Unreal Development
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https://drive.google.com/file/d/0BzgVPR4xFGgjYl9DSDJETmlITTA/view?usp=sharingApply Default Settings OSP Needs to be called at begin play to apply these settings.
http://blueprintue.com/view/3sorqivE/
Has anybody managed to get this working yet?I have the oculus plugin working within FmodStudio and the standard fmod plugin with standard events works fine within unreal.But the UE4 Fmod plugin cant seem to find the ovrfmod dll.I keep getting "LogFMOD:Warning: c:\jk\workspace\Build__1.5__UE4Libs_Win\studio_api\src\fmod_effect.cpp(147) - Error. Missing DSP plugin 'OCULUS SPATIALIZER'"Ive placed both the 32 and 64bit dll's in multiple location(project directory, engine binary directory,thirdparty/fmod ect..) and have tried adding it to the plugins file list within Project settings->Plugins->FMOD. but still no joy.Edit*If anybody wants to play around with this and Fmod I posted a dummys guide over at the unreal forum https://forums.unrealengine.com/showthread.php?61257-An-idiots-guide-to-using-the-Oculus-SDK-with-FMOD
The Windows 10 Beta x64 loads nvidia drivers from windows update and enableing the nvidia control panel to setup SLI.The driver version what loads at this point is 9.18.13.4965 , after the windows preview installation it gets automatically installed, or its installed after you go to update.windows.com (cant tell for sure how i did it).With 1 videocard enabled i got 35-40 fps, with sli mode i got 60-75. This corresponded to my desktop monitor fps of about 330fps not looking at the mode, when i hit alt-enter the desktop monitor turned off and the rift was enabled (extended monitor setup).When i loaded the paris 1.3 hotel room demo an unreal popup came up saying it needed to install libs to run , i continued the installation and it automatically downloaded some .net stuff thats all it took to get running.So for the guys who are craving for that last bit of performance, go check out the win10 preview!, also worth checking out only useing 1 videocard.
Hi, sorry for spamming this post on two forums. Unfortunately we don't have a dedicated UE4 thread yet. Just want to improve my chances of somebody with a solution stumbling upon it.I seem to have an issue with framerate when launching my scene in the Rift. The scene that I'm running is just a simple default 2 chair + table with sky scene when you open UE4. But it doesn't really matter, the issue is the same with more complex scenes. So I launch the scene, which gets opened in a separate window and I get 30FPS, which is not so good, but it makes sense since I'm still running UE that I launched from in the background. As soon as I close it, the framerate jumps to 60FPS. So far so good. Now the problem comes up when I go fullscreen on this window with the Rift turned on. It switches to side by side stereo Rift mode as it should, but now my framerate drops down considerably to about 23-27 FPS (regardles of complexity of the scene). If I go fullscreen without the Rift the framerate stays a
It's been about 3 months since I dabbled with Unreal4. I fell in love with the blue prints system and the cheap subscription scheme but ultimately had to drop it because of the way it worked with the Oculus. I found getting anything below 75fps a real struggle, anything with textures or lights and it would be going to around 35. Of course you could tinker with multiple settings like hmd, mirror, etc but most often then not the only way to make it run at 75fps would be to lower the hmd to something like 50, resulting in blurred pixelated graphics.After a few months I tried Unity and straight away it worked like a dream. It just worked! No messing around with settings. Clear and fluid. Yet, I miss the visual scripting (that is well supported with tutorials everywhere) and payment scheme. Has any effort been made in the last few months to improve Unreal's compatibility with Oculus for casual users such as myself?
