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Hi All,I am trying for the first time to upload a basic temp version to the Dashboard and am having trouble getting it to work.I can see it in my own Oculus client under Library -> Not installed. But it has a cross over it and says 'Not Valid' and I cannot make it install or run.Probably just some beginners mistake but I cannot figure out what.I am also unsure whether its because I have not done the entitlement check setup correctly or if it is due to something else.What I did was:1. Using Unreal 4.13 on Windows 8.1 I added the 'Online Subsystem Oculus' plugin that was visible by default.(ie I did not use any downloaded OSS dll's or source at first.)2. Added a 'Verify Entitlement' blueprint check in my currently only maps Level Blueprint. (for now)3. I added these lines to the DefaultEngine.ini file[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId=<xxxxxxxxxxxxxxx> // Using the ID I got from the Dashboard4. Uploaded zip
Is there a plan for implementing the above function? (It currently returns an empty string) I'm assuming that it should wrap ovr_UserProof_Generate() and related functions, and I need the nonce for backend validation. I would prefer not to have to work around the OSS.
I don't see anything in Epic's notes about Oculus SDK 1.0.3 and UE 4.13 (preview 1 is out already).Do you know if UE 4.13 will have SDK 1.0.3 ?Do you plan to release a newer SDK any time soon (new Gear VR will be available on August 19) and have it in UE 4.13 ? (unless new Gear VR has some functionality to be accessed in newer SDK, I don't really see if newer SDK would be coming soon)Thanks
Reading through new rules for Gear VR developers I see that entitlement check is mandatory now. Reading through the rest of the docs here https://developer3.oculus.com/documentation/platform/1.7/concepts/pgsg-3-pw-platform-walkthrough/#pgsg-pw-e-unreal-ent I think that the docs are outdated, since Platform SDK is now included with UE4.The link above implies compiling engine from source.Isn't there a way to do entitlement check using BP nodes ?If so, how should it be done?Thanks beforehand
I only just noticed this UE4 build by chance:https://github.com/Oculus-VR/UnrealEngine/tree/4.12-gearmonoand the information about it:https://developer.oculus.com/blog/hybrid-mono-rendering-in-ue4-and-unity/It sounds really great for the right project!Two follow up questions before I try it myself for my scenes to see what performance increase it gives:1. Is there any chance of getting this for 4.13? 2. Is there any updated information on: "We are also working with Epic towards a potential future implementation on the main version of UE4." ? Which version is it pegged for?GearVR performance improvements in UE4 is very much appreciated! Thanks in advance for the info
We're using the Oculus platform SDK integration, and previously we had a hack to work around a cooking crash with the Oculus online subsystem (basically just ignoring it and continuing on if FOnlineSubsystemOculusModule wasn't able to load the online subsystem). There was a different crash even with that workaround when we updated to the official integration in 4.13 though, so I followed the suggestion in the readme and made sure to init Oculus in our plugin so it'll be loaded before the cook starts. That did fix the problem when I'm running it on my machine, but on our build farm where the cooks are normally done it doesn't work, since we don't have the Oculus runtimes installed there. I went ahead and installed them, but it's kind of a gross solution since these are headless machines without video cards, and although the Oculus software will install it won't launch, and I assume won't auto-update. That means when a new platform SDK drops I'll need to go manual
4.13.0 has spinning ring as soon as app is started, which is cool and hopefully that was done to aid 4 sec loading time "rule" for UE4-based games/apps.However, it's still puzzling why 4.13 takes so long to load. I recall 4.10 and 4.11 had much shorter loading times.The way I am doing it currently is by having streaming levels. A black room and main level. Black room loads first and main level loads streams after black room is loaded. However, even doing that yields 10+ sec loading time for development build.Any insight / advice ?Thanks
I know that it's all in the Epic's court, but judging by OC3 announcements Oculus and Epic have a sweet deal for UE4 devs on Oculus Store.This begs the question if Epic is going to do more for Gear VR optimizations, namely make sure ISM / HISM and foliage work properly on mobile (currently none of those is useful as they only bog down performance instead of increasing it or keeping it the same allowing for modular level design and more actors in the view).Any (inside scoop of) info about that available, Oculus folks (4.15 or 4.16 or Epic doesn't care) ? :blush: Thanks
Unreal Engine 4 IntegrationThese release notes describe changes to the Unreal Engine versions 4.12 and 4.13 available from the Oculus GitHub repository.The Oculus UE4 integration ships with various versions of Unreal, and there is no external SDK per se. Clicking on the “Download” link above will redirect you to our Unreal Introduction, which walks through various options for working with the Oculus Unreal integration.Unreal provides built-in support for Oculus Rift and Gear VR development on Windows, and Unreal apps run on the Oculus platform automatically apply stereoscopic rendering to the main camera as well as positional and orientation tracking for the Rift, or orientation tracking for Gear VR.New FeaturesAdded support for the Oculus Guardian System, which visualizes the bounds of a user-defined Play Area. Note that it is currently unsupported by public versions of the Oculus runtime. See Guardian System Boundary Componenet for more information.Added depth ordering
Please help... when I develop and play in UE, my scale is just fine. As soon as I put on my Rift and VR Preview play... it appears that I am a giant and my scale is way off. Please advise... I got a deadline coming up soon!!!
