't see a corresponding option for Unreal in the documentation :( Is it planned? If so if there a rough ETA?
2.
When will Blueprint support will be added for Rift Avatars?: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/
"Note: Oculus Avatars for UE are for C++ projects. A blueprints version is not available at this time." :(
12 Replies
Replies have been turned off for this discussion
- Anonymous@imperativity thankyou for the answer. Could you also give the reason? Is it too few Unreal developers (so low prio) or more for performance reasons on the gearvr?
- Three65ExplorerYes its quite sad the Oculus isn't making a better effort to support the newer versions of Unreal, yet they are releasing new Avatars for Unity. This is hurting development for the Oculus in my honest opinion.
- xN31ProtegeAgree. Please, a little more support for Unreal devs too. No surprise avatars are used only in few experiences if integrating and replicating them is so poorly supported.
- NeontopHeroic Explorer
USkeletalMesh in UE4.19
Proteus is Trying to bring the avatars in his free plugins for UE4, but he is having a serious problem with the new USKeletalMesh version.
If somebody want to help him follow the link below.
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1446998-what-happened-to-uskeletalmesh-in-ue-4-19/page3 - beaulima9933Expert ProtegeYes! It's me, Proteus. Will give another try this week, by re-examining all functions, one after another, and pinpoint what's going on. Avatars were working fine in 4.18; If only Epic didn't messed with USkeletalMesh in 4.19...
- NeontopHeroic Explorer@beaulima9933 I Wish you all the best to bring the avatars inside 4.19 and I hope that the Oculus Dev can help you on that matter.
Thanks for you time. :) - vrdavebOculus StaffHopefully you found the UE4 Avatars beta we shipped a year ago: https://developer.oculus.com/downloads/package/oculus-avatar-sdk-unreal-beta. UE4 is a high priority for us, but we haven't had a chance to develop as many samples or as much documentation for it yet. That's in-progress. We do keep up with the latest development in UE4 and you can always find our support for the latest released version at https://github.com/Oculus-VR/UnrealEngine.
- beaulima9933Expert ProtegeOk guys let's nail it. Cross-post with Unreal forums
Discussion on 4.19 problem found at https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1446998-what-happened-to-uskeletalmesh-in-ue-4-19
4.19 version compared with 4.18 version:
First problem: runtime; Avatar is displayed but only neutral material is applied
1)Material for Body_0, Alpha Texture wrong ID; only one layer instead of 5
2)Material for Body_1, Alpha Texture wrong ID; only one layer instead of 5
3)Material for Body_3 absent
4)Material for hand_left_0 and hand_right_0 Alpha Texture wrong, baseMaskType and MaskType None instead of FRESNEL, only one layer instead of 5
Second problem: editor; Crashes for Array index out of bounds: 0 from an array of size 0, at LoadMesh
Avatars for 4.18 (working) found at https://github.com/ProteusVRpublic/Avatars18
Avatars for 4.19 (with above problems) found at https://github.com/ProteusVRpublic/Avatars19
Avatars for 4.19, Oculus github version, commit 8f6e68f (with same above problems) found at https://github.com/ProteusVRpublic/Avatars19_Oculus
To save time, packaged build of each version found at https://1drv.ms/f/s!Av77lIIxt2OYg-0j0owbubS5mScXYQ
Any breakthrough is welcome! - NeontopHeroic Explorer@vrdaveb is it possible to provide a tip so we can take advantage of the free plugin of @beaulima9933 .
Will be nice to make a fresh start with the Oculus Avatars.
Thanks. - xN31Protege
vrdaveb said:
Hopefully you found the UE4 Avatars beta we shipped a year ago: https://developer.oculus.com/downloads/package/oculus-avatar-sdk-unreal-beta. UE4 is a high priority for us, but we haven't had a chance to develop as many samples or as much documentation for it yet. That's in-progress. We do keep up with the latest development in UE4 and you can always find our support for the latest released version at https://github.com/Oculus-VR/UnrealEngine.
Sorry, how can you say UE4 is a high priority when it is almost a year since you released the beta? Plus, there is no official sample about how to use the avatars in UE4 in a multiplayer context. No wonder so few applications use the Oculus Avatars so far :-/
Since Home 2.0 is based on Unreal I suppose you already have internally an updated version of the SDK. Any step forward would be greatly appreciated, please consider updating SDK and releasing at least some sample or documentation.
Also, do you have any indication when the new Avatar SDK announced at OC4 will be available?
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