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December 3, 2014

How to disable the vignette effect in UE4.6 ?

The new UE 4.6 is now using the 0.4.3 SDK and that means the vignette effect is being used when compiling your UE4 game.
How do I disable the vignette? I prefer to have the full FOV.
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    8 replies

    Up and Coming
    December 3, 2014
    You can edit the Engine\Plugins\Runtime\OculusRift\Source\OculusRift\Private\OculusRiftHMD.cpp file. Search for the
    'ovrDistortionCap_Vignette' and remove it from the bitmask.

    We are releasing UE4.5 and UE4.6 integrations with 0.4.4 SDK this week (available through our Downloads or github https://github.com/Oculus-VR/UnrealEngine (actually, 4.5.1 + 0.4.4 is already on the github). 0.4.4 has much smaller vignetting, so you might be satisfied with it w/o removing the flag 'ovrDistortionCap_Vignette'.
    December 4, 2014
    I don't have a folder named private in:
    C:\Program Files\Unreal Engine\4.6\Engine\Plugins\Runtime\OculusRift\Source\OculusRift
    only a public folder and it does not contain any cpp files
    Up and Coming
    December 5, 2014
    Hmm.... Do you have full source code access?
    Anyway, UE4 4.6.0 + 0.4.4 SDK is just published (https://github.com/Oculus-VR/UnrealEngine/tree/4.6), it has much less vignetting.
    Up and Coming
    December 5, 2014
    Hi I was reading through the commit logs and was curious about this one:

    Integrating Editor changes to support 'VR Preview' mode.

    What is VR Preview mode?
    December 5, 2014
    "artyom17" wrote:
    Hmm.... Do you have full source code access?
    Anyway, UE4 4.6.0 + 0.4.4 SDK is just published (https://github.com/Oculus-VR/UnrealEngine/tree/4.6), it has much less vignetting.


    I've just downloaded that now, build the complete code in vs2013 and launched the newly build ue4editor.exe. I then loaded my game and UE4 asked me to convert it to the new version.
    After the conversion everything looked right. Vignette effect is gone or at least much less pronounced. I also have the OculusRiftHMD.cpp file now.

    But if I type OVRversion in the console I get the following log entry:
    Cmd: ovrversion
    4.6.0-0+UE4, LibOVR: 0.4.3, built Dec 5 2014, 17:27:38

    I was expecting it would say 0.4.4.
    Am I doing something wrong here. Or is the Github you linked to not for SDK 0.4.4 but 0.4.3 ?
    Up and Coming
    December 5, 2014
    "tmek" wrote:
    Hi I was reading through the commit logs and was curious about this one:

    Integrating Editor changes to support 'VR Preview' mode.

    What is VR Preview mode?


    Added a new preview mode in the Editor to play the map in Oculus Rift (stereo rendering). Previously, to test your map in the Rift you had to use 'Standalone game' mode.
    Up and Coming
    December 5, 2014
    "rickdangerous" wrote:

    But if I type OVRversion in the console I get the following log entry:
    Cmd: ovrversion
    4.6.0-0+UE4, LibOVR: 0.4.3, built Dec 5 2014, 17:27:38

    I was expecting it would say 0.4.4.
    Am I doing something wrong here. Or is the Github you linked to not for SDK 0.4.4 but 0.4.3 ?


    Have you downloaded and unpacked the prerequisite file ovr_ue4_4.6.0_github_prereq_0.4.4.zip? You should do it after you ran Setup.bat. And then you must rebuild everything.
    December 6, 2014
    "artyom17" wrote:

    Have you downloaded and unpacked the prerequisite file ovr_ue4_4.6.0_github_prereq_0.4.4.zip? You should do it after you ran Setup.bat. And then you must rebuild everything.


    Ok. I started all over and now it's using 0.4.4 SDK :D
    My game runs fine in editor but if I package the game I get a packaging error.
    The output log says:

    Packaging (Windows (32-bit)): ErrorReporter.Error: ERROR: AutomationTool error: No files found to deploy for C:\Users\Gamer\Desktop\UnrealEngine-4.6\Engine\Binaries\Win32 with wildcard UE4Game-Win32-Shipping.exe and exclusions
    Packaging (Windows (32-bit)): BuildCommand.Execute: ERROR: BUILD FAILED


    EDIT: never mind. It's working now. Not exactly sure why though. :D