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Hey guys,A new UE3 integration with latest OculusSDK 0.2.5 is released. What's new in Oculus SDK 0.2.5cIntegrated the latest Oculus SDK 0.2.5c (bug fixes, added support for DK-HDv2)Removed not always correct logic of calculating player height using profile height; now AddEyeHeight is not calculated, it is just a constant value from .ini config file that is added to BaseEyeHeight. Instead, added Oculus.GetPlayerProfile() method that returns height, ipd, name and gender of the player, thus a developer can do her own math.Fixed rendering of planar reflection shadows in stereo for DX11 (see ImageReflectionsTest map).Fixed stereo rendering issue in BokehDOFTest map (blur was applied in left eye only).Fixed a rendering issue in BokenDOFTest map: nothing was rendered if ScreenPercentage != 100Fixed a bug that caused not whole buffer to be cleared, if ScreenPercentage > 100 (see BokehDOFTest and ImageBaseReflectionTest maps).Fixed distortion scale calculation for Rifts with different screen
New UE3 (based on Feb 2013 QA) integration with Oculus SDK 0.2.4 is released.New features:Integrated Oculus SDK 0.2.4Integrated Scaleform 4.2.24Added ResetMotionInput function (UnrealScript) to re-center user's view (including Scaleform and Bink movies)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 'motion on' / 'motion off' console commands to enable / disable motion tracking (for testing purposes)Added informational HUD (displaying actual yaw, pitch, roll, IPD, etc), toggled by 'ToggleHmdInfoHud' function (works in game only)Added USB hot plug/unplug support (for Rift and Latency tester); added Oculus.OnDeviceStatusChange event for UnrealScript (see Oculus.uc)Changed behavior of AddEyeHeight config value:
Well, I've spent a day and a half on this now. Even after overriding several functions the rotation of the rift takes over my camera. All I want is for the calibrated initial "base" rotation to be saved to a variable I can access and for the rotation of the rift - base rotation to be sent to my player controller every tick. So far, I can't stop the rift from interfering with my camera and I can't access any of its variables. I can't make heads or tails of the Oculus.uc file. I have no idea why it was done this way. It almost seems like they were more focused on integrating with the UT demo content then making it accessible for use in UDK.
So I am pretty happy with my first level for the oculus rift. I just cooked the map using unreal frontend.The problem is that when I run my newly cooked game it isnt:1. Not in fullscreen mode. ( I think I can either use alt + enter or win + up arrow for this.)2. Game is not rendering in stereo mode and typing it in the console command prompt area isnt working.The head tracking does seem to be working.Are there some specific steps that I am unaware of that are needed to make things work?Thanks for any help you may be able to provide! :)
It would be great if Image-Based Reflection could be enabled. So far all my experimenting has shown that the reflection is only rendered once for my left eye. Has anyone found a solution to this or do we just need to wait on Epic to add it?
Stereo by default in UDK seems to be the first problem whenever someone wants to try an UDK game or demo. The player either has to modify the .ini file or enter console commands. And this is not really acceptable if you want your game to look pro.I don't know if this problem has been solved yet, so I am currently working on it. I tried a really simple thing with the Kismet editor. When the game is loaded, the commands stereo on, hmdwarp on and fov 110 are automatically entered. (I don't know if fov 110 is really nescessary though)Here is the Kismet sequence you have to create in your game:The result is not perfect yet. As you can see, the two views overlap themselves. Anyone know if there is a console command to change the distance between the views? I'll be researching on it in the meantime.
If you use the Kismet node "Draw Text" (New Action -> Misc -> Draw Text) are you able to read it while in the rift?Solved: Yes! It is very readable. It is also locked to your view. (Will be easy to use offset to get it where you want it to be)
I found the head bobbing in the UT3 Example that came with the UDK made things feel better when moving, especially in the nausea department. With a true first person viewpoint, I find it even better.WARNING: If you watch this wearing a Rift, keep in mind that I do ghost into the air, renable physics and fall towards the end of the video.Unlike the UT3 Example, the head bobbing is caused by the animation. With the torso and arms acting as a reference point, I'm finding it even better.As rough as this is (took me 2-3 hours - kids :P), it works.Will make the code and such available when its in a more polished, usable state.