https://www.unrealengine.com/what-is-unreal-engine-4 WOAH! :mrgreen:
We're working on the project for oculus in unreal engines 3 UDK. The problem is since ue4 came out I can't find any links to old UDK with oculus rift support nor any tutorials. Is it still somewhere on the developer.oculus download page or am I blind? Really need help on this oneI promise we will move to ue4 after this project
I have been messing around with preview 8 today and noticed a brand new issue (which is subtly disorienting). When doing the "tap test" or shaking the hmd while it's on my face it appears the left eye's worldview wobbles quite a bit more than the right eye since this update. This seems to be a new problem since UE4 preview 8? I have tested on the lightroom and first person templates in direct mode. Fresh install of preview 8.It appears something has changed and it's as if left eye is not getting the same timewarp settings as the right. Let me know if you can confirm this by shaking the hmd quickly (and close each eye), the world stays nearly perfectly still in the right eye only.Edit: Interesting, after further testing this appears to be happening in Unity demos now too (in both direct and extended mode). The only thing I changed recently was upgrade my Nvidia driver to 347.52 So this subtle issue might extend past UE4 and perhaps nobody has noticed yet. If someone could confirm by us
No matter what I do I can't seem to understand if there is a correct way to prevent the stuttering on physical head movement. Things look fine enough through the HMD (and has a good 3D effect), but it stutters like crazy when I use my head to turn the camera (using a mouse doesn't cause this).The demo in the config tool works like butter though.So not sure what needs to happen or if THIS is what people are specifically referring to with latency.Any general settings for Unreal or tips?For reference, I'm using a Quadro K4000 with updated drivers using a DK2 ( 0.4.3 with latest firmware).Thanks
Which Assets people would like in the UNREAL ENGINE 4 asset store for VR apps or other applications using UE4 http://doodle.com/yucrynri2ri3gizx Let the community know, and get more Unreal developers to VR and vice versa.You could vote and share!Best RegardsNick
I have heard of some apps implementing "tapping the headset" as a way of adding input interaction. I would very much like to use this as it gets away from the problem of using a keyboard or controller.Has anyone implemented / heard of this? Is it reliable? Has it been implemented in UE4?<3
Just so you know, there is a known issue with preview 6 that causes the left eye to render incorrectly. Some people seem to be getting black eyes, I have unlit and missing some actors. https://answers.unrealengine.com/questions/171548/47-preview-6-oculus-rift-not-working-properly.html
Many PC gamers are used to playing with quality settings and making choices such as choosing resolution or AA over framerate etc. But, that's not appropriate in VR due to the necessity of VSync and 75 fps. Also, as the game designers I think it should be our decision what gets sacrificed if they can't hit the framerate because we know what's most important to the experience we are trying to put across.As an experiment I've been playing around with dynamically calculating the screen percentage (hmd sp) when a level starts. My process is:1) Black the screen out with a post process, turn off vSync and turn sp to 2002) Run for a few frames then test the fsp3) If the fsp < 85 (to add some wiggle room) reduce sp by 5 and go to step 24) Turn on vSync and cancel the post process.The results are obviously dependant on what the camera is looking at, but they have been fairly consistent and give me a good screen percentage without judder.Once we have a baseline fps for a user, we can reduce it
Everytime I open up a UE4 game it crashes and says fatal error, is their anyone who can help me fix this?
I was working on a surface shader the other day that uses 'ScreenPos' and was getting some very strange results that had me doubting my own sanity and my ability to do simple arithmatic and it turns out that it was due to me playing around with the screen percentage while in VR preview.Changing the screen percentage while in VR preview seems to screw up screen coordinates for any shader that usesthe ScreenPos node.Below is a list of screenshots to illustrate the problem.Default startup SP = 100%.SP reduced to 90%SP set back to 100%SP was then set to 115% and looked correct.SP set back to 100%sp was the set up to 115% then 135% and then to 150% Which all look correct.Then back down to 135%And finally back to 100%.As you can see it seems fine al long as you are setting it to a new maximum.Im assuming this must be something to do with the fact that VR preview isnt using the SDK rendering pipline as hmdwarp on/off work within VR Preview. And there this isnt an issue with standalone and pac
Hi dev friends,Working in UE4, and it's mostly painless, but after sifting through a lot of info, thread posts, reddit posts, I find it's difficult to stay up-to-date. I would love to hear how you're all dealing with it, and what are your general practices?1 - Is UE4 4.6.1 holding the latest Oculus support plugin (not including 4.7)? I know there's the github thing posted by artyum17, but it has always given me the 404 error.2 - I'm finding little information on how to package one's project with Oculus in mind. For the time being, i'm using extended mode, dragging the window the Oculus monitor, alt enter. Is there no way to package it with "DirectToRift"?3 - Are you all using the VR template provided by 'mitchemmc'? It's very useful thus far, but does 4.6.1 now provide most those features normally? Just curious about that one.thanks for reading. hope some of you can find time enough to get back ^_^xx
I am using the 4.7 preview 4 and not sure if this was happening in previous versions.. This one took a while to figure out but I finally got it. So everything was looking great in my project in the "standalone player" and "VR Preview" mode, but when packing the project it was subtly blurrier than in the editor, enough to kill the immersion a little.So I finally found the answer. It ended up that if I pressed "Alt + Enter" even though the game was already in rift mode, it immediately cleared everything up and looks exactly as it did in "VR preview" mode clarity-wise (in the editor). Not sure if is caused by UE4 autoexecuting the 'stereo on' console command. It seems they changed something so that the rift mode starts automatically (it didn't before) and that is creating the subtle blur. I did not have the stereo on command in my blueprints but I heard there may be an issue with it.Just want you guys to be aware of this, I spent hours digging through the post processing volume, engine sc
I finally get the ****ing camera to stay on when I launch my game by adding the line GEngine->HMDDevice->EnablePositionalTracking(true);to my game. I have no idea why this isn't on by default, but hey, at least I found this. But of course, this causes a new problem, my character's camera mysteriously detaches from its socket and begins wiggling around, almost as if the position of the rift is being applied to it without my ever having told it to.Can somebody please tell me what the positional equivalent of PlayerCameraManager -> bFollowHmdOrientation = false;is?One would think bFollowHmdPosition would be the logical way to name it, but this does not seem to exist. Intellisense is not picking up anything else in PlayerCameraManage with HMD in it. In fact, I looked through the source and I can't find anywhere it seems to be pulling position data from, so I am totally lost on this.
