Unreal Development
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Ok i guess most people already know about this, but i thought it would be a good idea to add a reference here anyway:https://forums.unrealengine.com/showthread.php?12874-VR-Game-TemplateGreat template created by user mitchemmc that will help beginners getting started with UE4 + Rift integration (the current UE4 defaults are pretty bad in VR). He even added a few useful videos that show how to use it.EDIT: There are now 2 separate Rift templates!- First Person Templatehttps://github.com/mitchemmc/UE4FirstPersonVRTemplate/releases- Space Shooter Templatehttps://github.com/mitchemmc/UE4SpaceShooterVRTemplate/releases
What units does GetCurrentPose(CurrentOrientation, CurrentPosition); return the position in? I'm really struggling integrating position tracking. I've been guessing around with how to scale it but I can't really get anywhere without knowing what it is supposed to be. If I have already guessed correctly, then I have a problem somewhere else. So? cm? mm? m?
My DK2 arrived when I was using 4.3. I read in a thread not to download the oculus tray app and instead use the separate camera driver because 4.3 didn't work with the app. I did so. I changed orientation of the rift in my display properties. It worked just like my DK1 had been, but with higher resolution. Then I upgraded to 4.4, and everything seems about the same. Time to integrate positional tracking I think, so I go back and add it. However, the values I am logging out seem a bit odd, so I figure while I am trouble shooting I will go ahead and uninstall that driver, and download the oculus runtime thing. So I try using the direct HMD mode, unreal doesn't seem to notice the rift at all in that mode. I switch it back to monitor mode. Now it shows up on the rift, but freezes instantly.So I google around for a bit and end up trying this -> https://github.com/Oculus-VR/UnrealEngine/tree/4.4Now it doesn't crash, and It works with extend desktop mode, but still doesn't work with direct
Just some helpful info if you planned on using the DK2 for anything built in udk3, new vorpx will output stereo of anything using dx9, and every udk3 based project and/or game i've tried so far seems to work fairly well. some games marketed(i.e. ether 1) which could not be updated for dk2 since they were made using udk3 will work again. personally liked the native output better, better sense of depth. here is to hoping for a udk3 build with the dk2 sdk... :?
I got my DK2 for a week now and am very happy with the new benchmark by Oculus. I think Unreal Engine 4 got a great potential with the rift. This combination will be my next project. Initialy the performance is rather poor and after using the Rift template 0.3 I figured out that dynamic shadows (Shadow Quality) got an exceptional negative influence on the performance and framerate. I have to disable the shadows completely to play without any judder. Can this be fixed or is this still driver related... ?Running Unreal Engine 4.4.1 (preview) with Core-Quad 2.66Ghz with GTX780
I've got my environment built and fully textured and now struggling to get this first event setup.At points in the game I want looking at certain things to trigger a matinee and/or audio clipIt looks like I need to use a linetrace but I'm struggling to set it up.Anyone got any blueprints or guidance of where to start?
Hello everyone !I am having a little bit of an issue on my shaders :I am using some Fresnel (on pretty much everything) but I noticed that the left eye and the right eye are not rendering the same effect.It's absolutely logical and normal but it's a big issue as it create a disturbing effect.I will be okay with a Fresnel averaging on both eye "the middle eye" but I have no idea if that is possible.So that pose also a more general question of : can camera based effect be based on the "middle eye" ?I look forward to your enlightenment, thanks.
Hi guys and galls.I've been trying out a couple of UDK demos UE4 Rollercoaster, Couch Knights etc, but it will not lunch, I've installed UDK and the dot.net, c+ from Microsoft but still not lunching.Set rift (DK2) to Extended mode and disable service still same issue.Any Thoughts and suggestions would be great.Thanks
Hi guys !So I just downloaded the UE4 4.4 package for DK2 support and applied it but I can't seem to make it work properly.When I start fullscreen on my game window it does jump inside the Rift but the picture is really weird, distorted and with almost no depth and absolutely no tracking.Anyone knows what to do ??
