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Up and Coming
August 19, 2013

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:


  • 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!
    This topic has been closed for replies.

    12 replies

    Up and Coming
    September 18, 2013
    HappyHimitsu, don't worry about having a full plate should you need to eat them words, I'll be right there with you getting my fill. Bring some yummy sauce.

    Btw, I'm just now evaluating Unity due to this issue regarding UDK and maybe I've missed something, what has you irked about Unity?
    Up and Coming
    September 18, 2013
    "unity2k" wrote:
    HappyHimitsu, don't worry about having a full plate should you need to eat them words, I'll be right there with you getting my fill. Bring some yummy sauce.
    Nice to hear your on board buddy.
    "unity2k" wrote:
    Btw, I'm just now evaluating Unity due to this issue regarding UDK and maybe I've missed something, what has you irked about Unity?


    The Unity 'irking' is related to the fact that after 125 hours of trial you either pony up the cash for a pro license or you're boned. The Unity implementation is pro availability only. A lot of these early indie developers can't afford the $1500 so it's just another way to screw the smaller guys and keep them on the bottom of the pile. (but it is of course an insidious ploy to try to get as many of them to purchase the upgrades as possible.)

    Oculus is built on the backs of the indie community, and yet as you have mentioned, they have relegated us to beta testing and market research so the bigger developers can leverage what we have gained them and leave us at the bottom with the other small guys.

    I am hoping we hear back from BlackFang soon, it worries me that he hasn't bothered to post an update in regards to what he has been working on or another comment either here or on his youtube account, neither has he responded to my PM.
    “If you are willing to look at another person’s behavior toward you as a reflection of the state of their relationship with themselves rather than a statement about your value as a person, then you will, over a period of time cease to react at all.” (~I really gotta remember this shiz~) ― Yogi Bhajan