Hi Guys,I am really loving the "Play > VR Preview" button. Amazing how fast you can pop into your level and back into your editor! That said, I cannot figure out why this mode is locked at 60 frames per second. When I "Play > Standalone Game" and press alt+enter to get into the DK2, I get a solid 75 frames per second. But, with "Play > VR Preview", it is always 60. Is there a setting I can toggle somewhere to bump this up?Thanks!EDIT: The cause of this problem was related to the editing viewport's default maximum framerate of 60FPS. To fix, you need to open a console by typing "~" (tilda) from within your editing viewport. Then, type this: "t.MaxFPS 200'" and hit <enter>. This will allow all of your viewports to run at a framerate higher than the default 60; including the VR Preview.
G'day,DK2 arrived and I have been mucking around with it and the latest UE4 binary build and have come across a little problem - the head offset.At the moment, impossible to aim correctly while wearing a Rift. Its offsets the location of the camera after it has been adjusted in-game to line up with the weapon sights correctly.In earlier versions of the Oculus Plugin, you could control the head offset via a config variable:[Oculus.Settings]HeadModel_v2=(X=0.0,Y=0,Z=0.0)In the latest version, this is no longer the case.Needless to say, this is very frustrating.This has been mentioned before, but I'll say it too - I don't want anything to be done automatically for me.Please give game developers the control needed to make the best possible experiences.Thank you.
edit: I posted this on the UE4 forums, which would probably be more appropriate.Right; so I created a "what if, this would be cool" thread in the general section about Sharknado in VR. But don't get me wrong, as I have been longing for a tornado type of system for a pretty long while. Something like the video I'll link below, but a bit more, substantial, I guess.I've been reading up on doing this type of effect, however, it seems that it all comes down to sprites and emitters; and we all know how good sprites are in VR :| So, after a bit of research, I came up with using vector fields, but again, too resource intensive for the amount of particles that would be needed. Then I came upon someone wanting a krakatoa plugin for UE4. I've heard of that 3dsMax plugin before, but never really invested time into researching it.Anyways, after looking at their website, they have a plugin called Frost:"Thinkbox Software" wrote:FROST is a compound geometry object for 3ds Max that can be used to gen
Hi guys,Quick question : what needs to be done in order to get a UDK demo working fine on DK1 working on DK2?
It seems that UE4 has the ability to render in stereo with the Oculus Rift without any kind of special programming. But I was wondering if there's any way to, say, tweak the stereoscopic effects. Let's say that you want some visual elements to appear on one eye, but not on another. Is that possible to do in UE4, or would you have to mess around with the Oculus plugin? This would be very useful to know.Thank you.
Greetings developers!!We are a organisation who are looking forward to use Oculus Rift programmed in Unreal Engine for a business.However we would like to know before we spend the money in the business if it exist the possibility to design a Unity project which allows to plug more than one device in the same computer. This literally means for example whether we create a Unreal engine video game developed for Oculus Rift device, can it be developed for two or more people are playing simultaneously ?Can I create a LAN server "world" where the users could connect individually?Thank you very much indeed for your time and help.
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