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Up and Coming
July 11, 2013

UDK feature request list for all.

Bonjour everyone,

Following the post from NMichell,

In the meantime, please don't hesitate to let us know if you have any questions or suggestions about the Oculus UDK. Let's make sure we get everyone's changes into the next release. We're here to help!

I wanted to ease things on the Oculus UDK team and also make sure we all have the things we need/wishes in one list, where everyone had input and where it's easy for oculus(and everyone too) to look for info.

I will of course update it based on your feedback and post !
If you think I need to add categories or anything, let me know !!

So please make a wish ! (keep it redacted, short and simple)

I will also add a feature list for the 3rd parties ( Speedtree, Scaleform, bink )and their status, just to be nice.

Cheers,
Ol

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UDK feature list <updated July 11th>

-Control about Additive Oculus rotation (to enable cockpit like support) for "pitch and roll"
-a way to disable tracking (for testing purpose)
-changing camera "scale"
-Attaching the Camera to a socket (possible today via external unrealscript coding)
-changing fov
-use rift in Editor (play in editor) instead of "play this game on pc"
-bug ? > "lighting and materials to be consistent between the normal and Rift mode"
-use stereo and warp in a viewport without having Rift plugged in.
-magnetometer support
-Support for the new |Oculus profile from OVR SDK 2.x
-having oculus info on overlay in realtime. Console command ? (rotations,absolute rotation, fov, ipd etc...)
-enable chromatic aberration

Scaleform:
"no render to texture possible on bsp and surfaces"

Speedtree:
"not working, no import possible"

Bink:
"not working"
    This topic has been closed for replies.

    102 replies

    Up and Coming
    October 14, 2013
    I am not sure what do you call "OUDK 2.4" and "OUDK 2.5". There is March OUDK, based on OculusSDK 0.1.5, and there is September OUDK, based on OculusSDK 0.2.4.
    You can change player's height using 2 ways: either via Binaries/OculusConfigTool (you can specify your height in cm) or via modifying UDKEngine.ini, section [Engine.Oculus], the parameter AddEyeHeight. This value is adding to the default player's height, it is in UU (Unreal Units). To override this parameter you must set bOverrideAddEyeHeight to True, example:

    [Engine.Oculus]
    ....
    bOverrideAddEyeHeight=True
    AddEyeHeight=10


    To make it work like it was in March OUDK you need to set it to 0.
    Up and Coming
    October 15, 2013
    Artyom, thank you!!!

    I've got player height back where it should be thanks to your help.

    In regards to OUDK 2.4 and 2.5...yes you're correct...I meant OSDK. I proofread too, ha! I knew I was gonna jumble OSDK and OUDK typing it so many times.

    In terms of the:
    [Engine.Oculus]
    ....
    bOverrideAddEyeHeight=True
    AddEyeHeight=10

    I wasn't sure if "AddEyeHeight = " is supposed to be missing or not from the September UDKEngine.ini. When looking at the March UDKEngine.ini I see the
    [Engine.Oculus]
    "AddEyeHeight=#"

    but in the September UDKEngine.ini it wasn't present. I changed the
    [Engine.Oculus]
    "bOverrideAddEyeHeight=" to "true" and did not add the "AddEyeHeight="

    When I "played on pc" I felt a different height...but short. So I decided to go back and add
    "AddEyeHeight=0" to the September UDKEngine.ini since you suggest the value of "0" but it was still off...so then I thought I just made mine match yours
    "AddEyeHeight=10"

    and now it seems to be in working order.

    I'm curious, the 10 unreal units being added to the Eye Height....was that previously automatically added in the march build and now needs to be added by the user in the September build? (sorry if there's an obvious answer...I'm not near my workstation and am not able to download UDK and check the .ini files on the machine I'm on currently) Or are the 10 units making up for a loss in player height for some reason?
    Also you suggested using "0" for the value but "10" looks perfect to me, I'm wondering if you still think the value is supposed to be "0".

    THANK YOU! Nice to be back on track and know scale isn't a concern.

    -John
    Up and Coming
    October 15, 2013
    Well, I used '10' just as an example :) To match it with March OUDK it should be 0, we didn't change anything in this matter since then. But if 10 works better, well... :)
    This question just indicated to me that UnrealEngine Integration doc should be updated ASAP.....
    Up and Coming
    October 16, 2013
    Is there any way we can reduce latency in UDK, if so what can we do to reduce it. Ghostship currently has over 100ms latency and really need to reduce it :)
    Developer of Ghostship and CDF Starfighter.
    Up and Coming
    October 16, 2013
    100ms is A LOT. How did you measure it? We now sell Latency testers - https://www.oculusvr.com/order/latency-tester/, btw.

    So, first, have you used console command 'SetFinishFrame on'? This should reduce latency somewhat but will decrease the max framerate as well.
    Up and Coming
    October 16, 2013
    Hey Artyom,

    Looks like I got ahead of myself.