I'm still waiting for my DK2 to ship so in the meantime I've borrowed a friend's DK1 to try it out.I'm having the most frustrating time just getting the Oculus to work consistently with Unreal 4.There are a few times where it has worked without any problem at all..so I'm guessing I must be doing something wrong.Here is what happens:http://www.artbywaqas.com/HELP/oculus/02.JPGThis is what I get when I hit ALT + SHIFT after setting the level to play as a stand alone game.The screen gets stuck to the side like that and I cannot get it to go full screen.What exactly are the steps in the correct order to get the Oculus working with Unreal 4? Here is what I do:1-Start Unreal 2- Turn on the Oculus when I'm ready to try it out3- play as stand alone game 4- Hit ALT + SHIFT when the play screen shows up - this usually brings it to fullscreen and stereo modeI could have sworn it was working fine when I was running Unreal 4.3When I upgraded to 4.31 the problem started.I tried running earlier vers
Hello,I turned on Dynamic Global Illumination in Engine/Config/ConsoleVariables.ini and added r.LightPropagationVolume=1. It works great in normal windows game mode but if I start the same game with the rift it chrashes. If I turn it off again it runs but the shadows are terrible without Dynamic Global Illumination. Any way to fix this for the rift?
Hi,Now that 4.4 is out, any chance we can get an updated GitHub branch to build the new editor with 0.4.1? Unless a newer SDK update is coming really soon maybe we can just wait for that :)Cheers!
Hey guys![UE4] I use DK1. The player teleports from the street to the apartment. In the apartment the player has to be turned for example to the north. For this purpose in блюпринт I change an angle of rotation of the player. Everything works correctly. I dress DK1. Now after emergence in the apartment the player looks to the south. How to make that the player was turned to the north?Sorry for my bad english
I'm trying to build UE4.3 with the new SDK integration, as described in this thread.On attempting to build the first time, I got the error described in this thread, as I didn't have the Windows Driver Kit installed. I installed the kit, and updated the VS project to search for headers in "C:\WinDDK\7600.16385.1\inc\atl71\" and to look for libs in "C:\WinDDK\7600.16385.1\lib\ATL\ia64\", as instructed in that thread.But I'm getting this error:error LNK1136: invalid or corrupt file C:\WinDDK\7600.16385.1\lib\ATL\ia64\atls.libatls.lib is definitely installed and at that location. I'm doing a 64 bit build of UE4. Anyone got any ideas what I'm doing wrong?
is there some documentation for getting DK2 & UE4 to work?it seems after reading loads of posts on this forum that it's either install visual studio, github & DL source code for UE4?AND/OR/MAYBEdownload a driver and disable a load of stuff & cross fingers, then what?I for one, would like some sort of documentation for all this - is there anything?
Hey guys,I think I finally figured out how to use github and integrated the latest Oculus integration that supports DK2 and has timewarp. Here it is:https://github.com/Oculus-VR/UnrealEngineNote, you need to download pre-requisite .zip and uncompress it into UnrealEngine directory, similarly how you do it with Epic's .zip files:https://s3.amazonaws.com/static.oculus.com/sdk-downloads/ovr_ue4_libovr_0.3.3-pre1.zipMirror: https://www.dropbox.com/s/f6abtrdval51owx/ovr_ue4_libovr_0.3.3-pre1.zipIMPORTANT! UE 4.3.0 will contain Oculus Rift integration that supports DK2 and positional tracking out-of-the-box. It is not confirmed yet that it will contain timewarp support or not, but I know Epic guys are willing to integrate it and working on it. So, hopefully, 4.3.0 will be as comprehensive as we want it to be. This particular Oculus-VR 4.2.1 branch is intended to be an early release for any of you who don't want to wait till 4.3. This code is not final and the implementation could be signific
Hey guys. As many of you recently figured out DK2 and UE4 4.3 do not work together if Oculus Runtime 0.4 is installed.We apologize for the mess. I want to confirm that UE4 4.3 is indeed DK2-ready. The problem is the new 0.4 Runtime that unfortunately is incompatible with 0.3-based apps for now. We are working on resolving this issue right now, as well as preparing a new integration of UE4 and Oculus SDK 0.4.As a workaround for now - you should not install 0.4 Runtime while you use UE4 4.3. Instead, you'll need to install a DK2 camera driver, download link:http://static.oculus.com/sdk-downloads/Oculus+VR+Camera+Installer.exe(Note: you will need to uninstall this driver later when you decide to switch to 0.4).If you already have installed 0.4 Runtime then you may either uninstall it and install the camera driver from above, or you need to disable the OVRService by performing the following steps:1) Remove or Disable the "Oculus Service Scheduler" from the Windows Task Scheduler: "Start" b
Is there a way I can convert a stereo audio sample into a binaural /3d positioned audio clip? If its possible, how would I implement it into UE4?
