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Hi, just wondering if there is a way to enable chromatic aberration correction in UDK yet?
i'm having issues being able to see my first person weapon mesh when I put on the rift :/. any ideas what i am missing?
Nevermind :)
Hello,I'm trying to figure out which files are adjusted for the Oculus Rift version of UDK. The documentation mentions the files Stereo3D.uc and Oculus.uc are added, and that some code in PlayerController.uc is adjusted. Besides this, what other files are adjusted / different in comparison with a regular UDK branch?I'm looking to move the Oculus code over to the newest release of the UDK branch that I have already been building off of. I can't downgrade because the older UDK version won't open .upk and .udk files from a newer version of the SDK.Obviously with hundreds of different files in the src folder, I can't compare each one to check for differences. So if a list of adjusted files could be posted, that way I could know what I need to transfer. Thanks.
My team and I are having trouble adjusting the FoV(Field of Vision) on the Oculus. The issue that we are having with the FoV is, we are unable to fully see the gun, radar and HUD with the Oculus. Has anyone found a solution for this issue?
I tried using "Stat FPS" in the console, but I don't see the FPS shown anywhere?
Hello rifters!A little question today, more about UDK configuration rather than Oculus in itself.In the perspective viewport, we can navigate using flight controls with the WASD key.But I'm using a french keyboard and would have liked to remap these keys to ZQSD.I've located two .ini files that are supposed to register this kind of preference and modified the bindings accordingly.From what I understood, we have two BaseInput.ini files, one located in \Engine\Config\ and the other one in \UDKGame\Config. The first one is about the editor bindings, and the second one is related to the game, when tested through the "play on PC" option, and inherits from the first one.Basically, it's about changing these linesBindings=(Name="W",Command="MoveForward")Bindings=(Name="S",Command="MoveBackward")Bindings=(Name="A",Command="StrafeLeft")Bindings=(Name="D",Command="StrafeRight")to thisBindings=(Name="Z",Command="MoveForward")Bindings=(Name="S",Command="MoveBackward")Bindings=(Name="Q",Command="Str
Just installed the UDK download.Quickstart guide: Edit C:\UDK\UDK-2013-03\UDKGame\Config\UDKEngine.inilook for: [Engine.Stereo3D]bEnabled=Falsechange :bEnabled=TrueIt will work on your rift and knock your socks off!!!I'm sure there are actual directions and tutorials coming but this could save some people time and frustration.
Hello everyone,I would like to have the official status of Speedtree for Oculus UDK please.It won't import in 2013-03 release.There is already a post on this, but no official answer from Oculus.Thanks.UPDATE (may 28th) :I finally got in touch with Speedtree, they are managing the issue with Oculus and Epic, as it's 3 companies talking with each other, things may take some time. They didn't know about OUDK issue, now they do ^_^Let's wait then !Good news, it's on the way, let's just hope it's on the good way.UPDATE (July 11th) :There is finally a response form Oculus (N.Mitchell), it was posted in another post :"Lack of UDK support"viewtopic.php?f=44&t=2110Look for nmichell post 13th answer.Things are on the way.Sorry if you read that already, but I have to keep my post updated with all new information.Cheers.
Hi everyone. This is my first post working with the Oculus version of UDK, but I have a fair amount of experience in UDK, and a little in C++ and C#. I've also soldered together my own custom IMU video game controller. As for what I'm doing here, I'd like to use my own variation on the Kalman filter for calculating the Rift's rotation and I'd like to get access to the magnetometer data.I'm looking at UDK's Oculus.uc. I see a line forvirtual FQuat GetCurrentOrientation();and I'm wondering where that goes. I see it's in the cpptext portion and I've never had to work with UDK's C++ sections before. They're not really an impenetrable black box are they?
I have done the .ini file change, invoked the 'on-pc' to start, but no 'stereo on' command, noroculus.. command. I have installed the 2013-03 version, as well as a previous 2013-02 version.Is it 1) it detects I don't have rift attached, hence those commands are disabled. 2) previous version 2013-02 is somehow interfering.
my team and I are noticing a stretch of the x-axis and y-axis in game. this causes the HUD to be outside of the viewing range. does anyone know how to fix this?
Just wondering if anyone has had any experiences with this web site. I came across it a while ago, however the site pops up as suspicious, therefore never actually browsed the site. I was at our local library and decided to try the website from their computers (lol) and to my surprise it loaded up and I was able to view the site. From what I saw there was some pretty cool UDK ready assests that I would love to play with however the site is still flagged from my home PC.Any other UDK assets websites you guys know of?
The Oculus Rift is what I've been waiting for for the last 15 years. I'm just wondering if I can use it for my Simulator, DCS A10 Warthog?If I can I'll buy one now :D
Bonjour !I have been using scaleform with "oculus UDK" recently...Guess what ?IT'S NOT WORKING !I cannot render to texture (meaning using a swf as a texture)There is a process, i followed it several timesIt just fraking doesn't work on OCULUS UDK VERSION !I just spend one night and one full day trying to make it work.It's very stressful when you are learning new software and pipeline when something that is supposed to work doesn't. (because you think you are in the wrong and you are in fact not) Thank you so much Oculus for that.So I did some testing... (like I have time to waste...)-----------------------------------I bought Flash for this.I followed every tutorial and videos...I used asset from UDK folder (just to be sure it was not a problem with mine)Works on UDK nov 2012Works on UDK may 2012Doesn't work on march 2012 (oculus UDK)i can create HUD menus fine in EVERY UDK versions, just the render to texture2d doesn't work.... on "OUDK"--------------------------------------So oculus
We have a bunch of vehicles in our game. When you test out one of our maps and play alone, you can fly/drive around in our vehicles smoothly and they behave physically as expected. However, when I add bots (especially when I add a lot of bots like, let's say 30) vehicle movement becomes VERY choppy... It just feels plain bad. I tried the same thing with a clean UDK install and an empty map. Same thing... so it's not like we screw up with something, but seems to be a problem built into UDK itself. It becomes best visible with flying vehicles, like the Cicada. Simply spawn it in an empty map, add a lot of bots and try to fly around with it. It simply doesn't work, i.e. doesn't feel right at all. Any idea what needs to be done to fix this? :idea:
Hi all,I was just wondering if this is a bug in the current UDK but I can't seem to import a SpeedTree .srt file at all. Shouldn't it work or is there some new workflow now?
