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spyro's avatar
spyro
Expert Protege
11 years ago

Oculus Branch (4.8): Oculus Audio plugin not found

Hi there,

after switching to the Oculus Branch (4.8) I cannot load my project anymore:



Here is what I did:

* Cloned repository
* Started setup.bat, waited for downloads to finish
* Generated project files
* Compiled in VS 2013 ('Development Editor')
* Right-Clicked on uproject-file of my game, switched to new engine build
* Started UE4Editor.exe, double-clicked on my project (engine version configured to 'other')

The necessary DLL seems in place:



In the build receipt for the editor (UE4Editor-Win64-Development.target.xml) the audio plugin isn't listed (don't know if this intended):

 <BuildProduct Path="$(EngineDir)\Plugins\Runtime\OculusRift\Binaries\Win64\UE4Editor-OculusRift.dll" Type="DynamicLibrary" />
<BuildProduct Path="$(EngineDir)\Plugins\Runtime\OculusRift\Binaries\Win64\UE4Editor-OculusRift.pdb" Type="SymbolFile" />
<BuildProduct Path="$(EngineDir)\Plugins\Runtime\OculusRift\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-OculusRift.lib" Type="ImportLibrary" />


In the receipt of epic's binary release, there are additional lines:

<BuildProduct Path="$(EngineDir)\Plugins\Runtime\OculusAudio\Binaries\Win64\UE4Editor-OculusAudio.dll" Type="DynamicLibrary" />
<BuildProduct Path="$(EngineDir)\Plugins\Runtime\OculusAudio\Binaries\Win64\UE4Editor-OculusAudio.pdb" Type="SymbolFile" />
<BuildProduct Path="$(EngineDir)\Plugins\Runtime\OculusAudio\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-OculusAudio.lib" Type="ImportLibrary" />


I tried to copy these lines and rebuild the engine with the modified receipt - same result.

There is also another plugin directory below 'runtime'. But this folder is empty:



So I tried to copy the folder from the binary 4.8.3 release from epic, but got an error message when trying to load the project (message says, it's not compatible with this engine version).

I was able to start my project by disabling the plugin in the uproject-file, but as soon as I re-enable it and restart the editor, the same error appears.

9 Replies

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  • I have pinged the team to see if someone knows more about this issue.
  • spyro's avatar
    spyro
    Expert Protege
    "cybereality" wrote:
    I have pinged the team to see if someone knows more about this issue.


    Phew, many thanks!
  • Anonymous's avatar
    Anonymous
    We've reached out to Epic about this, hopefully they can respond here (although for Epic engine support I believe there are other forums for that -- it's doubtful many of their engineers are lurking here). Since we internally do not use this particular integration it's hard for us to support.
  • spyro's avatar
    spyro
    Expert Protege
    Hi Brian,

    I was afraid that Epic would refuse to give support for an custom engine version, maintainted by Oculus, so I posted this here. Many thanks for reaching out to them.

    BTW: What do you mean by " (...) internally do not use this particular integration (...)"? Does that really mean, nobody at Oculus does actually work with the Oculus-Version of UE4 (for creating demos etc.) but is using the binary version of Epic instead?

    Don't get me wrong, but if this is the case and nobody can actively support this particular branch than I would convert my project back to the official version (binary). It might have more bugs (in terms of VR) but at least it's clear who's to blame then. ;)

    PS: I also can't package my project with this version:
    https://answers.unrealengine.com/questi ... as-al.html
  • Hey Spyro -

    There are two ways to get that plugin built for your custom engine version, depending on whether or not you have a code project.

    If you have a Blueprints-only project, you have to open up the OculusAudio.uplugin file, and add the following line right above the "Modules" line:

    "EnabledByDefault" : true,

    If you have a code project, you can go to the editor, and under Window -> Plugins, select the "Enable" checkbox under the Oculus Audio plugin entry.

    In both cases, after you do this, re-run your GenerateProjectFiles.bat, and rebuild either UE4 (BP-only) or your code project, and you should generate that DLL.

    Hope that helps!
  • spyro's avatar
    spyro
    Expert Protege
    Many, many thanks.

    Made that change, rebuilt and seconds later everything worked like a charm. :)



    But why does this behave different than in the binary version...?

    spyro
  • I apologize for my lack of knowledge on this matter, but how does one access the contents of a .uplugin file?
  • Thank you very much, Spyro. Not the only time I have been saved by a purple dragon :) .