Unreal Development
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First time using Unreal 4.0 Engine. Just been quickly looking for character speed control, I'm trying to get the walk and run speed significantly slower for realism. I'll post here if I find a solution.
Hello, ladies and gentlemen. I have developed quite an interest in this community, especially regarding the development of VR software, and I have decided to try my hand at developing something myself. I have chosen to work in unreal, and would like to know where I can find a good tutorial or series thereof to get me going. I already have an understanding of the basic syntax and code structures, and have done some limited game development work before, for a school project. If anyone could direct me to a good resource for such tutorials, it would be very well appreciated.
Bonjour everyone !I hope everyone is fine in this important week ! (GDC 2014)What solution did you find to avoid body clipping *inside UDK* when the camera is inside a head ?I can't find the occlusion clipping distance *inside UDK*, if there is such a settings *inside UDK*.I would like to lower it *inside UDK* a little so clipping is near the *UDK* camera.(FYI my *UDK* camera is attached to a socket inside the pawn head, right now it clips around the shoulder distance... so I don't see my shoulder also... annoying... ! ^_^(I know the consequence of touching it -loss of precision-) But I was wondering what could be done about that *inside UDK*.It is important to have a head geometry so you can have it's shadow also... (inside UKD)Cheers,OlDid I forgot to mention that it is inside UDK engine ?Edit : added pretty colors and mention to UDK more visible. (for good fun of course...)
Hi Guys,I'm working with the Oculus 2013-09 version of UDK, exporting with both Release and Shipping, and I'm constantly getting this error (when running the game in Terminal):$ /Applications/UDKGame.app/Contents/MacOS/UDKGameappError called: Couldn't load shader file 'GFxCMatrixPixelShader'Couldn't load shader file 'GFxCMatrixPixelShader'Exiting due to errorAbort trap: 6This instantly crashes the game (after the initial splash) when just opening the UDKGame.app in OSX.This is for a custom project, not for any of the current default maps that ship with UDK...I've tried the exact same content in UDK-2014-02, and it works perfectly fine on OSX, however... without Oculus support (unfortunately).Has anyone encountered this when exporting to Mac?And what's the general consensus here with the Oculus UDK and Mac?
Bonjour everyone.Just an strange thing I noticed when using cinematic cameras.They will render fine in editor but you will have a very strange view "bug" when in Oculus mode view :The deformer shader will take a center band in the view (like 1/3 horizontal) and the rest will be garbage.The fix ?Uncheck on your cinematic camera properties (F4) the box : ConstrainAspectRatio(so set it to false)It's activated by defaultThis is just a FYI as I was surprised by the "bug"Not looking for a reply or anything.Cheers....and as this is a UDK forum... yes, this is on UDK engine................
Hello again, I just came across another problem, and I don't know what is causing it. UDK wont build the lighting anymore. It is always stuck at "gathering scene and invalidating lighting...". Reinstalling UDK also did not solve the Problem. Does anyone know the problem?Thanks for reading.
This week we hit a performance issue so we started testing elements within game that could be creating the impact and lowering our FPS. Problem is what we have found does not bode well for our development, we have learned that DX11 running on UDK does not perform as well as DX9 - and it is easy to see that Epic would have no reason to fix this with UE4 in the pipeline. It is also a known issue in the Epic forums - we now know.Had someone warned us NOT to develop in DX11 (a best practices sticky page would be a good idea), we would have built things in DX9. Except that in DX9 we don't have the same material functions, or at least that's what it looks like as the DX9 version kicks errors on the materials we've created while developing while in DX11 mode. So maybe we have to go back and redo materials, no big deal right? But what if we are developing for a moment two years out and want DX11 capability and want to maintain the hope we can migrate to UDK 4? Remember that UE4 does NOT suppor
I have noticed unfortunately that UDK support by the Oculus team seems to be largely lacking; It is rather disconcerting. There have still been no updates for the Oculus UDK build and despite repeat attempts to receive updates to the licensing issues for the 3rd party addons, we have none. I am aware that the majority of new developers lean towards unity for it's ease of use, but many of us here consider UDK as the toolkit of choice for bringing our ideas to life. Could we please receive some more support and perhaps a somewhat regular(ish) update or two on the UDK side of things? It is after all [UDK support] one of the reasons that many of us have chosen the Oculus Rift as a development platform. Thanks guys. :)Edit: The 'thanks guys' above was genuine (as in, I appreciate the help), I just looked at it again and realized it may be taken sardonically given the posts content and I never intended it as such, so I edited in a smiley face so the tone is correct. Is there nobody on t
Does anyone have any idea why this is happening when using the stereoscopic view in UDK? The top and bottom parts actually flicker between what is shown and black (tried to get a screen recording, but it didn't actually show the problem. It recorded the tops and bottoms as just black without the flickering).This is the first time I've seen this problem. I checked other maps I've created as well and they render just fine.EDIT: Just in case it matters (not sure if it does considering other maps work fine), computer specs:- 2011 iMac running Windows 7 in Bootcamp- Intel i7 2.8ghz- 12GB RAM- AMD Radeon HD 6770M 512MBI also attempted removing all the models + skybox from the affected map with no change in behaviour.