How would someone create a toggle to enable/disable rift support?Also, this may be really noob, but I can't find documentation anywhere that tells me how to enable rift usage in the editor?I saw a post which contained:1) Download the new UDK from the Oculus Developer site.2) Go to the folder C:\UDK\UDK-2013-03\UDKGame\Config\ and edit the UDKEngine.ini, (back it up first of course)3) In the [Engine.Stereo3D] section, change the bEnabled parameter = True4) Optional: in the [Engine.Oculus] section, change the bEnableHud parameter = False, (as the hud is kind of messed up right now).5) Run the UDKGame program that installed with the UDK, (should be an icon on your desktop).However, that only works for the UDK-Game shortcut and not when you do a play in the game itself. Eh this is probable for a reason, maybe you're meant to dev the game outside of rift usage and then just switch to rift for the epic visuals?
Hello everyone.So here's the deal,I have a full custom pawn with a first person camera attached to a socket on the head bone.As you know in UDK to have the pawn mesh animating to where you aim, there are animation frames inside (K_AnimHuman_AimOffset, and "Idle_Ready_Red_RU" for example)These are 1 frame per look direction (8 total)When you mouse aim, the animation (set in AnimTree) will blend to match your aim.Before the Rift, I had this, perfectly working, so as they say a "True 1st person view"-----As you know also the rift camera take over everything so you can spin the HMD 360 all axis.-----Here is my problem :The anim offset are still working, the HMD is attached to the Eye socket but looking around with the HMD doesn't propagate to the AimOffset Animation.So I still can AimOffset with the mouse or the pad (I am using the pawn shadow to check that)>I cannot make the aimOffset take the rift orientation>I cannot match the mesh head with the rift.(turning the rift doesn't turn
Just saw a video combining the power of rift and hydra(position tracking)while I am patiently waiting for rift and hydra to arrive at my door, I can not wait to see what people can do with them.also here is a link about hydra integration with UDK. http://forums.epicgames.com/threads/937 ... eady-to-go I am no programmer myself, but I would not mind any genius sharing how to achieve that :D
I recently downloaded the free version of Unreal 3 Developers Kit and am building out a few test worlds in anticipation for my Oculus arrival. Today I've been reading over the newly released Oculus SDK documentation and found the following line regarding UDK on page 4:You will need a full UE3 license to access the version of Unreal with Oculus integration.I just want to make sure, and hopefully get some verification or reasoning: Will I be able to play around with UDK and Oculus if I don't buy an Unreal Engine 3 license ($400?)?
I'm a little new to UDK and have been trying to figure out how things fit together. I'm having issues trying to figure out what to do to produce the following results:Let's say a player's head is facing 90 degrees and his torso is facing 90 degrees as well. If a player turns their head 90 degrees (now at 180 degrees) and proceeds to turn their torso 90 degrees (now at 180 degrees) their head's view should not turn when the torso turns.I need to essentially unlink the head and torso rotation movement so they can be independent of one another. I need to also be able to change the player's view to match their torso orientation on demand.I'm sorry for not using the proper pawn and camera terminology. My project is real world position and rotation tracking (see viewtopic.php?f=29&t=46)
Whenever I load up UDK Game and launch into any map, Fly mode is enabled by default. Typing "Walk" into the console never returns me to Walk mode, nor does restarting the map via console. I've only managed to enable Walking by mistake, when the map glitched out and restarted itself with Fly disabled.Has anyone else experienced this / know a fix for it?My other issue I've noticed is a weird rendering line if I move my head too quickly; I can see this kind of blurry split in the center of the screen, it looks almost like it's running a secondary pass at cleaning up the screen- like when you download an image on a slow connection and it gets clearer after multiple download passes. I'm not sure if I'm even describing it correctly. It only happens if I move my head too fast, or sometimes when looking upward. Is this something everyone experiences? Would turning off certain config settings fix this? (Right now I have Motion Blur disabled, Dynamic Shadows disabled, ResY set to 800, and Scree
When I roll my head side to side (as in, touching my ear to my shoulder) I notice a slight skewing of the image, like some kind of aspect ratio issue. Am I doing something wrong? Does everyone have this issue? It only happens for me in Unreal, not in Unity.Thanks! Absolutely loving UDK otherwise!
(Posted in here instead of the SDK bugs forum because this specifically relates to UDK)When running certain maps from the Oculus-enabled UDK (uploaded Apr. 1st, 2013) the shadows will be missing from the right view. See the below Youtube video for a visual explanation of the bug:http://www.youtube.com/watch?v=3pZoEvKZOTQEven if you don't have a Rift on, you should be able to spot the issue in the above video (though you can also wear a Rift to watch in stereoscopic 3D :P )I've experienced this bug on two different computers (one AMD GPU/Windows Vista, the other NVidia GPU/Windows 7), so this doesn't appear to be a computer problem. This glitch only appears to happen on certain maps. So far I've seen the Foliage map and the NightDayCycle map have this problem, but the MobileCastle map, the Epic Citadel map, and the two gameplay maps, CTF-Necropolis and DM-Deck all work fine.
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