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Up and Coming
June 29, 2013

Lack of UDK support.

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 these forums using UDK who agrees with me on any of this?
    This topic has been closed for replies.

    50 replies

    Up and Coming
    September 15, 2013
    I think my trouble is that I need to convert the quat between Oculus coordinate system and udk system prior to using QuatToRotator to get a euler based rotator. But quats make my head hurt.
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Up and Coming
    September 15, 2013
    "BlackFang" wrote:
    I think my trouble is that I need to convert the quat between Oculus coordinate system and udk system prior to using QuatToRotator to get a euler based rotator. But quats make my head hurt.

    Have you ever considered nootropics? They are one of the most well tolerated substances you could ever put in your body and they can be a huge benefit to a programmers functioning (no pun intended).

    Before I started taking noopept I had loads of moments where I would feel like I just couldn't wrap my head around something; now I am constantly surprising myself with the expansive capabilities of my mind.
    (In comparison to my pre-noot self of course.)
    :)
    “If you are willing to look at another person’s behavior toward you as a reflection of the state of their relationship with themselves rather than a statement about your value as a person, then you will, over a period of time cease to react at all.” (~I really gotta remember this shiz~) ― Yogi Bhajan
    Up and Coming
    September 16, 2013
    I think I might give nootropics a shot next time I'm at the pharmacy. Anyway, I was able to convert my quaternions (turns out I just needed to rearrange components and flip signs) and I can now read the input in the July UDK just swell. Now I need to figure out my own implementation of HMD warp. I think UDK has a built in RealD 3d mode that does side by side. (I think Oculus actually used this then put HMD distortion over top in post process) I'll see what I can come up with.
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Up and Coming
    September 16, 2013
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Up and Coming
    September 16, 2013
    I pasted the same comment to YouTube as it is equally relevant in both places.

    You sir, are a truly splendiferous individual.
    Unfortunately my knowledge of UDK is only a couple of thousand hours in the making, so I can not help much with suggestions, but I can certainly put it here for everybody to see that your hard work is definitely appreciated.
    The way that Oculus has handled it's UDK implementation is very bad; even with the tragic passing of Andrew (RIP), their decision to pass development off to Epic reeks of no-goodness for us small devs.

    As I expand in my knowledge I would be happy to help in whatever way I can, as for now I am somewhat limited to the 'testing' category but I would have no problems doing that were the need to arise so just give me a shout.

    Thankyou again! :)

    Edit: If you get a message from Oculus asking if you want a job, please do us all a solid and refuse to clam up in the name of furthering the bigger studios agendas. ;)
    “If you are willing to look at another person’s behavior toward you as a reflection of the state of their relationship with themselves rather than a statement about your value as a person, then you will, over a period of time cease to react at all.” (~I really gotta remember this shiz~) ― Yogi Bhajan
    Up and Coming
    September 19, 2013
    http://www.youtube.com/watch?v=t_mKX8ruv20&feature=youtu.be

    I have a new video uploading. What's left on the to-do list; distortion compensation, HUD reimplementation, optimization, other things I am forgetting... I don't believe my method is the most efficient. Essentially the original camera stays, Then I am adding two more and plastering over the main render with these two via post process. I believe I have to keep the original one to make use of the Canvas system for indicators and such. If somebody could cook me up a barrel distortion normal map, I think I might have this done by tomorrow. Right now I am just guessing, testing, repeating...
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Up and Coming
    September 19, 2013
    "BlackFang" wrote:
    http://www.youtube.com/watch?v=t_mKX8ruv20&feature=youtu.be

    I have a new video uploading. What's left on the to-do list; distortion compensation, HUD reimplementation, optimization, other things I am forgetting... I don't believe my method is the most efficient. Essentially the original camera stays, Then I am adding two more and plastering over the main render with these two via post process. I believe I have to keep the original one to make use of the Canvas system for indicators and such. If somebody could cook me up a barrel distortion normal map, I think I might have this done by tomorrow. Right now I am just guessing, testing, repeating...

    Have you tried contacting any of the members of the IndieUDK facebook group?
    I'll ask around on the Epic forums today as well.
    “If you are willing to look at another person’s behavior toward you as a reflection of the state of their relationship with themselves rather than a statement about your value as a person, then you will, over a period of time cease to react at all.” (~I really gotta remember this shiz~) ― Yogi Bhajan
    Up and Coming
    September 20, 2013
    New Participant
    October 9, 2013
    Hello, I've just started up with the Oculus for UDK. I'm not impressed with the documentation. Is it this hard to implement it? Or has it just been so badly documented in any way that makes sense, leaving people to stumble about over and over to get it up and running? Or perhaps it is not working yet.

    After a day working with it, I have a double image in my viewer and no head tracking whatsoever.

    I'm looking for information on getting this implemented and thought there would be a UDK implementation set of notes, but alas, even though in my package it says (vaguely) to look for one on the developer site, there is in fact nothing that I can find for UDK integration.

    Is it being hidden? Is there a step by step? What about vague references to a config file and setting things up? Programming is all about specifics, and I feel I've just been set stumbling about in virtual space with broken bifocals.

    Okay, again I want to point out I am exhausted after four weeks dealing with the floods and the destruction of my studio here in Colorado, so definitely my body and brain are not working at top par. Still, after a million searches I thought I would find something, some clue, some information...

    working from my broken down spaceship... hoping for some pointers here in integrating UDK and Oculus, maybe one of those thingies to get some more oxygen on my ship before I run out...
    Up and Coming
    October 9, 2013
    "daevfinn" wrote:
    Hello, I've just started up with the Oculus for UDK. I'm not impressed with the documentation. Is it this hard to implement it? Or has it just been so badly documented in any way that makes sense, leaving people to stumble about over and over to get it up and running? Or perhaps it is not working yet.


    Have you tried any of the demos to see if the Rift is working with those environments first? I'm guessing that by now you know that you have to duplicate what's on screen and that the Rift has to be on, with USB connected and all that, you are that far right? I'm having no problem with the Rift and UDK, you have downloaded and are running the Oculus version of UDK? Besides sharing your frustration it would be helpful if you explained under what circumstances you've had the Rift working and what conditions you've tried and failed with UDK.