I watched the dev days session by the makers of "AaaaaAAaaaAAAaaAAAAaAAAAA!!!"They talked about rotating the head 90 downward after jumping so that the player didn't have to crane their head down. I imagine it is like skydiving. You don't skydive feet first. You lay out flat which allows you to look down.Is this easily done? Can I write an unreal script method to do this? I have a similar situation and craning your head to look down is not fun. If I can create a script, I can call it from kismet via "console command"
Hello, I`m really new to UDK, but I have a problem.I wish to develop a game using a third person camera.I have the camera class working appropriately in the editor (where it does not show in stereoscopic 3d).When I select run on pc, and the game enters full screen, it ignores the camera...and instead switches to a first person viewpoint.Is there an easy way I can change this? Thanks
Hi, I ve been building a demo using UDK and the oculus. All seem fine, the only problem is the orientation of the oculus at the start of the demo is reversed. I m basically looking in my back, so I have to physically turn 180 degres to be able to see in front of me. If I turn the rift backward before to start the game, then once the logo of Unreal appaers, I put it back in front, that way it works fine. What I feel is that the start point of the demo seem to be looking backward, but that's not the case if i start without using the rift. I m using sept 2013 OUDK version. Any idea?Thanks. :?:
Hi,I'm testing out the Oculus with my project though my scaleform menus aren't duplicating on both eyes, instead its spawning 1 movie and stretching it across both eyes so things are out of focus right now, only closing 1 eye will allow me to have focus on what I'm doing with the movie.Is there a setting to allow the movie to duplicate over 2 eyes?Thanks,Jon
Anyone else getting 'Import failed' for .biks in this release. I can't even get the Epic logo .bik to import. Tried installing on multiple machines, same result. Any ideas much appreciated.
I discovered yesterday that there is a hidden mouse cursor that is causing the 20-30 degree delay before the mouse starts moving the view (you can see it by pressing F1). I want the mouse cursor to be disabled so that the mouse instantly moves the view. I posted on the UDK forums and on a UDK chat channel and got radio silence.I was looking at PlayerController this morning and found the code below. This seems be in the "area" that controls the mouse. I would need to fiddle with it (maybe adjust OC.MouseAimLimit) but I was wondering if there was a quick way to disable this mouse cursor thingy? This has to be a common issue with UDK Rift developers. // Oculus OC = class'Oculus'.static.GetGlobals(); if (class'Oculus'.static.IsEnabled() && OC != None && OC.IsPlayer(self)) { if (OC.bDisableControllerPitch) DeltaRot.Pitch = 0; MouseAim.Yaw += PlayerInput.aMouseAimX; MouseAim.Pitch += PlayerInput.aMouseAimY; MouseAim = Normalize(MouseAim); if (MouseAim.Yaw >= OC.Mou
I'm trying out some pretty basic stuff, and right now I'm trying to display some information on the screen.In my class that I extended from HUD, in the PostRender event, I'm trying to do this: Canvas.SetPos(100,100); Canvas.DrawText("Testing");But that doesn't seem to do anything. Is there more that I need to do to get a HUD up and running?
I have ran into a problem with the oculus rift & UDK.If I have a texture I intend to be a poster/instructions/etc, it is blurred/pixelated inside the rift. Not just a bit but horribly blurred. If I get within a "foot" and put my virtual face pretty much on it, the detail is returns but as soon as I walk back it blurs again.The texture is perfectly fine in non-rift play. It is just the rift play that has issues.I tried:1. reducing the size of the texture. No change beside making it worse at all distances2. changing the filter setting from Linear to Nearest. That just made it sharp large pixels versus blurred pixelsI realize this must be a change to enhance performance in the rift which works on most stuff but there are certain items (posters & photos) I need crisp at within a certain viewing distance.BTW, There is nothing strange/different about LOD info on these poster meshes.non-blurred/pixelated:http://farm6.staticflickr.com/5500/12221395416_e7363a267b_o.jpgblurred/pixelated:
Is there a way to have the Oculus head tracking on when stereo rendering is off?I've tried this (and several other things) in the console to no avail:stereo offmotion onWe are trying to capture some video footage of gameplay and would like to have the head tracking on but get nice full screen unwarped imagery.Thanks.
