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In the GameMode:- Event BeginPlay- Branch | Condition: Is in Low Persistence Mode-- True--- Set HUDClass: OculusHUD-- False--- Set HUDClass: Gear VR Global MenuI'm sure you can see where I am going with this, so will this work? (I don't have a phone nor gearVR to test it)
Hi Everyone,I was noticing some odd behavior with Matinee platforms, so I created a new "Rolling Template" example and put a platform under the floor where the ball starts. I then used Matinee to lift the platform into the air over a 2 second period.I then went into the level BP to have the matinee start when the level begins playing.When I would click Play > Selected Viewport, everything works as expected. The platform comes up through the floor and lifts the ball into the air. Yeah. When I would click Play > VR Preview, the result was different (NOTE: You do not want to use your HMD here as it could make you sick with Rolling Template. Rather, just preview on screen). Instead of gently lifting the ball into the air, the ball would be launched several hundred meters into the air.I realized that the reason this happens is because the UE4 matinee moving the lift gets "behind schedule" while VR Preview is initializing. To catch up, the velocity of the moving platform speeds up to a
I seem to be having some issues with UE4, as this problem only happens when using the editor (and previews), it happens often enough to where it is extremely annoying though.When I am in the editor, I get a message from the device manager / action center stating that the headset has been disconnected, and then it reconnects. There is nothing in the Rift logs nor is there anything in the UE4 logs (since it did not crash).However, in the event logs, it shows 9 errors, of 2 different types (the headset disconnected and reconnected one cycle). All of the errors are:Error: {ERR-017} [HMD] WARNING: LED state change unverified!Error: [From Service] Date/Time stamp: {ERR-017} [HMD] WARNING: LED state change unverified!Now, a part of me thinks that the reason this is happening is due to Windows 10 not being supported by either the Oculus service (although the demo scene works flawlessly), and that UE4 is also not officially supported.. so is this a system bug.. or has anyone else been running i
I have noticed a very odd issue related to head when using the Leap Motion Controller Actor in conjunction with the DK2 in UE4.9.1. Whenever I enter my scene, I am not facing the direction I expect. This only occurs when I have a Leap Motion Controller Actor in my scene. If I remove the actor and restart UE4 the problem goes away.To test, I created a very simple level with 4 cubes. Here is my simple map as viewed from overhead. As you can see, the start arrow points towards the blue cube.overhead-map.pngWhen I start from outside of VR, this is what I see initially. This image shows that when not doing a VR Preview, the blue cube is displayed as expected.rotation-correct.pngWhen I do a VR Preview, this is what I see initially. Here, I appear to be rotated 45 degrees around Z. rotation-wrong.pngI am curious if there is some new setting that I need to enable/disable to get the HMD to honor the player start.Thanks!
https://www.unrealengine.com/blog/free- ... ce-release"This content represents a $3 million investment in art and sound design, and we can’t wait to see what you make with it."
Hello everyone! [SORRY FOR MY ENGLISH] Problem (only VR mode):when I look in the VR mode, I can't correctly select the menu items (push button...). Apparently the coordinates of the mouse cursor position and VR HMD position is different.When you hover over the button, button is not highlighted. If you move the cursor much higher (on axis X) the button, button is highlighted. What I did: 1. I'm made HUD 3D and bind to HMD. 2. Now when I cause the menu, menu appears before my eyes. This is no problem. 3. I'm made cursor/crosshair (for example by Epic) for VR. 4. In the Blueprint I get the mouse cursor position. Crosshair is correctly displayed in VR (over the menu).Image (Blueprint):https://answers.unrealengine.com/storage/attachments/55831-hud_class.pngQuestion:How to solve a problem?
Hi there,in the current preview of Unreal Engine 4.9, isHeadmountedDisplayEnabled() returns ALWAYS true if the HMD was switched on during engine start, even if it was switched off afterwards or a 'non-VR'-preview was started.See: https://answers.unrealengine.com/questi ... rting.htmlEpic is on it but has already stated, that a fix for this issue is 'unlikely' for 4.9. So it seems that they will release the second major version with serious bugs in the basic implementation in a row instead. Don't know what they're thinking but that's what they told me.As many devs have switched to the Oculus Branch (as I did last week), it would be great if Oculus can fix this in time for 4.9. :)Many thanks,spyro
Hi there,after switching to the Oculus Branch (4.8) I cannot load my project anymore:Here is what I did:* Cloned repository* Started setup.bat, waited for downloads to finish* Generated project files* Compiled in VS 2013 ('Development Editor')* Right-Clicked on uproject-file of my game, switched to new engine build* Started UE4Editor.exe, double-clicked on my project (engine version configured to 'other')The necessary DLL seems in place:In the build receipt for the editor (UE4Editor-Win64-Development.target.xml) the audio plugin isn't listed (don't know if this intended): <BuildProduct Path="$(EngineDir)\Plugins\Runtime\OculusRift\Binaries\Win64\UE4Editor-OculusRift.dll" Type="DynamicLibrary" /> <BuildProduct Path="$(EngineDir)\Plugins\Runtime\OculusRift\Binaries\Win64\UE4Editor-OculusRift.pdb" Type="SymbolFile" /> <BuildProduct Path="$(EngineDir)\Plugins\Runtime\OculusRift\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-OculusRift.lib" Type="ImportLibrar
Hi Everyone,I was curious if anyone is aware of an upgrade-safe way to put an actor in-game at the position of the DK2 camera; such that when CV1 comes out it will still work AND if more than one CV1 IR Sensor is present, an actor is created at the position of each additional sensor.Cyber... that would be a very cool How-To for your blog if you are looking for a new topic :DThanks!EDIT: This UE4 documentation describes a method "Get Positional Tracking Camera Parameters" but it only returns information about a single camera...