Hi everyone - just a quick question regarding screens and also UDK development (although this is more of a UDQ development question). Just to set the scene, I'm a graphic artist and someone who just loves to dabble in 3D and VR - I'm not a programmer of any sort - I will employ programmers to do this. I have been told that this is possible so now I'm trying to understand the specifics of what I need to be asking a programmer to do.I have a thread that confirmed this would work https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=1716and here http://forums.epicgames.com/threads/968274-2nd-PC-independent-view-and-interation-with-game-worldThe setup only has to be able to work in a one-off scenario - it's not for mainstream consumption - so elaborate setups are fine.Basically I want to have 2 PC's - PC1 has the game environment with the Rift - PC2 has an interface and a camera looking into the game. I want the PC2 user to be able to interact with the world that the 1st person i
Hello. i have a Problem while importing BIK movie into UDK-2013-03 (downloaded from here, dev 1.0 page).Theres an error "cant import" poping up every time i try to import it.In standard , newest UDK (UDK-2013-07) it works well, so imported same file and save package. Coppied it to UDK-2013-03 content directory and theres another problem. I can see imported files but TextureMovie is just RED/YELLOW blinking texture, not my movie. Is there any way to fix it? Or its better to add Oculus Support to UDK-2013-07 Version (is it possible for me to do ?)working on 2013-07 http://img827.imageshack.us/i/2yfz.png Red/yellow textre error (imported in 2013-07) and import error in 2013-03 http://img854.imageshack.us/i/2mwz.png
Hello Community, Is there a way to change the location of the default HUD??? Do i have to change it in the SWF or in UnrealScript?
Nevermind. Got this working. More questions to come im sure though Sorry i am a newb to UDK......I have imported an object from blender. ( i have another issue with that, in another thread). If i play the level in the viewport i can see the object. If i choose play on PC and put on my rift i can only see the shadows casts by the object but not the object itself.
Solved my own problem. Followed the tutorial and never did get collisions. Then i realized i dont need to export collisions. I can create them in UDK. Not sure if this should be in this forum or not. Apology in advance....I am exporting a FBX from Blender 2.68 of a simple mesh. I have created a ucx_ for the mesh and im able to import the fbx into UDK but i get a message stating that there is no collision. Of course then my mesh can be brought into a level but im able to walk right through it. im following this tutorial..... http://www.youtube.com/watch?v=spYVAlXgcSo to create my mesh but at the end using the built in FBX export in Blender. Also i am not making the same mesh he is making but one of my own. Thanks for any help in advance.
Is Matinee Broken With Oculus? (Mine is)It is taking both frames and squishing them, making them unusable in rift.squishTheFrame.jpgIs this happening to anyone else?Thanks, NickZ. :)
Hello everyone,As becoming more impatient everyday while waiting for the OC, I was wondering to UDK users around here how fast was it to put the rift inside your project... ? (view and tracking of course)I have quickly read the docs, but you know how reality and execution can have a certain... lag or distortion.So let's say you have already a custom pawn with a custom controller and the camera attached to a socket in the pawn.Any unexpected issue i should care for ?How is your experience so far ?Cheers,
This is probably a silly question, but has anyone built an environment yet for the Rift in UDK that implements rain?I'm working on one right now, and the only method I've been able to use that looks anything close to actual rain is by simply applying a rain material as a post processing effect, and really it just does not look that great. Unfortunately my Rift isn't even here yet, so I can't see what it'll actually look like in VR, but I assume if its not looking great in the editor, it's probably going to look worse in VR.Tips from the pros would be hot! Thanks in advance.
I find the Oculus download page a bit confusing and not logical. It has one tab for 0.2 and one for 0.1. This gives an impression that the newest SDK can be downloaded from the 0.2 tab and older SDKs can be downloaded from the 0.1 tab.It looks, however, that the 0.2 tab is the native Oculus SDK and the 0.1 tab is the UDK with Oculus support. If this is the case the tabs should be renamed to SDK and UDK to not make any confusion.Also, the Oculus ready UDK seem to be from March if you follow the UDK version naming. And now there is a July UDK. Does the latest UDK from Epic support the Oculus or do I have to download the UDK from the Oculus download page to get it with Oculus support? If so, will this always be the case or will the UDK released from Epic include support for the Oculus in the future?
