0.2.4 UE3 (Feb 2013 QA) Integration is released
New UE3 (based on Feb 2013 QA) integration with Oculus SDK 0.2.4 is released.
New features:
Bug fixes:
New UDK version is coming soon!
New features:
- Integrated Oculus SDK 0.2.4
- Integrated Scaleform 4.2.24
- Added ResetMotionInput function (UnrealScript) to re-center user's view (including Scaleform and Bink movies)
- Added support for full screen GFx movies (previously didn't render correctly with Rift); added .ini parameters into [Engine.Oculus] section: bFullScreenGFxMovieFollowHmdRotation and FullScreenGFxMovieHmdExtraDepth
- Added Oculus user profiles support for Rift DK1, config utility program is located in Binaries/OculusConfigUtil
- Added 'motion on' / 'motion off' console commands to enable / disable motion tracking (for testing purposes)
- Added informational HUD (displaying actual yaw, pitch, roll, IPD, etc), toggled by 'ToggleHmdInfoHud' function (works in game only)
- Added USB hot plug/unplug support (for Rift and Latency tester); added Oculus.OnDeviceStatusChange event for UnrealScript (see Oculus.uc)
- Changed behavior of AddEyeHeight config value: now, by default, it is taken from user profiles (calculated based on user's height); can be overridden by a value from .ini file if bOverrideAddEyeHeight == True is specified in [Engine.Oculus] section
Bug fixes:
- Fixed a potential crash that could occur when bUpdateOnRT == true and LatencyTestCheckInput is called on render thread
- Fixed incorrect stereo in Canvas that occurred when DrawMaterialTile function is used
- Fixed wrong positioning of mouse cursor in UDK main menu
- Fixed 'Game Mode' and 'Map' menus, where blurred images were rendered incorrectly in Rift
- Disabled HMD warping if stereo is OFF
- Fixed default .ini files to contain correct values for Rift support
- Fixed several rendering issues in stereo mode with ScreenPercentage > 100%
- Various minor fixes and code cleanups
New UDK version is coming soon!
