Unreal Development
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Hey Guys,I come from an animation/vfx background and I'm really interested in creating some content for the rift. I use Maya and I have an animation I wanted to port over to VR but I will need to build it from scratch again as nothing exists behind the camera etc and there is a lot of trickery done in Maya but that's no biggie. I've been using UE4 for the last few months and learning blue-prints, I don't have much developer experience, but been learning some C++ again as I did study it a little in university. I was wondering if UE4 has a simple way of implementing VR into a scene, so can I drag and drop a 'VR camera' in a scene or make one using blueprints?I was also wondering if anyone here has created an animation before in UE4 and has any advice? I haven't imported any animation from Maya before so not sure how tricky that is going to be. Would you recommended building assets and animation separately in Maya and putting it all together in UE4 or can I just build the w
When I was digging Unity, I used mouse axes for Gear VR's touchpad swipes. Somehow it doesn't work with UE4 on Gear VR :/This is my test setup (below). On PC (in the Editor) when I move mouse by X, I get coordinates printed. On Gear VR coordinates are always zero :/Full image: http://s32.postimg.org/6sj0gjzn7/gearvr_touchpad_test1.pngIs there a different way to work with touchpad in UE4 ?Thanks
Hi,In Unreal 4.11.1 the VR preview is having some issues. The following happens:The camera position on the Z axis is really low, almost at ground levelWhen I am rotating my head horizontally, the camera has a weird panning motion.This was also happening with the old 0.8 SDK on windows 10. I've heard about other people having this issue as well, but couldn't find a solution anywhere.This is the link to my bug post on the unreal forums ( no answer yet ): https://answers.unrealengine.com/questions/401730/bug-firstpersoncharacter-blueprint-oculus-issues.htmlAny help would be greatly appreciated.Thanks
Hello,When I try Oculus's demos, everything looks perfect, but when I test anything from UE4 (including their VR demo projects) everything in periferial view is distorted. Does anybody know the proper UE4 camera settings for CV1? Thank you!Dan
It's the first time to use oculus remote for oculus cv1, linked it to an object, but no effect. I need help!
I can't seem to find any current guides / tutorials about getting Wwise + Oculus Audio SDK into UE4 4.11 and having 3D spatialized audio on Gear VR :/Does such thing exist ?P.S. 4.12 won't be getting anything for Gear VR most likely, so I am guessing I have no choice but to roll up my sleeves and work with Wwise.Thanks
Just tried using volume buttons on Gear VR while running my UE4 4.11.2 test build and nothing happened. Then I remembered Epic doesn't have functionality exposed to BP and I believe somewhere on answer hub they provided C++ code for it (now I can't find it). I inquired about why they can't just put their own C++ code into the engine and release said functionality in one of the upcoming 4.11.x hot fixes, and heard crickets.Could Oculus use its power of persuasion on Epic and have them fix it, please ? ;)
This is what I've discovered: https://forums.unrealengine.com/showthread.php?107733-Bug-Masked-unlit-material-doesn-t-renderIs it a bug or limitation of the platform?
I have a basic scene (FPS template BP) in two vartiations - One with disabled rendering of the view weapon model and the rest is as-is and the same scene, but with all unlit materials and removed sky sphere (it looks all black).In both variants I get 58 fps and 17 ms using stat FPS console cmd. Using Unreal 4.10.4. Some people claim they have stable 60 fps in their UE4 games/prototypes on Gear VR.Any idea what could be the issue? Thanks.
If you're using the latest integration from Oculus (0.8.0 SDK) with UE4.10p2, there's a bug in the initialization code that prevents VR preview from working in the editor. Add the section within the comments for workaround in [UE4 Root]\Engine\Plugins\Runtime\OculusRift\Source\OculusRift\Private\OculusRiftHMD.cpp virtual TSharedPtr< class IHeadMountedDisplay, ESPMode::ThreadSafe > CreateHeadMountedDisplay() override {#if OCULUS_RIFT_SUPPORTED_PLATFORMS//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //BUG: ikrimae: Under Editor mode, Initialize() is called in FOculusRiftPlugin::PreInit() but it's called before the FEngineLoop::PreInit() sets GIsEditor to false. // This causes it to try to initialize the headset before it's ready and it fails. And then when we need to create the HMD in this function, this gets //
G'day,Been a while since I did much in VR using the Unreal Engine.With the release of UE4.11.x and more headsets, I'm getting back in.I've already made an experimental project that allows me to sync a humanoid mesh to the HMD position (roughly).Given some of the posts I've seen about the place, it may be something other people would want to look at.Plan to continue my work on it, using it for some kind of social VR game/app as well as practice for various systems I can use to make VR in Ground Branch better.Someone mentioned that Oculus Home keeps coming up all the time, which I dislike the idea of.Is there anything I should be aware of relating to Unreal + the Rift?Thank you.Kris
Hey there,I have a serious issue with dark parts of my game (which are quite a lot in a deep sea underwater game ;) ).They look like gradients to black are banded... like a old 16bit image.I have googled a lot and found out about the limited RGB output for TVs.That fixed the issue for Elite: Dangerous where dark gradients are now looking superb.But in my own game (developed on UE4, for sure) I still have those issues.I start the game in direct mode and it doesn't matter if I use a packaged build or if I start it from the Editor.Anyone got an idea how to fix this?It's hard to show what I mean because it is only visible in the DK2, not on the monitor (looks fine there).
