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I "painted" rocks on my terrain (not Landscape). Works fine in ES2 preview in PIE but doesn't render them on the device.Original thread: https://forums.unrealengine.com/showthread.php?115279-Foliage-and-dynamic-direct-light-don-t-work-on-the-deviceBug report: https://answers.unrealengine.com/questions/442184/gear-vr-foliage-doesnt-work-on-the-device.htmlCould you please poke Epic to fix it ? (unless I am missing something)
Unreal Engine 4 IntegrationUnreal provides built-in support for Oculus Rift and Gear VR development on Windows.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.For more information on downloading and using the Oculus Unreal integration, please see our Unreal documentation, or accept our terms and click “Download” above.Wwise users: the Wwise redirection patch is no longer required in Unreal Engine 4.11 or 4.12. Requires the WwiseUE4Plugin from AudioKinetic’s ‘master’ branch on Github.4.12New FeaturesAdded adaptive viewport scaling, which automatically changes pixel density based on resource availability, with configurable min/max. See our Unreal Console Commands guide for details. (Rift only)Added Blueprints plugin that supports calls for Gear VR functionality such as GPU/GPU throttling, querying headphone connection, queryi
Filed bug report with Epic here: https://answers.unrealengine.com/questions/442097/gear-vr-hisms-dont-receive-any-lighting-neither-ba.htmlAnd original thread is here: https://forums.unrealengine.com/showthread.php?115217-Rendering-issues&p=554672&viewfull=1#post554672Have you experienced these kind of issues with HISM in UE4 and Gear VR ?If anyone from Oculus going to investigate, please let me know and I'll share project privately.Thanks beforehand
I had no issues with 4.11.2Deployment was smooth, everything worked fine (except whatever bugs I reported).Yesterday I installed 4.12.3 (and updated to 4.12.4 today) and built .apkBuild was successful. After plugging my phone into Gear VR all I saw was pitch black screen. I did not change anything in the project settings, didn't alter my scene either. Simply converted project from 4.11 to 4.12.Here is logcat: https://drive.google.com/open?id=0BwE6dxM0O2PsbGlNNm5wV1U2ZUkHas anyone had same issue ? How did you resolve ?P.S. I don't use HDR, same scene worked from 4.9 to 4.11.2, OSIG is where it should be, everything the same as in 4.11 (unless 4.12.4 removes some settings)
Hi there!I've downloaded the Unreal Engine 4.11-ofr version, and tried in a new project to create a new Material with "User Interface" as Material Domain and the editor crashed. I think the issue can be in the RHIUniformBufferLayout initialization because when it tries to get the resource adding its offset to the contents pointer its results in an invalid pointer.I hope this issue can be fixed as soon as possible because the new renderer improve greatly our project performances.Thank you for reading,
New Unreal Engine 4 Integration 1.5 has been released.https://developer.oculus.com/downloads/game-engines/1.5.0/Unreal_Engine_4_Integration/
Enjoy folks https://www.unrealengine.com/marketplace/low-entry-extended-standard-library (I am not the author, just sharing the news).Now it's easy to add volume UI, battery level and temperature for your UE4-based Gear VR apps/games.
By default a packaged UE4 game seems to mirror both eyes views to the monitor full screen. Is there any way to change this, say to just showing a single eye view undistorted in a window for recording videos?I did some googling and found mentions of 'HMD mirror mode' but a lot of the information seemed to be for much older runtimes. There's no obvious function in Blueprint to do this either.
Hey dudes,I apologize if this seems obvious, but I cannot find a clear answer anywhere. How do you build your demo for use with the Oculus in UE4? I've seen the Oculus template, but must you use that? I built my demo in a blank project, and cannot seem to find a straight answer of how to get it working with the Rift besides entering 'stereo on' in the console, which I don't want to have people do to play my demo. Does UE4 just detect the Oculus and automatically run it? Thanks guys.EDIT: Is there a guide that exists somewhere for setting this up?
Hello,I have a sbs video 1280x720 60 fps.When I watch it in the oculus cinema for samsung gear vr it is enlarged in the x axis.I need to know at which resolution should I encode it.Anyone can help me?Thanks a lot.
https://developer.oculus.com/downloads/mobile/1.0.3/Oculus_Mobile_SDK/Preliminary testing has shown that multi-view can provide:25-50% reduction in CPU time consumed by the application5% reduction in GPU time on the ARM Mali5%-10% reduction in power drawSo, when 1.0.3 SDK makes into UE4 (btw, when?), will we have multi-view rendering working on Gear VR ? (along with other benefits listed)Thanks
I'm having a strange problem with the first packaged build of my game. It's randomly exiting a few seconds after being started with no useful information in UE4's log. Sometimes it works, sometimes not, with no real clue as to why. It always works running the editor's VR preview mode or running standalone in editor.I've put the HMD enable node in a loop in the level blueprint's begin play event to make sure I get a successful enable before proceeding. There's a small delay in there and the infinite-loop count is high enough that it doesn't have time to trigger the infinite loop check before it exits.Any clues for where to look in Oculus' logs or anything else I've forgotten would be much appreciated.
