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I'm trying to draw the DK2's positional tracking camera's bounding volume in the 3D space with a wire frame so the user can know where they can safely walk around the VR environment.Does anyone have a sample Blueprints/C++ function that does this? Thanks!
https://twitter.com/MichaelAllar/status ... 0421159936http://spout.zeal.co/https://github.com/Allar/UE4ToSpout
With 4.8 still lacking support for the Samsung Gamepad, are there any current work arounds or 4.8 forks on GitHub that have this working?
Hi All,in UE4 what is the approach to take for scaling a player game character to meet the real height of the player, as taken from the Oculus config settings?Could anyone suggest what I should scale in my character setup? (I'm using just blueprints at the moment)CheersFred
https://gumroad.com/l/GregsTools☼ UE4 Scene Setup: Set's 3dsMax System scale, units as well as default grid spacing to match UE4.≡ Grid Spacing: Toggles grid sizes matching those in UE4.☺ Reference Spawn: Creates a reference box to the height of a player based on Shooter Game in UE4 (6'8").»║ UE4 Collision: Renames meshes to the proper namespace for collision in and sets up proper parenting.▲ Export: Exports single meshes, or batches entire scenes to individual *.FBX using a simple export system.
Any thoughts from artyom17 or anyone elses on the below post would be most appreciated.https://forums.unrealengine.com/showthread.php?72823-Experimetal-stereo-camera-rig-for-portals-transport-effects-in-UE4Thanks in advance.Opamp.
Afaik, the default camera nor the unofficial vr template incorporate this. As a thought experiment, how would I go about linking the vr camera controller with the character ik chain?
I do hope I'm missing something, but I'm afraid Oculus SDK 0.6 in UE 4.8 means there's no more support for Oculus Rift development on mac, since this version is windows only :-/ Indeed, I'm experiencing a completely black display when running the applications fullscreen in the DK2. Could anyone from Epic confirm this? Any solution to keep on using the previous SDK?The plugin appears to be still whitelisted for mac:https://github.com/EpicGames/UnrealEngi ... ft.upluginIn the application I see the following logs:From Service] OVR::OSX::HIDDevice - Opened 'USB:vid=2833id=0021:ser=MSCE48R6K9DA3010K100'Manufacturer:'Oculus VR, Inc.' Product:'Rift DK2' Serial#:'MSCE48R6K9DA3010K100'[From Service] OVR::SensorDevice - Closed 'USB:vid=2833id=0021:ser=MSCE48R6K9DA3010K100'[From Service] OVR::OSX::HIDDevice - HID Device Closed 'USB:vid=2833id=0021:ser=MSCE48R6K9DA3010K100'[From Service] OVR::OSX::HIDDevice - HIDShutdown 'USB:vid=2833id=0021:ser=MSCE48R6K9DA3010K100'..but the display stays black.
I've been playing around with an idea I've had. I'm very new to UE4 and game development of any kind. I used the first person template and have placed some 3d models, lights, sprites etc around and I just want to see what this looks like in VR. I can use the 'Play' button and 'VR Preview" which gives me nearly what I want - e.g. simple first person mode to look around but the positional tracking doesn't work at all. I thought maybe I need to build it and then positional tracking will work but I have no idea how to build a map in UE4 with VR support (or build on its own tbh).Can anyone tell me (a newbie) how I can test this out? I feel like I'm missing something obvious.Edit: I just tried downloading the VR templates that someone put up in the UE4 community forums and the demo in that seems to have positional tracking (although loads of motion blur for some reason). Do I need to rebuild my map into that template?
Hi All,I have recently started to learn about UE4's animation system and now want to start setting up a player character.Does anyone have any suggestions for how to approach rigging up an interactive player character? I want to use the Rifts positional tracking, in standing position, to move the avatars head and allow for things like crouching. I also want to add IK controlled hands.Is this possible to do with UE4 existing IK system? I would ideally like my characters spine to be more flexible than a 2-bone ik but I believe that is all you can do with UE4 built in IK?Would anyone have any advice?CheersFred
I made this. Maybe you guys are interested in it. Iunno.https://forums.unrealengine.com/showthr ... t-PipelineIf you use Chrome you can look around and stuff.It usually works embedded, but for some reason it doesn't work embedded on these forums?Stereoscopic videos linked in youtube description. Is it true Stereoscopic? I've been told its good enough but its not perfect, because all I did was stick 2 cameras side by side. I really don't know what I'm doing, but a lot of people are saying this helps them with this endeavor, so, yeah. Here it is.
http://fatedblog.com/2015/05/28/fated-a ... imized-vr/
http://www.roadtovr.com/new-oculus-0-6- ... lable-now/
Hi there!I want the camera component of my pawn to follow the Oculus´ rotation. For this, i use the "Follow Hmd Orientation" node on the camera manager. Sadly this also influences the location of the camera. Is there an easy/fast way to fix the camera permanently to an reference-point (like headposition) via Blueprint?I use UE 4.7.6 with Blueprints only and Oculus Rift DK2.viewtopic.php?f=60&t=18199 - is this Link dead because the latest Oculus Integration is already included in the latest UE4 version?Thanks for your time!
