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The problem I'm having is a render texture scope issue. for some reason in the editor it has no problemsbut when i go in debug mode in Visual Studio it does thisanyone know what is happening here??? I'm also using the Oculus Sept. 2013 version of UDK
Hi all - I'm playing around with canvas and trying to get some HUD elements to look right in the Rift. As a first cut, I'm just trying to get some text to appear and be legible in the middle of the screen. I must be missing something obvious in the Oculus UDK integration. Using canvas.drawtext in my drawhud() function of myhud class, the text draws on both the left and right sides of the stereo image, but is not properly placed so that the sides can converge. Clearly the images need to be offset to create convergence, but since the OC/UDK is placing the stereo images automatically, I can't find a way to make the offset happen.Has anyone gotten canvas.drawtext to be properly stereo-rendered? Any tips?I also noticed that the Oculus debug HUD is also not converged - is it like that for everyone? Or maybe I tweaked a global setting somewhere else and mucked this up?Thanks!
I'm having an issue with the new Sept. UDK and understanding how to lock the crosshair in the middle with a bool. is there a way to do so?
Hi all,I seem to have some problems with emissive materials on the Oculus Rift version of the UDK (UDK-2013-09 version).What ever I do, the emissive materials seems to "blow through" and all the extremely white parts of the image are considerable darker than other near by areas. Here are a few images of the situation:RIFT:REGULAR UDK-2013-02 VERSION:
Video I made. Hopefully others will find this useful. I was really looking for something like this when I started. Used the UDK downloaded from Oculus:
I have the UDK installed. When I run a map using the "start in pc" the rift head mount controls work fine, but the graphics displayed are not side by side.I have my monitor configuration set to "duplicate" as that is the only way I can get TF2 and the Tuscany demo working. What extra option do I have to enable to try out Epic Citadel with the rift? (again, headtracking works, but the side by side video does not).
So I was half way through my Game development in unity 4 when my rift arrived and was appalled to see that I was going to have to buy Unity to finish it (4 months Isn't long enough to finish a game). So after some thought I have decided to switch to UDK and just redo those months of work. But being new to UDK I have no idea how to get the Rift working, and apparently there was supposed to be a special version in the downloads section but i cant find anything. Any help will be appreciated.
Hey rifters/udk users.I am currently developing and indy (read solo) sandbox survival game that uses sixense and rift tech. Being that I now have the hydra controls about where I want them, I decided to start tackling some of the technical challenges that the rift brings to bear. An issue that has been observed time and again in the demos I've watched (still waiting, order 084X) is glaring foliage faking techniques used by most titles. This is the first issue I've decided to work on and it starts with a terrain layer tessellation material that not only makes your environment really pop, but makes your grass have real geometry.Intro out of the way, I've experimented a lot and found imported vector displacement maps to be the best way to handle tessellated grass in a landscape terrain material. With proper vector displacement maps you can not only generate geometry for your foliage, but animate it as well (the rocks and sand and other stuff tessellate fine with a greyscale map).Doing a l
Hello,I just downloaded the September OUDK build and haven't had a chance to test runtime detection per build notes. Has anyone tested this? Basically I will need to do some input switching stuff based on wherever the Boolean for rift detection is returned. Would it be best to do this as an interface implementation? When I'm back from work I will dive into this, but am extremely limited on time and was hoping to have a good grasp of the concept before writing the code.[SOLVED] this was a lot easier to solve than anticipated :) stereo3D.IsEnabled() is a good basis for a switch.
Hello ! I'm am new to UDK engine and just starting to work with all of it's features so please excuse some noob questions :)I'm trying to make FPP rift-explorable environment. Creating environment and testing it on oculus was very rewarding and lots of fun but since I started working on better immersion I was stopped by lack of tutorials and plain explanations of some things.1 How can I make player model visible (legs, torso and arms ) ?2 Do I need specific model without head to achieve that ? 3 How to maintain forward walking direction while looking around through the rift ? I'm using latest Oculus - UDK (Oculus SDK v0.2.4) and set my game type for UT game (but did that just to be able to hear footsteps) . Help pls ? :)
Hey! I'm trying to figure out, where and how could I hook with fullscreen video playback. Probably, the best way would be to playback bink video as movie texture, one video clip for left eye, one for right, using both existing oculus cameras? Or there is some better native way to do so?
It's the first day I've been using the Oculus Rift with my games. I have mixed feelings at having accomplished it. First off, it is cool to be in game and being able to look around for real. On the downside I easily get motion sickness, and experienced it within five minutes of playing, and I will say more about that.A confusing unrelated problem, is that the Stereo setting gets set back to False each time I restart the engine. Hmm... i have to keep the UDKEngine.ini file open, to keep an eye on this. I'm not sure what is causing this... but it's quite irritating.Motion Sickness: The problem so far to me seems related to Look Direction, the oculus tracks your look direction but does not realign the motion of the player in game in that direction. This means that if you want to change direction sharply, or really to be "facing forward" in your chair at your keyboard, then you need to realign your motion with the mouse. So movement direction is different from Look Direction.The
Hey VR Heads!I had a question for the Oculus team: is there a way to enable some of the Oculus integration (SBS 3d, distortion) without a Rift connected? With the version of UDK I was using, I would boot up what I was working on with RealD enabled. It was useful for investigating UI layouts and text size, and also just to see how things looked in SBS 3D. However, it seems that RealD is not included in the Oculus UDK.I have been mucking around with the config files and the UnrealScript files (Oculus.uc, Stereo3D.uc) and haven't found a clear way to simulate the SBS 3D. Is this just a cut and dry detected/not detected situation going on in the untouchable source code?It would be great to get a preview of how things will look while I wait for the dev kit to arrive!