While I didn't test it myself, the report is to be done by a trusted VR developer.UE 4.12 now supports HDR on Gear VR. However, running with bloom on yields 30 fps. The same project running on the same phone with Cardboard yields 60 fps.How is that possible?Thanks
I know that the 4.11-ofr is "use at own risk" but I've been using it and wondering if spotlights are supported? They are not working as expected.Thanks in advance,
Hey there! This is my first post in this forum and I hope it won't be the last one. I'm new in developing for DK2 and UE4. The only thing I've installed it's the UE4 Version 4.11.1 / 4.11.2 and the new Oculus app (latest runtime). In the Oculus app I can do many things, I can play games, have friends, etc etc, but in Unreal Engine I can't do anything. I'm trying to follow the documentation from UE but it must be outdated or something like that. When I open a blank project with content sample, I try to open the VR level but it doesn't appear. I also have tried to download the ShowdownVRDemo but it doesn't work on my DK2. The thing is I can't check the option of "VR Preview" and the Oculus Rift checkbox is marked on the plugins page. What I do to enable it is: Edit->Plugins->Virtual Reality->Check "SimpleHMD"->Reboot editor->"VR Preview" is enabled-> I play it-> Can see the doubled screen in my computer but not in the Oculus HMD. I've tried ALT+ENTER, comma
Hi guys, I was reading the latest developer blog entry and noticed the link to the Oculus Unreal Renderer is broken. Could anyone provide this for me please?
Hi, There isn't much documentation as far as i know about the Oculus platform P2P part. My tests so far seem to all be ok to send some messages, but i am wondering what the target is for this part of the platform. More specifically, i would like to know if it is a good idea to wrap the entire game traffic and send it using this API instead of a direct app-created UDP socket. Even more specifically, I am considering wrapping the entire Unreal Engine 4 network traffic and bridging it over the Oculus P2P. Any insights?Thanks!j.
Hello,I am trying to make my motion controller(hydra for now) work in a multiplayer setup but can't figure it out.If anyone has done this could you please tell me how to do it?See here for more details:https://forums.unrealengine.com/showthr ... lti-playerEDIT: found more here but no solutionhttps://forums.unrealengine.com/showthr ... om-Epic-HQCheersFred
This is the most irresponsible move by a company I have ever encountered!We received new computers and now we forced to shutdown work until the 1.4.0 is integrated in to the main UE repo since we have a custom engine and work from Epic's repo!!!
I posted this one on UE4 forums: https://forums.unrealengine.com/showthread.php?108665-Developer-s-wish-list-(should-be-made-sticky-until-fulfilled)&p=518931#post518931Feel free to pitch in :)
I want to have 3D widget (UMG) near crosshair. I used the same technique I used for my fade screen plane - parented 3D widget to the camera and placed it right about at the same distance a my view fading plane. Here is my setup (3D widget is scaled up to be clearly visible for demonstration purposes):Full: http://s32.postimg.org/piv99au5v/gearvr_3_Dwidget_test1.pngHere is how it looks in the Editor:Full: http://s32.postimg.org/xyh5ft5ir/gearvr_3_Dwidget_test2.pngWhile view fading plane renders properly in VR, this is how 3D widget looks like in VR:Full: http://s32.postimg.org/nmisgq59v/Screenshot_20160427_213330.pngI am using 4.11.2What am I doing wrong ? Is it a bug ?Thanks
Since there are not docs on newly implemented overlays in UE 4.11 (and presumably those were for PC only), the only way I see implementing HUD and alike elements for Gear VR is by having plane (static mesh actor) parented to the camera with an offset and having either until (and masked) material or 3D widget on it.The problem I am experiencing is that if such static mesh-plane is too close to the camera, it gets clipped (and playing with camera's near clip distance doesn't help much). If it's far enough from the cam where it doesn't get clipped, it goes through the walls/characters/etc.How can I setup these static meshes (that really suppose to be overlays) so that they render on top of everything else ? (so even if it goes through the wall, it still renders on top of it)Thanks
Hello people, I will explain:this problem is driving me crazy, I can deploy and run perfectly an apk to GearVR Galaxy S6 with Android 5.1 and UE 4.10.4, ok here.The problem comes when I try to run an apk to GearVR Galaxy S6 with Android 5.1 or 6.0 and ---> UE 4.11.2 <---, I have always (with UE same settings) Thread priority security exception or Downloading OBB error (when I try other settings)I have UE 4.10.4 installed in the default directory C:\Program Files\...I have UE 4.11.2 installed in the default directory C:\Program Files (x86)\... (keep in mind why the hell is installed in x86?)I have copied in both versions the OSIG in the correct directoriesSo, I can run my apk with UE 4.10.4 but I can't run the same apk with UE 4.11.2 in the GearVR Galaxy S6I need to solve this problem because the phone has now Android 6.0 and the apk build with UE 4.10.4 show all materials in black, is for that I need run the apk with UE 4.11.2 but always get Thread priority security exception, WT
Hi, this is probably a noob question but how does one call the Oculus Home menu to open from UE4? Can't seem to find any info on that...Thanks!
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