New UE version: 5.0. As a few times before, I think its useful to put
the changes / issues in one topic for an easy overview and to reduce
wasting time trying to solve (known) issues. Official changelog here
New UE version 4.27.0 - As before, I think its useful to put the changes
/ issues in one topic for an easy overview and to reduce wasting time
trying to solve (known) issues. 210821 Just started testing so a short
list:- The official GPU lightmass is...
Is it me or is Unity more active in doing VR and/or getting more support
for making VR with Oculus?- hand tracking code for Quest since december
2019. Eta for Unreal?- a VR course by Oculus & Unity -
New UE version 4.25 - some changes / issues. Lets put them in one topic
for an easy overview and catching up.. 4.25.0 preview 1- Too bad, the
new Epic-GPU lightmass plugin is not in this version. Target might be
4.26 (if you build the dev branch you ...
Maybe have a look at the Oculus Examples on Github (you need to make a
github account). You'll find a locomotion example project with all kinds
of locomotion options - also one with swinging arms. The same principle
can be applied to head movement I ...
A 45 minute 2020 video interview by Tested with the devs of ILMxLAB
talking about the making of Vader Immortal. Made in Unreal Engine, some
tech info (model kits / texture / lighting) from 14m30 to
Three blinking dots could be many things. Are you using OpenXR or the
Oculus plugin? Which Unreal version? From launcher or build from Github?
Most easy would be to just copy (and edit) the settings of a VR project
that actually launches on the Quest...