Skip to main content
Inspiring
January 26, 2017

[Gear VR] Missing BP nodes ?

I just saw this post https://forums.unrealengine.com/showthread.php?135024-Unable-to-Access-Gear-VR-in-Blueprint-Nodes referring to these nodes: https://developer3.oculus.com/documentation/game-engines/latest/concepts/unreal-blueprints/

I have not seen those nodes either :(

Sounds like a bug. 
This topic has been closed for replies.

15 replies

Inspiring
February 3, 2017
Bumping this question as I want to know about these missing BP nodes as well!
Participant
February 3, 2017
Hey everyone!
Those blueprints are available (should be available?) in the level blueprints, if the GearVR plugin is enabled. For those of you that are using the source version of UE4, a sure way to know if they're in your build is to check for the GearVRFunctionLibrary.h file, defining those blueprints.

The blueprints should look like this in the Editor, and should be there in 4.14 and 4.15 (even previews). Are you not seeing them?


Thanks!
motorsepAuthor
Inspiring
February 3, 2017
@rpalandri Sorry, but I don't see those in 4.14.3 launcher version. Neither in level BP, nor in Actors BP :(

GearVR plugin is enabled.
Inspiring
February 3, 2017
Same. I have found them in the Oculus branch, though. But they are not showing up in Epic's official releases.
Participant
February 3, 2017
Interesting. I'll mention that to them, thanks a lot. 

In the meantime, those blueprint match C++ functions in the plugin, if you want to get them there. I'll try to get the blueprints shipped as soon as possible.
Inspiring
February 3, 2017
We have used the C++ functions, in our specific case it has more than doubled the time before overheating :smiley:
Participant
February 3, 2017
Alrighty so, for the people running source builds of 4.14/4.15, the issue is contained in GearVR.uplugin file. Instead of having "WhitelistPlatforms" : ["Android"], you need "WhitelistPlatforms" : [ "Android", "Win64", "Win32" ]

That should fix the blueprint issues. Will get that corrected on main ASAP.


motorsepAuthor
Inspiring
February 3, 2017

rpalandri said:

Alrighty so, for the people running source builds of 4.14/4.15, the issue is contained in GearVR.uplugin file. Instead of having "WhitelistPlatforms" : ["Android"], you need "WhitelistPlatforms" : [ "Android", "Win64", "Win32" ]

That should fix the blueprint issues. Will get that corrected on main ASAP.




What about people who run launcher version of UE4 ?
Participant
February 3, 2017
The SI versions that you download on the oculus github are already functional. 
If you use the source version of UE4 main releases, the fix is the one I mentioned above.
For binary launcher, that will get fixed when epic takes the change ;)
motorsepAuthor
Inspiring
February 3, 2017

rpalandri said:

The SI versions that you download on the oculus github are already functional. 
If you use the source version of UE4 main releases, the fix is the one I mentioned above.
For binary launcher, that will get fixed when epic takes the change ;)


Can't I just edit GearVR.uplugin file for binary version ?