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I'm trying to get the UDK's UTHUD class to render correctly in the Rift. By default, it seems to display side-by-side correctly, but there is no warping. Any ideas how to make this viewable in 3D?https://imgur.com/n93biCU
With the following piece of code:#include<iostream>using namespace std;class base {public: base() {; } base operator+(base ob2) { base temp; return temp; } base operator=(base ob2) { cout << "Using base operator=() " << '\n'; return *this; }};class derived : public base {public: derived() { ; } derived operator=(base ob2) { cout << "Using derived operator=() " << '\n'; }};int main(){ derived obj1, obj2, obj3; obj3 = obj1 + obj2; // Uses derived operator=() obj3 = obj1; // Uses base operator=() return 0;}does anyone know why when the obj3 = obj1 + obj2 line is executed it uses the derived operator=() but whenobj3 = obj1 is executed it uses the base operator=() ?Cheers.EDIT: Not to worry, I worked it out in the end. :roll:
Hello all. This is my first post here. I have been working on a rift game in Unreal for a few months now. I get these wierd issues when I put the rift on that some textures behave quite unexpectedly when the rift is on. Specifically:Specular Textures that look great in the editor behave really odd in the rift.and Speed Trees or all trees for that matter, behave really odd in the rift.Most of the problems with the textures are at a distance. When I get really close to them they look amazing!but at a distance they sparkle, move around throw off random colors all sorts of bad things. The problem also seems exaggerated after when I am using baked lightmaps. And these problems are only in the rift. The textures look perfect to me in Marmoset or unreal editor.Does anyone know how to fix this? And does anyone know how to set up your editor or some other tool so I can see on my screen while I am tweaking an asset what it is going to look like in the rift. :roll: :roll:
Hi everybody!I was looking for the best way to learn to scripting in UDK 4. I've seen on the website and i've understand some stuff but it's a little bit confusing. I think that Unity3D is much more easier to follow a way step by step to learn something useful.Can anyone say to me where can i start to begin to learn scripting in UDK 4?Thanks!
nice clear slate anyone? :)
Hey guys,New integration is up, this time with June 2014 QA (UE4 4.2). Note, this integration contains all the fixes from version 4.2.1, so it will upgrade your 4.2.0 (which is the version of QA 06_2014) up to 4.2.1. If you already have 4.2.1 it is still safe to use.The biggest update for this integration is a Timewarp support. A new technique called Timewarp intends to reduce motion-to-photon latency. This technique re-projects the scene to a more recently measured orientation during the distortion rendering phase. Implemented for both DX11 and OpenGL, so far for Windows only (we are working on adding Mac and Linux support).There are plenty other smaller updates / fixes here and there, improved 'hmd stats' report, for example, added some more console commands. Positional tracking latency was reduced by ~15 ms. As before, full list of console commands is included in UE4-Oculus.txt file.Previous integration (QA 04_2014) is still available, go to Unreal Engine 4 forum to get the link (yo
Hey guys,New integration is up, this time with June 2014 QA (UE4 4.2). Note, this integration contains all the fixes from version 4.2.1, so it will upgrade your 4.2.0 (which is the version of QA 06_2014) up to 4.2.1. If you already have 4.2.1 it is still safe to use.The biggest update for this integration is a Timewarp support. A new technique called Timewarp intends to reduce motion-to-photon latency. This technique re-projects the scene to a more recently measured orientation during the distortion rendering phase. Implemented for both DX11 and OpenGL, so far for Windows only (we are working on adding Mac and Linux support).There are plenty other smaller updates / fixes here and there, improved 'hmd stats' report, for example, added some more console commands. Positional tracking latency was reduced by ~15 ms. As before, full list of console commands is included in UE4-Oculus.txt file.Previous integration (QA 04_2014) is still available for licensees, send us a request if you need it.
I got an reply from Epic earlier that UE 4.3 would contain the DK2 ready SDK, but are you saying the now released UE 4.2.1 have the DK2 ready SDK 0.3.2 already?Or am I missing something?Also, I cannot find the sticky over at the Unreal Engine forums you mention at end of the original topic...
hello,been trying to figure out the past few days how to go about creating a sort of "floating around" effect in ue4.so, for example, the user wouldn't use W/A/S/D at all, only the mouse or the oculus to look around a scene.any idea how to do this? i tried the rollercoaster plugin but that keeps your POV linked to the track in front of you. i want the user to just float around a scene, and look around where they want.any guidance is much appreciated!!
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
Hey everyone,I got my Rift a few days ago. Now I would like to start working on my own little demo. I have experience in 3D modelling and texturing, but I do not know much about UDK. This weekend I started using it. But my pc is not the best, and I thought it would be good too know what features I should disable to get a good balance between performance and looks. The riftcoaster demo worked at about 55-60 fps. But when I compiled the simple UDK start up scene as a test, I just got about 30-40 FPS. So my question basically is, what is the best way to improve performance?
Just a heads up: recently we have found a critical bug in projection matrix calculation that caused wrong parallax in our latest April QA integration. Please, re-download and re-apply it.June 2014 QA integration is currently in the process, stay tuned!
