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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

    Up and Coming
    September 4, 2014
    "perry" wrote:
    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.


    Seems to be working as I had hoped now with this latest update of UE4... there's judder, but I haven't read the other threads discussing that yet. I just wanted to take a moment so say this is exactly the kind of integration I had hoped for, and I'm really excited about this.
    New Participant
    September 5, 2014
    I had trouble until today (9/5/14) when 0.4.2 beta and UE4.4.1 seem to have solved it. Woo!

    Couch Knights, the templates from github, everything is now Just Work. Launch Standalone, ~ , 'stereo on' and it's all good.

    Even works on the Mac... how cool is that.

    -j
    Participant
    September 26, 2014
    I'm still having problems, launching works mostly, but for example pressing the ENTER key to calibrate crashes the game.

    Also seeing ALOT of judder, even in the 1st person UE4 rift template im only getting framerates around ~30 and bouncing up and down to 75 alot.

    (Realtime viewport off, fullscreen, hmd sp 100, mirror off, stereo on) Using direct mode, Standalone window.
    Smooth out framerate disabled.

    So not really smooth here yet.
    Participant
    October 29, 2014
    http://i.imgur.com/14MMz7m.png

    Got the following errors when compiling the source. Not sure what's going on with the errors, I added the external dependencies so I don't think that's the issue. Am I the only one having this problem, haven't seen anyone else mention it?

    Somewhat unrelated topic, I also have Epic's branch which compiles fine but has bad stuttering when using direct mode. Extended mode works without stutter, however the only way I can get close to 75 FPS is if I have hmd sp at around 50-60. When NOT using the oculus I get 120-130 a lot of the time, worst areas getting around 90 FPS. I've done as much optimizing as I can do, I was wondering if theres anything less obvious I could do to improve it? I've done most of the simple things already. If the answer is just wait for the engine and oculus devs to optimize, thats fine. Just want to know if there's anything I can do immediately to improve it. Thanks.
    Up and Coming
    November 6, 2014
    You have to copy over the current library files, read the readme of the Oculus branch and download the first prerequisite link. Or, simply copy the library files from the Oculus SDK directly to
    \Engine\Source\ThirdParty\Oculus\LibOVR\LibOVR_04\Lib


    /edit:

    I think I know whats going wrong, since I had the error myself. AFAIR the two required package links for the UE4 vanilla source also include Oculus libraries. So if you copy over the Oculus branch prerequisites before you copy the UE4 requirements, you will overwrite the Oculus library with an old version.
    Freeworlds: Tides of War Blue Drift (Underwater Hydra-based Diving Game)
    Participant
    November 7, 2014
    "chaosgrid" wrote:
    You have to copy over the current library files, read the readme of the Oculus branch and download the first prerequisite link. Or, simply copy the library files from the Oculus SDK directly to
    \Engine\Source\ThirdParty\Oculus\LibOVR\LibOVR_04\Lib


    /edit:

    I think I know whats going wrong, since I had the error myself. AFAIR the two required package links for the UE4 vanilla source also include Oculus libraries. So if you copy over the Oculus branch prerequisites before you copy the UE4 requirements, you will overwrite the Oculus library with an old version.


    I already thought that might be the issue and tried it. Still got the same errors. Have you tried compiling the latest branch released by oculus? I'm pretty dang sure I'm doing it right, the one put out by epic compiles just fine for me its only the oculus branch that gives me problems... I did read the instructions, it was the first thing I did.