Unreal Development
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4.13 was just released and now offers GL ES 3.1 for Android as selectable rendering option.Can/should we use it for Gear VR since it's not officially available ?Thanks
I ran but found that the material could not be loaded and the material situation of abnormal, someone encountered such a problem?
UE4 has a web browser UMG widget, but I am not sure if it works in Gear VR and even if it does, I don't see how input would work.Is there any way to be able to have a clickable link on the game's level that would either open Samsung's Internet browser in a widget, or simply open Samsung's Internet browser and closes Gear VR app ?Thanks
Finally got sound volume indicator working (somewhat) using Low Entry plugin for UE4.https://www.youtube.com/watch?v=Mu8ZDDvZpYY(please disregard the bar indicator as it doesn't work quite right; I use gradient alpha and "if" node in the material to draw indicator; with UMG would most likely work properly, but I haven't worked with UMG yet)Pink'ish printout is actual sound volume (from 0 to 15) and blue is normalized value. As you can see it works correctly, in the print out.However, the issue is that I can't hear anything until value is 5-6. As if from 0 to 6 the volume is always 0. And then at ~11 and up to 15 the volume doesn't change much either.Has anyone experienced this issue ?P.S. Good thing I wouldn't have to worry about this with 4.13, but nevertheless I'd like to understand if it's Android's issue, or my hardware issue, or UE4 issue.
Looking at https://developer3.oculus.com/documentation/publish/latest/concepts/publish-mobile-manifest/ I see versionName and versionCode are critical, especially versionCode for updating.Which one of the versions (with yellow boxes; unless there is another versionCode in UE4 I am not aware of) shown on the screenshots is the one that I must increment in order for updates to my app to go through ?Which version shows up in the store?Full: https://s16.postimg.io/w4f7j2g4j/gvr_version_manifest01.pngFull: https://s3.postimg.io/93m3mzrxt/gvr_version_manifest02.pngThanks
I recall there were at least 2 people besides @vrdaveb who were replying to UE4 usage questions in regards to Gear VR. Recently this section of the forum has been kind of dead.What happened to these UE4 folks? Did you guys stop using UE4 internally as much as you used to? Did they leave?It doesn't really help neither developers who chose UE4 for VR nor Oculus having no people internally who can answer questions about applying UE4 to Gear VR development.Note that Epic doesn't even bother much helping with VR development unless it's Vive (and even then chances to get reply for plain Android development or PC are much much higher than getting help with Vive). Please don't let UE4 corner grow mold.
Hi, I run into a performance issue with DK2, 'ProfileGPU' shows SlateUI taking much time. I'm trying to get the latency down to <14ms, but profile tell me SlateUI consume much time, it's weird, I don't have any UI element showing on the screen. I think SlateUI is not recording UI drawing time. Through the source code, it seems like it's related to copying final render target to back buffer, rendering to two views and flush/sync. Does anybody have similar issue?Thanks for your help
How do I specify permissions for my UE4 Gear VR app ? Thanks
I was wondering if there is support on the Gear for UE4 to render certain materials or actors on a higher quality layer, eg: for UI presentation, etc... I know Oculus does this for their HUD and menu, is there something we can do in UE4? I don't just want a quad rendered with a high quality texture but an entire object in the world rendered in higher quality for display as the GearVR resolution isn't showing enough detail for that surface texture.