I was running OUDK, in fullscreen, and I noticed I could see my wallpaper through the game. Has anyone else noticed this? I'm using the RC2.
i create custom camera in UDK.goodwork custom camera in game not use OR.but use OR, camera Location in vect(0,0,0).i can't find OR camera Location in UnrealScript.where can i change OR camera Location in UnrealScript???
Seeing as UDK games have rather homogenous backends and are more amenable to editing than most engines, is it possible to get an already released UDK game to work with the Rift version?There's a great UDK horror game called Eleusis that is like a much more fleshed out Alone in the Rift that would benefit from this.
I'm experimenting on moving back to the OUDK, but I cannot figure out what the proper way to call GetCurrentOrientation() is. Can somebody post an example of how to call this function? I need to get the rotation of the HMD as a quaternion for use in my controller class.How I'm doing it now Is I create a new instance of Oculus.uc and call from that, but I'm not sure if that is the "proper" way.
Hello.I have a problem with sound.In my level you are not a player (pawned in playerstart) At the begging you start as camera actor.I dont have a Stereo Sound effect.No meter how i rottate my head it doesnt efect the direction of sound (always play in both ears - doesnt react to head rotation). Is it normal becous of camera actor or rift controlling rotation instead of mouse? Can i fix it someway?
Hey everyone,The Oculus-ready version of the UDK is now available from the Oculus Developer Center!You can download it right from the Downloads page:Oculus DownloadsThe documentation can be downloaded from the Documentation page:Oculus DocumentationDiscuss the Oculus-ready UDK over in the new UDK forum:Oculus - UDK Integration ForumWe're looking forward to seeing what type of unreal virtual reality experiences you guys create!-- Nate
Hello everyone,As you know on the unreal engine they sat a human size is 32x32x96 (unreal unit) 96 is heightI build everything with this in mind.So the pawn and the assets have a great relationship with each other (don't we all... ^_^)BUT when I go face to face with one of my NPC, "nose to nose" he is at the right size but it "look" too small.Only a rifter can tell what I mean.If I put my hand around his head (virtually of course) the size feel too small.I couldn't manage to change fov, so maybe it's that... ?-----------------------------------------Try this :-New map-Drop Liam Cathode and Ironguard-Choose Deathmatch.-Go face to face.They look small !or is it my perception of things ?-----------------------------------------Maybe it's me... I wanted to have your feedback on that.Unreal size feel small... is that the same for you ?
Hello everyone,As the implementation of pitch and roll is not there (yet, let's hope) I would like to disable tracking so I can get my Playercontroller (camera) working like it's supposed to be and is. (with pitch and roll)I can't find a way to disable tracking, I even look on the hardware side but i can't find the tracker in the hardware and disabling it, but that may not be a good idea...So the software class tweaking is preferable...HID-compliant device... (x3)HID-compliant consumer control device...Any idea how to do that in UDK ?The ideal will be to be able to autoexec it, and/or assign that to a key stroke...Merci !If I find a way i will of course post it here
Hey guys, it has been just a few days short of a month since Nates update on the UDK situation, and I was hoping we might be able to get a SitRep on the situation? Thank-You. :)
So, i'm not sure how many have had this issue, but when i enable the hmd warping shader in udk, i get strange down sampling issues as evident by the tail of this space ship:I've tried every setting I could think of to try and fix this, at first thinking that the down sampling was caused by the DOF shader, but no setting would reverse the effect.So the only logical solution I could come up with was to replace the current shader with one of my own. I will be using this thread to document my progress and to share the results with others, should I come up with reasonable results.Edit: After translating the HLSL version of the warp shader, with chromatic abberation into a custom node, and adding all the proper input nodes, I get the following error:Apparently somewhere the tex2D calls are using more arguments than required? I'm not sure. Can anybody else decipher this?
Hey guys,We are glad to officially announce: the long-awaited new release of Oculus UDK is officially released! It is available for download on our 'Downloads' pageHere is the high-level list of changes (in comparison with previous March 2013 OUDK):New features:Integrated Oculus SDK 0.2.4Integrated Scaleform 4.2.24 (including a fix for crash in ActionScript 3 UserData and fixed memory leaks in ActionScript 2 UserData)Integrated Bink VideoIntegrated SpeedTree 5.0Integrated SimplygonAdded LatencyTester supportAdded yaw drift correction and magnetometer support (see 'hmdmag' command)Added many Rift-related new console commands (refer to UE3-Oculus.txt)Added support for full screen GFx movies (previously didn't render correctly with Rift); added .ini parameters into [Engine.Oculus] section: bFullScreenGFxMovieFollowHmdRotation and FullScreenGFxMovieHmdExtraDepthAdded Oculus user profiles support for Rift DK1, config utility program is located in Binaries/OculusConfigUtilAdded informational
I've made some fixes / changes to the default Oculus Rift implementation, would you guys like the fixes / changes and if so what would be the best way to do it?Current patches I've done is: Fixed bug where if the Oculus Rift is disabled, then mouse input should work normally. Removed SF4 Pure integration as there currently seems to be a crash involved with it. Canvas::Project() is incorrect when Oculus Rift is disabled.
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