Unreal Development
Recently active
I'm trying to create a mixed reality trailer for my game using Unreal Engine 4.17.1 (Oculus GitHub branch)My monitor is only 1440 x 900 so when the split window is rendered each of the two windows are only small. (720 width)I've tried to make this better by using NVidia's DSR to increase the effective resolution to 2880 x 1800.In Unreal I'm setting the width per view to 1440x810.When I perform a screen grab or OBS recording, it captures the screen as 2880x1800 so that seems fine.However, it looks like the camera is using a low res texture (maybe about 720 width) and simply upsampling to fill my captured resolution. Will this be better if I use a proper hi-res monitor rather than DSR or is the texture size fixed internally somewhere to only use a small size?I've come across these devices to create a dummy hi-res monitor, but don't know if it will make a difference:https://www.amazon.co.uk/FREEGENE-Displayport-Emulator-Headless-4096x2160-Black/dp/B0747HC25C/ref=sr_1_1?ie=UTF8&qid=150
Hi all,The default behavior for Rift when the user removes the headset is for the Mirror monitor to display a black screen and for the audio to cut out (with Unreal). I understand that the screen cuts off inside the HMD to avoid burn-in.Is it possible to disable this behavior in unreal engine, so that if the user removes the HMD, audio + video will still be displayed on the external "mirror" monitor?This is for live demo situations with multiple users. The player's experience is output to an external monitor. Having the video/audio cut out when a player removes the headset is very jarring. Would appreciate any assistance!!So far I have tried:Temporarily switching to mirror mode "0" when the headset is removed - this leaves vision on the screen but it's frozen and wont update (Mirror mode 0 also shows the 2 eyes which doesn't look great). The audio also is still cut off in this method.Sticking sticky tape over the Headset's proximity sensor. This is a last resort - I am using the p
I am trying to detect that the oculus was removed so that I can reset my VR demo. The idea is that if the demo is idle for a certain period and the headset is not on, it resets.I tinkered around in the blueprints for a while and couldn't come up with anything.
Hello Everyone,I'm trying to make multiplayer in Unreal Engine 4.15 and to implement Oculus Avatars as an representation of players.Problem I'm having is that the client doesn't see avatars at all and movement of all avatars is copied from avatar possessed by server (server sees all avatars). I have managed to get personalized avatars from oculus platform for server and client player characters but still movement is copied from server and clients can not see avatars at all.Hierarchy looks like this: I have player character blueprint that manages player movement and all interactions. This Player Character has child actor added as component of localAvatar class which is copied from AvatarSample project shared by Oculus.Here is how I have set replication for child actor component:I tried to set different replication methods for event that initializes avatars but I couldn't get the desired effect. When I changed replication method of initializePlayerAvatar to replic
I've been banging my head against the wall on this one. We recently released a game on SteamVR and are currently trying to port to Oculus. Everything works great, however when I try to upload to the Oculus store, it gives me errors saying my package contains a number of DLLs that Oculus doesn't like. The thing is, I have disabled just about ever plugin in my project and Unreal still builds a package with these DLL files. If I manually delete them, the app won't run either (it just spits out an Unreal crash log). The DLLs include Physx, Ogg, Vorbis, and a couple others. I would absolutely love to get this solved so I can publish to Oculus!
Anyone knows why I cannot get anymore the input from the Oculus Remote to be recognized in UE4 4.17.1 with OVRPlugin 1.15.0? It used to work properly in GamePad emulation mode (default behavior) with previous UE4 versions, but now it is no longer recognized.I know the remote works properly because the Oculus button takes me back to the Oculus activity screen, but none of the other buttons seems to be properly recognized from within Unreal.We have mission critical applications requiring someone else to operate the remote while the player is in VR so it is crucial that we can solve this. Thanks!Marco. EDIT: by the way, I have the same with the OVRPlugin 1.17.0 and 1.18.0 (editor built from the Oculus branch on GitHub).EDIT2: I just tested our released applications on 4.15 and they still work properly with the Oculus Remote, so this is something 4.17 (and possibly 4.16) specific. Has nothing to do with the Oculus service but seems to be UE4 related. Help anyone?
We tried adding a loading screen to our Gear VR application by following the Unreal documentation here - https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-loading-screens/But it's not correct. Not even close. It looks like this feature has been updated to support multiple loading screen textures. Can we get this example config updated? [Oculus.Splash.Settings]TexturePath=/Game/LoadingIconTexture.LoadingIconTextureDistanceInMeters=X=6.0 Y=0.0 Z=0.0SizeInMeters=X=0.25 Y=0.25RotationDeltaInDegrees=1.0RotationAxis=X=0.0 Y=0.0 Z=1.0
Hi,I'm developing a GearVR application using Unreal Engine 4.17.1, and I'd like to know the default state of the queue-ahead behaviour between CPU and GPU.I tried to use the console command vr.oculus.EnableQueueAhead, described in UE4-Oculus.txt as "Enable full-frame queue ahead for rendering on GearVR" but it doesn't seem to do anything. Looking at the source code for the Oculus plugin, it seems that the implementation for this command is missing from OculusHMD_ConsoleCommands.cpp.Has anybody had any luck with using queue ahead on GearVR?Thanks,Julien
Hi!There is an Oculus requirement when submitting a build for Rift that is the 'Oculus Home Button Re-Orient' feature. There are several button combinations that can 're-orient' the playing area, but one of them is described as follows:'Push down on BOTH the Left Touch Menu Button and Right Touch Oculus Home Button'.I can handle the 'Left Touch Menu Button' with no problem, but, as far as I know, the 'Right Touch Oculus Home Button' is a reserved one in unreal, and its input is not exposed, or can not be handled. In fact, the default behavior when pressing that button, is to display the 'Oculus Universal Menu', which is a perfect default behaviour, but I can`t find a way to intercept it...Does anyone know how to deal with that problem? Is there any way to intercept the 'Right Touch Oculus Home Button' input?Thanks in advance.Iñaki.
