Skip to main content
Up and Coming
September 4, 2014

SDK 4.2 and UE4 4.4.1

Does anyone know if SDK 4.2 is working with UE4 4.4.1? We've been running with the camera drivers alone until hearing verification of compatibility. UE4 4.4.1 interim was supposed to work with SDK 4.1 but we never saw confirmation of this, nor was there mention in the Epic change notes regarding the issue. Maybe this is an issue for the Epic forums? Please advise.
    This topic has been closed for replies.

    6 replies

    Up and Coming
    September 4, 2014
    It's SDK 0.42. Sorry but I keep reading this 4.1 or 4.2 and it's confusing, especially in conjunction with very similiar UE4 version numbers.

    I would assume either Oculus would have to provide a custom build of the engine like they did with 0.41. Unless they'll just wait for the next UE4 version which will probably have it included (unless Epic is already too far ahead with development on that one).
    Up and Coming
    September 5, 2014
    Hello everyone,

    This is indeed a legitimate question, is UE 4.4.1 is still compatible with OSDK 0.42 and firmware 2.12... ?
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Participant
    September 5, 2014
    yes it is (tested last night)
    jwiseAuthor
    Up and Coming
    September 5, 2014
    "Lazare" wrote:
    yes it is (tested last night)


    Thanks Lazare. With the PC we have the Oculus on being in heavy production we can't risk losing it or Oculus functionality for even a few hours.
    Up and Coming
    September 5, 2014
    Seems to work with latest firmware, yes. Also seems Oculus is working on 0.42 integration:

    https://github.com/Oculus-VR/UnrealEngine/tree/4.4
    jwiseAuthor
    Up and Coming
    September 5, 2014
    "Gigantoad" wrote:
    Seems to work with latest firmware, yes. Also seems Oculus is working on 0.42 integration:

    https://github.com/Oculus-VR/UnrealEngine/tree/4.4


    Wish I was willing to return to creating my own builds, but I found that doing so would often disable other plugins due to some unresolvable conflicts that flummoxed me every time. Using official releases though, I feel like I'm behind the curve.