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So far ive installed the new runtime and tested it agaist UE4 4.4.3(ovr 0.4.2) And it seems to have screwed up PhysX for meas my main Pawn which is controlled with linear force is moving at about 3 times its normal speed plus things slow down during collision(frame rate uneffected) plus turning mirror off actually reduces frame rate to 1 second jumps.SO I thought id have a go at compiling 4.4.5 with ovr 0.4.3 but it looks like oculus have changed the API again.Error 3 error C3861: 'ovrHmd_GetEyePose': identifier not found E:\unreal4.5\Engine\Plugins\Runtime\OculusRift\Source\OculusRift\Private\OculusRiftRender.cpp 201 1 UE4Error 1 error C2039: 'ViewAdjust' : is not a member of 'ovrEyeRenderDesc_' E:\unreal4.5\Engine\Plugins\Runtime\OculusRift\Source\OculusRift\Private\OculusRiftHMD.cpp 1269 1 UE4Error 2 error C2228: left of '.x' must have class/struct/union E:\unreal4.5\Engine\Plugins\Runtime\OculusRift\Source\OculusRift\Private\OculusRiftHMD.cpp 1269 1 UE4Error 5 error MSB3073: The co
With direct to rift mode do not use: hmd mirror offWith "hmd mirror off" direct to rift mode does not work correctly, 0 FPS.With mirroring the direct to rift mode works very good here, 75 FPS, 13 ms.(UE 4.5.1 / SDK 0.4.3 / GTX 970)
Hi, I've seem to have hit a wall in integrating oculus with ue3I have the February build,and have built it presuming its in( I used patch method), but every time I run the game I get a black screen and when I call the console I can see that the rendering thread is broke somehow. What am I doing wrong. Need help in fixing this asap . email: brad@cypressinheritance.com
http://davevoyles.azurewebsites.net/use-c-script-unreal-engine-4-now-courtesy-xamarin/reddit thread http://www.reddit.com/r/oculus/comments/2k5g8b/use_c_to_script_in_unreal_engine_4/
Hi guysSorry for bad english.I use Oculus DK2 and "Extend Desktop to the HMD" Display Mode. The DK2's Couch Knights demo runs very smoothly. But if I create a my project (first person BP), then it have micro shuttering (jitter). when I turn my head, the apparent small twitching. How to get rid of shuttering (jitter)?
Recently finished an event-driven Leap Motion plugin for UE4.Using components and interfaces it's as easy as adding the LeapController Component and subscribing to the LeapEventInterface in any blueprint.Adding the LeapEventInterfaceAdding a LeapController Component, if you're using it with an HMD, it even gives you an option to auto correct for hmd position and direction.from there you can do something likeand you'll get.Check out the unreal engine plugin thread or github for downloads, comments, and documentation.Feedback is always welcome, let me know if this helps anyone :)Other relevant UE4 Plugins: Razer Hydra Plugin, Thalmic Myo Plugin.
Hey guys, Im developing an "on rails" type of experience. Im using Maya. When I export everything into Unreal Engine 4 (latest build.. lates OVR firmware and SDK... Everything goes totally dim when I activate alt+enter.If I let things run without activating the oculus everything stays good.. and lit. Ive tried to rebuild lightmaps.. assign separate uvs for them, but it doesnt just happen with the Maya imported geometry. If I create a ground cube plane, 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 have a suggestion as to what I can do to not have this happen? Thank you so much in advance.Twinkies forever! :)
How can I recenter the rift? I use the First Person Template v0.4.4 and when i put the camera further away(ca. 1.5m) on the wall and start my level the camera is offset but it worked well when it is near top of the monitor 60cm.I'm looking for a button combo like in Alien Isolation where you push LB/RB
Managed to make a level based on a tutorial and got it to show on the RIFT. It's ok but something is making me feel a bit ill, it's not quite right. The red cross is in the top left corner where as it should be in the middle? It feels like the view isn't properly centered? I'm wondering if that's to do with the window on the monitor not filling the screen? I'm using Direct HMD.Any ideas?
I'm working on a top down game and wondering what experience anyone has with toyification. If anyone has experienced the Crescent Bay demo....an example would be the floating city...I'm trying to figure camera angles and convergence levels
Hi,I wonder why Oculus isn't providing some basic game templates (1st and 3rd person) specifically preconfigured for VR purposes. This could contain- Carefully tweaked post processing and basic settings (see viewtopic.php?f=60&t=9526)- Custom camera controller- Deactivated Y axis in 1st person (only headtracking for looking up and down)- Locomotion with as little acceleration as possible- Visible camera bounds when approaching the limits of the camera's view frustum (like in Titans Of Space)- Correct framerate settings- Blueprint for displaying stats and debug messages in the center of the screen (instead of the non-visible right edge)- Maybe a simple 3D Hud implementation- Dynamic resolution/details for maintaining framerate- Preconfigured Anti-Aliasing options- Default button configuration for camera recentering (along with a short fade-over-black animation)- Default button/sidetap for switching the active user profile- (A basic avatar body implementation with positional tracking
Hi All,I am trying to implement a 3rd person perspective Camera, that hangs off a camera boom.This all aligned before I make any calls to obtain the rotation and position from the HMD.This is seen in the following screenshots.The screenshots show the player facing forward, and then the player facing right.To perform the turn, I simply rotate the camera boom, of which the camera is attached.As you can see, the ball is centered.As soon as I call GEngine->HMDDevice->GetCurrentOrientationAndPosition(HMDOrientation, HMDPosition);the rotation and position of the camera are altered.This is without making any use of the returned orientation and position.The following screenshots show the focal point as something other than the ball. Does anyone know why this is happening? Shouldn't GetCurrentOrientationAndPosition(HMDOrientation, HMDPosition) only update HMDOrientation and HMDPosition?
I have tried everything but I seem to get about 35-37 fps when I enable stereo for the dk2 in ue4. It doesn't seem to have anything to do with level complexity or game settings. It is still always that range. The machine I'm testing on has a half decent gpu on this machine, GTX760. Actually I have two GTX760s but I have sli disabled. I have tired disabling vsync with no change. (See update as I do get a change with HMD vsync turned off)I have tried doing hmd sp 100 but any time I run that command the rift locks up and requires the game to be relaunched. I have tried settings all at their absolute lowest. This improves my framerate drastically and I'm up to 175+fps but still when I turn on stereo it goes back to 35-37.I have tried changing settings on the fly. I have tried couch knights and no difference between that and an empty scene it is still in that general 35-37 fps. I am getting so frustrated. Any suggestions? I have the latest nvidia drivers but have even tried reverting back
4.4.2 patch notes:Fixed an error that could occur with Notify tracks in animation Montages.Fixed an error that could cause the Mac Editor to become unresponsive when Slate Text Views were usedFixed game plugin source being compiled with optimizations when Debug or DebugGame configuration is set.Updated Vehicle Game Template with Oculus Rift support!https://forums.unrealengine.com/showthread.php?36209-Hotfix-4-4-2-is-Live!I don't have my DK2 yet so I cannot test it :(
Hello, How to make 2 glasses work at the same time on one computer.
Bonjour everyone,Following the post from NMichell,In the meantime, please don't hesitate to let us know if you have any questions or suggestions about the Oculus UDK. Let's make sure we get everyone's changes into the next release. We're here to help! I wanted to ease things on the Oculus UDK team and also make sure we all have the things we need/wishes in one list, where everyone had input and where it's easy for oculus(and everyone too) to look for info.I will of course update it based on your feedback and post !If you think I need to add categories or anything, let me know !!So please make a wish ! (keep it redacted, short and simple)I will also add a feature list for the 3rd parties ( Speedtree, Scaleform, bink )and their status, just to be nice.Cheers,Ol------------------------------------------------------------------------------UDK feature list <updated July 11th>-Control about Additive Oculus rotation (to enable cockpit like support) for "pitch and roll"-a way to disable
I'm looking for a good method to affect certain elements of a scene differently in each eye. I want to do some experimentation with materials and shaders, and was wondering if there was a way to set how each eye sees an object. IE I want to show a sphere as being red in one eye and blue in the other. Any idea if that's even possible in blueprints/shaders?
Hi,Is there a console command to disable the forced chromatic aberration/RGB offset that Unreal is putting on everything when running in Rift mode? I've got my global post-process set to force 0.0 on the fringe, but I can't disable it in-game. It looks awful, and seems to serve no purpose other than to mess up our crisp renders at distance.
Hello,Upon experimentation, HUD calls draw to an absolute location, whilst a game is in stereo mode.Is there a way to have the text correctly displayed, rending in their correct locations for both the left/right eyes, whilst taking in (x,y) screen co-ordinates??My current work-around (if you can call it that :P) has been to implement a textured plane that is positioned in-front of the camera. I then render the HUD elements as a textured material that is mostly transparent.This is bad, since it is subject to motion blur. Additionally, if anything passes in-front of the HUD elements, the HUD elements are occluded. I hope this makes sense.How have others been solving this problem?
When testing my level in UE4.3 in the DK2 using the "play in standalone window" I noticed I was always getting capped at 60FPS. I had to go into my Project Settings (under the Edit File menu) and under Engine there is a "General Settings". Scroll down to Frame Rate and change the Max to 75, I even put the "Min Desired Frame Rate" to 75. And I unchecked "Smooth Frame Rate".
Does anyone know if SDK 4.2 is working with UE4 4.4.1? We've been running with the camera drivers alone until hearing verification of compatibility. UE4 4.4.1 interim was supposed to work with SDK 4.1 but we never saw confirmation of this, nor was there mention in the Epic change notes regarding the issue. Maybe this is an issue for the Epic forums? Please advise.
I'm fiddeling around with Unreal Engine 4's Oculus integration but I am not able to get this to work right (I use Direct HMD Mode) even with the most basic level (First Person Level Blueprint), here's a screenshot of the level:Here's what I tried:- Disabled mirroring (using console command 'hmd mirror off')- Set 'Min Desired Frame Rate' in project settings to 75 fps- Deactivated 'Smooth Frame Rate'- Started game in own processMy System:- Core i5 4750- 8 GB RAM- Win7x64- NVidia GTX 760- Unreal Engine 4.4.1- Oculus Runtime 0.4.1Game judders as hell like there is no tomorrow. What am I doing wrong here? See attached logs for more details.spyroPS: Does anyone know how to show the average frame render time in gameplay so that I can view in in the Rift?
Has anyone been able to successfully produce a UE4 Android build that will play in VR? I am having no luck in doing so.I have typed "stereo on" in the Mobile Preview window, and.... it doesn't work correctly.I am obviously trying to produce content for the Durovis Dive, GameFace, and other such devices. I know that there were issues with UE4 on using phone gyros/sensors for head movement. Has anyone heard any solutions to that yet?I posted these questions on the UE4 forums, but have not gotten any responses yet.Thoughts?
For those who missed it:8/21/2014 4.4.1 Hotfix PreviewThis is a preview of the 4.4.1 Hotfix that will be released soon.To access the Hotfix Preview for Windows: Right click your launcher shortcut and go to properties, in the "Target" section, add this applabel to the end of the target after the quotationmarks: -AppLabel=Production-4.4.1HotfixPreviewFor Mac, open the terminal.app and type in:open /Applications/Unreal\ Engine.app --args -Applabel=Production-4.4.1HotfixPreview4.4.1 Fixes• Unreal Frontend: Fixed a crash that could occur when cooking for Mac platform “on-the-fly”• Oculus Rift support has been updated to use the Oculus 0.4.1 Beta SDK• Fixed a crash that could occur when opening some animation assets from the Marketplace • Fixed an error that was causing Mouse Handling to break on Mac.• Blueprint: Added a redirect to base engine ini which allows existing content to point to the correct location in an enum.• Fixed Info.plist search order in UAThttps://forums.unrealengine.com/s
Hi,We have a project that runs fine on our workstations with the DK2 and UE4.2 - head rotation works fine, positional tracking isn't required right now.However, when we run the demo on our presentation laptop, a MSI GT60, we lose rotation tracking. The video output to the Rift is fine, but without rotation tracking the demo falls flat. Our DK1 on the same laptop tracks correctly, using the same demo that we're running on the DK2. Previously, if the tracking didn't work on the DK1, we were able to disconnect and reconnect the USB - which would restore the tracking. However doing so on the DK2 causes the application to CTD.We have a presentation on Tuesday, and I'm going to be working over the weekend to get this fixed - so if anyone has any ideas on what's going wrong here, I'd be massively thankful.Cheers
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