I'm on UE 4.17 - Oculus's Fork - https://github.com/oculus-vr/unrealengineI've gotten monoscopic 360 video playback functional on the Gear VR, Samsung Galaxy S7, by following this thread - https://forums.unrealengine.com/deve...ideo-playback=But when I try to play a stereoscopic 360 video, it stutters whenever I move my head. When stationary, video is smooth as can be. This problem does not happen in the editor.Changing the resolution, bit rate, fps, and codec of the video seems to have no effect. The jitter is still there. Anyone have any ideas what might be causing this?
Double post. Sorry.
Hello,I am currently spending some time looking at my games' performance and optimizing both cpu and gpu based areas.One thing that is currently driving me crazy is this SlateUI item from the GPU profiler output.I am testing this with a packaged/cooked version of my Unreal game. I am not using any slatey 2d ui things.When I test the same build in 2d desktop mode I don't even get a SlateUI item in the list.It seems to just happen when rendering to the Rift.Here's an example output,[2017.08.11-23.18.47:140][391]LogRHI: 38.1% 3.86ms SlateUI 1 draws 2 prims 4 vertsSo since it seems to be VR only related I was hoping someone here know what causes this and how I can get rid of it.It's way too many ms from the 11ms budget.CheersFred
Hello,Here is how I use stereo layer to render high quality text using UMG 3D Widgets. The problem is, that it doesn't disappear when I destroy the actor containing the stereo layer. I can confirm this happens on Gear VR. Also if you wait about a minute, stereo layer will be garbage collected and not rendered anymore. Here's my Blueprint showing what I've done and also how I've tried to stop the rendering of stereo layer content. None of them worked.Here's the code of destroying stereo layer component.You may check that only Steam VR implements IStereoLayers, so I wonder how Gear VR layers should be destroyed. Looks like this functionality is missing. Please help.
I am using blueprint to achieve this, also checked the plugin which called "Online Subsystem Oculus"But there is nothing happened by using those two blueprints. My game is in Oculus Store for GearVR now, called "ElectroBeats".I want people can submit records by use their Oculus ID.
We are using Unreal Engine 4.15 for our last game and when in-game we have set to be using only unlit render mode.Some of our Beta user told us that the game do not show render properly on the S8 (with Snapdragon 835). In fact, it is just playing the sounds ans showing the Stereo Layers.We tested on S6,S7 and S8 (Exynyos) and it works perfectly, but this is a no deal to release the game.Currently we are updating the game to 4.17, mainly to be possible to use the GearVR Controller in the Unreal branch, but we are not sure if this will fix this problem.Nobody is have the same issue?
I just noticed that if I take off Gear VR, the app/game still keeps rolling. Is it possible to detect whether Gear VR was taken off / put on and then somehow (how?) pause/unpause the game/app ? (looking for Blueprint solution)Thanks
How do I get those fancy blue hands with anims from Oculus Home and use them in UE4 for my app ?Thanks
Hi allI will know if someone have got this bug. Beetwen 4.16 and 4.17 in my app gearvr there are z-fighting or stitching. In 4.16 all it s good but not in 4.17. I think i must check or enable something for the view or multi view to gear vr.Thanks to the help :)
After the last update of Oculus software / services (or next to the last) I noticed that going into Global menu (long press on the Back button) and coming back into the app/game restarts the app, instead of going to the moment where one left to the Global menu. Not only Oculus restarts my app, it also experiences crashes in various services. One time it even got stuck running my app outside of Gear VR and nothing I could do to restart my phone or exit the app (had to put it back into Gear VR and do some black magic to be able to quit).Using UE 4.16.2, Galaxy S6 and Android 6.0.1.Has anyone experienced such issue?P.S. Got a report from someone with S7 on Android 7.0 that same issue happens even with short press of Back button (when running distribution release build from Release Channels). In both instances Oculus restarts UE4 apps on Gear VR.
I use ue4.17 with vulkan mode to load my VR project. When I preview the game scene in VR, Oculus runtime doesn't respond it.
Is there a way of retrieving the latest version number available in the store? I'm not seeing any API for that...
I am developing a VR roller coaster using UE4 and Oculus. It is to wear the Oculus by taking the actual roller coaster rail. However, there is a problem that the camera of the contents moves up and down in the course of climbing the actual roller coaster rails. The sensor is attached to the roller coaster vehicle and is firmly fixed.Does anyone know the solution?
Hi everyone,I'd like to use GearVR Controller with application I develop (Unreal Engine). I don't want to use GearVR headset. Just standard fullscreen rendering on smartphone's display, android TV, or monitor through HDMI output on android computer. Controller works in VR mode on headset. When I disable VR in Unreal Engine's project settings it stops working.Any clue? Is it possible at all to use that particular controller not in VR mode? Maybe I can leave VR mode enabled and somehow force rendering to "normal" (not stereoscopic, eye separated, disabled headset detection)Thanks for help in advance!Kyehoo
Hello,We are working on a project where we want to use the Oculus Camera to track the touch controllers, However. the camera will not be able to see the headset, we are going to mount the camera on the headset pointing outward to track the touch controllers. We need the positions of the touch controllers in the reference frame of the Tracking Camera. It appears that the Oculus SDK/UE4 integration seems to assume you always give the position relative to the headset. Is there any way to get the raw sensor data before the positions and orientations of the Touch Controllers are converted to headset-relative values?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.