Unreal Development
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I'm interested in getting the Oculus working with an implementation of UE3. I saw the "UnrealEngine3 Integration v0.1.5 - Updated: April 3, 2013" document, but I'm not seeing the native .cpp files I'd expect to make my own binaries for a UE3 build under the 0.1.5 UDK download.If I'm looking to build UE3 with the Oculus working, would the code come through my Epic lisence? Or should I find it somewhere on the Oculus developer center like I would with UDK download? -David
Hello there,Please try to have a look at the performance issues with Direct Mode reported since 0.4.3:https://answers.unrealengine.com/questions/124299/451-capped-at-375-fps.htmlhttps://answers.unrealengine.com/questions/141818/ue-460-and-oculus-043-huge-bugs.htmlI could run my scene at "hmd sp 140" on 0.4.2 Direct Mode (no mirroring) with solid 75 fps, but now in order to have it playable on 0.4.3 / 0.4.4 i have to go down to "hmd sp 110" in Direct Mode (or "hmd sp 120" in Extended Mode).Not to put to the blame on anyone, but the Epic guys are basically saying that this is a problem with the Oculus runtime, not UE itself:https://forums.unrealengine.com/showthread.php?53377-UE-4-6-0-and-Oculus-0-4-3-huge-bugs&p=191978&viewfull=1#post191978"Nick Whiting" wrote:I know it's been mentioned in other threads, but please be aware that many of these bugs are with the Oculus runtimes, and not the engine directly. We tested our internal benchmark demos, and saw the correlation of framera
Hello,I'm trying to scale the player up and down, to make him feel very large or very small. I've tried scaling his pawn, but this didn't adjust the IPD. Instead of very big, I just felt very tall. So, I'm attempting to adjust IPD at the same time.Has anyone been able to do this with UE4 version 4.5.1? I'm not having any luck at all.I've tried adjusting the IPD with Stereo e=XXXX, but this has no effect on the rendering. Well, the text on the hud moves around a bit, but the 3d world is unchanged.I've also tried adjusting the IPD in code withTSharedPtr<class IHeadMountedDisplay> hmd = GetGameInstance()->GetEngine()->HMDDevice;and thenhmd->SetInterpupilaryDistance(foo);but I had the same result. Looking through the UE4 source code on github, I can see in OculusRiftHMD.cpp, these commands modify the variable InterpupillaryDistance and then call UpdateStereoRenderingParams(). That function doesn't seem to use the variable at all, except in calculating HudOffset. That corresp
I guess I would have thought it would have improved a bit as Carmack said at Connect that he expected the percentage of users using UE4 to grow but its hard to always be a bit behind with the updates. I know its not just Oculus involved but even the work with mobile SDK we see a release with no support for UE4 despite Unreal devs saying they are done but waiting on Oculus for fixes to the SDK before they can release. Is there any news or information on this front? Again this isn't meant to start a flame war I am just seeking the information so I can plan accordingly.
Rounding off my trifecta of plugins with an event driven Thalmic Myo Plugin!See the unreal engine thread or github repo for detailed documentation.All the plugins now use the Component and Interface API to allow adding input support to any blueprint in addition to input mapping, regular sub-classing, and C++ extension.Quick SetupFor the myo you add the interface like thisthen you can add your component either through the event graph or directly like soAnd you're good to go!An example of showing a debug orientation for two myos as well as printing their pose state when they get detected begins with these nodeswith a draw orientation function defined bywhich gives you the following in result in the Rolling TemplateHope this helps!
Hi,I received my DK2 today. I managed to even get the bundled demo to work with it although it was a bit complicated because the Oculus screen wanted to stay portrait. Got the rotation done after some fighting with it and it works. However, so far for the demo, I would like to start doing my own stuff. I do not have yet UE subscription, hence this is a newbie question. I would like to double check that my combination will workprior I make the contract because I do not have Windows machines. In other words, does the Mac version of Unreal Engine support currently Oculus Rift DK2, in other words, can I start doing game(s) (currently no commercial intentions and I figured the UE has way more friendly pricing for my needs where I do not expect to get any money back for my investments) with the DK2 on OSX right away and to do so what would I need to do? If this is not yet working/not yet done/is coming "at some point", then obviously the UE4 is a no-go and would like to know ahead before I
I'm hoping to get some insight as to what's possible for smaller developers when it comes to massive multiplayer experiences with the Rift. I'm working on a virtual music festival...viewtopic.php?f=40&t=7922Since posting that I've managed to put together a team of some of the best 3D artists on the planet, together I'm sure they can create a phenomenal experience (the festival will take place on a space station) but now I need to find developers. Optimizing their work for VR will be one challenge, but we have a bit of help on that front already, the bigger issue how to allow thousands of people to immerse themselves in this world at the same time, without too many limitations on interaction.One suggestion in the other thread was Gmod. Which could possibly work, I'm told it's ideal for sandbox environments, however it hasn't been updated in a long time. To me the most desirable option seems to be Unreal, because we'll have at least dozens of collaborators, they all need to be ab
Hi everyone. I was wondering where I can contact the people that made oculus rifts. I have emailed them. very nice people. I want an answer from a person that also works at the company, and was wondering if I could work for them just to make art and to make some of my favorite online games into a virtual WORLD!!! I know Spyro the dragon is a PS2 game, but wouldn't be cool if you can make your own dragon, control it and fly around, blow out fire!!!?????? I would love for that to be an online game as well. But base off of the same story line for the legend of Spryo for all 3 games!!!! The newer games that came out in 2008-2010 I think. Another cool thing is, I know people play Wizard101 and Aura Kingdom. I would love to make that into a virtual world. Both of the games. It would be so cool to control your wizard and to control the powers. Another cool thing would be, in Aura Kingdom, it's all anime, but animated. imagine controlling your character by the movements that you want he/she to
The new UE 4.6 is now using the 0.4.3 SDK and that means the vignette effect is being used when compiling your UE4 game.How do I disable the vignette? I prefer to have the full FOV.
