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Hello,I am having problems with using stereo layers in Gear VR. I know that we're limited up to 3 stereo layers to use. From the picture below you can see red and green rectangles.I have 1 actor on the bottom (red one), which contains widget component (rotated by z axis 180 degree) and stereo layer component. The green one (widget + stereo layer with some offset) is attached to my pawn, and you can see 2 Text blocks. One is widget component, and another is stereo layer.Red stereo layer component does not render properly, and if fps drop happens, we can see something was rendering, but without opacity.My implementation is similar to this video, the only difference is that I've used World Locked as Stereo layer type for both red and green widgets.On the video he says that World Locked is not yet implemented feature, but from code it was for Steam VR.So my question is, How should I configure stereo layers and widgets properly?Out of curiosity, why we're limited up to 3 stereo la
Hi all, I'e followed all the tutorials and made sure i have my osig file in the correct place etc, ive even sideloaded and got the gearvr service into dev mode. No matter what i do, when i load my game then plug into gearvr oculus home opens up.. please please please can someone point me in the right direction.Thanks,
I finally got around to testing some of the Online Subsystem features offered by the Oculus platform but I'm able to get an export to build with that plugin enabled using 4.15 from the Oculus github branch: https://github.com/Oculus-VR/UnrealEngineHere's the error in the log:UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: [1/3] clang++.exe Module.OnlineSubsystemOculus.cpp [armv7-es2]UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: In file included from U:/UnrealEngine/GitHub/UnrealEngine-4.15-oculus/Engine/Plugins/Online/OnlineSubsystemOculus/Intermediate/Build/Android/GC/Development/OnlineSubsystemOculus/Module.OnlineSubsystemOculus.cpp:14:UATHelper: Packaging (Android (ETC2)): UnrealBuildTool: U:\UnrealEngine\GitHub\UnrealEngine-4.15-oculus\Engine\Plugins\Online\OnlineSubsystemOculus\Source\Private\OnlineSessionInterfaceOculus.cpp(343,9) : warning: declaration shadows a local variable [-Wshadow]UATHelper: Packaging (Android (ETC2)): UnrealBuildTool:
I had this amazing idea of changing the PD in runtime by getting how hot my device was getting when playing the game, but them I just got the sensation that it is impossible to change ScreenPercentage in runtime on the GearVR.Have anyone manage to do that?I changed r.screenpercentage, hmd.pd and all the other commands that I could find, but no one really did a thing.Well, after changing a lot of options on the DefaultEngine.ini I manage to change the screenPercentage, but that was a not the solution I wanted. In fact, if that could work it would be good for user to be able to keep playing for longer sessions, as well as to have people with their brand new S8 able to experiment better supersampling games :P.Can anyone give me a direction?Could PDAdaptive work? Never seen that thing work either on Oculus or Gear :smiley:
Hello,I am trying to get rid of some bad stutter on my character that happens on just one of my two dev PC's and strangely just the more powerful one.When I am moving the character I get some quite strong stutter that is not present when I play the same build on my much older machine. I have checked the stat command and they tell me I am under the 11ms limits with cpu and gpu.I am not running antyhing else on the stuttering machine. I just upgraded the nvidia driver. I'm running a gtx 1060.Strangely it's just the character skeleton mesh that is stuttering. Other meshes are not.I managed to remove the stutter by running the command 'stereo off' and taking input from the keyboard instead so this is why I think it might be Oculus related.Could it have to do with ATW/ASW? Is there a way to turn those off to test?EDIT: Hmmm...still not sure why the problem goes away after turning VR/stereo off. But I think I have isolated a node in my anim blueprint that introduced most of the j
Hello all. Im trying to publish an app to the oculus store, but every time i send it off they reject it because it fails the graphical test for the s7 edge, stating "Your app exhibits judder, which looks like stuttering of either the entire frame or objects within the scene."But it passes every other graphics test. And all other tests.Its a 3d game but everytime i test it on my s6 edge i see no problems.My sdk min and max are at 21 and my ndk is at 21. Could someone please shed some light on this for me if you could?
I just tried the Epic 4.16P1 binary and the splash screen no longer showsMy DefaultEngine.ini config:[Oculus.Splash.Settings]bAutoEnabled=TrueTexturePath=/Game/Textures/loadingScreen_gearvr.loadingScreen_gearvrDistanceInMeters==(X=1.0, Y=0.0, Z=0.0)SizeInMeters=(X=0.2, Y=0.2)what I see in the log:04-27 21:20:06.563: D/UE4(22846): [2017.04.27-19.20.06:580][ 0]LogInit:Display: Starting Game.04-27 21:20:06.563: D/UE4(22846): [2017.04.27-19.20.06:580][ 0]LogNet: Browse: /Game/FirstPersonBP/Maps/GameMap?Name=Player04-27 21:20:06.563: D/UE4(22846): [2017.04.27-19.20.06:580][ 0]LogLoadingSplash: Loading begins04-27 21:20:06.563: D/UE4(22846): [2017.04.27-19.20.06:581][ 0]LogHMD: FGearVRSplash::Hide04-27 21:20:06.563: D/UE4(22846): [2017.04.27-19.20.06:581][ 0]LogLoadingSplash: Loading texture for splash /Game/Textures/loadingScreen_gearvr.loadingScreen_gearvr...04-27 21:20:06.563: D/UE4(22846): LogStreaming:Error: Couldn't find file for package /Game/Textures/loadingScreen_gearvr request
I'm using 4.11 Unreal engine.I copied oculus plugin to the Plugins folder.And I edited DefaultEngine.iniI attached PrivateDependencyModuleNames.Add("OnlineSubsystem"); to the projectName.build.cs fileMyProjectName.build.csMyActor.hMyActor.cppLevelBluePrint I game toggled trigger and crashed.at this point. I don't know where is wrong.Help me please. thank you.
I got really confused about documentation.In here: https://developer3.oculus.com/documentation/game-engines/latest/concepts/unreal-multi-view/It says that Multi-View for Mobile only works with OpenGL ES 2.0, and that the 3.1 must be NOT selected.On Unreal Editor it says that to make Multi-View work you must select Open GL ES 3.1.The last update for Unreal (4.16-Preview 1) it has on the Release Notes:"The mobile multiview path now supports GearVR."That means that it never worked? It was working on the branch from Oculus? Which OpenGL we should use?Thanks,
dupe
I am wondering about how to set up UE4 project so that I could build for Gear VR and Rift without ever messing with project settings and Blueprints (to adjust it for each platform before building). Is it possible? How?Thanks
I am still digging around and I can't believe glow/bloom requires HDR on Gear VR when it was done with DX8 back in the days:http://www.gamasutra.com/view/feature/2107/realtime_glow.phpWhy isn't it possible to do glow/bloom the same way as in that article (without HDR) in UE4 ?
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.
Hello,While going through the submission process we are being told that the game fails to launch, specifically on Note 5 and Samsung S6 Edge. We are using Unreal Engine 4 and OpenGL ES 3.1.We have bought an S6 Edge this morning and we are comparing the logcat between the S6 (which works fine) and the S6 Edge which fails on launch.To our surprise this is what the S6 Edge logcat prints out:LogRHI: App is packaged for OpenGL ES 3.1 but device has not met all the requirements for ES 3.1 :LogRHI: Device has OpenGL ES 3.1 support: YESLogRHI: Floating point render target support: NOLogRHI: EXT_shader_io_blocks support: NOThis makes no sense to us. Why would a device that supports 3.1 not support it fully? How can the Edge version of the phone differ so widely? Also keep in mind this game runs ES 3.1 on a Note 4! This error message can’t possibly be correct!I’m inclined to believe that this is not the issue at all. Instead, I think it’s more likely that Unreal Engine is doing something wrong w
I can't find this information in any documentation.
Tethered allows the player to scale the world up and down. When scaled down the strength of the stereoscopic effect and feeling of looking a tiny model seems to be enhanced beyond what I've been able to achieve by setting world to meters scale.A couple of other games seem to have a stronger, almost tilt-shift-strength stereoscopic effect like this. I haven't been able to work out if it's been done by tweaking the engine or rendering options, or if it's a natural consequence of having a scene 'full' of artwork which just naturally leads to the effect being stronger.Does anyone have any insight into this aspect of VR design with UE4?
