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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 23, 2013
    Hey Artyom,

    Scale is still not coming out as I believe it should for real world items in OUDK's September build.
    I'm working on a Real World UDK scale worksheet that I will make available to the community once I believe it is accurate. Until then I will be continuing my search for the proper results. Which means we're not doing much in way of level building until we believe it is correct. Granted this isn't halting all progress, but we'd prefer to know scale is accurate.

    Pawn.uc (this is what ours shows)
    BaseEyeHeight: 64
    EyeHeight: 54

    In the UTPawn (which we extended), it was at 38 for both. Upon changing BaseEyeHeight to 64, it is still too tall for the math that determines a players height. A little over half a foot taller, still.

    In terms of this equation:
    AddEyeHeight = float((userEyeHeight - 64 * 0.02) * (1.0 / 0.02));

    Am I correct in believing that the answer to this equation can be seen next to "AddEyeHeight" when viewed through the ToggleHmdInfoHud'?
    I don't believe it is, because the answer never matches what the 'ToggleHmdInfoHud' info displays as the "AddEyeHeight". However, I wanted to check with you whether or not that equation does in fact relate to the "AddEyeHeight" in the 'ToggleHmdInfoHud'...since the value always appears close by a marginal difference.
    IF it isn't related to the equation...where does this number come from?
    Also, would the X, Y, Z eye position listed under [Engine.Oculus] (and also viewable in the HMDInfoHud) have any affect on the player height?

    Also I'm noticing that the "AddEyeHeight" value in the 'ToggleHmdInfoHud' appears to be a rounded number...since the last profile leaves a more specific AddEyeHeight value in the UDKEngine.ini. Is that because there's not enough room in the HmdInfoHud that comes up?

    I would like to share some images with you to show you that the math in UDK appears correct which leaves me thinking somehow UDK is not inheriting the correct player height. What's the best way to do this? A link? PDF?

    Looking forward to nailing this thing down.

    -John

    P.S.
    Is there a file in the UDK folders I can view that has this code in it? (I'm not at my workstation currently and can't view all the files..only the Pawn files)

    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));
    }
    }
    Up and Coming
    October 24, 2013
    Yes, the AddEyeHeight in the HMD Info Hud is a result of the equation "AddEyeHeight = float((userEyeHeight - 64 * 0.02) * (1.0 / 0.02))", unless the bOverrideAddEyeHeight == true. The 'userEyeHeight' here is not the height of the player (like 176cm for myself), but the height of the eyes (i.e. something around 166 cm, approx).

    I am not saying the formula is completely right, so I am opened for suggestions. In the next release, I'll try not to forget to move this calculation to UnrealScript. Currently, you can't see it in UDK, since it is implemented in C++ code.

    You can easily change how the AddEyeHeight is displayed in the Info HUD by modifying Engine/Classes/OculusDebugHud.uc (search for 'AddEyeHeight' and you'll see the printf-style formatting for it).

    If you want to share any info you can send an email to support@oculus.com and specify in subject line 'for artyom17'. Or you can post a link here - either way works.
    Up and Coming
    October 25, 2013
    I'll be compiling the information for you over the weekend. I should have it either here or sent to you by early next week.
    In the meantime, I thought of a suggestion for the Configuration Utility (unrelated to UDK)...where should I post a suggestion like that?
    Up and Coming
    October 25, 2013
    Same, send it to support@oculus.com, just be specific in the subj.
    Up and Coming
    October 26, 2013
    I found out the cause of why my custom scripts were not building with UDK. I had my (UDKEngine.ini and UDKSystemSettings.ini locked/read only. UDK would overwrite these files from time to time so I locked them.) so Frontend would not build my custom scripts.

    I thought I would give a heads up on this for anyone else that ran into the problem.

    How has everyone else dealt with this situation? Is this something that needs to be addressed in future builds of oculus UDK builds?
    Participant
    January 25, 2014
    I have issue with last version. When using flash movies with capturing mouse input (bCaptureMouseInput=true) UDK is instantly crushing on mouse drag. In the same version of UDK but without Oculus this worked fine
    Up and Coming
    January 25, 2014
    "AndrewFord" wrote:
    I have issue with last version. When using flash movies with capturing mouse input (bCaptureMouseInput=true) UDK is instantly crushing on mouse drag. In the same version of UDK but without Oculus this worked fine


    Oculus Udk uses newer version of Scaleform (due to necessity of stereo rendering), so issues could be different between them. If you can send us a reproduction case (a map and swf) I will investigate. Send it support@oculus.com, mark it "for artyom17".
    Up and Coming
    January 30, 2014
    I have seen 3 bugs:
    1. UTPortal actors don't work. I realize this may be difficult but portals are currently useless for the rift
    2. camera views mapped onto a texture have the rift distortion applied to them
    3. Certain lighting effects only work on the left eye. I noticed it trying to do 24 hour lighting. When the sun came up the right eye went all wonky.

    If there is a workaround for any of these I'd love to know what they are, otherwise I have pulled these features from my demo. Removing the portal possibility was a huge downer. I had big plans that went into the trash can.
    Up and Coming
    January 30, 2014
    #2 and #3 issues are fixed, just not published yet.
    You can download a preliminary fix from here:
    32-bit UDK.exe: https://static.oculus.com/sdk-downloads/udk_32bit_fix_no_simplygon.zip
    64-bit UDK.exe: https://static.oculus.com/sdk-downloads/udk_64bit_fix_no_simplygon.zip

    Note, these files are compiled without Simplygon, and they are not digitally signed (therefore, will not be included into installation package by UnSetup.exe). But could be good enough to try.

    As to the first issue.... Can you make a simple map as an example of the issue and send it to support@oculus.com (in subj specify 'for artyom17'), and I will verify if the issue is already fixed or not, and if not I'll work on it?
    Up and Coming
    January 30, 2014
    I will build a simple map tonight that demonstrates the portal issue. Fixing that would be awesome. It reminds a bit of valve's "accidental" portal release. Only the left eye works. This may not be easily fixed.