Hi everyone, i installed march build (oculus rift) and have ghostship all up and running but on every map even the default new map the perspective window is black. The other 3 windows are fine but if i change them to perspective it goes black.I have tried resetting the window to default but has no effect.Has anybody else come across this problem? Anybody have any suggestions?Thanks in advance :)
I'm having trouble with a demo I started working on a few weeks before I got my Rift. I designed this according to the "96 Unreal Units rule". After getting my Rift something didn't feel right (floor more or less at knee level). I made a new simple pawn and after trying different values I settled eye height at 90, which feels OK (might tune it a little later, but it's pretty acceptable). The problem is... it doesn't make sense with the editor's scale. With the pawn as it is, my eye height in-game is higher than 160 units. Is there a logical explanation for this? Is there a way to scale the complete level so I don't have to redo pretty much everything from scratch?.Thanks.
Simple level just hangs in rift mode (works fine in regular).I'm not sure what is going on but a very simple map I created will no longer load in rift mode.It gets to the red udk front end load screen and just hangs as if it has crashed.I was messing with some set console commands and modify property nodes.I cleared everything out of kismet and it still will not load.The other thing I was doing was playing with lighting, but I ripped all that out as well and ghe level still will not load.Anyone see similar behavior yet? Thanks, NickZ.
Hello everyone,I noticed something :Launch your udk based demo (or UDK project)Find some vertical edge they will be what you'll be looking at.Then pan as slowly as possible your head (look from left to right, or right to left) and stay vertical doing soDo you see it ? the panning jumps. it's skips, it's like little jumps. It's annoying...Is that because of motion prediction settings ?(you'll find them in .../Config/UDKEngine.ini[Engine.Oculus]bEnableHud=TruebDisableControllerPitch=TruebHideGun=TruebDisableDeathAnims=TrueEyePosInHead=(X=12.600000,Y=0.000000,Z=7.000000)bDisableMomentum=TruebUseDotCrosshair=TrueCrosshairAlpha=64CrosshairSize=6CrosshairMinDistance=180YawMult=1.000000AccelGain=0.050000MotionPrediction=0.020MotionPredictionMode=2bDisableWalkBob=FalsebUpdateOnRT=TrueMouseAimLimit=5461MouseAimPitchLimit=3641MouseAimMode=OMA_NormalI don't have that same issue in OculusSmallTiny, OculusWorldDemo, or any Unity demo.I saw the motion prediction settings and haven't tinkered with th
Just got my Rift today and I am having a lot of fun. One of the levels that I have been creating in anticipation of the Rift has a major lighting issue. There is a huge discrepancy between the lighting of the left and right eye. I don't believe that this is a shadow issue, but it might have something to do with the amount of fresnel that I have on many of my materials.UDK_Level_LightDiff_001.jpgHas anyone seen something to this effect yet? Any ideas as to what might be causing it?I rebuilt all of my lighting using Lightmass with the latest Rift build.Thanks for any help you might be able to give.
should FOV must be set to an specific value?When I play with different values of resolution fov neve got it right... when stereo seems to be ok (when my poor eyes does not hurt when focusing on distant objects) then aspect ratio is too.. how to say it? .... characters appears too thin as stretched So is there some certainty about this 2 questions?
Nevermind....thx
Hey guys, trying to build Oculus v0.2.2 vs UE3 Feb 2013, and I noticed that my 64-bit build failed. Checking UE3/Development/External/GFx-Pure/Lib/x64/ I noticed that you provided libgfx.lib but not libgfx_air.lib, libgfx_as2.lib, etc. I was going to build these so we can compile, but we don't have a Gfx solution anywhere I can find - is this something that you have to have a separate arrangment with Autodesk to obtain? Could Oculus provide the win64 versions of these instead? Or is there a deeper issue, e.g. that Gfx-Pure doesn't compile yet on win64?Thanks very much--
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