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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
    January 31, 2014
    Got your udk-map, and even though the current version looks better (there is no green color leaking), it is still not right. Will investigate and hopefully fix before next OUDK release. Thanks!
    Up and Coming
    January 31, 2014
    Thanks. I'd love to be able to use portals.
    Up and Coming
    February 4, 2014
    My #1 wish right now is fixed console commands. Or in the completely possible scenario that I'm just doing things wrong, a clearer bit of documentation. For example, the UE3-Oculus text file included in the Oculus UDK lists all the console commands, but in my experience the majority of them don't work.

    I've tested them in a number of situations and configurations, including base-install latest version Oculus UDK, latest version with my project, latest version with absolutely no changes or gamemodes set on the default map, and all of the above using the no-simplygon fixed version posted by artyom last page.

    For example:

    "stereo fov fx=82 fy=90 a=1 Fov, x and y, aspect ratio override (don't do this)" - Does this mean don't mess with the a parameter? Either way, the command does absolutely nothing for me, FOV never changes.

    "stereo hud|nohud Separately configure hud offsets" - Does nothing at all for me. No message, no error, no effect.

    "ToggleHmdInfoHud Toggles HMD info HUD (displaying roll, pitch, yaw, FOV, mag, etc in real time)." - Does nothing. No info applied to HUD, which reading the code in Oculus.uc seems to be what it should do. I've tried this with my project's custom HUD class and without, same lack of effect.

    None of these settings seem to do anything. I've even tried changing the FOV X and Y values in UDKEngine.ini [Engine.Stereo3D] section, it never changes.

    I really need to alter the FOV in my project, but I don't know if I'm just doing things wrong, or if these commands and settings currently don't work.
    Up and Coming
    February 4, 2014
    You listed 3 commands out of... I don't know, 30? Definitely not a 'majority', right? ;) However, I admit, documentation could be (and should be) better. We are working on it :)
    I can explain the issues with the commands you listed.

    'stereo fov' command should be split to work correctly:
    stereo fov
    stereo fx=82 fy=90 a=1
    stereo nofov

    However, we do not recommend to mess with FOV, this command is for debugging purposes only. Otherwise, you may create a very bad VR experience.

    stereo hud | nohud just toggles a boolean variable bOverride2D. When it is 'true' (stereo hud) you can use command 'stereo h=somenumber cc=somenumber', where h= specifies HudOffset and cc= specifies CanvasCenterOffset. You can see the default values by typing 'stereo show' command.

    As to the last one, ToggleHmdInfoHud: it works only in the UT Game. You can find the call to OculusDebugHud. DrawHudIfNeeded in the UTGame/Classes/UTGFxHudWrapper.uc. If you game is not based on UTGame you must integrate this code into you game to make this command work.
    Up and Coming
    February 5, 2014
    You're right, I admit to a bit of hyperbole there and apologize. I was hoping to adjust the FOV enough to hopefully fix a bit of claustrophobic feel in my game, but it's not a satisfactory solution. I'm still not seeing any change in output on the headset after changing the FOV, but I'll bow to more seasoned heads and try to fix the feel of this game in other ways. I suppose it's new territory for all of us who don't work at Oculus :D

    I do appreciate the info on the HMDInfo HUD command. I didn't even think to look in the UTGame classes since I pretty much never extend from them.
    Participant
    February 11, 2014
    Definitely looking forward to the next update. We finally got around to creating a cart ride, so here's hoping for more additive movement control in the next version!
    Participant
    February 20, 2014
    Am beginning to feel it was a mistake to go with UDK for my project rather than Unity -it's been five months since the last Oculus UDK update (so we're still missing the important improvements in the 0.2.5 version of the SDK which Unity and Unreal 3 devs have had access to for almost half a year), and the documentation page doesn't even list anything for Unreal (and the most recent UDK pdf I could find anywhere on the website dates back to last April, although we were told back in October that updated docs were being worked on).

    Is anyone at Oculus really still working on UDK or are you guys all too busy playing EVE Valkyrie on Crystal Coves? (Not that I could entirely blame you, I'd probably be doing the same thing if I had access to that stuff ;)), but if you do manage to tear yourself away for a while I do have some feature requests:

    1. Player Height
    The Unreal 3 Oculus integration had a load of fixes in September which still aren't available in UDK like the improved drift correction and, perhaps most importantly, bugfixes relating to player height. IMO this is kind of a big deal as the two most important variables in any VR implementation are IPD and player height -if either of these is wrong the sense of scale and immersion are ruined (and right now 50% of them are broken in UDK). Can we get these fixes too please?

    2. Scale
    The most recent UDK documentation I can find says that "We assume that the game world uses the Unreal standard of 2.0 = 1”. If this is not true, you will have to adjust many configuration variables to account for the difference in units." However it doesn't actually say what or where these other configuration variables might be. Could we instead get a simple world scale variable in which we could specify the size of each world unit so that those of us in the 99% of the world which use the metric system could use a sensible scale like 1UU=1cm rather than 1UU=5/16 of a hogshead (or whatever the idiotic UDK default scale is)?

    3. Examples
    An SDK without working examples makes development much more tedious than it should be as every dev has to reinvent the wheel. It would be really helpful to have some example mini-games for UDK showing how to implement common useful features in VR. These might include:

    -A very simple flight sim which demonstrates headtracking in a cockpit view and different types of HUD (both a traditional reflector type gunsight and a more modern helmet mounted Iron Man type deal).

    -A character interaction demo showing how to make an NPC react when looked at by the player and also how to have the NPC's gaze track the position of the player's eyes so they can maintain eye contact etc.

    -A 3D menu system demo with the ability to activate options by looking at them (or by looking at them and then pushing a button).

    -A demo showing a dynamically scaling player model which would automatically adjust to changes in the player's height from the Oculus Config Utility.

    -A demo with a sniper rifle which when aimed would magnify the view but only for the eye which is looking through the scope.

    Cheers,
    DD
    Up and Coming
    February 20, 2014
    We are definitely planing to release new UDK pretty soon (after GDC). Unfortunately, we can't build UDK ourselves, we have to ask Epic guys to do this. Therefore, we can't release it as fast as we would want to.
    Another factor that delayed new OUDK: we expected that Epic releases new UDK last November-December, so we could sync code base of the new Epic's UDK with our OUDK. But Epic is pretty busy now and new UDK is still not there.
    I really like your ideas about small demos, it makes a lot of sense to me. I will talk to our devs about this.
    Up and Coming
    February 21, 2014
    Any news on fixing portals for Oculus/Rift UDK for the next build? I would love to incorporate them into my final Stacks demo. I want to use portals to create picture frames of real locations and a Howl's Moving Castle style door.
    Up and Coming
    February 21, 2014
    Not yet, but definitely planning to fix it before releasing new OUDK.