Unreal Development
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Why is there a notion that BP would bog down performance in Gear VR and that C++ is the only way UE4 could exist on Gear VR ?Like I mentioned in my other posts, running a project without a single BP in it vs running same project with BP in it makes no different in performance (fps and ms are identical). I understand that computation heavy tasks would indeed bog down performance, but having most of lightweight task in BP shouldn't even affect performance. And with BP>C++ compiler in 4.11 even tasks requiring math shouldn't even be a problem.At least Epic never said anything about that C++ is the only way UE4 will perform well on Gear VR.
Does there exist a plugin or library that lets one play back 360 degree videos (smoothly) in UE4?Anyone made a custom solution wrapping a 'movie-texture' around a sphere or similar?Unity has 'AVPro plug-in' which apparently works pretty great.edit: following one initiative (https://answers.unrealengine.com/questi ... video.html) but doesn't seem that far along yet in terms of performance.
I read every now and then that some folks think IPD is off in Gunjack and in some UE4 test apps they build for Gear VR.Is there any way to adjust that in UE4 in runtime? (probably have an option for IPD in the menu)Maybe Epic somehow has IPD off a tad for Gear VR which causes discomfort ?
Greetings!I'm using the 4.10-0.8 branch from https://github.com/Oculus-VR/UnrealEngine as I need to be on Mobile SDk 1.x to launch my GearVR title. However, it looks like the Back button now behaves quite differently in this version compared to the standard UE4 4.10.4.It is now not possible for the application to receive a Back button event, and it always attempts to quit the application. To test this out, I just recompiled by Circumpaint application using the Oculus branch. Now any short press of the Back button brings up the standard "Are you sure you want to quit" dialog.In going through the new code in Engine/Plugins/Runtime/GearVR/Source/GearVR/Private/GearVR.cpp there are added HandleBackButtonAction() and HandleInputKey() methods. Within HandleInputKey(), if the Back button is released before BACK_BUTTON_SHORT_PRESS_TIME_IN_SECONDS is up, then we enter a short press state. So far, so good.But then within HandleBackButtonAction() a pending Back button short press state has t
So finally I figured out issues with lightmaps and decided to put more or less realistic test case to work. Still hitting 58 fps. So there is no performance different between (almost) empty scene and actual level with ~25k tris, textures and lightmaps, and per polygon collisions. Quite odd if you ask me :/Another issue surfaced with this test - my static mesh has missing polygons. Looks like has holes in random places. In the Editor on PC everything looks fine. In Gear VR - missing polygons.I uploaded this project in case someone from Oculus wants to look at it. Please let me know and I will PM the link. Thanks!
I was wondering if there is any plans by Oculus to release a UE4 version of the Oculus Sample Framework (now available for Unity 5)?https://developer.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/
Hi All,If you are using Unreal Engine to develop for GearVR, would you mind sharing the version of Unreal Engine you are using?Thanks!
Hi,my DK2 is working with all demos (incl. the oculus configuration demo).I can run the VR-Preview in UE4 (UE 4.10.4 and 4.11 preview 7), but in a standalone player the VR feature is missing.All VR commands in the console are not recognised.If I check "ovrversion" in the console of the standalone, then I get the following message:"Command not recognised: ovrversion" (The same for "HMD Enable" or "stereo on")I have asked the same question in the Unreal forum, but got no reply, yet.https://forums.unrealengine.com/showthr ... alone-gameDo you have any idea, what I have do to fix this? Windows 7 64bit980tiOculus 0.8 RuntimeUE 4.10.4 and 4.11 preview 7
Unreal to offer the ability to build while in VR!It's almost like they read my posts or, more likely, they've come to the same logical conclusion.https://forums.unrealengine.com/showthread.php?99449
Hi All,I am trying to figure out what I am doing wrong. Specifically, I have a very simple map comprised of a floor, a ceiling and some pillars. These are all static meshes and their materials are set up as unlit. When I check the FPS, I am getting a solid 60. However, when I turn my head, the world seems to have strobing/ghosting. At first, I thought this was due to having too much contrast between the material and the background. But, after changing colors to have very little contrast, I am still seeing the world strobing/ghosting when I rotate my head.Is there something I should be doing to get smooth movement? Some settings I need to set, or some post process thing I need to disable? Is there a sample GearVR project for UE4? It would be nice to have such a project for sanity checking purposes.Thanks!Oh, in case it matters, I am using UE 4.10.4.EDIT: I got this working by switching to UE4.11.preview 7.
