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Up and Coming
March 19, 2014

So, Unreal Engine 4 !? Who switched ?

I sure did.
See you on the other forum index then ^_^

Cheers,

Ol

CyberReality, Please make us a new forum for UE4 !
or... euh... you know... let us in...
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    32 replies

    Up and Coming
    March 20, 2014
    Been using it since August'ish, so it's hardly a "whoosh" for us... more a leisurely stroll.
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.
    Up and Coming
    March 20, 2014
    "KrisRedbeard" wrote:
    Been using it since August'ish, so it's hardly a "whoosh" for us... more a leisurely stroll.


    As it generally is, yet some "projects" seem to just magically transfer after the developer((s).. hah..) install UE4.
    Brevis / DevBlog Twitter
    Up and Coming
    March 20, 2014
    "KrisRedbeard" wrote:
    Been using it since August'ish, so it's hardly a "whoosh" for us... more a leisurely stroll.


    If you need any beta testers, I have a Rift and Hydras... :)

    Also, separately and more seriously, do you have the Hydras working and decoupled from the head-tracking in UE4? I know you had it working in the UDK, would be awesome to get some help with it in UE4...
    Up and Coming
    March 20, 2014
    Sorry, I haven't toyed with Hydra's in UE4.

    I have separated the view from the movement direction though, so you can turn your head while moving another direction.
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.
    Up and Coming
    March 20, 2014
    "KrisRedbeard" wrote:
    Sorry, I haven't toyed with Hydra's in UE4.

    I have separated the view from the movement direction though, so you can turn your head while moving another direction.


    This too would be pretty cool :)
    Up and Coming
    March 20, 2014
    btw in the current build of UE4, oculus support comes out of the box, to see it, simply run your game as a standalone or cook it and run it directly from outside. Once it has been launched, bring up the console. Type in: "stereo on" and alt+enter to get full screen. That's it.

    It's coupled with your movement direction as has been already mentioned, but this should get the ball rolling. Just modifying one line of code gets a basic side-scroller with oculus support. Solid stereo in UE4, you can focus on the environment reflections in materials or the roughness on top of them :D
    Current Project: Skycall
    Up and Coming
    March 20, 2014
    Oculus Rift Separate View

    Note that I did this with the version I have, which is the Unreal Engine 4 beta.
    The code is straight from Ground Branch, with a slight bit of modification to remove freeaim/weapon positions.
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.
    Up and Coming
    March 20, 2014
    I am making the switch ! :D
    #48806 : It arrived , it is amazing and has so much potential ! Bring it on !! My Game :) https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=785&start=20
    Up and Coming
    March 20, 2014
    "getnamo" wrote:
    btw in the current build of UE4, oculus support comes out of the box, to see it, simply run your game as a standalone or cook it and run it directly from outside. Once it has been launched, bring up the console. Type in: "stereo on" and alt+enter to get full screen. That's it.

    It's coupled with your movement direction as has been already mentioned, but this should get the ball rolling. Just modifying one line of code gets a basic side-scroller with oculus support. Solid stereo in UE4, you can focus on the environment reflections in materials or the roughness on top of them :D

    Any easy way to get it on out of the box if the Rift is detected? I'm new to UE4 so I'm wondering if I need a full-source build or is there some simple C++ override I need to add this check on startup?
    Ibex 3D VR Desktop for the Oculus Rift: http://hwahba.com/ibex - https://bitbucket.org/druidsbane/ibex
    Up and Coming
    March 20, 2014
    "hesham" wrote:
    Any easy way to get it on out of the box if the Rift is detected? I'm new to UE4 so I'm wondering if I need a full-source build or is there some simple C++ override I need to add this check on startup?

    Also, I'm having trouble converging my eyes in UE4, anyone else with that issue? Using DK1. I've set my profile properly elsewhere, turned off the post processing effects, lens flares, crosshair, etc... but it still feels quite off. Do I need to manually set the eye calibration parameters?
    Ibex 3D VR Desktop for the Oculus Rift: http://hwahba.com/ibex - https://bitbucket.org/druidsbane/ibex