So I am having this issue with ISMs not getting lightmaps when located in the streaming levels. I filed it as bug report with Epic here https://answers.unrealengine.com/questions/488041/gear-vr-instanced-static-meshes-are-broken-with-es.htmlHowever, Epic claims there are no issues. I made a simple test case for them which was suppose to clearly show the issue. However, yet again they said they don't see it and posted screenshot (end of the page).That screenshot looks like it was taken using Google VR and not Gear VR (if taking screenshots on Gear VR using bluetooth keyboard, screenshots come out with distortion, rounded, as seen on the device; if taken with Universal menu, they are mono, 1024 x 1024).Can someone with Gear VR please download my test case project and either record a short video or take a screenshot using Universal menu of the ISM actor on the right from you? I really need to get to the bottom of this.Thanks beforehand.P.S. Test project: https://drive.googl
Hi folks, my first submission to Oculus failed in spectacular fashion. Now there are of course bug notes provided. But none of these bear any resemblence to my own testing of the game on my Galaxy S6 in the Gear VR headset. For example all of the bug notes state that thegame simply dosen't run at all on their test devices and instead displays an Unreal logo. When I fire the app up on my device it works perfectly and I've never ever seen an Unreal Logo on mine.Any advice on how to even get to the same test conditions would be greatly appreciated.Cheers,Paul
Fixed! UE-33763 GearVR applications show black screen on Adreno devicesBig news!I believe the Oculus branch had it fixed before! We saw a huge improvements of performance from 4.11 to 4.13 upgrading on a GearVR project.
Recently I converted my project from 4.11 to 4.13I heard that 4.13 version is built in oculus platform SDK.I packaged my project and then play project. When I take rift cv1 off , My game is paused at the monitor screen, but my game is playing in the background.I put on rift again. My game character is moved far away.When I pressed Oculus remote home button, Situation is same.I think that pause system doesn't work.Is there any solution that pause my game when I take rift off on my head or detect taking off rift ?and I have a hard time to apply Entitlement check in C++ code Is there anyone who teach me kindly? Thank you for reading.