I've got the OUDK from the developer area installed (0.2.4) but it won't track the movement of the headset.I changed the engine.ini so it does the stereo, but in full-screne it won't work and just blackscreen crashes when i use Play On PC.suggestion?my Rig:Geforce 970Intel I7 960 (3.2ghz Quad)24 GB DDR 3 Corsair Gaming RamResolution: 1920x1080 (If that's the issue, I know resolution fucks things over sometimes for some weird reason)
I am running Unreal Engine 4.5.1. The Rift SDK 0.4.4 was just announced today: viewtopic.php?f=18&t=17702This will be my first time updating the Rift SDK. Is there anything I need to do to update Unreal Engine - or is simply installing the new 0.4.4 runtime sufficient?Thanks!
Hello everyone !I was testing the new preview build of UE4.6 with the SDK 0.43My latency is still 13.3ms (Stat fps)Didn't notice any change in Fps.Am I missing something ?In an empty scene ( default sky dome and floor ) my video card it's to it's knees past HMD SP 170...(GTX 980, i7-4771)
With the very exciting release of Unreal Engine 4 does this mean that OUDK will be deprecated?
I am currently working on a Unreal Engine 4 Project which is intended to run with the Oculus Rift. After installing UE4 + Oculus Runtime, i created a Blueprint First Person Project to test the Oculus Rift. When i start the Project and run it as a Standalone Game, the Rift mode shows up after typing in "stereo on". The screen isnt aligned properly and the crosshair is displaced and not visible while looking through the Rift.Screenshot: http://imgur.com/wAR23duI tried the console commands from https://wiki.unrealengine.com/Oculus_Rift but without any results.Is there any way to fix it ?Thanks in advance.
1.- I must activate Aereo again if not UE4 not work.2.- I launch my demo and fps got stuck in 37.203.- I disable Vsync and got 76fps when i got 100-110fps in my demo.... i go back to 0.4.2 :( Mirror on/off not change the fps. (with 0.4.2 i got 20fps more)
Seeing that no one else is having an issue here, I assume that something is horribly off with my machine, but I'd absolutely love any guidance that you can provide: I've been using Unreal 4 (currently 4.5) stably through production for the past several months. This sunday, however, I installed all of my drivers and tools for the new Oculus (sdk 4.3). Oculus demos and tools run fine, but when I open Unreal, in either epic's build or my own packaged build, I crash 100% through a wide variety of actions, the easiest being to simply mouse over the generic browser.This is what I'm prompted with:Header: CrashReportClient.exe - Entry Point Not FoundBody: The procedure entry point SetCheckUserInterruptShared could not be located in the dynamic link library C:\WINDOWS\SYSTEM32\dbgeng.dll. As I understand it, this is actually telling me that Unreal's crash report is failing because of this dbgeng.dll error, not indicating in anyway what is actually causing my crash. Either way, I can't move for
Is anything wrong here with 0.4.3, this happens on every marketplace content I've tested. I notice the latency doubling in direct mode when I increase the HMD SP 130 to 140 only. (different sp number depending on the demo) Also occasionally the screen will get dark when I do this or it will get extremely blurry as if it were at HMD SP 50 or something (but it's not). This is only in direct mode I've noticed this, with rift in extended mode it's fine. This was just a stress test I was doing, I am able to maintain 75fps with HMD SP 100 and the latency in direct mode in general is fantastic.BEFORE: http://imgur.com/Ej7w3r1 (HMD SP 130) click imgur pic to zoom AFTER: http://imgur.com/WVaBrX3 (HMD SP 140, increased latency to 22ms, random darkness, and half framerate) click imgur pic to zoom This menu can be pulled up by typing 'stat scenerendering'Also another side problem here is the framerate seems to cut in half from that small increase, you can see it in the top right corner if you cl
Hi there,Hey guys, Im making an "on track" type of experience. Im using Maya. When I export everything (meshes , camera and meshes with joints.nto Unreal Engine 4 (latest build.. lates OVR firmware and SDK im running into some weirdness... Everything goes totally dim when I activate alt+enter when I start the game, however at certain points in the sim things light up for only brief moments of time.If I let things run without activating the Rift everything stays good.. and lit. Ive tried to rebuild lightmaps.. assign separate uvs for them, but it doesn't just happen with the Maya imported geometry. If I create a ground cube plane in UE4, UE4 treats it the same way and makes it dim. It really does drop down to like 12 stops in "photography" lingo. Do any of you guys have any suggestions as to what I can do to not have this happen? Thank you so much in advance.Twinkies forever! :)