Is there a step-by-step tutorial about building UE4 from source with GLES3.1+AEP enabled, using MSVC2013 ? (4.10, 4.11 and up)Note that I am only interested in building engine, not coding in C++ for it. So I have no intentions installing MSVC 2015 on my rig.Feel free to also respond here https://answers.unrealengine.com/questi ... nd-ms.html so that others can find it.Thanks.
I am in the process of learning UE4 to port my game (The Stacks) to it.There are a lot of oddities to configuration that needed adjusted. My hope is that this helps others starting to use UE4 for Oculus Rift development:#1. The scale of default door and frame are wrong. The door is 200cm tall. That is 6.56 feet. Doors in my house are 6.8 feet. This means you need it to be 208cm. That is a scaling factor of 1.04. That doesn't mean I'm going to use their door frame but if you are using that to gauge if scale is correct in the game, 3 inches is a big deal. I felt like my head was scraping the top of the door.#2. I'm 5 foot 8. The default height for a player is much taller. To adjust this go to the MyCharacter blueprint, click default and search for height. you want to set "capsule half height" to 1/2 your height in centimeters. My height is 172cm/2 = 86.The next set of adjustments require a post processing volume. You can find it in "All Classes" if you don't have one. Drag it into your s
Oculus guys, do you know by chance when UE4 will get both SDKs ver. 1.0.0 integrated officially ?
I am wondering why doesn't Oculus make a plugin for UE4, the same way it does Utilities and such for Unity. I get it, Unity is what you guys use on daily basis, but it was my understanding you also use UE4 on daily basis :/If anything, stuff like Audio and Mobile SDK, and Social (including lip sync) could have been done as a plugin (right?), so that devs wouldn't have to wait on Epic to integrate it into engine itself (Audio SDK isn't there as far as I know; Social isn't there at all and there is no saying if it will be any time soon).
Posted here https://answers.unrealengine.com/questi ... upted.html but perhaps Oculus is already aware of it (or not, and should be).I was testing performance in Gear VR and basic test scene with single static mesh. The mesh looked fine in the Editor, but on the device it had missing triangles. So I wanted to take screenshots (in addition to sharing project) and show them to Oculus.Here is my Blueprint setup for taking automatic screenshots: http://s30.postimg.org/5u9p7vnz3/autoscreenshot2.pngIt works wonderfully on Windows when running test project in the Editor, but this is what I get when running on the device: http://s22.postimg.org/g3xeng5q9/Screen_Shot00000.pngI am using Galaxy S6, Android 5.1.1 and Gear VR.
I don't recall 100%, but I think with Unity app running and having developer mode on in Gear VR service, "head tracking" works fine when moving phone around.I tried that with UE4 app, and "head tracking" doesn't seem to be working. Camera is static and no matter what I do, it's just stuck looking into one point and doesn't move.Does it sound like a bug?
So I asked this question at UE4 forums: https://forums.unrealengine.com/showthr ... w&p=484028and got a hint that simple blob shadow can be done using either decals or "Worldpos behind translucency". Sure enough no links to training materials about "Worldpos behind translucency".Can someone please explain how to set that up ? Thanks
I have these https://drive.google.com/drive/folders/ ... mNxdXQzaUU and it would be nice to set top image for left eye and bottom image for right eye.Is it possible to set up stereo skysphere in UE4 ? (maybe as 2 skysphere, one rendered for one eye and another one for another eye?)Thanks.
How can I achieve fading in/out effect with UE4 using Blueprints? Thanks.
Hey!A while ago i wrote some C++ code for a proper stereo rendered crosshair that works with all VR headsets. Oculus released a GearVR sample project today on their store, reminding me that it would be cool to have some standard VR feature templates for UE4 aswell, so i decided to update and publish the crosshair code on the UE4 wiki.https://wiki.unrealengine.com/Stereo_Rendered_VR_CrosshairCheers!
I search the doc from unreal and oculus, I did not find it for oculus rift. Is there a limit or not?Thanks. :D
Oculus devs, could you please put some sense into Epic devs so they could release 4.12, at least, with GL ES 3.x enabled (and fix build times when using ASTC compression ) ?
Based on Epic's response, they might not provide sample scenes for Gear VR, even though they are planning of providing better support for Gear VR in UE4.10+Does Oculus plan on making some kind of package, similar to Oculus Utils for Unity, but for UE4 with sample scenes showing proper way of setting up scenes for maximum visual fidelity and performance in UE4 for Gear VR ? (including various UIs, first/third person player, gamepad/touchpad mapping, gaze controls, etc.)
anyone know it?Could you know the answer or the solution?Thanks!
Hi,does anyone know how I can manually change or override the IPD/interocular of a camera in Unreal?If I don't want to use what is being set in the user prefs.Ie I want to alter the distance between the two cameras in the stereo pair.CheersFred
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