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STW's avatar
STW
Explorer
10 years ago

Recommended UE4 info/setup

Hi dev friends,

Working in UE4, and it's mostly painless, but after sifting through a lot of info, thread posts, reddit posts, I find it's difficult to stay up-to-date. I would love to hear how you're all dealing with it, and what are your general practices?

1 - Is UE4 4.6.1 holding the latest Oculus support plugin (not including 4.7)? I know there's the github thing posted by artyum17, but it has always given me the 404 error.

2 - I'm finding little information on how to package one's project with Oculus in mind. For the time being, i'm using extended mode, dragging the window the Oculus monitor, alt enter. Is there no way to package it with "DirectToRift"?

3 - Are you all using the VR template provided by 'mitchemmc'? It's very useful thus far, but does 4.6.1 now provide most those features normally? Just curious about that one.

thanks for reading. hope some of you can find time enough to get back ^_^

xx

4 Replies

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  • OK. For the 4.6 github repo thing, I tried linking my account so that I wouldn't get the 404. Still get 404.
  • Christ, OK. I tied my account. Solved.

    My other questions remain though :P
  • "STW" wrote:
    Hi dev friends,

    Working in UE4, and it's mostly painless, but after sifting through a lot of info, thread posts, reddit posts, I find it's difficult to stay up-to-date. I would love to hear how you're all dealing with it, and what are your general practices?

    1 - Is UE4 4.6.1 holding the latest Oculus support plugin (not including 4.7)? I know there's the github thing posted by artyum17, but it has always given me the 404 error.

    2 - I'm finding little information on how to package one's project with Oculus in mind. For the time being, i'm using extended mode, dragging the window the Oculus monitor, alt enter. Is there no way to package it with "DirectToRift"?

    3 - Are you all using the VR template provided by 'mitchemmc'? It's very useful thus far, but does 4.6.1 now provide most those features normally? Just curious about that one.

    thanks for reading. hope some of you can find time enough to get back ^_^

    xx


    1) IRRC 4.6.0 onwards comes with OR SDK 0.4.4. Or it might have been 4.5 onwards...

    2) you shouldnt have to do that.
    If you add a Console conmmand node to EventBeginPlay in your gamemode blueprint
    and have it execute 'Fullscreen'. the app will start full screen and detect the rift regardless of what mode you are in.

    3) I have bother with it to be honest. You can do it all yourself but id imagine the VR template is handy.
  • artyom17's avatar
    artyom17
    Expert Protege
    1) 4.6.1 from Epic comes with SDK 0.4.3. If you want the latest and greatest - go to Oculus github and get 4.6.1 from there: https://github.com/Oculus-VR/UnrealEngine. You must have access to https://github.com/EpicGames/UnrealEngine to get access to the Oculus branch.

    2) There are a couple issues with that. The good solution is to call HeadMountedDisplay::EnableHMD (either through Blueprint or C++), but there are several issues with it, recently discussed here: viewtopic.php?f=60&t=19511
    All of issues will be addressed in 4.8 (from Epic) and maybe in 4.7 from Oculus (again, through github).
    The best solution at the moment is to use EventTick and run 'stereo hmd' console command from there (if you use Epic's version of UE4 - 'stereo on'). To avoid multiple execution you should create something like a singleton with a boolean variable, to exec 'stereo on' only once.