Just wanted to give a heads up that Ikarus76 on unreal engine forums came out with a plugin that supports Direct Input joysticks (windows only). This means you can now use your joystick/steering wheel with the unreal engine through the input mapping system.Unreal Engine plugin threadInput Mapping documentation
Hey guys,Finally, it is here. Oculus SDK 0.4 integration with UE4 4.3 (July'14 QA) is released.Licensees can download the integration package from our web-site (Developers -> Downloads). This integration will patch the codebase up to 4.3.1.GitHub $19-subscribers can access it through https://github.com/Oculus-VR/UnrealEngine/tree/4.3 (also 4.3.1 changes are already applied).Note, you'll need to install the latest 0.4 Runtime for this integration to work. Once you've installed the Runtime your previous UE4 + Oculus (0.3-based) will stop working, however, it is easy to restore its functionality by two simple steps:1) Using the Oculus icon in the taskbar switch display mode to 'Extend Desktop';2) Using the same icon, run the 'Configuration Utility', go to the 'Tools' -> 'Advanced' -> 'Pause Service...'. The service will be automatically restarted once you run 0.4-based app.We are working with Epic to integrate this code to upcoming UE4 4.4, will see how it goes (can't promise any
I've implemented the decoupling of look and movement rotation as described in the UE4 Wiki.https://wiki.unrealengine.com/Oculus_Rift_Separate_ViewHowever the HMD tracked offset/translation does not respect this and now positions itself as if I'm always looking along the World-X (eg Zero rotation). (does bUpdateOnRT=false actually do anything anymore on 4.5.1 ? )How can I take control over the offset that is being applied on my camera to rotate it with the character orientation so that offsets are correct ? I must be missing something ?From what I can see all the action happens in: FOculusRiftHMD::CalculateStereoViewOffset
Let's say that you have some objects that you want to have only appear on one eye, and vice versa. Does the Oculus plugin have that flexbility? Is this possible?
Hi everyone, I'm still very new to UE4 and DK2 but I am really enjoying my experiences so far!At the moment I am trying to recreate a virtual tour that was made with flash in UE4 to work with the Oculus, specifically this one;http://www.royalliverbuilding.com/userfiles/royal_liver_building_tour/aa.swfSo far my idea is to create each 3d environment as a Sky-box and separate them as different levels, I believe there must exist an easier solution and wondered if anyone knows of any?Best regards,Mikeyfish
Hey everyone! I posted this in the Unreal Forums and wanted to post here also to see if anyone here might know of a solution.I've been working on a demo in UE4, and we are using the DK2 to visualize it. I have been getting REALLY bad judder for a while now, but mostly when turning your head in the rift. I thought it may be my level, so I created a new FPS project with no demo content, opened it up, ran the stand alone, and hit Alt-Enter, and I'm still getting REALLY bad judder. I've seen that others have been experiencing this too, but I haven't seen any solution. Here is what my system setup is like:Toshiba Qosmio Laptop32 GB RAMNVidia Geforce GTX 770M 3GB VRAMIntel Core i7 4700MQ @ 2.40GHzUnreal Engine 4.5.1DK2Oculus Runtime/SDK v 0.4.3Oculus Firmware 2.12Oculus plugged directly into HDMI, and 2 USB 3.0 ports for tracing cameraRealtime turned off in editor, and viewport set to wireframeStandalone viewport on laptop has no judder, just inside of RiftWith this setup, I'm at a loss as
Full disclaimer here: I have no relation to the developer of this package with the exception of asking how he has done normal mapping vs height mapping. I just want this in VR.Please vote for the Steampunk boat on the trello boards. I really want to see this in VR.https://trello.com/b/x2AEJP0x/ue4-marketplace-submissions
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