Currently I use streaming levels. I have a small black room that loads first and then I have main level with all the assets and stuff that loads afterward (streaming in the background I assume). The setup is simple - I have 1 persistent level and inside I have black room that load on start and main level that loads/stream from Blueprint. Black room level has black room (floor, ceiling, 4 walls) and player character. Everything else is in the main level.When I didn't have whole a lot of assets on the main level, UE4 app was loading in about 4 seconds. However, as I began adding more assets to my main level, loading times increased beyond 4 sec. It seems that UE4 is trying to load all the assets before loading my small black room. What do I need to do in order to comply with 4 sec. initial loading rule ?Thanks
I can build development builds no problem. Building shipping builds fails with:====8/18/2016 9:22:55 PM====PERFORMING FINAL APK PACKAGE OPERATION================================================MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception: ERROR: DistributionSigning settings are not all set. Check the DistributionSettings section in the Andriod tab of Project SettingsMainFrameActions: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)Here is the full log: https://drive.google.com/open?id=0Bw...3ByMzJpN0FGT1UHere is a video showing me turning on Shipping build settings:https://www.youtube.com/watch?v=mPZO5N9TLxQHas anyone experienced same issue? How did you fix it ?Thanks
I hate to say it, but John Carmack was right when he recommended against using UE4 for Gear VR. While I couldn't have done what I did for my Gear VR app with Unity in the same time frame, I can never get it to perform well in all circumstances. Now I see why Gear VR apps/games are mostly done using Unity.I narrowed down performance issue I had with 4.11.2 and it finally ran at stable fps no matter what. Now with 4.12.5 I am in the same pickle, except now there isn't any way to fix performance issues (at least I don't see how).I don't have HISMCs or foliage in my level. The entire game logic is as simple as it can be - just doing 1 trace and revealing / hiding 1 actor base on trace hit results. Shader complexity is nowhere near to be complex (checked it with viewmode shadercomplexity when in ES2 preview), low number of drawcalls, low number of tris in the view.When I look around and up in the sky, fps is stable. As soon as I look down to my "feet", fps drops significantly. There is abso
I am trying to add glossiness to my material with roughness map and while it should work on mobile (judging by UE4 docs), it doesn't show up in Gear VR.Does ES2 support roughness or just diffuse/normal maps ?If so, do I need to have HDR on? (which I would rather not do)If ES2 doesn't support roughness, why not to support UE4's ES3.1 renderer in Oculus Mobile SDK (or other way around) since Vulkan API isn't even suitable for mobile VR yet ?Thanks
This has been going on for a long time and there is no fix in sight. Could you please look into this?https://answers.unrealengine.com/questions/405477/ue-release-4111-material-masked-s7-edge-gear-vrcra.html
I got a report saying that I failed in the Graphics Tests by: "We are seeing different image variations between both eyes in your app experience."I don't get that, the only thing that changes is the gaze cursor that we did, and we are using UE4, how this can be happening?and in the Reserved Interactions Test:"A “back” short press action is interpreted by the application dependent on its current state, but generally it will retreat one level in an interface hierarchy. The short-press currently does not pause the menu on tap. A series of short press action within the app experience should ultimately bring up to the Return to Oculus Home menu for a user. Your volume buttons must adjust the volume using the VR volume UI provided by the Oculus Mobile SDK. Currently, your volume display does not function as expected."Which is very peculiar, since Dark Days also opens the inventory and closes it by using the Back button (as we did in our game). Only difference is that they use a do
This past weekend I ended up getting a DK2. After 2 days of issues trying to install the latest Oculus runtime I finally got it to install and work after reformatting my computer (1 of the 2 days was wasted trying to get Windows 7 to update).So far I have downloaded and installed 4 games that support VR natively. So far 2 work and 2 don't. Lucky's Tale works flawlessly as well as Ethan Carter VR (on Steam) with SteamVR. But I am having issues with launching Mythos and Showdown (Both are UE4?). Both are downloaded and installed. When I try to launch then through Oculus home it takes me to the initial warning screen that has you either press 'A' or hover over the bottom to launch the games. Doing either of those things instantly sends me back to Oculus home. I have tried deleting/reinstalling, rebooting etc. Nothing works. Always get the same issue where is sends me back to Oculus home.Just wondering if anyone is experiencing
