Forum Discussion
cybereality
9 years agoGrand Champion
Unreal Engine 4 Integration 1.7.0 Released
Unreal Engine 4 Integration
Unreal provides built-in support for Oculus Rift and Gear VR development on Windows.
Unreal apps run on the Oculus platform automatically apply stereoscopic rendering to the main camera as well as positional and orientation tracking for the Rift, or orientation tracking for Gear VR.
For more information on downloading and using the Oculus Unreal integration, please seeUnreal Introduction.
Online Subsystems
Several features of the Oculus Platform SDK may be accessed through the Unreal Online Subsystems interface:
- Achievements
- Rooms
- Matchmaking
- Identity
- Entitlements
- P2P networking
- Friends leaderboards
Not all functionality of these features is available through the Online Subsystems interface. Developers who need unsupported features should use the Oculus Platform Plugin available with our Platform SDK.
Online Subsystems access is available in the following ways:
- Oculus Platform SDK v. 1.6 and 1.7 include a standalone OSS plugin (Rift only)
- Epic GitHub: 4.13.0-preview-2 includes OSS support (Rift and Gear VR)
- Oculus GitHub: oculus-4.12.5-release-1.7.0 and oculus-4.13.0-preview-2-1.7.0 includes OSS support (Rift and Gear VR)
For more information on Unreal Subsystems, see Epic’s Online Subsystems Overview.
New Features
- Added adaptive viewport scaling, which automatically changes pixel density based on resource availability, with configurable min/max. See Unreal Console Commands for details. (Rift only)
- Added Oculus Platform SDK support to mobile VR applications.
- Added Blueprint for Oculus Platform entitlement checks (available in SI 1.6).
- A subset of Oculus Platform features are now available through the Unreal Online Subsystems interface.
- Added cylinder TimeWarp overlay support (Gear VR only) for UI components, etc. For more information, see VR Compositor Layers.
- Added ability develop using GearVR plugin and Mobile renderer on the PC using the Oculus Rift. To use, disable OculusRift and SteamVR plugins for your project, and add -OpenGL-FeatureLevelES2 to your command line.
API Changes
- Added Cylinder layer type to FHMDLayerDesc in HeadMountedDisplayCommon.h.
- In IInputInterface.h, FHapticFeedbackBuffer uint8* RawData was changed to TArray RawData, and uint8 *CurrentPtr; was changed to uint32 CurrentPtr.
- IInputInterface::SetHapticFeedbackBuffer was removed and HapticBuffer was added to FHapticFeedbackValues::FHapticFeedbackBuffer* HapticBuffer. You should now use IInputInterface::SetHapticFeedbackValues, whether you are using a buffer or not.
- APlayerController::SetHatpicsByValue calls to Oculus Touch are now limited to 30 per second due to performance issues. Additional calls with a value other than zero (i.e., stop commands) are discarded upon receipt.
Known Issues
- UE4.12 and 4.13 in Oculus GitHub repository: A significant drop in framerate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background inEdit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance.
- Stereo Layer Position Type: World Locked is not currently supported for cylinder overlays.
17 Replies
Replies have been turned off for this discussion
- AnonymousThis update sounds really great to finally get some of these Oculus Platform features on gearvr!! :)
A question though - when stating:- A subset of Oculus Platform features are now available through the Unreal Online Subsystems interface.
I'm particularly interested in:- P2P networking
- Friends leaderboards
Additionally if I try to package for gearvr with the Oculus Subsystem plugin enabled in 4.13 Preview 2 I get the following build fail:
https://answers.unrealengine.com/questions/469285/gearvr-building-with-online-subsystem-oculus-plugi.html - brian_jewExpert Protege>Which features are available now exactly? And which are exposed to blueprints?
This is what the map to:- Achievements -> OnlineAchievementsInterfaceOculus
- Rooms -> OnlineSessionInterfaceOculus
- Matchmaking -> OnlineSessionInterfaceOculus
- Identity -> OnlineIdentityOculus
- Entitlements -> OnlineIdentityOculus
- P2P networking -> OculusNetDriver
- Friends leaderboards -> OnlineLeaderboardInterfaceOculus
> Can the P2P networking be done over the same "create session" and "join session" nodes as per other UE4 online subsystems? and same for the leaderboard feature - simply using the "show leaderboard" node?
