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Participant
June 27, 2014

UE3 integration problem

Hi, I've seem to have hit a wall in integrating oculus with ue3
I have the February build,and have built it presuming its in( I used patch method), but every time I run the game I get a black screen and when I call the console I can see that the rendering thread is broke somehow. What am I doing wrong. Need help in fixing this asap . email: brad@cypressinheritance.com
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    19 replies

    Inspiring
    June 27, 2014
    Can you be more specific as to your problem?

    Are you receiving any specific error or warning messages?
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Participant
    June 27, 2014
    unreal3.jpgThe screen is completely black(was using example game), its basically the picture shown,the drawing is doing that, and its only after I integrate oculus.
    Up and Coming
    June 28, 2014
    I just installed the integration (Rel2) over the fresh QA 02_2014 and I can't reproduce the issue. Are there any specific steps for repro the issue?
    Participant
    June 28, 2014
    Would you mind telling me if your QA_build came with everything? The one I downloaded didn't,
    I got it from the label section in perforce, am I completely using the wrong build?, label: QA_APPROVED_UE3_BUILD_2014_02
    is what i downloaded, would mind telling what change list yours is, that way I can just get the exact one.
    Up and Coming
    June 28, 2014
    The label is correct. So, you have the fresh Feb 2014 QA. Now you need to go to our website and get the UE3 integration: ovr_ue3_0.3.2_src_QA_02_2014_rel2.zip
    Unzip it, use patch with UE3-Oculus.patch to patch the source in you Feb 2014 QA (or, you can just copy source files over, if you haven't modified your UE3). Also copy the rest of the files in Binaries, Development\External and UDKGame to your QA dir. Rebuild. Run. Test. Report.
    Participant
    June 30, 2014
    Ok I did it and it still didn't work, looks like Im missing a lot from that build(when i ran the patch it was looking for files that weren't there) most of the external files are missing and very much needed code files are missing, so I'm re-downloading it hopefully its with the full build intact(unless there's some other way) and I'll let you know how that goes.
    Participant
    July 1, 2014
    Soo I've got the full build of it and it still didnt work got these two errors
    2>D:\Oculustest\CleanUE3Feb2014\UnrealEngine3\Development\Src\ES2Drv\Src\ES2RHIDrawing.cpp(2040): error C2660: 'FDynamicSpriteEmitterData::GetVertexAndIndexData' : function does not take 3 arguments
    2>D:\Oculustest\CleanUE3Feb2014\UnrealEngine3\Development\Src\ES2Drv\Src\ES2RHIDrawing.cpp(2083): error C2660: 'FDynamicSubUVEmitterData::GetVertexAndIndexData' : function does not take 3 arguments

    I see what they can be but I'm not sure if I'm supposed to change it to that, the file is definitely not in the patch but what looks to be like the correct function is. I'm still getting a black screen when I change it and it does compile.
    Participant
    July 1, 2014
    ok so that is causing the black screen problem when I set
    SubUVData->GetVertexAndIndexData(Vertices, OutIndexData, (FParticleOrder*)(Mesh.Elements(0).DynamicIndexData),0, 0);
    I set 0 on both, and the render came through,but I cant get stereo or go to full screen, any idea on what could be wrong
    Participant
    July 1, 2014
    oculus build ue3.JPG oculust2.JPGMy most recent attempt almost but still not working correctly :cry: if any on could help ASAP that would be great
    Up and Coming
    July 1, 2014
    Our integration doesn't touch ES2Drv files, so that error doesn't seem to be related to Oculus at all.

    Once you get the fresh Feb 2014, can you build it? Can you verify it works?
    Then install the Oculus integration (w/o any of your changes!) and build and test it with UDKGame. Does it build and does it work?