So I am still battling UE 4.13 and ISM.Regardless what Epic staff states, I don't believe ISM is supported in Gear VR.I used ISM actor with 8 instances of one of the Infinity Blade columns and I also simply duplicated those columns and merged meshes using Merge Actor tool.I put those 2 actors side by side (in a way that when one actor is fully in the view, close up, the other one is outside the FOV so it could be culled) and tested performance in-game on the device. When ISM actor is in the view, fps drops to 20 (that's besides the fact that ISM actor renders black on the device). When merged actor is in the view - no fps drop at all (and it gets rendered perfectly fine).@vrdaveb any idea if ISM is supported at all when doing VR rendering with ES2 path ? While ISM is more convenient than merged actors, I don't want to waste more time trying getting it to work on Gear VR.Thanks
Hello I don't know how to use entitlement check function in the 4.13 unreal engine.This is the first time to use entitlement check function. I added to the DefaultEngine.ini[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId="1111111111111111"and then I edited projectName.build.cspublic class RunningJoe : ModuleRules{ public RunningJoe(TargetInfo Target) { PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "OnlineSubsystem" }); PrivateDependencyModuleNames.AddRange(new string[] { }); // Uncomment if you are using Slate UI // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); // Uncomment if you are using online features PrivateDependencyModuleNames.Add("OnlineSubsystem"); // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true }}finally I used verify entitlement function l
Basically looking into something to track number of downloads, number of times each users runs the app/game, number of unique users per region, number of uninstalls, average length of usage session, gender breakdown, etc. Something like Steam statistics or Google Analytics, but leaning into VR.Is there anything like that already available to Gear VR devs using UE4 ?Thanks
Hello! I'm having some issues with including the now required entitlement checks in my UE4 project.I am following the steps outlined here: https://developer3.oculus.com/documentation/platform/latest/concepts/pgsg-3-pw-platform-walkthrough/ 1. I've went into the DefaultEngine.ini file and added the necessary code as shown below, replacing the "OculusAppID" with my own App ID.[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId="123456789012345"2. I then went into the GAME_NAME.Build.cs file (replacing game_name with my project name) and added the lineDynamicallyLoadedModuleNames.Add("OnlineSubsystemOculus");3. I then added the code "#include "Online.h" to my project's header file4. Lastly, I added the entitlement check (as shown below) to run when the project first launches.Online::GetIdentityInterface()->GetUserPrivilege( *Online::GetIdentityInterface()->GetUniquePlayerId(0), EUserPrivileges::C
UserId or UniqueNetId, just something to identify unique user.
When inside the game, if I look anywhere (up in the sky for example), then go into Universal menu (didn't try Back button short press), then press Back button to go back into the game, view gets reoriented and the camera ends up with the same default orientation as on spawn, when game starts initially. I think camera should have same orientation as when I exited into Universal Menu.There is no way to set angles after exiting menu, so I believe SDK should be doing that.Bug or feature ? :)ThanksP.S. Never tested it in other versions, but this is in 4.13.0
Looking at Epic's Github (commit 24b7e2f318c8b93af51e1013ed74b907eb99b251 ), I see Nick's notes:Fix for Adreno devices rendering black on GearVR. Fixes race condition after updating the GearVR SDK. This fix requires the 1.0.3.6 runtime, which is not yet released. Please manually install!How are we gonna do that ?Thanks
Hello there I have a question. I'm developed project with Unreal Engine ofr(oculus forward renderer) 4.12.My project objects isn't affected shadow of directional light.I fixed ClusteredBasePassRendering.h and ClusteredShadingCommon.usfIt doesn't work.How do I enable casting shadow on the object in 4.12 version?Thank for reading.
Hello. I developed VR project. I will submit my project to oculus store. I developed project using unrealEngine-4.11 ofr that released by oculus team. My project need fog effect. But unrealEngine-4.11 ofr version doesn't support AtmosphericFog. And so I use ExponentialHeightFog that is supported. When I used ExponentialHeightFog, My game screen color is turned yellow like screen shot I attached. Is there any solution? or What Did I Do Wrong? st
Saw this: https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/Amazing job! Is Epic going to integrate it into UE4 by version 4.25 at least? ;) Jokes aside, would forward rendering boost performance on Gear VR or is it for PC mostly ?ThanksP.S. Is this based on 4.11.2 ?
It includes support for the ENTIRE VRWorks feature list including single pass stereo!https://www.twitch.tv/unrealengine/v/86995068https://github.com/NvPhysX/UnrealEngine/tree/VRFunhouse-4.11 (to see it: https://www.unrealengine.com/ue4-on-github)http://docs.nvidia.com/gameworks/content/gamemods/vrfunhousemodkit/VRFunhouse_Tutorials.htmlhow to make a standalone exe! https://www.youtube.com/watch?v=0x2I21gbPnM&feature=youtu.be
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