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artyom17
11 years agoExpert Protege
UE4 QA 07_2014 (4.3) integration with Oculus SDK 0.4!
Hey guys,
Finally, it is here. Oculus SDK 0.4 integration with UE4 4.3 (July'14 QA) is released.
Licensees can download the integration package from our web-site (Developers -> Downloads). This integration will patch the codebase up to 4.3.1.
GitHub $19-subscribers can access it through https://github.com/Oculus-VR/UnrealEngine/tree/4.3 (also 4.3.1 changes are already applied).
Note, you'll need to install the latest 0.4 Runtime for this integration to work. Once you've installed the Runtime your previous UE4 + Oculus (0.3-based) will stop working, however, it is easy to restore its functionality by two simple steps:
1) Using the Oculus icon in the taskbar switch display mode to 'Extend Desktop';
2) Using the same icon, run the 'Configuration Utility', go to the 'Tools' -> 'Advanced' -> 'Pause Service...'. The service will be automatically restarted once you run 0.4-based app.
We are working with Epic to integrate this code to upcoming UE4 4.4, will see how it goes (can't promise anything; in worst case scenario we will provide our own integration for 4.4 as well).
Note, there are several known issues with this integration, the major ones are as follows:
1) OpenGL doesn't work in Windows (in both modes - "Direct HMD Access from Apps" and "Extend Desktop to HMD".
2) There is no timewarp on Mac; will be there in the next update.
3) If you have issues in "Direct HMD Access..." mode - switch to "Extend Desktop": we are still actively working on improving our display driver.
If you have any issues or questions - post them here, I'll try to monitor this thread regularly.
Finally, it is here. Oculus SDK 0.4 integration with UE4 4.3 (July'14 QA) is released.
Licensees can download the integration package from our web-site (Developers -> Downloads). This integration will patch the codebase up to 4.3.1.
GitHub $19-subscribers can access it through https://github.com/Oculus-VR/UnrealEngine/tree/4.3 (also 4.3.1 changes are already applied).
Note, you'll need to install the latest 0.4 Runtime for this integration to work. Once you've installed the Runtime your previous UE4 + Oculus (0.3-based) will stop working, however, it is easy to restore its functionality by two simple steps:
1) Using the Oculus icon in the taskbar switch display mode to 'Extend Desktop';
2) Using the same icon, run the 'Configuration Utility', go to the 'Tools' -> 'Advanced' -> 'Pause Service...'. The service will be automatically restarted once you run 0.4-based app.
We are working with Epic to integrate this code to upcoming UE4 4.4, will see how it goes (can't promise anything; in worst case scenario we will provide our own integration for 4.4 as well).
Note, there are several known issues with this integration, the major ones are as follows:
1) OpenGL doesn't work in Windows (in both modes - "Direct HMD Access from Apps" and "Extend Desktop to HMD".
2) There is no timewarp on Mac; will be there in the next update.
3) If you have issues in "Direct HMD Access..." mode - switch to "Extend Desktop": we are still actively working on improving our display driver.
If you have any issues or questions - post them here, I'll try to monitor this thread regularly.
106 Replies
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- widdershinsHonored GuestHmm. I've never compiled UE4 from source before, but I'm familiar with git and all that jazz. I've forked the repository, unzipped the two Required packages from Epic and the one from Oculus into the right places (I'm fairly certain, I have "Engine", "Samples" and "Templates" folders).
But when I try to run GenerateProjectFiles, I get "Windows cannot access the specified device, path or file. You may not have the appropriate permissions to access the item." Anyone got any ideas? - widdershinsHonored Guest
"widdershins" wrote:
Hmm. I've never compiled UE4 from source before, but I'm familiar with git and all that jazz. I've forked the repository, unzipped the two Required packages from Epic and the one from Oculus into the right places (I'm fairly certain, I have "Engine", "Samples" and "Templates" folders).
But when I try to run GenerateProjectFiles, I get "Windows cannot access the specified device, path or file. You may not have the appropriate permissions to access the item." Anyone got any ideas?
Oops, just noticed that after cloning with git in cygwin, the folders were all marked read-only. I unmarked them read-only, but it kept returning, so I will have to try this solution. Sorry, I'm not really a Windows person, just finding my feet in it again to do VR dev. I'd forgotten how much 'fun' it can be. - r0bc4ryHonored GuestAnybody else getting the following error when attempting to build the project?
Cannot open include file: 'OVR.h': No such file or directory
Followed the instructions from the GitHub project README and I can't seem to find an OVR.h file in my cloned folders. Just wondering if I'm missing something. - r0bc4ryHonored GuestJust kidding, managed to figure it out - there is an additional required ZIP download near the top of the README from Oculus that I was missing. This ZIP is in addition to the two required ZIP downloads from Unreal found further down.
- artyom17Expert ProtegeClarifying access to UE4 integration:
1) To access UE4 integration for July QA from our "Downloads" section you must be a 'full licensee' of UE4 (not github-$19-subscriber. If you are, and if you still doesn't see the download link, please shoot an email to 'support@oculus.com'.
2) To access the github branch you must be a subscriber AND you must log into github (thanks jzer0 !). - artyom17Expert Protege
"Wollan" wrote:
For devs (like me) whom are based on the official UE 4.3.1 code branch (not Oculus fork)... what's my options?
You may just get the Oculus branch and merge with yours (in the case if you've done any changes in core UE4 source files). I actually can provide a patch of changes (we provide it for "full licensees" anyway), that should simplify the merge, I assume. - AnonymousNot applicableDoes this work for UE4.4 preview too, or only UE4.3.1 ?
- KelvinNZHonored GuestThis is all such an effort to get a project compiled. Really want to know when official integration is going to happen.
- artyom17Expert ProtegeNo, it is not available for 4.4 preview yet. We are working with Epic guys to make it happen 'out of the box' for 4.4 (w/o necessity of using our custom integration).
- karrtoonExpert Protege
"artyom17" wrote:
Clarifying access to UE4 integration:
1) To access UE4 integration for July QA from our "Downloads" section you must be a 'full licensee' of UE4 (not github-$19-subscriber. If you are, and if you still doesn't see the download link, please shoot an email to 'support@oculus.com'.
2) To access the github branch you must be a subscriber AND you must log into github (thanks jzer0 !).
I'm still pretty confused. I did not see any July QA on the downloads or documentation page. I do not see any github links anywhere. The UE4 update is nowhere to be found, I am a subscriber for UE4 at the $19 a month. Is there anything else I need? Searched google still found nothing.
I was able to get everything working with the old oculus cam driver and disabling the Oculus services, but would prefer to use this update.
Edit: Nevermind, I logged into the github first which I think came with my UE4 subscription, then clicked on the link from first post and was able to download. My fault.
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