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motorsep
10 years agoMember
[Gear VR] SDKs as plugins for UE4 ?
I am wondering why doesn't Oculus make a plugin for UE4, the same way it does Utilities and such for Unity. I get it, Unity is what you guys use on daily basis, but it was my understanding you also use UE4 on daily basis :/
If anything, stuff like Audio and Mobile SDK, and Social (including lip sync) could have been done as a plugin (right?), so that devs wouldn't have to wait on Epic to integrate it into engine itself (Audio SDK isn't there as far as I know; Social isn't there at all and there is no saying if it will be any time soon).
If anything, stuff like Audio and Mobile SDK, and Social (including lip sync) could have been done as a plugin (right?), so that devs wouldn't have to wait on Epic to integrate it into engine itself (Audio SDK isn't there as far as I know; Social isn't there at all and there is no saying if it will be any time soon).
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- opampProtegeThey are done as plugins including the audio,

Unfortunately for whatever reason's UE4 is alway's slightly behind Unity when it come to the new shiny toy's. - motorsepMemberYep, but those are provided by Epic. I was wondering why Oculus wouldn't build those plugins. This way they could be always up to date.
Btw, I also wonder why Audio SDK isn't in UE4 (at least to my knowledge). Didn't see anything about spatialization in UE4. - vrdavebOculus Staff
"motorsep" wrote:
Actually, we help both Unity and Epic write their own built-in VR support. If you look at the commit history for the UE4 Oculus plugins, the code was written by us. We actively maintain it and update it at the same time as each release of the PC or mobile SDK.
I am wondering why doesn't Oculus make a plugin for UE4"motorsep" wrote:
Our audio spatializer, mobile SDK, and PC SDK are used by UE4, using plugins.
If anything, stuff like Audio and Mobile SDK, and Social (including lip sync) could have been done as a plugin (right?)"motorsep" wrote:
We use both Unity and UE4 on a daily basis. Both of them are very important to us. Right now, a lot of our internal apps for Rift use UE4, but most of our internal mobile apps use Unity. Both choices were mainly made based on the workflow preferences of our content teams. It's true that Unity is what the vast majority of mobile VR devs use. But UE4 also has a growing presence with apps such as CCP's Gunjack.
Unity is what you guys use on daily basis, but it was my understanding you also use UE4 on daily basis :/"opamp" wrote:
What kinds of toys would you like to see in the UE4 integration?
UE4 is alway's slightly behind Unity when it come to the new shiny toy's. - motorsepMemberI see. Now it makes sense why Unity has better support (almost in sync with Oculus releases and get samples/templates) when it comes to Gear VR.
- vrdavebOculus StaffOculus releases are generally immediately available in UE4 at https://github.com/Oculus-VR/UnrealEngine. It sounds like you are interested mainly in samples for UE4. Is that right?
- motorsepMember
"vrdaveb" wrote:
Oculus releases are generally immediately available in UE4 at https://github.com/Oculus-VR/UnrealEngine. It sounds like you are interested mainly in samples for UE4. Is that right?
At this point, yes and spatialized sound. Also not sure why Epic refuses to enable GLES 3.1 + AEP. It's what you guys recommend for Unity.
I prefer using UE4 binary releases, since it just saves headaches and time compiling the engine (and setting up environment). I am sure a lot of indie devs feel the same way.
I (and I bet that many folks out there who chose to dev with UE4 too) would like to see at least one Gear VR Blueprint template for UE4 that has all the stuff that is required for release on Oculus Store (https://developer.oculus.com/documentat ... blish-req/ Technical section).
Basic scene (that loads within 4 sec and has all controls up and running as per requirements) with basic player/controller (with proper IPD, timewarp, etc.) that runs at 60 fps (I still can't get stripped down FPS template to run at 60 fps), touch pad functionality (tap, double tap, swipes; swipe and hold, tap and hold are optional), back button functionality (per requirements), volume buttons functionality (?), a couple of spatial sounds in the scene, probably some basic gamepad support (no accel/decel; no head turning on right stick), quick and simple fade in/out effect. I think I am not missing any other basics.
I am not sure if "Downloads should continue when phone is removed from headset, and large downloads (> 100 MB) should require Wi-Fi" that is something we have to worry about, or if it's a system functionality.
In other words a template that can, theoretically, be deployed and it would pass Oculus' certification and would be published on the Store (I know, it's empty template, but I am just saying that it should be at such level of completeness where devs can worry about making a game and not figuring out basic requirements).
EDIT: Oculus Social with lip sync would be cool too, but that's outside of the scope of basic template :)
Is it something possible to see from Oculus in the nearest future ? - motorsepMemberIs it out of reach? :oops:
- vrdavebOculus Staff
"motorsep" wrote:
Unity is a different animal. GLES2 and ETC should work fine with UE4. Do you have specific problems there?
not sure why Epic refuses to enable GLES 3.1 + AEP. It's what you guys recommend for Unity."motorsep" wrote:
Sorry, this is one to take up with Epic. They prefer not to make major changes to core engine code after release. Typical UE4 teams include programmers who can build from source, and apply patches from third parties such as Oculus and AudioKinetic. The binary releases are often limited or based on older versions of a given dependency. Or you could try 4.11 preview 7.
I prefer using UE4 binary releases"motorsep" wrote:
Great idea. We will put together something along these lines.
I (and I bet that many folks out there who chose to dev with UE4 too) would like to see at least one Gear VR Blueprint template for UE4 that has all the stuff that is required for release on Oculus Store (https://developer.oculus.com/documentat ... blish-req/ Technical section)."motorsep" wrote:
Does your game download large files at runtime? If not, then you don't need to worry about it.
Downloads should continue"motorsep" wrote:
OVRLipSync has not been exposed through UE4 yet, but a template will be included when it is.
Oculus Social with lip sync would be cool too - motorsepMember
"vrdaveb" wrote:
Unity is a different animal. GLES2 and ETC should work fine with UE4. Do you have specific problems there?
I have "holes" (missing triangles) on a single static mesh with 25k tris count. The rumor has it it's due to GLES 2. In the Editor it looks fine, even with preview set to Android rendering, but on the device tris are missing.
Plus, I'd rather use ASTC and not ETC."motorsep" wrote:
Great idea. We will put together something along these lines.
I (and I bet that many folks out there who chose to dev with UE4 too) would like to see at least one Gear VR Blueprint template for UE4 that has all the stuff that is required for release on Oculus Store (https://developer.oculus.com/documentat ... blish-req/ Technical section).
That would be really awesome!!! Any ETA? (roughly)"motorsep" wrote:
Does your game download large files at runtime? If not, then you don't need to worry about it.
Downloads should continue
No, the game itself won't be downloading anything on runtime, but I am wondering if there is a limitation on the .apk size, since UE4 .apks tend to be large :/ - vrdavebOculus Staff
"motorsep" wrote:
What rumors? Why do you think it's related to the GLES version?
I have "holes" (missing triangles) on a single static mesh with 25k tris count. The rumor has it it's due to GLES 2."motorsep" wrote:
According to the UE4 forums (https://forums.unrealengine.com/showthr ... deployment), ASTC already works. Is it not working for you?
I'd rather use ASTC and not ETC."motorsep" wrote:
Sorry, I can't give any ETA at this time.
Any ETA? (roughly)"motorsep" wrote:
Unless your APK is enormous and much bigger than UE4 games like Gunjack, you should be fine.
I am wondering if there is a limitation on the .apk size, since UE4 .apks tend to be large :/
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