https://github.com/ChairGraveyard/ovrlipsync-ue4I am sure it's still raw, but better than nothing. Perhaps Oculus can help that fella to make it better and optimize for Gear VR ? :)I'd love to have my NPCs talk with lip sync ;)
A long while back I tried some of the early Leap Motion demos. There was a locomotion scheme that I really liked but that I haven't seen adopted elsewhere. I'd love to try something similar with motion controllers (i.e. Vive Wand, Oculus Touch, Daydream controller)The demo is still available, it's the first one of four in this executable and it is called Grid:https://developer.leapmotion.com/gal...otion-vr-introThere is not a lot to do in the demo except fly around. You effectively feel disembodied, apart from having some hands and all movement was based on hand motion. You had to flatten your hands and then tilt them forward in order to move, your speed would change based on how far your hands were titled forward off the horizontal plane .This allowed for very slow movement, which is good for those sensitive to motion sickness and for fine control of position, or really fast movement if you are less prone to motion sickness and/or wanted to get somewhere on a large map very fast. Basi
I can use any runtime version except 0.5.0.1 because of unknown reasons.I have Oculus DK2 that was bought in December, 2015.I want to combine Oculus 0.5.0.1 and UE4.9ORcoerce Oculus to work with most modern SDK/runtime. (1.6 is last, isn't it?)The last is much more preferable.I just want to discuss why it could happen, what should I do, and get some links or files which may allow me to use OculusVR in more adequate way. p.s. I used an "Dr. Kaii's Oculus Runtime Switcher V3" , to determine ability of using each version.p.p.s Is it true that "version of runtime" and "version of SDK" are interchangeable in meaning?p.p.p.s The weird fact: for a little time I could use 0.6.0.1, but something was not working, (I don't remember what exactly) and after updating my firmware (to 12th) I loosed an ability to run 0.6.0.1. :-)
When I use OVRQUITMENU or exit to Oculus Home from Universal Menu, shouldn't the app/game shut down automatically ? If it should - then it's a bug. If not, what do I need to do to shut it down?If I do nothing, then when I get the phone out if Gear VR, the app is still running in the background. When using Gear VR, it takes away memory and processing power that could be utilized by another Gear VR app/game.Thanks.
Heyo,we made a build of our game 'VR Flush' in ue 4.9 a while ago. Now, that I finally have the time to release it, it doesnt work with the latest oculus runtime anymore. The build still works with the 0800 runtime.What do I need to do to make it playable for everyone (Without having to tell them to downgrade to the 0800 runtime first)? I can rebuild it in 4.9, but I really don't want to migrate it to a newer ue4 version - That would be a ton of work....What can I do?We d really appreciate your help :))It would be a shame not to release it..iNvi
Hi,I am working on the game that really needs dynamic shadows for the gameplay (though only small part of the view needs to have shadows so I am not concerned about performance).I have set everything up to have my directional light cast shadows. It work on GoogleVR without any issue, but no luck with Gear VR. All my geometry is very dark as if it was unlit or in shadows.Is there any way to make dynamic shadows work with GearVR?Cheers,Marcin
Looking at this https://developer.oculus.com/documentation/platform/latest/concepts/developer-intro/ I wonder if it's limited to Rift and standalone SDK / Unity only I am sure it's something Gear VR devs who use UE4 want to see supported in UE4 too.Is it going to come to Gear VR and UE4 any time soon? (by fall of 2016 or early in 2017)
I ditched HISMC and foliage until the issues are resolved and this is what I am working on, in motion:https://www.youtube.com/watch?v=7hmKAtvAKpo(never mind transition screen as capture compression + YouTube compression ate details; the arrow doesn't seems jitter when using device, but jitters in the video :/ )
Log file: https://drive.google.com/open?id=0BwE6dxM0O2PsVWpvczdlTHJzVTgSo if I make a template project, build it for Gear VR - it runs. However old project that worked with 4.12.4 no longer runs on Gear VR with UE 4.12.5. I don't get it. It's frustrating :# Do you guys have any idea why?Thanks beforehand
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