Forum Discussion
DolloD
8 years agoProtege
Upgrading AvatarSamples from UE4 avatar beta to UE4.16
Hi There,
I am trying to use the Avatar SDK in UE4.16 downloaded and compiled from source from Oculus-VR on github and port my working code with this from 4.15.3 to 4.16. As a basic task I want to do this with the provided sample to isolate the Avatar SDK from any other problems I might have doing this. The download is from https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/ with the latest 1.14 version published on 5-2. After adding recommended updates to the C# files, the roadblock I am hitting seems to be with OvrAvatar.build.cs in the plugins\OvrAvatar\Source folder. In there it says
This throws the error
ERROR: Couldn't find module rules file for module 'OculusRift'
upon trying to open the project.
My first guess is that I need to choose module OculusVR that includes OculusRift and OculusInput, so attempting this again with
This throws the error
ERROR: Couldn't find module rules file for module 'OculusVR'
Not sure what I am missing here and if I'm better off waiting for Avatar code for 4.16 granted new code is going to be released some time soon in the case that I will run in to several other problems once I get through this one.
Thanks
I am trying to use the Avatar SDK in UE4.16 downloaded and compiled from source from Oculus-VR on github and port my working code with this from 4.15.3 to 4.16. As a basic task I want to do this with the provided sample to isolate the Avatar SDK from any other problems I might have doing this. The download is from https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/ with the latest 1.14 version published on 5-2. After adding recommended updates to the C# files, the roadblock I am hitting seems to be with OvrAvatar.build.cs in the plugins\OvrAvatar\Source folder. In there it says
PrivateIncludePathModuleNames.AddRange( new string[] { "OculusRift", // For IOculusRiftPlugin.h "OculusInput", // For IOculusInputPlugin.h "InputDevice", // For IInputDevice.h "HeadMountedDisplay", // For IMotionController.h "OnlineSubsystem" } );
This throws the error
ERROR: Couldn't find module rules file for module 'OculusRift'
upon trying to open the project.
My first guess is that I need to choose module OculusVR that includes OculusRift and OculusInput, so attempting this again with
PrivateIncludePathModuleNames.AddRange( new string[] {// "OculusRift", // For IOculusRiftPlugin.h// "OculusInput", // For IOculusInputPlugin.h "OculusVR",
"InputDevice", // For IInputDevice.h "HeadMountedDisplay", // For IMotionController.h "OnlineSubsystem" } );
This throws the error
ERROR: Couldn't find module rules file for module 'OculusVR'
Not sure what I am missing here and if I'm better off waiting for Avatar code for 4.16 granted new code is going to be released some time soon in the case that I will run in to several other problems once I get through this one.
Thanks
- Just to recap for anyone on this thread we stuck with UE4.15.3 and will wait for the dreadful day we are forced to upgrade UE4. Avatar SDK support for Unreal on Rift has remained at the same "beta" 4.15.3 for the past year and nonexistent on the Gear/Go. They did clarify on the UE4 Avatar page that it would not work on 4.16+
3 Replies
Replies have been turned off for this discussion
- lmcquadeExplorerTry using 'OculusHMD' as the module name. 'OculusVR' is the name of the plugin which contains the 'OculusHMD' and 'OculusInput' modules.
- DolloDProtegeThanks. that did get me further down the road. It looks like the Avatar plugin uses structs such as ovrHandPosef that are in OVR_CAPI.h however not supported (from what I can tell) in 4.16. There were others that I could get to by including VRAPI_Types.h and VRAPI_Input.h, however not knowing if this will link correctly.
- DolloDProtegeJust to recap for anyone on this thread we stuck with UE4.15.3 and will wait for the dreadful day we are forced to upgrade UE4. Avatar SDK support for Unreal on Rift has remained at the same "beta" 4.15.3 for the past year and nonexistent on the Gear/Go. They did clarify on the UE4 Avatar page that it would not work on 4.16+
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