    I did some more testing and after trying multiple user profiles in the Oculus Configuration Utility I realized the September build of OUDK was not adjusting player height for various user profiles when set to default...

    UDK was establishing a default player height regardless of user profile. "AddEyeHeight" would merely add on top of this default camera height.

    which led me to...

    Previous OSDK's were still on the workstation. Upon removing OSDK 2.4 and the prior SDK (leaving only the OSDK 2.5) the September build of OUDK now "responds" to different user profiles set to default in the Oculus Configuration Utility.
    Despite this, I'm still getting a height change that no longer matches what the March build was doing with my same exact workflow from maya to udk.

    With the:
    [Engine.Oculus]
    ....
    bOverrideAddEyeHeight=True
    AddEyeHeight=0.000000

    The camera is approximately half a foot lower then it previously was in the March build of OUDK and like I said my process hasn't changed since March.

    In the meantime I'm rechecking the math on my Maya-to-UDK conversion process. Which I'm happy about since I'm catching this now and not later.

    In the unreal integration documentation, I believe it says:
    2 unreal units = 1 inch

    If 2 unreal units (uu) = 1 inch,
    then 73 inches (my height) should be 146 unreal units...for 6'1".
    And from what I find online the "utgame" type (what I've been using) has a default player height of 96 uu which is said to be 6 feet....atleast most sources I find say this.
    So these are the arguments I'm staring at:
    146 uu = 6'1"
    96 uu = 6'

    Is there a gametype that Oculus or Epic recommends devs use with UDK and an Oculus Rift other than the "utgame" when expecting real world scale. Due to the differece of 1 vs. 1.333 inches for every 2uu, I seem to be unsure of whether or not the game type should in fact by "utgame" or something else to work with the Rift.

    I'm going to be redoing all my scale tests later today in hopes of finding more answers.
    I'll also be trying other game types in hopes of finding an answer to this soon.


    -John
    Up and Coming
    October 16, 2013
    Profile values for height are ignored if you set bOverrideAddEyeHeight to true, but otherwise AddEyeHeight should be taken from the profile. You can check this value in the game by toggling the debug hud via 'ToggleHmdInfoHud' console command.

    It is calculated assuming that the BaseEyeHeight == 64 UU (check Pawn.uc). The formula used to calculate the AddEyeHeight from profiles is as follows:

    if (pUserProfile)
    {
    // If AddEyeHeight is specified it overrides the profile settings
    if (!bOverrideAddEyeHeight)
    {
    // Assuming that BaseEyeHeight is 64 UU, 1 UU = 0.020 m.
    float userEyeHeight = pUserProfile->GetEyeHeight();
    AddEyeHeight = float((userEyeHeight - 64 * 0.02) * (1.0 / 0.02));
    }
    }


    pUserProfile->GetEyeHeight() returns total height of the eyes in meters (for example 1.50 = 150 cm). I used 1 UU = 0.02 m ratio.

    Probably, we need to move this code into UnrealScript to make it changeable by game developers (put in my todo list). Or, at least give an access to the pUserProfile->GetEyeHeight() value.

    I can't explain why you feel difference in the height between March and Sep OUDK, again, check the BaseEyeHeight in Pawn.uc (should be 64). I just double checked and AddEyeHeight == 0 in March & Sep OUDK look exactly the same to me in UTGame.
    Up and Coming
    October 17, 2013
    I have moved my map from the old Oculus build to the new one, and for some reason my gun and my main character (Defaulut UDK robot guy) are not rendering. Has anything changed in this department?

    -EDIT- I figured this out. I created a custom game type that builds upon utgame and was set in the world properties. For some reason my scripts are no longer building (this build and the previous either.) so when UDK loaded my map it couldn't find this custom game type and set it to none (default). The default doesn't render your character.
    Up and Coming
    October 17, 2013
    "artyom17" wrote:
    100ms is A LOT. How did you measure it? We now sell Latency testers - https://www.oculusvr.com/order/latency-tester/, btw.

    So, first, have you used console command 'SetFinishFrame on'? This should reduce latency somewhat but will decrease the max framerate as well.



    I have not measured it myself, it has been mentioned a few sites that Ghostship is one of the games which has 100ms +

    I am not sure of Aftermath is the same. I seen the latency testers, they are on my wishlist :)

    I have not tried that command. i will give it a try, i presume its " SetFinishFrame 30 " for example if i wanted a max of 30 frames per second.
    Developer of Ghostship and CDF Starfighter.
    Up and Coming
    October 18, 2013
    No, you just need to type 'SetFinishFrame ON'.
    Without latency measure correctly you won't be able to tell a difference. Anyway, the '100 ms' number seems like was taken out of nowhere, so it is close to impossible to give any further recommendations. The recommendation is the only one: get the latency tester and check what the real number is.