Hey there,Just wondering if anyone has managed to get Oculus working with UE4 under linux. There's a 4.7 distro that enables the VR Preview mode but the publish option doesn't work due to some linking errors.Has anyone gotten this working? If so, would he/she/they like to help me get it up and running?Thanks,Ozz
Hey guys,Just a notification that new integration is published at viewtopic.php?f=63&t=17714UE 4.5.1: https://github.com/Oculus-VR/UnrealEngine/tree/4.5UE 4.6.0: https://github.com/Oculus-VR/UnrealEngine/tree/4.6The main new feature in 4.6.0 integration: we've added 'VR Preview' mode into the Editor that works the same way as 'New Editor Window' preview mode, but in stereo and in the Oculus Rift. We recommend to use Direct mode for that (Extend mode will limit refresh rate to 60Hz instead of 75, and this will be addressed later).
I am currently creating a Senior Project in UE4, and I'm having a few issues with what seems to be lighting when in VR mode.The video explains a bit of what is happening and shows what I see when testing, but to explain it in text for those who did not watch, the scene I have created is lit and working normally with the DK2 as long as it is on my desk, more than likely out of range of the camera. Once the DK2 is lifted, as if to put on my head, the lighting will cut out entirely, making everything undistinguishable within the DK2.I'm not sure if the positional tracking coming into play is what is causing the issue or if there is another issue I need to fix, but I haven't found a way to resolve this anywhere and could use some help.This only happens in VR Mode, every time I've tried it in the normal viewpoint, the lighting stays as expected, it just seems like the positional tracking breaks it for some reason. For comparison, my other scene works perfectly, the only difference being the
I have made my source code (Unreal Engine 4.7) for my "Breath Tech Demo" available for free download. It demonstrates how to detect the player's breath using a microphone and show it in VR with a direction and velocity to allow interaction.See the reddit thread for links and some rough notes
Hi guys,I am new to this forum and any other forum of any kind.Just got my Oculus dk2, super excited about it, i went ahead and set it up, but the direct mode does not work, also. if i put my DK2 as main monitor the whole desktop does not show, is that ok? I am using the 1920x1080 display vertical, when my back ground shows.. it looks weird, for example i see a part of the right side on 1 lense and another 1 on another one, to control it I have to close an eye and move my mouse tons and maybe see it and guide my self from there, any help on this??I would love some help on this matter.Also when i try to do the demo to see if direct mode i get this error: Exception Occurred.Exception InfoException report file: C:\Users\Fares\AppData\Roaming\Oculus\Configuration Utility\Exception Report (2015-04-10 04.32.20).txtException minidump file: C:\Users\Fares\AppData\Roaming\Oculus\Configuration Utility\Exception Minidump (2015-04-10 04.32.20).mdmpTime (GMT): 2015/04/10 04:32:20Time (local): 2015/
I'm running a rooted Note4 with Android Lollipop 5.0.1 on an Exynos GearVR phone. I can't get Unreal 4.7.2 (binary build, also tried 4.8.0 from source) to work for the GearVR. GearVR applications from the Oculus store works great. I can build Unity games for the GearVR just fine.The issue I'm getting is on the C++ first person template it seems to render each eye correctly then it stops rendering. I get two or three seconds of rendering/headtracking then the render thread freezes. If I take off the headset and put it back on it resumes rendering for 2-3 seconds. It still runs other inputs. You can hear the sound of the gun firing if you tap on the touchpad. I'm able to do a non GearVR android build, the touch controllers appear and I can run around fine in the level, so UE4 is definitely capable of rendering to this phone for a normal android game.I've tried following all the suggestions in this thread: https://forums.unrealengine.com/showthr ... kes-me-sadI have a oculussig file corre
I'm an old pro with Sculptris. The dynamic mesh feature is a great way to quick sketch a model for some down and dirty testing in UE4, but I want to eventually use accurate looking meshes. I can directly import a Sculptris OBJ into UE4 as a static mesh, but it's not pretty (holes, no smoothing). I'm guessing it's because of the necessary retopo during import?Any ideas on how I can get an accurate looking Sculptris model into UE4? I have ZBrush, but am nowhere near as good as I need to be yet. Pointers are appreciated!Also, is there an import poly limit? I was playing around, and it seems to be around 20k. Is that correct?
Hello,I want to put together a PC hooked up to an oculus where you turn it on, once it boots up the experience starts right away and when it's done (after 8 minutes) the computer shuts off. it's for someone who doesn't know anything about computers, has a lot of money, and they just want to have this toy.The experience i have is a fly through of a level made in ue4. The user just looks around and enjoys the ride. It's heavy on the graphics, goes indoor and out, etc. Right now It's running well on a gtx 780...i was thinking about getting a gtx980 for this. What else should I get? 4ghz 8-core processor? Or would something smaller be okay? How much RAM you think? I don't want to overkill it but I know the GPU is important to get that steady frame rate. Also - where should I start googling in terms of programming a PC to automatically start a game on startup and shut down 8 minutes later. Can I do all that in Python? Would Ubuntu or something be okay for this or do ue4 games not look as ni
I am working on integrating a leap motion pass-through effectinto UE4 and I was wondering if anyone knows how to achieve a disparate view for post-processing so that I can feed left/right eye images from the leap before geometry is rendered (or even after), or if anyone has had success in putting two quads in front of the camera to pull this off accurately.
What is the best way to integrate the Oculus audio SDK in UE4 on mac?This announcement (https://developer.oculus.com/downloads/ ... udio-0.9.2) talks about mac support for FMod, but apparently the only plugins in there download are currently win32, x64 and android.Any help would be appreciated!
Hi All, I was wondering if anyone had successfully created a UE4 plugin for Bink video? I'm working on a video heavy project right now, and the current Media Framework isn't cutting it. It looked like Kite and Lightning was using it in their latest Insurgent demo on Share, but I haven't been able to find any more info. Any help would be greatly appreciated!
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