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Milko
12 years agoHonored Guest
UE 4.4.1 Hotfix
For those who missed it:
https://forums.unrealengine.com/showthread.php?30474-4-4-1-Hotfix-Preview!&p=121342#post121342
:)
8/21/2014 4.4.1 Hotfix Preview
This is a preview of the 4.4.1 Hotfix that will be released soon.
To access the Hotfix Preview for Windows:
Right click your launcher shortcut and go to properties, in the "Target" section, add this applabel to the end of the target after the quotationmarks:
-AppLabel=Production-4.4.1HotfixPreview
For Mac, open the terminal.app and type in:
open /Applications/Unreal\ Engine.app --args -Applabel=Production-4.4.1HotfixPreview
4.4.1 Fixes
• Unreal Frontend: Fixed a crash that could occur when cooking for Mac platform “on-the-fly”
• Oculus Rift support has been updated to use the Oculus 0.4.1 Beta SDK
• Fixed a crash that could occur when opening some animation assets from the Marketplace
• Fixed an error that was causing Mouse Handling to break on Mac.
• Blueprint: Added a redirect to base engine ini which allows existing content to point to the correct location in an enum.
• Fixed Info.plist search order in UAT
https://forums.unrealengine.com/showthread.php?30474-4-4-1-Hotfix-Preview!&p=121342#post121342
:)
13 Replies
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- Thoth_The3xPartnerIn DK1 I could leave open the editor and test it with my Rift in Standalone. Big nono with DK2 - my 780 can't handle it at all. Have to close the editor to test with DK2. Probably expected, but a slight annoyance.
- IllusionWeaver6ExplorerWith the hotfix preview installed I no longer have to pause the service to get my game working. However I have the following issues:
1) performance is the same as before in extended mode, but there is a performance drop in direct mode
2) the positional tracking feels off on both extended as direct mode, anyone else experiencing this? - Anonymous
"illusionweaver69" wrote:
2) the positional tracking feels off on both extended as direct mode, anyone else experiencing this?
Yes. Seems like there is no positional tracking at all. :( - Thoth_The3xPartner
"rickdangerous" wrote:
"illusionweaver69" wrote:
2) the positional tracking feels off on both extended as direct mode, anyone else experiencing this?
Yes. Seems like there is no positional tracking at all. :(
Works fine for me. If it's not working, alt+tab, open oculus config utility and make sure the camera serial number is showing up. - Anonymous
"spire8989" wrote:
"rickdangerous" wrote:
"illusionweaver69" wrote:
2) the positional tracking feels off on both extended as direct mode, anyone else experiencing this?
Yes. Seems like there is no positional tracking at all. :(
Works fine for me. If it's not working, alt+tab, open oculus config utility and make sure the camera serial number is showing up.
The camera is detected in config util with serail number. Positional tracking works in other demos but not in my UE4 builds. - Thoth_The3xPartner
"rickdangerous" wrote:
The camera is detected in config util with serail number. Positional tracking works in other demos but not in my UE4 builds.
Hmm, try restarting the oculus service? Are you packaging and running or running from editor Launch? Maybe restart your whole comp?
Oh, and make sure the light is on on your camera when game is open - but I'm sure you know that stuff.
Only problem I had was that sometimes it would start without tracking and I fixed that by just opening the config for a couple seconds and then closing it.
Also it was reversed a couple times and was all strange, but I fixed that by restarting the service. - Anonymous
"spire8989" wrote:
Hmm, try restarting the oculus service? Are you packaging and running or running from editor Launch? Maybe restart your whole comp?
Yeah, restarted several times but didn't change anything. I finally gave up, but this morning I did a new build and positional tracking works! :shock:
I tried the build I did yesterday and it still has no positional tracking, so I must have changed something at some point.
Anyway, it's all good now. It even works with extended, direct to rift and mirror mode. Fantastic work, Epic! - Boone_xHonored GuestAnything unique required to get things launching on the DK2? I'm not sure if I'm missing something obvious or something isn't working right. I've installed the 4.4.1 preview and can launch a game ( from the editor options next to play ) and type 'stereo on' and see that warping / tracking appears to be working fine. Direct to rift mode doesn't do anything and I can't find anywhere describing how to update the resolution (or even better launch to the rift as a secondary monitor ) so I can't really try my content.
Edit**
It appears all I was missing was hitting alt+enter to fullscreen it to the rift. This worked for both "Play -> Standalone game" and Launch. Also worked for both mirrored display ( and automatically jumped to the rift ) and direct mode but the performance on direct mode was much worse for me. - Thoth_The3xPartnerYeah, they should really make it more obvious that you need to alt+enter.
For performance, try typing "hmd mirror off" in the console. Stops it from mirroring everything and helped me a bit with direct mode. - spyroExpert ProtegeWorks, but performance seems horrible (can't even get simple demo scenes to run at 75 fps at the Rift, GTX 760).
spyro
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