Ok admittedly I have not read the Unreal integration manual, shame on me. I did a quick search for 'shadow' and found none.What I did was dive in with the Citadel, sure, awesome.Then I went into the FoliageMap in Showcases. Fly, then get over to the foresty area. Something's not quite right. Ah, there are directional-light dynamic shadows from foliage, but only in the left eye. The right eye does have 'cloud' shadows, but no foliage shadows that I could tell.Is this a known issue, have a work-around?Win7, 64bit DX9http://oculusready.com/ScreenShot00000.png
HI All,About six weeks ago I started developing an IDE to help me work with UDK on my Rift Projects. The Open Beta is now up on Steam Greenlight! It has a lot of cool stuff such as class trees, Intellisense, step through debugger etc. But it also has a VR Mode button for developing stuff for the Rift! If you set your rift up as an extended desktop at the native resolution, when you hit the VR Button, compiling sends the game window to the rift but leaves the main monitor accessible to debug (You get the mouse back by hitting the Middle Mouse Button)Have a go and let me know how you get on. It's fun just running the demos on UDK in VR! 8-)
I'm having an issue displaying the crosshair. After working with some custom HUD testing, my crosshair disappeared, any idea what is happening? :/. Speaking of which, how does the crosshair work with following the mouse like that? Is there a way to have the gun follow the crosshair as well???class ChadHUDTester extends GFxMoviePlayer;var float LastHealthpc, LastAmmoCount;var GFxObject HealthMC, HealthBarMC, HealthTF, AmmoBarMC, GunTF;function Init(optional LocalPlayer PC){ Start(); Advance(0); LastHealthpc = -201; LastAmmoCount = -201; HealthMC = GetVariableObject("_root.playerstats.health"); HealthBarMC = GetVariableObject("_root.playerstats.health.bar"); HealthTF = GetVariableObject("_root.playerstats.health.text"); AmmoBarMC = GetVariableObject("_root.playerstats.ammo.ammoBar"); GunTF = GetVariableObject("_root.playerstats.ammo.gunName"); super.Init(PC);}function float getPercentage(int val, int max){ return (float(val) / float(max)) * 100.0f;}function SetHUDPos_Health(float x, floa
Heey quick question, I was curious if there was a bug in the PostRenderFor function in the Oculus build for UDK. for some reason it does not work :(.class IronsightHUD extends UTGFxHudWrapper;var int healthAmount;var Vector ScreenPos;var float position;var ChadHUDTester HudMovie;singular event Destroyed(){ if(HudMovie != none) { HudMovie.Close(true); HudMovie = none; }}simulated function PostBeginPlay(){ super.PostBeginPlay(); HudMovie = new class'ChadHUDTester'; HudMovie.SetTimingMode(TM_Real); HudMovie.Init(LocalPlayer(PlayerOwner.Player));}event PostRender(){ HudMovie.TickHUD();}DefaultProperties{ bShowOverlays = true}class ChadBot extends UTPawn placeable;var HealthBarActor HBActor;function AddDefaultInventory(){ InvManager.CreateInventory(class'UTWeap_LinkGun');}event PostBeginPlay(){ local Vector loc; local Rotator rot; super.PostBeginPlay(); AddDefaultInventory(); //this adds the empty actor to the custom socket on the Pawn------------------------------------------------
I am glad to announce that we have released Oculus integration with the latest (at the moment) January 2014 QA Build of UE4.UE4-QA already contains initial support for Oculus Rift, however, it is way behind of actual development due to number of reasons. Eventually, all of these changes will be parts of main UE4, but at the moment we are releasing our own integration.Integration with January 2014 QA contains the same fixes / new features as the previous one, plus the following new fixes / features:Added PlayerCamera.bFollowHmdOrientation boolean flag (accesible via both BluePrint and C++) that enables a player's camera to follow the HMD orientation (useful for third-persion shooters, on-vehicle cameras, cinematic cameras, etc).Added 'ResetOrientationAndPosition(float yaw = 0.0f)' to HeadMountedDisplay class (callable via both BluePrint and C++) that resets orientation by setting roll and pitch to 0, assuming that current yaw (or the one specified in the parameter) is forward direction.
Hi Everyone!I've had my Rift for about 2 weeks now and I've had a blast testing out all of the games and demos that are currently available. Needless to say, I think that this is definitely going to switch things up (or at the very least provide an alternative) when it comes to how we consume our games and entertainment.That being said, I was eager to start working on my own little demo using UDK but to my surprise, even when I test the default map which contains only 2 bsp objects (a cube and a floor) and the sky, my FPS stays around 32fps at all times. This makes looking around a little unpleasant and it's obviously not something I would want for an actual demo as well.I don't have the fastest computer in the world but I do consider it to be decent enough so I was wondering if anyone else had this same experience and if there is anything hidden in the settings that might be causing this? Keep in mind that I'm able to run pretty much all modern games at their highest settings without
Hi all - My understanding is that this executive function is supposed to set whichever way the HMD is now facing as forward. #1 - is that right?#2 - I can't seem to get this function to do anything. Looking at the code from Playercontroller, this just calls Oculus.resethmdyaw(), which is a native function so I can't see what it is doing. When I call resetmotioninput(), I don't get any errors, and have verified that the function is actually getting called...but I don't see any impact on the orientation of the player's viewpoint. Any ideas?Also, in what might be a related issue, I'm getting this warning in the log file:[0001.96] Warning: Warning, Failed to load 'Class None.engine-ini:Engine.Engine.OculusClass': Can't find 'engine-ini:Engine.Engine.OculusClass' in configuration file section=Engine.Engine key=OculusClass ..\..\UDKGame\Config\UDKEngine.ini [0001.96] Warning: Warning, Can't find 'engine-ini:Engine.Engine.OculusClass' in configuration file section=Engine.Engine key=Oculu
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