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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
    August 13, 2014
    @Olivier - I had some issues where the zips didn't copy or didn't extract right, and was seeing some odd build issues myself. Once I re-cloned and redid the zip extracting/copying, it went away.

    Not a great answer, I know, but it's worth a try.
    Twitter IndieDB
    Up and Coming
    August 13, 2014
    "OlivierJT" wrote:
    And just when you think it's over...

    BUILD FAILLED...
    Build a project package :

    ERROR: Exception in AutomationTool: No files found to deploy for xxx

    MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    at DeploymentContext.StageFiles(StagedFileType FileType, String InPath, String Wildcard, Boolean bRecursive, String[] ExcludeWildcard, String NewPath, Boolean bAllowNone, Boolean bRemap, String NewName) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\DeploymentContext.cs:line 286

    MainFrameActions: Packaging (Windows (64-bit)): at BaseWinPlatform.StageExecutable(String Ext, DeploymentContext SC, String InPath, String Wildcard, Boolean bRecursive, String[] ExcludeWildcard, String NewPath, Boolean bAllowNone, StagedFileType InStageFileType, String NewName) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs:line 20

    MainFrameActions: Packaging (Windows (64-bit)): at BaseWinPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs

    MainFrameActions: Packaging (Windows (64-bit)): :line 128
    MainFrameActions: Packaging (Windows (64-bit)): at Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 156

    MainFrameActions: Packaging (Windows (64-bit)): at Project.CopyBuildToStagingDirectory(ProjectParams Params) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:line 699

    MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 237

    MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute() in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\BuildCommand.cs:line 37

    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 367

    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String[] CommandLine) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Automation.cs:line 335

    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 99

    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Utils.cs:line 610

    MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main() in r:\GitHub_Clone\UnrealEngine\Engine\Source\Programs\AutomationTool\Program.cs:line 50

    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: No files found to deploy for R:\GitHub_Clone\UnrealEngine\Engine\Binaries\Win64 with wildcard UE4Game.exe and exclusions

    MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.



    From :
    https://answers.unrealengine.com/questions/18891/packaging-failed.html

    "Switch the configuration of UE4.sln from "Development Editor" to "Development" and recompile, your problem will be solved. The configuration is "Development Editor" by default, and it includes only the editor."


    Is that a viable solution ?

    I tried running the editor in Admin mode also...

    I clicked as advised "UnrealVersionSelector-Win64-Shipping.exe"
    and make sure my project launch with "my build" of Ue4...
    But nope...

    (The project build perfectly with the regular 4.3.1)

    Switching the build mode to Development and rebuilding resolved that error for me.
    Up and Coming
    August 14, 2014
    Yes it solved it for me too.

    Strangely the build went from 544 Mo to 927 Mo.... for no reason...
    Mmmm....
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    August 14, 2014
    You should actually set it to "Shipping" for best performance in the editor, unless you have a code project that you want to debug.
    Up and Coming
    August 14, 2014
    "Gigantoad" wrote:
    You should actually set it to "Shipping" for best performance in the editor, unless you have a code project that you want to debug.


    I thought shipping didn't actually build the editor, just the game binaries? When I set my config to Shipping I can't even get the editor to start from VS (it appears to be starting a game client exe instead).
    Twitter IndieDB
    Up and Coming
    August 14, 2014
    "n00854180t" wrote:
    "Gigantoad" wrote:
    You should actually set it to "Shipping" for best performance in the editor, unless you have a code project that you want to debug.


    I thought shipping didn't actually build the editor, just the game binaries? When I set my config to Shipping I can't even get the editor to start from VS (it appears to be starting a game client exe instead).


    Hmm... I guess it depends on wether you are in the pure engine code or in one of your own C++ based game projects. If you download and setup say 4.3 from GitHub and build it by itself without a game project you can set it to Shipping and you'll get basically what Epic provides with their binary downloads of the Editor. It's the fastest none-develop none-debug build.

    Oh yeah and the way to do that would be not to hit F5 (start debugging) but F6 (build solution) and then manually starting the editor (...\Engine\Binaries\Win64\UE4Editor.exe).
    Up and Coming
    August 14, 2014
    "Gigantoad" wrote:
    "n00854180t" wrote:
    "Gigantoad" wrote:
    You should actually set it to "Shipping" for best performance in the editor, unless you have a code project that you want to debug.


    I thought shipping didn't actually build the editor, just the game binaries? When I set my config to Shipping I can't even get the editor to start from VS (it appears to be starting a game client exe instead).


    Hmm... I guess it depends on wether you are in the pure engine code or in one of your own C++ based game projects. If you download and setup say 4.3 from GitHub and build it by itself without a game project you can set it to Shipping and you'll get basically what Epic provides with their binary downloads of the Editor. It's the fastest none-develop none-debug build.

    Oh yeah and the way to do that would be not to hit F5 (start debugging) but F6 (build solution) and then manually starting the editor (...\Engine\Binaries\Win64\UE4Editor.exe).


    Ah right, so it does build the editor bin, but it's set up to run and debug the game, then I guess.

    Makes sense! Thanks for clearing that up for me, I've just been running the development editor the whole time.
    Twitter IndieDB
    Up and Coming
    August 14, 2014
    "n00854180t" wrote:


    Ah right, so it does build the editor bin, but it's set up to run and debug the game, then I guess.

    Makes sense! Thanks for clearing that up for me, I've just been running the development editor the whole time.


    Yeah if you then use that "Shipping" editor to open a C++ game project you still get to debug your own game code, just not the editor and engine code itself. Which makes sense unless you're really messing around in there.
    Up and Coming
    August 14, 2014
    So I managed to build without errors with latest UE4 source with integrated Oculus source via Github.
    There looks like changes were made to the Source code that addressed the missing library file as when I rebuild again it succeeded.

    Although I would like to know how I can confirm that it is now running the latest build, can anyone point me to where I can see the UE4 build has Oculus4.0.1 integrated?

    I'm a newbie developer so take it easy on me.

    Thanks in advance.
    Up and Coming
    August 14, 2014
    Anyone able to package their project to output a direct to rift executable? was able to build the development mode and package out couch knights, works amazing except for this vertical blurry line in the right eye. had this in the tuscany demos too but found this didn't happen when using the direct to rift exe. any way to get ue4 to do this?

    to answer prior question, how I checked to be sure I was building the right version tree you should find the OVR_Version.h file under the External Dependencies.