I'm fairly sure this is an issue caused by the updated .exe in this post: viewtopic.php?p=70983#p70983Previous to using that version of UDK I had built and packaged a test game that a friend was able to install and launch. After using that fixed version to fix the scenecaptureactor bug packaging the game fails to include UDK.exe.I'm curious if anyone has a decent work-around that doesn't require returning to the original (Reflection bugged) version? Or is it more a case of wait until the properly fixed next version?
Hey guys,I have two camera actors in my level, and I have a director in Matinee that switches from one to the other. When I launch it, I can see through the cameras on my Rift, but I cannot look around. The cameras stays fixed and is not affected by the movement of my head. I think it has to do with activating, 'Use Controller View Rotation' in the Camera Settings, but I cannot find this option anywhere. Any ideas? Thanks so much.Jesse
Hello,I just purchased a DK2, and I'm trying to get it working with Unreal, but I am new to all this, so I am really confused by what runtime will work. I installed 0.6.0.1, and when I try to use the VR.map in the content preview according to the Epic docs, but when I hit alt-enter, the window just goes black, and nothing appears on my dev kit either. After trying that, I noticed the docs state that 0.4.2 is what is compatible with UE4 currently. When trying to figure out if I needed to downgrade the runtime or get an update for UE4, I was confusingly taken to this post. The GitHub link doesn't work - nor does the "SDK Downloads UE4" link. The other link seems to only apply to if you are buying some sort of license, so I don't think that is applicable to us either. So I guess my question is, what is the best way to get the DK2 working with UE 4.8.3? Is there an updated plug in or downgraded runtime that I need to use? If it *should* work with 0.6.0.1, any ideas why it doesn't work for
Hi there,first of all: Congratulations to your decision to kill extended mode. IHMO extended mode should have never seen the day of light with DK2 at all (see viewtopic.php?f=20&t=12918), but I am glad you will remove it now.Did I get this right: As Unreal 4.8.3 integrates SDK 0.6.0.1, every application built with this version will automatically be supported by 0.7s direct driver mode? spyro
Hi there,sorry for the cross-post, don't know if this is affecting Epic or Oculus itself:https://answers.unrealengine.com/questi ... right.htmlThank you,spyro
After some time of testing a project in Unreal with the DK2, the screen output freezes (game continues to run, evident by the fact that when disabling stereo rendering the game returns to normal).And after that the editor crashes when trying to run in stereo again. The only way short of restarting the computer to fix this is to restart the Oculus service (can't run any other Rift application either).I am running Win8.1 x64 with a gtx970 with driver version 350.12, oculus runtime version 0.6.0.1 (reverted to these after getting the advice from the unreal forums according to the oculus runtime release notes)Currently running on UE 4.8.2.OVR::DeviceManagerThread - running (ThreadId=0xC80).[TrackingManager] Entering tracking threadOVR::Win32::HIDDevice - Opened '\\?\hid#vid_2833&pid_0021#7&1b8fc2c&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}' Manufacturer:'Oculus VR, Inc.' Product:'Rift DK2' Serial#:'MSCEM807JHC4KN00Z100' Version:'212'OVR::SensorDevic
Hey guys,Just a heads up, a critical performance issue was recently found in Oculus Plugin for UE 4.8 (the one that uses Oculus SDK 0.6.0.x). You may loose more performance than it is really necessary IF the variable r.FinishCurrentFrame is set to 1! Make sure r.FinishCurrentFrame is set to 0!I've made a temporary fix in OculusRift plugin to set this var to 0 every time we switch to stereo and reported to Epic. You may get the fix from our github branch: https://github.com/Oculus-VR/UnrealEngine/tree/4.8 (commit e2bf766c45a1bd147e5da0eb6b9549c26db7d27c
Hello, I'm looking for a solution to have image in my oculus and also normal image (not split) on my computer Is there a special option or anything else ?currently, I have both two-eye view (the Oculus view) on both my computer screen and my Oculus screen.so when I launch the game and then input "stereo on" I want to send the splited screen to oculus but without changing the view on my computer (there will be two people using my project, one with the computer and another with the oculus)I find some similar topics which were posted year ago, there was no solution then. So, I am wondering if it is the time to solve the issue now. : )Thanks
