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BlackFang's avatar
BlackFang
Honored Guest
13 years ago

Need help with Oculus integration

Well, I've spent a day and a half on this now. Even after overriding several functions the rotation of the rift takes over my camera. All I want is for the calibrated initial "base" rotation to be saved to a variable I can access and for the rotation of the rift - base rotation to be sent to my player controller every tick. So far, I can't stop the rift from interfering with my camera and I can't access any of its variables. I can't make heads or tails of the Oculus.uc file. I have no idea why it was done this way. It almost seems like they were more focused on integrating with the UT demo content then making it accessible for use in UDK.

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  • Hello again BlackFang.
    I am trying to catch all your post about the same subject ^_^

    OUDK version is from May or something. There hasn't been any update for all the reason you should know by now.
    OUDK is not really an implementation (as of toterday...) it's just the bare minimum to have the HMD working on UDK.
    So don't expect much out of that, it's not even a version of UDK (it's not complete)

    If you can, go to unity, or wait... (how long ? I have no fraking idea...) and it totally sucks.
    Just don't bother trying to fix it or implementing your own, it's just a big waste of your time.

    I have been preparing a game since November 2012 so imagine my surprise when I discovered the state of OUDK in May...
    The fact that it is still in the same state since May is even worse (for some understandable reason, sadly, for the most part; not for the "licensing 3rd party" reason which is a shame -to keep things polite-)
    I had to change my game design inside and out so I could continue to works "as it is" because of all that.
  • I started from scratch with the July 2013 UDK this morning and I'm able to read the sensor data from the rift. I just need to make sense of it better (lack of quaternion experience) and fix some calibration functions.