I don't think that's exposed right now through the blueprint nodes. I have to double check on this, but last time I looked the create session / join sessions worked by finding sessions before joining. However, our rooms system works by invites and that part isn't exposed to blueprints. So you would be able to create sessions, but not find them to join them through the nodes.
Leaderboards through blueprints should work in the next update when we add regular leaderboards (not just leaderboards showing only friends) to the OSS. Right now I think that's the only kind of leaderboard exposed through the blueprints.
>Additionally if I try to package for gearvr with the Oculus Subsystem plugin enabled in 4.13 Preview 2 I get the following build fail
Looking into this - Anonymoushmmm according to Epic gearvr is not supported at the moment:
https://answers.unrealengine.com/questions/469285/gearvr-building-with-online-subsystem-oculus-plugi.html
major bummer - but if the multiplayer aspects are not exposed to blueprints we would not have been ready to use it yet anyway :( - bazhuadyeuHonored Guestsorry for some newbie questions:
1.does this mean now i can use blueprint nodes such as "Write Achievement Progress" and “Write Leaderboard Integer” to update Achievements and Leaderboards that i created in the Oculus Platform by using 4.13 Preview 2?
2.do i need to install "Oculus Platform Plugin" anymore? - AnonymousAdditional query as well as the two posts above:
Will this also support Voice Chat when connected P2P? If so how is it done (can it be done over blueprints?) and if not is that a planned feature of the SDK in the near future?
Thanks in advance for the info! - brian_jewExpert Protege
aussieburgerVR said:
hmmm according to Epic gearvr is not supported at the moment:
https://answers.unrealengine.com/questions/469285/gearvr-building-with-online-subsystem-oculus-plugi.html
major bummer - but if the multiplayer aspects are not exposed to blueprints we would not have been ready to use it yet anyway :(
I was working with Epic about this. It unfortunately did not get into 4.13 Preview 2. We did get it merged into their github, so if you build the engine from source it'll be available there.
bazhuadyeu said:
sorry for some newbie questions:
1.does this mean now i can use blueprint nodes such as "Write Achievement Progress" and “Write Leaderboard Integer” to update Achievements and Leaderboards that i created in the Oculus Platform by using 4.13 Preview 2?
2.do i need to install "Oculus Platform Plugin" anymore?
1) It would work for simple achievements, count achievements if you pass in integers, bitfield achievements if you pass in ints or strings
2) If you are on 4.13 or later you don't need to install it anymore
aussieburgerVR said:
Additional query as well as the two posts above:
Will this also support Voice Chat when connected P2P? If so how is it done (can it be done over blueprints?) and if not is that a planned feature of the SDK in the near future?
Thanks in advance for the info!
Voice Chat through the OSS currently isn't supported, but it is a feature we plan to integrate. Currently it is available through the native c sdk - fengkanExplorerEvery time I click the download button on this page,
https://developer3.oculus.com/downloads/game-engines/1.7.0/Unreal_Engine_4_Integration/
I am redirected to
https://developer3.oculus.com/documentation/game-engines/latest/concepts/unreal-engine/
How can I download the SDK? - zenshinExplorerHi Fengkan, thanks for your comments. Redirection to the intro page is the expected action when clicking on the Download link, as our Unreal integration ships with the engine itself and there is no external SDK per se. The engine is available as binary or source from several locations, and the details are laid out in the page you're redirected to.
We do briefly mention that in the Unreal release notes and download page, but I agree it should be clearer and more prominent - I'll make an update with future releases that will highlight this a bit better.
Thanks also for the dead link callout - I'll fix that. The link should point to this address:
https://developer.oculus.com/documentation/platform/latest/concepts/dg-core-content/#dg-cc-entitlements - motorsepStart PartnerIt looks like UE 4.13 is coming with 1.6 SDK :(
Any idea when Epic puts 1.7 in ? (I hope not in 4.14 o.O cuz that would be awful a lot of waiting)
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
- 1 month ago