Hi there,I love the ability to make the view frustum visible and would like to use that as a hint if the user has lost tracking (currently looks like this):(The grainy image is just a additonal hint for the user, should look like 'the signal gets weak')Unfortunately this doesn't work in a shipping built anymore. Would it be possible to make this possible? Don't know exactly why this isn't working. The execution of console commands by blueprint nodes works, even if the console self isn't availably anymore. I can draw debug sphere's and lines, too....Thank you,spyro
Hi there,Even after a year or so, basic camera functionality is still broken or very hard to use (4.8.1). I don't know what is going on there but the UE4 integration just isn't reaching a stable state (only listing the problems with the camera here):Not being able to getting the position of the camera in world- or local space as expected:- https://answers.unrealengine.com/questi ... -mode.htmlCamera manager ignores position of HMD, takes only rotation into account:- https://answers.unrealengine.com/questi ... oesnt.htmlConsole command 'hmd vsync 0' doesn't work (needed for profiling):- https://answers.unrealengine.com/questi ... -with.htmlRotation of player-pawn itself (standing on a rotating platform) isn't translated back to camera (a real classic):- https://answers.unrealengine.com/questi ... tform.htmlNot being able to obtain relative location of the tracking camera- https://answers.unrealengine.com/questi ... roken.htmlVR Preview itself is more or less completely broken since more
Hi Everyone,I was curious if there is a Tuscany project that I can load/import into Unreal. UE4 has a lot of great starter content, but Tuscany is sort of interesting in its own way. Sort of the Hello World! environment of Oculus VR.Thanks!
Summary: When entering 'hmd mirror 1 or 'hmd mirror 2' under UE 4.8.1 / OVR 0.6.0.1 this is the result:http://i.imgur.com/WGAPJk3.pngSee https://answers.unrealengine.com/questi ... or-23.htmlspyro
Hi there,with 'hmddbg showcamera on' it's possible to see the tracker's view frustum in VR mode. If this is active when exiting PIE session, it crashes the whole editor.It's also not possible to just deactivate this by deactivating this automatically on end, there is no bindable event like 'onExitGame' exposed for blueprint.Oculus SDK: 0.6.0.1Crash log:*MachineId:09466ED14773200D475C1E8762FE17BFEpicAccountId:fba125fe5ed14161aba1305f0b491147Access violation - code c0000005 (first/second chance not available)""UE4Editor_Core!FRotator::Quaternion() UE4Editor_OculusRift!FHeadMountedDisplay::DrawDebugTrackingCameraFrustum()UE4Editor_OculusRift!FOculusRiftHMD::DrawDebug()UE4Editor_Engine!UGameViewportClient::Draw() UE4Editor_Engine!FViewport::Draw() UE4Editor_Engine!FSceneViewport::ResizeViewport() UE4Editor_Engine!FSceneViewport::SetViewportSize() UE4Editor_OculusRift!FOculusRiftHMD::DoEnableStereo()UE4Editor_OculusRift!FOculusRiftHMD::OnEndPlay()UE4Editor_UnrealEd!UEditorEngine::EndPlayMap
It is possible to control how the virtual environment responds to the head movements, so that, for example, if the person moves the head 20 degrees to the left, the Oculus Rift responds as if the person had only moved 15 degrees? Is this possible in UE4? I know this creates a risk of VR sickness, but the mismatch will be very small and this will only be used for research, with participants who are aware of this risk.Thanks for the help!
Happy New Year to everybody, btw!Ok, the first cut is in GitHub:https://github.com/Oculus-VR/UnrealEngine/tree/4.7-npThis is 4.7-preview with re-factored plugin and improved (I hope) camera control. I haven't added new Blueprint functions yet (like raw accel data or player's metrics, still in work). I am going to document all the changes (documentation is long due anyway)...So, briefly. I've added PlayerController.bFollowHmd property, which is by default set to 'true' (for compatibility reasons). When it is set in 'true' then the behavior is the same as it was before: HMD drives PlayerController. You can either set it to 'false' or just don't bother, it will be set to false automatically, once you use PlayerCameraManager or CameraComponent approach.The main approach you guys care the most (I think) is to enable HMD via CameraComponent. This class now has two additional boolean properties - bFollowHmdOrientation and bFollowHmdPosition. In addition, the scale of the CameraComponent now w
Hi I have just started using UE4 and I've been working on a few projects over the last few weeks however whenever I test my project in the DK2 I get a steady 37 FPS. It nevers goes above it. I even tried the default 1st person shooter template and I am getting the exact same results. I have a GTX 960 which runs unreal demos that I have downloaded without any problem. I'm wondering if I have missed something simple. Is there a setting I need to adjust to get it up to 75FPS? I am using 4.8.
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