[Go / Gear VR] Nodes 'Has Input Focus' and 'Get VR Focus State' not working as intended
Hello! I'm having trouble pausing the game using either 'Has Input Focus' or 'Get VR Focus State' blueprint node (and passing certification). I'm also using 'Has System Overlay Present' to check and pause the game if the Oculus overlay is displayed (which works fine). I've checked this on Unreal binary distribution 4.18 and 4.19. Current behaviour is that after about 10 seconds from removing the headset the game pauses but it does not pass certification so I assume there has to be abetter way or something is wrong? I was also looking at 'UnrealSample' from Oculus SDK but couldn't find anything related to pausing the game in that situation. Behaviour is implemented inside Game Mode blueprint, the actors that supposed to pause have the 'Tick Even if Paused' disabled. If anyone has some ideas or samples (blueprint or c++) that could show the working way to do this I will be very thankful. My implementation (also tried 'Get VR Focus State' in place of 'Has Input Focus'):Solved3.1KViews0likes7Comments[Gear VR] Throttling settings in Unreal Engine 4?
I'm having thermal issues and I did some digging and found out that apparently Oculus Mobile SDK allows one to underclock CPU and GPU in order to save power consumption and thus decrease overheat. Are these options available from Unreal Engine at all?728Views1like1Comment[Gear VR] situation with HISMCs and foliage tool - any upcoming changes ?
As you may know HISMCs (hierarchical instanced static mesh components) and foliage tool suck so badly on Gear VR that it defeats whole purpose of having instanced meshes in mobile VR (instead of decreasing drawcalls, they are ramping up with every new instance; culling per instance inside HISMC isn't working; no proper way to disable LOD switch dithering; etc.). It's impossible to build modular levels because of that. Do you happen to know if Epic is working on making sure those things work properly on Gear VR and if you do, is there an ETA? P.S. foliage tool can be used to scatter objects (rocks, props, etc) and not necessarily to be used for actual foliage, which isn't going to perform well on Gear VR anyway. Thanks beforehand637Views0likes1Comment[Gear VR] cheapest (performance wise) way to render a portal ?
I am wondering about rendering portals (like seen in Prey or Portal; one per view; no portal-inside-portal thing) in my project. I was told it will be prohibitively expensive. I am wondering if Oculus folks have a different perspective on how to go about it without having noticeable performance loss. Is such thing even possible ? If so, how ?! Thanks596Views0likes1Comment[Gear VR] Entitlement check with BP - how?
Reading through new rules for Gear VR developers I see that entitlement check is mandatory now. Reading through the rest of the docs here https://developer3.oculus.com/documentation/platform/1.7/concepts/pgsg-3-pw-platform-walkthrough/#pgsg-pw-e-unreal-ent I think that the docs are outdated, since Platform SDK is now included with UE4. The link above implies compiling engine from source. Isn't there a way to do entitlement check using BP nodes ? If so, how should it be done? Thanks beforehand1.7KViews0likes6CommentsMy Gear VR app failed testing - but I have no idea what's wrong.
Hi folks, my first submission to Oculus failed in spectacular fashion. Now there are of course bug notes provided. But none of these bear any resemblence to my own testing of the game on my Galaxy S6 in the Gear VR headset. For example all of the bug notes state that thegame simply dosen't run at all on their test devices and instead displays an Unreal logo. When I fire the app up on my device it works perfectly and I've never ever seen an Unreal Logo on mine. Any advice on how to even get to the same test conditions would be greatly appreciated. Cheers, Paul506Views0likes0Comments[Gear VR] Instanced Static Mesh component question
So I am still battling UE 4.13 and ISM. Regardless what Epic staff states, I don't believe ISM is supported in Gear VR. I used ISM actor with 8 instances of one of the Infinity Blade columns and I also simply duplicated those columns and merged meshes using Merge Actor tool. I put those 2 actors side by side (in a way that when one actor is fully in the view, close up, the other one is outside the FOV so it could be culled) and tested performance in-game on the device. When ISM actor is in the view, fps drops to 20 (that's besides the fact that ISM actor renders black on the device). When merged actor is in the view - no fps drop at all (and it gets rendered perfectly fine). @vrdaveb any idea if ISM is supported at all when doing VR rendering with ES2 path ? While ISM is more convenient than merged actors, I don't want to waste more time trying getting it to work on Gear VR. Thanks2.4KViews0likes11CommentsUnreal Project Performance on Gear VR
Hi everyone, i want develope an architecture project in Unreal for Gear VR with samsung galaxy note 4, im modeling in 3DMAX and my ask is, what is the poly limits? In unreal forum talk about 65k vertices, in other forums people talk about near 50k polys and others talk about 50k-100k polys. Someone can give me a hand?804Views0likes2Comments