I'm currently head deep into a project in UE4, there is currently no way to rotate the view, so your view stays facing forward despite where you look, unless you are making a paralysis or vomit simulator you might want to stick with Unity for a few weeks.The node I used to counter this well known and documented bug has been removed, and there is no current way to rotate the view in VR (via the headset).
I just tried testing timewarp in both the 4.8 binary release from EPic along with Oculus's 4.7-06 branch and im not see'ingwhat i expect to see.In previous releases you could test timewarp by setting 'showflag.rendering' to 0.Like so,But with 4.8/ 4.7.6-06 I only get a black screen.Additionally the tw latency within hmd stats is very high on 4.8/4.7-06 compared to the video.16 odd ms compared to 4ms.
HI, we cant upload our game to the oculus store. Our game is made with unreal 4 and is not a single executable, it has lots of files. I have tried to zip the game (6.3gb) but anything over 4gb wont zip. I packaged it in 7zip and rar but it wont take the file.How do we get the game uploaded?Thanks
I accidentally posted this in the support forum instead of developer, so I'm reposting it here.I integrated the 1.3 SDK changes from GitHub into our copy of UE4 and QA ran into a deadlock when pulling the HDMI cable. The issue is that in FOculusRiftHMD::DoEnableStereo it calls FOvrSessionShared::Destroy which suspends the rendering thread then resumes it. Then, right after that Unreal re-suspends it as part of the SetViewportSize call. There's a bug in the async loading where it can hang on an event in that case, which was fixed in Epic CL 2772990. I merged that into our branch and it fixed the issue.
After Oculus SDK 1.3 + latest UE4.10.4 integration, SteamVR no longer works in the UE4Editor. The Enable HMD call fails unless I disable the Oculus Rift plugin.Anyone else have this issue? Is it a known issue?
I see "Updated OVR Audio SDK" in the release notes for 4.11, but anything that mentions 3D spatialization pertains to PC/XB1/PS4. Any idea if UE 4.11 got spatialization working on Gear VR ?If 4.11 doesn't support that, wouldn't it be in Oculus' interest to poke Epic to resolve this asap ?
I work on a commercial product using the Unreal 3 Engine.Last year I integrated Oculus into our product successfully, using extended mode as specified in the integration package.Now that Oculus has been released I check that my product still works before releasing our VR version.Extended mode has now been removed from the Oculus drivers :s.The Unreal 3 integration does not support direct mode (there are references to it in the code but it does not compile, requiring an unsupplied "D3D11Bridge" among other problems).What on earth am I supposed to do? Is there an update for UE3 integration?Thanks, David
Does UE4 clip and cull geometry outside of frustum (on mobile) ?Imagine a 100k tris mesh, which is only partially in the view. Would UE4 only render triangles in the view, or would it render entire 100k tris mesh ? (on Android/iOS)
Hi everyone, i want develope an architecture project in Unreal for Gear VR with samsung galaxy note 4, im modeling in 3DMAX and my ask is, what is the poly limits?In unreal forum talk about 65k vertices, in other forums people talk about near 50k polys and others talk about 50k-100k polys.Someone can give me a hand?
How do I detect back button long press and short press using Blueprints and what function do I call for quitting to Oculus Home and universal menu ? Thanks!
Any word from someone at Oculus as to when Unreal's dev-vr-editor branch will be pulled into the Oculus repository (https://github.com/Oculus-VR/UnrealEngine/) and plugins added?
I posted it as a bug here: https://answers.unrealengine.com/questions/395767/gear-vr-view-angles-on-the-device-dont-match-edito.html but maybe I am doing something wrong :/I just noticed that no matter how I turn player's character in the Editor, on the device it always spawns looking into a particular direction (at first I thought it was 180 deg., but I don't think that's the case).In the Editor: On the device:
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