If I do the Sub/Cancel thing with UE4; do they have a re-sub/update model (Unsub, then at major update patches, re-sub for the patch, and then unsub again)
New UE3 integration with the latest 0.3.2 Oculus SDK is released. Note, the Release 2 is now available, re-download if had downloaded the integration on or before 5/30/2014.New features:This integration is based on the latest UE3 QA - February 2014Added support for DK2 (including positional tracking)Distortion Rendering now uses a mesh for rendering distortion instead of a coefficient-driven pixel shader. The distortion function is encoded into the UVs of the distortion mesh, thereby moving much of the complexity inside the SDK.Distortion quality has been significantly improved by modelling the distortion function using spline curves rather than polynomials. The distortion is also tailored to individual users based on profile settings specified in the Oculus Configuration Utility. Pulled “in” and pulled “out” physical settings of DK1 require different distortion for maximum quality.Added 'motion enforce' console command to enable tracking even in non-stereo mode (rel 2+)Added 'hmd sp N
i'm the only one who is experiencing constant crashing with this version?
HiI had to modify //UE4Oculus/Engine/Plugins/OculusRift/Source/OculusRift/Private/OculusRiftRender.cpp and add the line #include "IOculusRiftPlugun.h"at the top or I got these errors (using VS2013) straight awayEXEC : error : All source files in module "OculusRift" must include the same precompiled header first. Currently "D:\UE4Merge\Engine\Plugins\OculusRift\Source\OculusRift\Public\IOculusRiftPlugin.h" is included by most of the source files. The following source files are not including "D:\UE4Merge\Engine\Plugins\OculusRift\Source\OculusRift\Public\IOculusRiftPlugin.h" as their first include: [D:\UE4Merge\Engine\Intermediate\ProjectFiles\QAGame.vcxproj] D:\UE4Merge\Engine\Plugins\OculusRift\Source\OculusRift\Private\OculusRiftRender.cpp (including D:\UE4Merge\Engine\Plugins\OculusRift\Source\OculusRift\Private\OculusRiftHMD.h) C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V110\Microsoft.MakeFile.Targets(43,5): error MSB3073: The command "..\..\Build\BatchFiles\Rebuild.bat
Hi everybody, I'm working on a game controller built into my Android smartphone that can give me back the orientation. The problem I'm trying to solve is that when I walk around, the forward key follows the camera orientation which is based on the rift orientation but usually this is not true in the real world because we move in the direction of the body. This application uses sensor fusion to get an absolute orientation so one can look around with the head while moving in the direction of the body. The information is then sent through a TCP connection.Here's how it works https://www.youtube.com/watch?v=bSVIWE45aJ0What do you think about? :mrgreen:
HiI'm considering to use UE4 for a new project. It will include the Oculus Rift.But I need to be able to use my own position tracking hardware.Can I do that? When my own hardware gives me the exact position of the Oculus, can I give this informationto the system so that the Oculus software will use this for the rendering?(I also considering to use Unity, so I asked a similar question in the Unity nap)
Subj. viewforum.php?f=60
I sure did.See you on the other forum index then ^_^Cheers,OlCyberReality, Please make us a new forum for UE4 !or... euh... you know... let us in...
Line of sight triggers work fine in the OR if you're using the regular player camera, but I need the player look through a different camera actor (which I set up with the Set Camera Target node in Kismet). My Line of Sight triggers will work fine with the new camera actor when I'm playing the level regularly (without the OR), but when the OR is plugged in, all of a sudden all my Line of Sight triggers stop working. Anyone have an idea on how to fix this?
Hello.Im asking for your help again.I would like to use SceneCaptureReflectActor to capture reflections to 2D texture target. then use it in my material.Everything works just fine... until i connected Oculus to test it out.Its tottaly broken in stereo on, hmdwarp on, and all off mode.In editor it works good, same result i get with oculus not connected to my pc.Here are some screens, with material, editor view and oculus errors. http://imageshack.us/a/img7/4347/2sqk.png - Pure error (hmdwarp on, stereo on)http://imageshack.us/a/img707/600/inyv.png - hmdwarp off, stereo off (still working bad, it works fine only with oculus disconected)http://img30.imageshack.us/img30/9159/ukt.png - Material settings, working editor window, and oculus error on the right(full screen black screen, proper version captured in windowed window is in the first link here). http://imageshack.us/a/img36/9541/a3m0.png - Some of my tests, mask multiplied by 0.5 factor - one eye a bit "fixed"... still horrible. If y
I followed this tutorial and got dynamic lighting working with my level:http://allarsblog.com/blog/2010/09/12/day-and-night-cycle-tutorial/Everything looked fine until I put the rift on. As the directional light is rotated via kismet, none of the lighting changes are reflected in the right eye. ie: mesh lighting is not adjusted and shadows are not moving. But in the left eye everything is fine.Am I missing a setting?If I find an answer I will post it here.
will there be a mac version of the udk oculus plugin?
To anyone who might know, I hear that UDK4 won't have Unreal Script, but would it be trivial to convert current Unreal Script to UDK4's C++ or whatever it is? In fact will UDK4 be rather different to UDK3 such that it would be quicker to re-write the gaming code from scratch for UDK4?
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