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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 14, 2014
    "mparrett" wrote:
    "KelvinNZ" wrote:
    Do we know when Oculus integration with UE 4.4 is going to be up on Github? I can only see 4.3 there at present.


    I'm seeing 4.4 now but the linked release notes and blog post are 404's.


    Haha, I really think we're too quick and that they are in the process of getting it all there.
    Up and Coming
    August 15, 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.


    Yikes, so everything I said was actually wrong according to this: https://forums.unrealengine.com/showthread.php?22254-shipping-editor&highlight=shipping

    Guess I must have compiled at as "Development Editor" at some point and then didn't notice that recompiling as "Shipping" actually didn't do anything to the editor binaries.

    Sorry for the misunderstanding.
    New Participant
    August 15, 2014
    Very keen to see 4.4 integration. This thread has been a great read. Thanks for information, everyone :)
    artyom17Author
    Up and Coming
    August 15, 2014
    "PatimPatam" wrote:
    "Stongue" wrote:
    OVRVersion is showing 0.3.3-pr.1

    :'-(

    I guess time to go the GitHub route then..

    Any chance to have the latest integration in a 4.4.1 hotfix artyom?


    4.4.0 doesn't have 0.4.1 yet, working on it. In worst case scenario we will publish 4.4.0 with 0.4.x integration in our branch on github.
    August 15, 2014
    "artyom17" wrote:
    "PatimPatam" wrote:
    "Stongue" wrote:
    OVRVersion is showing 0.3.3-pr.1

    :'-(

    I guess time to go the GitHub route then..

    Any chance to have the latest integration in a 4.4.1 hotfix artyom?


    4.4.0 doesn't have 0.4.1 yet, working on it. In worst case scenario we will publish 4.4.0 with 0.4.x integration in our branch on github.


    Looking forward to it
    Up and Coming
    August 15, 2014
    Yeah be nice when this happens.
    Up and Coming
    August 15, 2014
    "Gigantoad" wrote:
    "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.


    Yikes, so everything I said was actually wrong according to this: https://forums.unrealengine.com/showthread.php?22254-shipping-editor&highlight=shipping

    Guess I must have compiled at as "Development Editor" at some point and then didn't notice that recompiling as "Shipping" actually didn't do anything to the editor binaries.

    Sorry for the misunderstanding.


    No worries, I realized something was a little weird when I kept noticing the UE4Editor.exe's was never updating it's date after building the shipping version.

    I don't actually build much anyway, as my projects are blueprint only, so I only need to do it to get plugin support, really. For anything C++ I need I plan to just implement my own plugin nodes and just do the one time compile. At least, for things that are reasonable to do that way.
    Twitter IndieDB
    Up and Coming
    August 15, 2014
    Hi !

    I can't find the right file in the download section of the developer section and the github doesn't work (404 error).
    Any other place to find the UE4 update ? (and instructions on how to install it ?).
    Rift 3d models available here : viewtopic.php?t=1514
    Up and Coming
    August 15, 2014
    "artyom17" wrote:
    4.4.0 doesn't have 0.4.1 yet, working on it. In worst case scenario we will publish 4.4.0 with 0.4.x integration in our branch on github.

    Looking forward to that as well. As nice as it is to have out-of-the-box building UE 4.3.1 from your branch was relatively painless. Might be better to wait for 0.4.2 and those promised judder fixes though. To me it feels like timewarp does nothing. In the C++ Tuscany pausing the world and using timewarp was silky smooth, in UE4 hitting 30FPS and rotating head in place feels like 30FPS and rotating head in place ;)
    Ibex 3D VR Desktop for the Oculus Rift: http://hwahba.com/ibex - https://bitbucket.org/druidsbane/ibex
    Up and Coming
    August 15, 2014
    "hesham" wrote:
    "artyom17" wrote:
    4.4.0 doesn't have 0.4.1 yet, working on it. In worst case scenario we will publish 4.4.0 with 0.4.x integration in our branch on github.

    Looking forward to that as well. As nice as it is to have out-of-the-box building UE 4.3.1 from your branch was relatively painless. Might be better to wait for 0.4.2 and those promised judder fixes though. To me it feels like timewarp does nothing. In the C++ Tuscany pausing the world and using timewarp was silky smooth, in UE4 hitting 30FPS and rotating head in place feels like 30FPS and rotating head in place ;)


    AFAIK UE4 doesn't support the alternate use for timewarp where you fake extra frame, only the latency-reduction timewarp.

    Relatively sure that's what you're seeing there.
    Twitter IndieDB