Hello Everybody,I want to look into creating a monocular hud with the Rift UDK, to compare the differences of say a Crosshair appearing on both eyes but adjusting to the point of impact. To a crosshair only appearing on say the dominant eye, and making the dominant eye simply being the one as main target for aiming. I've been working a bit around now with Kris Redbeards True First person demo and adapting it a bit to the rift, and doing stuff like moving the Ironsights to be aligned on only a single eye. Makes me want to try out more things with only showing on a single eye.For this I wonder if anyone got some rough general pointers of where to start looking with making certain hud elements only appear on say the right eye render. Thank you all :)
I noticed a framerate drop in Couch Knights every time a fireball is shot and remembered Tom Forsyth's talk where he said the SDK supports resolution changes on a per frame basis. Does UE4+OVR integration currently support dynamic resolution? i would like to test this in Blueprints if so.
Question in brief: Should I switch to UE4 now, or should I wait until I have a working prototype in UDK and then switch? I definitely plan to switch at some point, but it's unlikely I'll have anything ready to release until late next year and could potentially switch engines virtually any time before then.Where I am: I have been learning UDK on-and-off alongside a bunch of 3D modelling and animation tools. Most of my past game dev experience is with 2D games, although I did some bits & pieces in 3D years and years ago. I'm a self-funding lone developer so trying to fit all this around other work to keep the bills paid. With DK2 hopefully arriving soon, I plan to make a fairly big push to make some more significant progress before I get forced on to other things again.Pros for UDK: Stable. Complete tooling. Lots of tutorials and documentation. Completely free (during prototyping phase anyway).Pros for UE4: I know C++ and don't especially want to learn UnrealScript ⁽¹⁾. Better engine
Need an advice from UE4 developers. I finally got familliar with UE4 development and ready to start producing original content. I just ordered my DK2, so it will be quite a while before I get it. The question is - will it be difficult to integrate Oculus Rift into an already existing app? I will be coding with VR in mind, but I don't know what obstacles I may face if I start developing right now, without DK. I read the Oculus SDK docs, and seems like everything is pretty straightforward there.
Is there a document somewhere that describes this?I've just installed UE4, and am getting ready to go through my first tutorials. I would like the result to be playable in the DK2 (scheduled to arrive Thursday). Is there any special steps I need to take while setting up the project? Is there a reference document somewhere that describes the technical aspects of what you need to do to make a project DK2 compatible?
In the Plugin area of UE4.3 official (out in the last 5 minutes) the Oculus plugin is still listed as version 1.0 - I like anyone else in the general public don't have a DK2 to test for support in UE4 yet, but I understood we'd see official support in this release - WHICH IS OUT NOW!So is DK2 support built-in to UE4.3?
viewtopic.php?f=36&t=8979That thread was posted in May but I am seeing it today for the first time, is it just me?Anyways, I can't seem to find a download for Oculus-UDKInstall-2014-02.exe in downloads section anywhere. Is this for UE3 only or UDK as well?
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