Unreal Development
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Using UE4.14.3, I'm seeing an issue where with HMD PDADAPTIVE ON, and there has been a high render requirment, the frame rate is locked to 45hz rather than 90hz, the PD range has the capacity to bring the frame rate back, but it doesn't. If I then set hmd pd to say 0.5, this appears to reset the system, allowing 90hz and then pd automatically increases as you would expect.Additionally when frame rate is low I will see flicker in one eye (right), so for example if I force a high PD to reduce frame rate then set something more rational, I will see flicker until frame rate is restored, but in the case above where frame rate fails to be restored, naturally the flicker persists.I see the flicker issue on nvidia GFX cards (980), but have not seen on AMD, while I have seen the frame rate failing to be restored by PDADAPTIVE on both.
Our charity was just donated a DK2 & I'm learning that its not going to be supportedHello, My name is David. I created an awesome charity where I bring my Xbox Kinect into senior centers. The health benefits are many. A donor realized the potential with the Ocukus & donated a DK2. It took me 2 months to build a fantastic PC. I am trying to download the developers info & that page no longer exists. I am just now starting to download games. I do not have the right equipment. Can someone please assist me in how do I order up to date equipment? What is available for purchase? It's not giving me an option to play the 1st game I downloaded. Free. I was told my equipment is not hooked up?Am I not eligible to also develop games? I would love to create an adventure for the seniors, disabled & challenged individuals I get to work with on a regular basis. Can I still be be part of that community. As a charity I have unique hiring skills & this presents great possibilitie
Hi, I want to grab a weapon and attach it to a socket in the hand mesh. I can attach it fine, but it ignores the socket (the weapon does not change its rotation or traslation)I have tested the socket and it is fine. Is there something else to do before attach the object?Testing with oculus touchThanks in advanceCristian
NVIDIA VRWorks is supported by Unreal.(Https://developer.nvidia.com/nvidia-vrworks-and-ue4)1. Introduction to VRWorks If you go to the homepage, you can easily use Unity Unreal Engine.VRWorks is a sdk that can be used only with NVIDIA graphics card. I am wondering how to support Unreal Engine in a way other than writing dll, h file in visual studio like using library.2. VRWorks searches Unreal documents, but no documentation is available. Click on the GitHub link on the above NVIDIA siteI can not find the page, and I will support it correctly.3. Can I develop Oculus Lifts based on DirectX without using Unreal Engine? (Low Level)Thank you(__)
This guide over here recommends using ASTC over ETC2. It makes perfect sense for my project as we are using quite a few HDR textures and ASTC is excellent at compressing these:http://malideveloper.arm.com/documentation/developer-guides/arm-guide-unity-enhancing-mobile-games/However I've noticed that Unreal 4 does not compress HDR textures at all with ASTC, I suspect because such functionality has not been implemented in the Cooker. Is this also the case with Oculus's branch of Unreal?
Hi!I've setup my project in Unreal 4.14 to Read and Write to Oculus Leaderboards using the "Read/Write Leaderboard Integer" BP nodes. In Unreal I don't see any issues when writing to it. On reading however, it does a successful read, but I get an int value of zero. Any suggestions where I could be going wrong?To Note, I still haven't pushed any copy of the project to Oculus yet, and am running it locally on my system.
I am using Unreal Engine with an oculus. Does anyone have any advice on using Blueprints?How do I trigger onComponentBeginOverlap events with a First Person Character and also if a HMD Locomotion Pawn is possessing Player Controller?screenshot: https://answers.unrealengine.com/storage/temp/129653-pickupwithhmdlocomotionpawn.jpgThe blueprint scripting in my Pickup Blueprint above works with the First person character overlapping the pickup, but when I possess the character with a HMD locomotion Pawn and overlap the pickup nothing happens. I have the same functions just with different variables in both the HMD locomotion Pawn as well as the First Person Character. If i switch the true and false branches on the cast to FirstPersonCharacter and Cast to HMDLocomotionPawn when I preview my game in VR I hear the sound effect cue explosion as soon as I start it and all of them are destroyed before I get to overlap them.I also have a similar casting in the level blueprint shown below that trigg
Reportedly (and it was coming from several users) the image clarity is much better in Daydream using Pixel XL than in Gear VR when using S7. Both Pixel XL and S7 have identical screens.Why is that? Anything that can be fixed on the software side to make image in Gear VR as nice as in Daydream ? (maybe John Carmack needs to be made aware of this :) )Thanks
I'd like to use cubemap Stereo Layer as sky sphere / sky box. I recall there is a check box to make it render in front of the scene (as if depth test is disabled).How can I make it render behind everything so I could use it as skybox ?Thanks
I was just in the middle of debugging an issue and suddenly found that UE4 isn't going into VR when playing from the editor.This is on UE4 4.14.1, Oculus App Version 1.12.0.347528.I've created an empty VR template project and that's having the same issue. Hit play in editor, it says it's simulating but the window never loads on the desktop and in VR I just have the grid with the "Please Wait..." message.Reboot hasn't fixed it.
Finally tried multiview in UE 4.14.1 for Gear VR. Utterly disappointed :(Bug report for Epic is here: https://answers.unrealengine.com/questions/537202/gear-vr-multiview-is-buggy.html
Hello, first of all, its nice to see my biggest concern (interlock between ASW and APD) is being resolved.I'm preparing to submit mi app to Store, so doing a lot of perfomance testing and noticed APD can cause frame drops as well - likely caused by the 2seconds delay between changes- In low GPU intensity section, the PD goes up to 1.25 (cap)- When settings starts to change, PD goes down to 1.21- fps drops to 70-80 as GPU can't handle the resolution- after 2 reconds, PD is changed to 1.02 and fps goes back up to 90.I understand the concern of having a delay between changes, but please ask yourself a question:What's better - rapid resolution changes or framedrops?My suggestion would be to allow APD to readjust PD even during the 2sec delay if the fps is still low (get some limit for that - like 85fps is ok, below is change), and keep the 2sec rule for going up. Jan Horsky aka ENiKS
I was thinking that it would be a nice thing to do for users, to render 360 deg. stereo video + ambisonic audio of a VR project. This way folks could view it and get a feel for VR app before buying the app. Not to mention recording videos with audio on Gear VR is royal pita (and those are just flat 2D videos).Is there a way to achieve that with UE 4.14 and newer ? If not, do you have any plans to introduce such functionality ? (or outline a workflow to render out video and audio to be used with Facebook ambisonic tools)Thanks beforehand
I finally wrapped up my work on game code and decided to test performance with some extra art added to the game. Unfortunately I encountered horrible performance issues I don't recall having in 4.13.x and I am not sure what's causing these performance issues (I can't test on 4.15 yet as FMOD hasn't released updated plugin).I already added culling distance to each of the terrain (static mesh) chunk and rocks. In PIE I now get 1/4 of drawcalls from my previous tests. On the device I get same amount of drawcalls, as if I didn't do any optimizations.Here is my scene:https://www.youtube.com/watch?v=Rm10euiY_4kProfiling results:https://www.youtube.com/watch?v=rRosE381ACoScreenshots I took on the device using various stat cmds:https://s1.postimg.org/khkor8pst/Screenshot_20170226_140616.pnghttps://s10.postimg.org/bhp4hioqv/Screenshot_20170226_140702.pnghttps://s16.postimg.org/z5k33gdzn/Screenshot_20170226_140728.pnghttps://s27.postimg.org/ri6nmf601/Screenshot_20170226_140755.pnghttps://s4.post
Since there is a new voice search functionality in Oculus Home, I wonder if there are any plans for adding voice input/recognition functionality to SDK so that instead of clicking on UI in-game, users could simply issue voice command and simple sentences.Thanks
I would to scale down the main actor (vr view) through an object or trigger when it shall enter into interaction with it.For example Ant-Man movie by marvel. The protagonist has the view of an ant.
is it possible to scale down main actor with animation?For example Ant-Man movie by marvel. The protagonist has the view of an ant.
Is it possible to connect a video 360° into the project?I want connect a video to a object or trigger, when i touch this object it will open the video.
Hello Devs, After updating to 4.14 from 4.13, I ran into an issue accessing Gear VR blueprint nodes.I am currently using 4.14Release but the issue also appears to be in vanilla 4.14. I had a look through the source files and it seems like the code definitions for the blueprints nodes still exist, but I cannot access them in the engine.My plugins are enabled correctly and I can build to my devices. The BP nodes are essential for our app to meet the overheating target time. How can I go about re-enabling them?Thanks,Vince
https://developer3.oculus.com/documentation/game-engines/latest/concepts/unreal-samples/I wanted to checkout the Layer Samples to see how a UMG widget was being used for a stereo layer. I cannot figure out how to use a widget as a stereo layer texture input, it seems the stereo layer only accepts textures. Is there some way to turn a widget into a texture? Anyways, it looks like the GitHub repo referenced on that documentation page either no longer exists or was moved.
https://devtalk.nvidia.com/default/topic/987899/vr-funhouse-modding/is-quot-full-vrworks-graphics-ue4-14-quot-on-the-road-map-/?offset=4#5079971
Should we expect Oculus Mobile SDK 1.0.4 to be in UE 4.15 ?
I started this thread here https://forums.oculus.com/developer/discussion/47003/update-push-notifications-in-standard-to-android-format-when-and-how but I am wondering if each engine has its own implementation via SDK for this (if SDK has anything like that).Kinda critical feature if you ask any dev.Thanks
I'm having thermal issues and I did some digging and found out that apparently Oculus Mobile SDK allows one to underclock CPU and GPU in order to save power consumption and thus decrease overheat. Are these options available from Unreal Engine at all?
I'm trying to get haptic effect to work with my touch controllers in UE4 without any success, I've tried all the methods of haptics and force feedback and nothing.Any ideas on how to get it to work?I'm using version 4.14.1 of the engine
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