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Inspiring
August 12, 2016

Unreal Engine 4 Integration 1.7.0 Released

Unreal Engine 4 Integration

Unreal provides built-in support for Oculus Rift and Gear VR development on Windows.

Unreal apps run on the Oculus platform automatically apply stereoscopic rendering to the main camera as well as positional and orientation tracking for the Rift, or orientation tracking for Gear VR.

For more information on downloading and using the Oculus Unreal integration, please seeUnreal Introduction.

Online Subsystems

Several features of the Oculus Platform SDK may be accessed through the Unreal Online Subsystems interface:

  • Achievements
  • Rooms
  • Matchmaking
  • Identity
  • Entitlements
  • P2P networking
  • Friends leaderboards

Not all functionality of these features is available through the Online Subsystems interface. Developers who need unsupported features should use the Oculus Platform Plugin available with our Platform SDK.

Online Subsystems access is available in the following ways:

  • Oculus Platform SDK v. 1.6 and 1.7 include a standalone OSS plugin (Rift only)
  • Epic GitHub: 4.13.0-preview-2 includes OSS support (Rift and Gear VR)
  • Oculus GitHub: oculus-4.12.5-release-1.7.0 and oculus-4.13.0-preview-2-1.7.0 includes OSS support (Rift and Gear VR)

For more information on Unreal Subsystems, see Epic’s Online Subsystems Overview.

New Features

  • Added adaptive viewport scaling, which automatically changes pixel density based on resource availability, with configurable min/max. See Unreal Console Commands for details. (Rift only)
  • Added Oculus Platform SDK support to mobile VR applications.
  • Added Blueprint for Oculus Platform entitlement checks (available in SI 1.6).
  • A subset of Oculus Platform features are now available through the Unreal Online Subsystems interface.
  • Added cylinder TimeWarp overlay support (Gear VR only) for UI components, etc. For more information, see VR Compositor Layers.
  • Added ability develop using GearVR plugin and Mobile renderer on the PC using the Oculus Rift. To use, disable OculusRift and SteamVR plugins for your project, and add -OpenGL-FeatureLevelES2 to your command line.

API Changes

  • Added Cylinder layer type to FHMDLayerDesc in HeadMountedDisplayCommon.h.
  • In IInputInterface.h, FHapticFeedbackBuffer uint8* RawData was changed to TArray RawData, and uint8 *CurrentPtr; was changed to uint32 CurrentPtr.
  • IInputInterface::SetHapticFeedbackBuffer was removed and HapticBuffer was added to FHapticFeedbackValues::FHapticFeedbackBuffer* HapticBuffer. You should now use IInputInterface::SetHapticFeedbackValues, whether you are using a buffer or not.
  • APlayerController::SetHatpicsByValue calls to Oculus Touch are now limited to 30 per second due to performance issues. Additional calls with a value other than zero (i.e., stop commands) are discarded upon receipt.

Known Issues

  • UE4.12 and 4.13 in Oculus GitHub repository: A significant drop in framerate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background inEdit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance.
  • Stereo Layer Position Type: World Locked is not currently supported for cylinder overlays.
https://developer3.oculus.com/downloads/game-engines/1.7.0/Unreal_Engine_4_Integration/
    This topic has been closed for replies.

    17 replies

    Inspiring
    August 31, 2016
    Epic freezes major releases over a month before shipping them, so you can expect binary builds to fall behind the Oculus SDK in terms of features and version. However, the 1.6 runtime will work for a long time. If you want to use the very latest features, please see https://github.com/Oculus-VR/UnrealEngine/tree/oculus-4.13.0-preview-3-1.7.0.
    Inspiring
    August 31, 2016

    vrdaveb said:

    Epic freezes major releases over a month before shipping them, so you can expect binary builds to fall behind the Oculus SDK in terms of features and version. However, the 1.6 runtime will work for a long time. If you want to use the very latest features, please see https://github.com/Oculus-VR/UnrealEngine/tree/oculus-4.13.0-preview-3-1.7.0.


    I guess I am more concerned whether Epic's 4.13 will ship with OSS for Gear VR (IAP, friends, boards, achievements), Oculus splash/logo when loading engine after app starts and sound volume indicator.
    Inspiring
    August 31, 2016
    I can't guarantee that it will, but it is looking likely at this point. Epic just needs time to merge the plugin change.
    Up and Coming
    September 1, 2016

    zenshin said:

    Hi Fengkan, thanks for your comments. Redirection to the intro page is the expected action when clicking on the Download link, as our Unreal integration ships with the engine itself and there is no external SDK per se. The engine is available as binary or source from several locations, and the details are laid out in the page you're redirected to. 

    We do briefly mention that in the Unreal release notes and download page, but I agree it should be clearer and more prominent - I'll make an update with future releases that will highlight this a bit better. 

    Thanks also for the dead link callout - I'll fix that. The link should point to this address: 
    https://developer.oculus.com/documentation/platform/latest/concepts/dg-core-content/#dg-cc-entitlements

    zenshin, thank you for the detailed explanation.
    Up and Coming
    November 7, 2016

    vrdaveb said:

    I can't guarantee that it will, but it is looking likely at this point. Epic just needs time to merge the plugin change.



    If I write features against the current OnlineSubsystemOculus for PC, will it "just work" when GearVR support rolls in, or are there major API / architectural differences that require coding specifically against the GearVR version of this library?
    Up and Coming
    November 7, 2016



    vrdaveb said:

    I can't guarantee that it will, but it is looking likely at this point. Epic just needs time to merge the plugin change.



    If I write features against the current OnlineSubsystemOculus for PC, will it "just work" when GearVR support rolls in, or are there major API / architectural differences that require coding specifically against the GearVR version of this library?



    Participant
    November 16, 2016



    vrdaveb said:

    I can't guarantee that it will, but it is looking likely at this point. Epic just needs time to merge the plugin change.



    If I write features against the current OnlineSubsystemOculus for PC, will it "just work" when GearVR support rolls in, or are there major API / architectural differences that require coding specifically against the GearVR version of this library?


    There shouldn't be any major API / architectural differences for the GearVR other than changing the app id in your defaultEngine.ini.  If you do run into any problem, feel free to post here so we can respond to it.