Forum Discussion
OlivierJT
13 years agoExplorer
UDK feature request list for all.
Bonjour everyone,
Following the post from NMichell,
I wanted to ease things on the Oculus UDK team and also make sure we all have the things we need/wishes in one list, where everyone had input and where it's easy for oculus(and everyone too) to look for info.
I will of course update it based on your feedback and post !
If you think I need to add categories or anything, let me know !!
So please make a wish ! (keep it redacted, short and simple)
I will also add a feature list for the 3rd parties ( Speedtree, Scaleform, bink )and their status, just to be nice.
Cheers,
Ol
------------------------------------------------------------------------------
UDK feature list <updated July 11th>
-Control about Additive Oculus rotation (to enable cockpit like support) for "pitch and roll"
-a way to disable tracking (for testing purpose)
-changing camera "scale"
-Attaching the Camera to a socket (possible today via external unrealscript coding)
-changing fov
-use rift in Editor (play in editor) instead of "play this game on pc"
-bug ? > "lighting and materials to be consistent between the normal and Rift mode"
-use stereo and warp in a viewport without having Rift plugged in.
-magnetometer support
-Support for the new |Oculus profile from OVR SDK 2.x
-having oculus info on overlay in realtime. Console command ? (rotations,absolute rotation, fov, ipd etc...)
-enable chromatic aberration
Scaleform:
"no render to texture possible on bsp and surfaces"
Speedtree:
"not working, no import possible"
Bink:
"not working"
Following the post from NMichell,
In the meantime, please don't hesitate to let us know if you have any questions or suggestions about the Oculus UDK. Let's make sure we get everyone's changes into the next release. We're here to help!
I wanted to ease things on the Oculus UDK team and also make sure we all have the things we need/wishes in one list, where everyone had input and where it's easy for oculus(and everyone too) to look for info.
I will of course update it based on your feedback and post !
If you think I need to add categories or anything, let me know !!
So please make a wish ! (keep it redacted, short and simple)
I will also add a feature list for the 3rd parties ( Speedtree, Scaleform, bink )and their status, just to be nice.
Cheers,
Ol
------------------------------------------------------------------------------
UDK feature list <updated July 11th>
-Control about Additive Oculus rotation (to enable cockpit like support) for "pitch and roll"
-a way to disable tracking (for testing purpose)
-changing camera "scale"
-Attaching the Camera to a socket (possible today via external unrealscript coding)
-changing fov
-use rift in Editor (play in editor) instead of "play this game on pc"
-bug ? > "lighting and materials to be consistent between the normal and Rift mode"
-use stereo and warp in a viewport without having Rift plugged in.
-magnetometer support
-Support for the new |Oculus profile from OVR SDK 2.x
-having oculus info on overlay in realtime. Console command ? (rotations,absolute rotation, fov, ipd etc...)
-enable chromatic aberration
Scaleform:
"no render to texture possible on bsp and surfaces"
Speedtree:
"not working, no import possible"
Bink:
"not working"
102 Replies
Replies have been turned off for this discussion
- nickzuccProtege1. I would like to be able to see through the Rift while in editor. It takes some time to go into the play on PC and slows down the iteration process a little.
2. I would like all lighting and materials to be consistent between the normal and Rift mode. - InscothenExplorerYes, I agree. Being able to see in one viewport on the rift while using the editor so we can go back and forth while working without needing to play from pc.
Also being able to use stereo and warp in a viewport without having Rift plugged in. - boone188Honored GuestSupport for the new profiles would be awesome!
- boone188Honored GuestAnd magnetometer support would be awesome too!
- KrisRedbeardExplorerAttaching the camera to a socket is already possible (see one of my demos).
As for Scaleform RTT, do you mean it doesn't work with the Rift or doesn't work full stop? - OlivierJTExplorerHello Kris,
About Scaleform, it doesn't work just on Oculus version, so the plug is is kinda not fully enabled (making HUD and interface works though)
If you try to render to texture with scaleform it stays the default green.
So when the third party enabled fully their plug ins it (should) will work ^_^
About the Socket, yup I know (i was saying " possible today via external unrealscript coding") but if they enable it directly within UDK it could be nice ad avoid extra coding for a step that a lot of user will want to implement.
No wishes for you Kris ? ^_^
Cheers - OlivierJTExplorer@ Boone188 :
Support for the new profile ?
What is this ? Could you elaborate ? What new profiles ?
Cheers - boone188Honored GuestThe OVR user profiles that were released with the latest sdk. The ones that allow you to calibrate the rift using the oculus calibration utility and then use your settings across games.
- KrisRedbeardExplorer
"OlivierJT" wrote:
If you try to render to texture with scaleform it stays the default green.
RTT with Scaleform and Rift:
Lighting isn't right, but that could be my implementation/lack of lighting knowledge. Certainly looks better in non-rift version. But it is rendering, which is the point.
What method were you using for the RTT?"OlivierJT" wrote:
About the Socket, yup I know (i was saying " possible today via external unrealscript coding") but if they enable it directly within UDK it could be nice ad avoid extra coding for a step that a lot of user will want to implement.
Doubtful, though when I get the chance, I will continue work on the Rift enabled TFP demo. It should give people a pretty good place to start from."OlivierJT" wrote:
No wishes for you Kris ? ^_^
Haven't fiddled with it enough to find out its limitations, so I don't really have any related to the Rift itself.
If we're talking UDK in general, they are better suited to being posted on the UDK forum itself, rather than here. - Teddy0kExplorerAdd support for camera Pitch & Roll rotation. Currently, only Yaw rotation from GetPlayerViewPoint() works.
Note; it would be wise to make this a toggle feature, as 99% of the time you don't want to allow manual override of the Pitch & Roll
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 5 months ago
- 2 months ago
- 9 months ago