While testing monoscopic renderer through my blank project (my main project still crashes), I saw performance loss and unstable fps, along with issues rendering particles:https://www.youtube.com/watch?v=NGYu3_TqoUENote that it's exact same particle emitter I use in my actual project (standard GLES2, no experimental features used) and not only it's not clipping, it also has no effect on performance (and it's CPU particles).P.S. Please disregard flickering floor - it's just two overlapping floor meshes
Since I finally got 4.15.1 up and running with FMOD and my project seems to work as expected after upgrading to 4.15.1, I decided to give monoscopic renderer a spin.Sure enough right after level was loaded (streamed), the app crashed. Here is logcat:https://drive.google.com/open?id=0BwE6dxM0O2PsVHhlUmZUbjFnYlkGalaxy S6 Android 6.0.1 Exynos / MaliGear VR service VR Framework version 11.1.0 / VR service version MAIN / 2.6.65 / 266500000 03/15/2017, 3:09:47 AM(got bunch of updates earlier today)Let me know if I should also report it using submission form.
We're trying to just test the Oculus' provided UI for sending an invite to a friend, but this doesn't seem to be available via the Session interface in Unreal. Is there a way to do this or do we have to perform all of our work in native ovr_ land?
Still using 4.14.3 and after several recent updates to Oculus Home / Activities, I noticed that the spinning ring is no longer showing up when starting my Gear VR app.It's certainly not the engine, since it was working fine pre-GDC and ring would always show up as soon as I launched my app and plugged phone into Gear VR.Do I need to report this using bug report form ?
Is it possible to configure a gearvr splash screen via DefaultEngine.ini config?@Gunfire_JackH mentions here:https://forums.oculus.com/developer/discussion/50680/oculusriftsplash-using-deltarotation-causing-crashes-in-ue-v4-15"I've tried setting up the splash in blueprint using AddLoadingSplashScreen and by using the Oculus.Splash.Settings engine config"I could not find any documentation on setting the splash via the engine config like you can for daydream: https://developers.google.com/vr/unreal/daydream-in-unreal#additional_project_settingsOnly blueprint nodes and I'd like to show the splash on the initial load before any blueprints are loaded.So is this possible and if so what are the exact lines required in the config file?Many thanks in advance for the info!
I am wondering what setting I should use here (Rendering):full size: https://s11.postimg.org/huvithbhd/ue4_project_settings_geavr.pngand here (level streaming - the goal is to avoid hitching):full size: https://s17.postimg.org/o7bqahd3h/ue4_project_settings_geavr2.png.. to facilitate best performance.Thanks
As we get closer to the launch of Touch, I've been putting together an Unreal project designed specifically for the Rift and Touch so I can jump right into development.Note: I'm on the 4.14 build and using blueprints for my game logic.So far, I've set up all of the CapTouch values to a display widget to see how they are affected when using the controllers and all is well.Where I'm having some trouble is figuring out how to access the hand poses, if at all possible. I'd like to use the pointing, pinching, thumbs-up, and OK gestures as various inputs for teleporting, grabbing, etc. but I can't figure out how to access them unless these are based on the CapTouch values. Any help here would be great! :DAlso, I'm assuming that the MotionController component applies to the Touch controllers as well as the Vive controllers. The Oculus gamepad events don't have their own specific events for the grip, thumb rest, or home buttons. Clarification on this would be g
I remember this https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/ and I recall at some point Epic came up with their own forward renderer for UE4, which apparently isn't as lean as Oculus version (I am going by what other devs say).I am wondering what happened? Wouldn't it be a good idea to have up to date fork of UE4 where desktop and mobile forward renderer is slim and lightweight, optimized for Rift and Gear VR, while the rest of the engine is the same as Epic's master repo ?
Hi everyone!We are developing a VR application which is meant to start with a disclaimer. The disclaimer is visualized on the regular display/monitor and needs to be acknowledged before the HMD is worn and the VR mode activated. We would like to give the option to acknowledge the disclaimer simply by clicking on the Oculus Remote, however the remote doesn't seem to pass on any input to UE4 if the HMD is not on the head.Is this the case or are we missing anything? Is there a way to collect the input from the Oculus Remote before calling Enable HMD?Thanks in advance!Marco
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