Is it possible to deactivate Oculus sleep mode when removing HMD in Unreal builds?
Hello everyone! My team and me are working on a VR game. My game goes like: -The experience START when HMD detecting a player wearing it. -The experience STOP when HMD detecting nobody wearing it -then ***screensaver Mirrored on screen*** with the VR still activated (Working in Unreal Preview). We are using the proximity sensor of the Oculus to know when changing the level. (So it is impossible to just Tape the sensor to solve the issue). THE PROBLEM: The Oculus Rift in standalone builds, for performance issues or something, will not render camera when not weared, and then will not mirror any images on screen, making the screensaver full black. Is there any option, or modifiable SDK code to prevent Oculus to stop render? Thank you!5.9KViews0likes13CommentsBeginner question on Input button press actions...
In unreal engine... I have been looking into this for the past couple of days (I promise i have not lazely come straight to a forum with the first problem i came across). The Doll in this image has an animation which begins to cycle when you press play. (It spins, animated in blender). My current ambition is to point at it and get it to play animation with a button press, In an ideal world i would be able to pause and resume the animation too. I Have looked into animation montages (even made one), I have viewed and read up on various "Play on button press tutorials" But i cant seem to get it. I would GREATLY appreciate some advice on this. If you have done something like this or could help in any way please enlighten me. Im having a very hard time with this. Is there a fairly standard BP layout ? Thank you for taking the time to read this!386Views0likes0CommentsMust exist and contain a DefaultEnginie.ini
I'm doing an UE4 Project for the Rift that works as expected after packaging for win64 however after its been uploaded to Oculus I get this message and the VR environment won't open. iv tried moving the DefaultEngine.ini file into stated location on my computer and also into the post packaging project files but get the same error. iv also made sure there are no spaces in my project name. First time trying to upload to Oculus so may be easy fix but i can't think of what to try next, or find anything els online. any ideas?915Views0likes1CommentDetecting which controllers are plugged in
I'm currently working on detecting plugged in controllers for Oculus Rift and also for Oculus GO. Here is function that I've come up with: (it's added to the OculusInput.cpp) FString FOculusInput::GetPluggedControllerName() { FString ControllerType = "None"; ovrpControllerState4 OvrpControllerState; if (OVRP_SUCCESS(ovrp_GetControllerState4(ovrpController_Active, &OvrpControllerState))) { switch (OvrpControllerState.ConnectedControllerTypes) { case ovrpController_Touch: ControllerType = "Oculus_touch"; break; case ovrpController_Gamepad: ControllerType = "Gamepad"; break; default: ControllerType = "Default"; GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, FString::FromInt(OvrpControllerState.ConnectedControllerTypes)); break; } } return ControllerType; } It works well when i have only one of them plugged in, it will never work if i have both touch and gamepad plugged in my pc. My queston is if it's there any way to split that? Do i have to just check those hexadecimal values before? Also how can i detect if it's Oculus GO controller?680Views0likes1Comment[Dev log] Journey to bring our VR game Ganbatte to the Oculus platform
Hey fellow VR devs, This discussion forum topic is about our journey to bring our VR game Ganbatte to the Oculus store. This first post is the start! I'm Thomas and I run a small VR indie studio called Mimicry. We've just launched our very first Steam release (in Early Access), the VR sushi eating game "Ganbatte"! Ganbatte is a little, family friendly, cheeky VR game, aimed at a younger audience, suitable for when you own a VR headset and you have friends or family visiting that you want to introduce VR to. It's easy to pick up and play and especially fun in 4 player multiplayer (but it has bots too). We have built an early access version using UE4, where we use the Steam SDK to enable 4 player VR multiplayer. We'll be improving and expanding the game based on feedback from the Steam community and aim to hit the Oculus store with a polished, fun and high quality title this summer. It's our goal to, in the coming months, work to bring Ganbatte to the Oculus Store and integrate with the Oculus Platform SDK to enable multiplayer, and make use of leaderboard, achievements and other features. To enable that, we've just signed up for Oculus Start. Thanks for reading and please check back later as we'll be posting more updates about our journey to bring Ganbatte to the Oculus platform! Cheers!519Views1like0Comments