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Up and Coming
August 12, 2014

UE4 QA 07_2014 (4.3) integration with Oculus SDK 0.4!

Hey guys,

Finally, it is here. Oculus SDK 0.4 integration with UE4 4.3 (July'14 QA) is released.
Licensees can download the integration package from our web-site (Developers -> Downloads). This integration will patch the codebase up to 4.3.1.
GitHub $19-subscribers can access it through https://github.com/Oculus-VR/UnrealEngine/tree/4.3 (also 4.3.1 changes are already applied).

Note, you'll need to install the latest 0.4 Runtime for this integration to work. Once you've installed the Runtime your previous UE4 + Oculus (0.3-based) will stop working, however, it is easy to restore its functionality by two simple steps:
1) Using the Oculus icon in the taskbar switch display mode to 'Extend Desktop';
2) Using the same icon, run the 'Configuration Utility', go to the 'Tools' -> 'Advanced' -> 'Pause Service...'. The service will be automatically restarted once you run 0.4-based app.

We are working with Epic to integrate this code to upcoming UE4 4.4, will see how it goes (can't promise anything; in worst case scenario we will provide our own integration for 4.4 as well).

Note, there are several known issues with this integration, the major ones are as follows:
1) OpenGL doesn't work in Windows (in both modes - "Direct HMD Access from Apps" and "Extend Desktop to HMD".
2) There is no timewarp on Mac; will be there in the next update.
3) If you have issues in "Direct HMD Access..." mode - switch to "Extend Desktop": we are still actively working on improving our display driver.

If you have any issues or questions - post them here, I'll try to monitor this thread regularly.
    This topic has been closed for replies.

    106 replies

    Participant
    August 16, 2014
    I was able to make a build of UE 4.4 with OVR 0.4.1 and its still a little quirky. (Had to rewrite and workaround some issues to compile but the one from 4.3 branch does work). During runtime mostly the Health and Safety Warning does not want to go away because I don't think this plugin can capture key inputs. Also Direct-to-HMD does not quite work but it looks like its sort of trying to. Should that work? If not what is required to force it? Seems like ovrHmd_AttachToWindow was the main issue and it appears to be called.

    Anyway I posted a build of the CouchKnights over in the demo section at:
    https://developer.oculusvr.com/forums/viewtopic.php?f=42&t=6998&p=169593#p169593
    Up and Coming
    August 16, 2014
    I hope this doesn't sound like a smart-assed question... it's not intended to be. Is pulling down an Oculus fork of the UE4 engine intended to be the go-forward solution for UE4 integration indefinitely? I had supposed that I would be able to pull up the UE4 editor, click a checkbox or two and tinker around with my UE4 builds in the oculus. Seems that was a naive assumption.
    Participant
    August 16, 2014
    I know nothing officially but my reading is I don't think they intend the Oculus forks to be the official branch. They created these I think because the main UE4 branches were lagging in support too much. I suspected that if 0.4.x support was in the official UE 4.4 build that they would be happy with that since that would officially support DK2 and most developers would be ok with it. Now people have to use the Pause Service workarounds and what not. I'll be pretty happy when Direct to HMD mode is properly supported (ie possible and same performance as Extended desktop mode) so that I dont have to play around with desktop focus issues and forcing the Rift to be my primary.

    I suspect these branches will be maintained for developers who are looking for testing specific bug fixes or other bleeding edge type work and as a result expect to get cut if you use them.
    Up and Coming
    August 16, 2014
    I need to defend Epic here very much. They've done everything they can and have in fact had support in UE4 already before any regular people even had a DK2. The problem was caused by Oculus by providing a new SDK 0.40 pretty much when UE4 4.3 was just released and Epic didn't even know anything about the new version. It was just bad timing and lack of communication by Oculus.

    Of course the two companies work on different agendas and so it will always be hard to have the UE4 and Oculus versions completely in sync, but at some point the SDK will get more mature and less updates should be required.
    Participant
    August 16, 2014
    I'm not sure anyone was really criticizing anyone Epic or Oculus seriously. At least I'm not. I think there is just a lot of excitement about the new toys everyone is getting and they want to play with them and currently that is a little tough. Yes the release timing sucked but anyone that is a developer should be very sympathetic here and really only developers should really be using a dev kit. I'd rather have my toys now rather than wait for the best possible release date since I can investigate the hardware and sdk at my leisure while the game engines catch up.

    And yes we should all be very cognizant that both UE4 and OVR SDK are very much in beta and anything that works should be considered a miracle and if you want the latest and greatest you have to accept that there will be some pain involved. Presumably the beginning of September (or whenever) release of UE4 will have most of the required support by most developers to test with and even then its still a beta until the customer kit ships and UE 4 is feature complete.
    Up and Coming
    August 16, 2014
    I was reacting to this:

    "tabbott" wrote:
    They created these I think because the main UE4 branches were lagging in support too much.


    That just didn't sound right to me, being pretty involved on the Epic side of things my perception was more that if anyone was lagging it was Oculus. Guess I got a bit defensive their as Epic is currently an absolute dream both in terms of development and community interaction.

    Anyway, Oculus did clarify and apologize so it's all good: https://forums.unrealengine.com/showthread.php?23059-Oculus-Rift-DK2-and-UE4-4-3-problems-with-Oculus-Runtime-0-4
    artyom17Author
    Up and Coming
    August 18, 2014
    'Pre-release' 4.4 integration is uploaded to github:

    https://github.com/Oculus-VR/UnrealEngine/tree/4.4

    Note, Epic is going to release 4.4.1 pretty soon with this integration out of the box, so you might want to wait till then (just to save time on merging/re-building).
    Up and Coming
    August 18, 2014
    Awesome, thanks guys.
    Up and Coming
    August 18, 2014
    Legends. Nice work. Thanks.
    Up and Coming
    August 19, 2014
    I gave it a try. Didn't work. The blue light on the camera stays on in editor, but shuts off as soon as I launch a stand alone game. No positional tracking. More details here. viewtopic.php?f=60&t=12783&p=171836#p171836
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos