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mousebear
Honored Contributor
February 28, 2019

Oculus Integration for Unreal - v1.35 (02/28/19)

Version 1.35 of our integration for Unreal Engine 4.21 has been released! 

You can grab the latest version of the Oculus Source Distribution of UE4.21 here: https://github.com/Oculus-VR/UnrealEngine/tree/4.21

Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link above.

More information about this release can be found here.

1.35 Update Notes

New Features

  • Added the Oculus System Metrics to the UE4 Profiler Tool. See the Go and Rift debugging pages for more information about using the Oculus System Metrics to optimize or debug your app.
  • Enabled .mp3 playback on Android apps in the Media Player.
  • Added MSAA support for Vulkan on PC (experimental).

Integration Changes

  • Updated the Oculus Unreal Integration to 1.35.

Bug Fixes

  • General performance improvements/fixes.
  • Fixed a crash in OculusAvatar when enabled without the Oculus Runtime installed.
  • Fixed an issue where the camera may not reflect the latest pose after recentering.

Known Issues

  • There's a bug affecting the ovr_SetBoundaryLookAndFeel API by which color set operations to the visualized boundary grid don't work if they're called while the HMD is not being worn.
  • A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance.
  • Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs.
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12 replies

Inspiring
April 30, 2019
Thanks NinjaGaijin

But how do I "grab it"? And then what do I do with it once I've grabbed it?

(I have set up and linked a GitHub account to my Unreal installation so I can see the download page on GitHub.)

I'm sure this is all pretty basic to most peeps on this forum but I'm not a programmer and I'm coming from Unity where controlling which version of the (Oculus) OVR plugin was fairly straightforward, this seems a lot more complex. I've tried test scenes with both Vive and Rift (in both Unity and Unreal) and we're still getting issues only with the Rift so far. I'm hoping getting 1.36 into the  Unreal editor will solve these issues.

Thanks again
Jim
Inspiring
April 30, 2019
Hi @JimRJDM this is a link which will give you all necessary infos:
https://docs.unrealengine.com/en-us/Programming/Development/BuildingUnrealEngine
There is also a lot of tutos about building UE on YouTube. 
Good luck.