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motorsep
9 years agoStart Partner
[Gear VR] Missing BP nodes ?
I just saw this post https://forums.unrealengine.com/showthread.php?135024-Unable-to-Access-Gear-VR-in-Blueprint-Nodes referring to these nodes: https://developer3.oculus.com/documentation/game-engines/latest/concepts/unreal-blueprints/
I have not seen those nodes either :(
Sounds like a bug.
I have not seen those nodes either :(
Sounds like a bug.
15 Replies
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- Norman3DExpert ProtegeBumping this question as I want to know about these missing BP nodes as well!
- rpalandriExpert ProtegeHey everyone!
Those blueprints are available (should be available?) in the level blueprints, if the GearVR plugin is enabled. For those of you that are using the source version of UE4, a sure way to know if they're in your build is to check for the GearVRFunctionLibrary.h file, defining those blueprints.
The blueprints should look like this in the Editor, and should be there in 4.14 and 4.15 (even previews). Are you not seeing them?
Thanks! - motorsepStart Partner@rpalandri Sorry, but I don't see those in 4.14.3 launcher version. Neither in level BP, nor in Actors BP :(
GearVR plugin is enabled. - Norman3DExpert ProtegeSame. I have found them in the Oculus branch, though. But they are not showing up in Epic's official releases.
- rpalandriExpert ProtegeInteresting. I'll mention that to them, thanks a lot.
In the meantime, those blueprint match C++ functions in the plugin, if you want to get them there. I'll try to get the blueprints shipped as soon as possible. - Norman3DExpert ProtegeWe have used the C++ functions, in our specific case it has more than doubled the time before overheating :smiley:
- rpalandriExpert ProtegeAlrighty so, for the people running source builds of 4.14/4.15, the issue is contained in GearVR.uplugin file. Instead of having "WhitelistPlatforms" : ["Android"], you need "WhitelistPlatforms" : [ "Android", "Win64", "Win32" ]
That should fix the blueprint issues. Will get that corrected on main ASAP. - motorsepStart Partner
rpalandri said:
Alrighty so, for the people running source builds of 4.14/4.15, the issue is contained in GearVR.uplugin file. Instead of having "WhitelistPlatforms" : ["Android"], you need "WhitelistPlatforms" : [ "Android", "Win64", "Win32" ]
That should fix the blueprint issues. Will get that corrected on main ASAP.
What about people who run launcher version of UE4 ? - rpalandriExpert ProtegeThe SI versions that you download on the oculus github are already functional.
If you use the source version of UE4 main releases, the fix is the one I mentioned above.
For binary launcher, that will get fixed when epic takes the change ;) - motorsepStart Partner
rpalandri said:
The SI versions that you download on the oculus github are already functional.
If you use the source version of UE4 main releases, the fix is the one I mentioned above.
For binary launcher, that will get fixed when epic takes the change ;)
Can't I just edit GearVR.uplugin file for binary version ?
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