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Inspiring
September 15, 2016

Unreal Engine 4 Integration 1.8.0 Released

Unreal Engine 4 Integration

These release notes describe changes to the Unreal Engine versions 4.12 and 4.13 available from the Oculus GitHub repository.

The Oculus UE4 integration ships with various versions of Unreal, and there is no external SDK per se. Clicking on the “Download” link above will redirect you to our Unreal Introduction, which walks through various options for working with the Oculus Unreal integration.

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

New Features

  • Added support for the Oculus Guardian System, which visualizes the bounds of a user-defined Play Area. Note that it is currently unsupported by public versions of the Oculus runtime. See Guardian System Boundary Componenet for more information.
  • Added depth ordering support to VR compositor layers.
  • Added cubemap support for VR compositor overlays to 4.13 (mobile only).
  • Added Online Subsystem support for Regular Leaderboards and Cloudsaves.
  • Added a Blueprint for retrieving Oculus ID/Username.
  • Added Blueprints for UOculusRiftBoundaryComponent public methods.

API Changes

  • Added OculusRiftBoundaryComponent API for the Oculus Guardian System.

Known Issues

  • UE4.12 and 4.13 in Oculus GitHub repository: A significant drop in frame rate 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 TimeWarp overlays.
https://developer3.oculus.com/downloads/game-engines/1.8.0/Unreal_Engine_4_Integration/
    This topic has been closed for replies.

    13 replies

    October 1, 2016



    brian_jew said:

    >Any luck we got some more Online Subsystem features exposed to blueprints?

    Is there any specific set of blueprint features that you need that isn't covered by UE4's blueprints?
    https://docs.unrealengine.com/latest/INT/BlueprintAPI/Online/index.html




    Actually if all of those were supported it would be awesome! but last time I asked specifically about the multiplayer session stuff for gearvr I was told it was not blueprint ready yet. Can I already use those "session" nodes for my co-op game? Many thanks in advance for the info!
    Is there any documentation for specifically setting up a gearvr multiplayer game with blueprints? Would eliminate a lot of trial and error time...

    We'd also like to use the achievement and leaderboard stuff which I have experience doing with google play via blueprints - so using the Oculus Online Subsystem it's implemented the same way blueprint side?


    @brian_jew would be great to get a definite answer my query above :)
    And for the next version it would be great to get VoIP blueprint nodes - really needed for most types of multi-player games!

    Participant
    October 4, 2016
    aussieburgerVR said:





    brian_jew said:

    >Any luck we got some more Online Subsystem features exposed to blueprints?

    Is there any specific set of blueprint features that you need that isn't covered by UE4's blueprints?
    https://docs.unrealengine.com/latest/INT/BlueprintAPI/Online/index.html




    Actually if all of those were supported it would be awesome! but last time I asked specifically about the multiplayer session stuff for gearvr I was told it was not blueprint ready yet. Can I already use those "session" nodes for my co-op game? Many thanks in advance for the info!
    Is there any documentation for specifically setting up a gearvr multiplayer game with blueprints? Would eliminate a lot of trial and error time...

    We'd also like to use the achievement and leaderboard stuff which I have experience doing with google play via blueprints - so using the Oculus Online Subsystem it's implemented the same way blueprint side?


    @brian_jew would be great to get a definite answer my query above :)
    And for the next version it would be great to get VoIP blueprint nodes - really needed for most types of multi-player games!





    I looked into the multiplayer sessions stuff and it seems that the while default session blueprint nodes exists, they doesn't exposes certain options that would make sessions easy to use with Oculus' room & matchmaking options (ex, no way to specify an oculus matchmaking pool when creating a session).  We're working on exposing more of the Oculus SDK to UE4's online subsystem and adding more blueprint support with that to make it easier.  Namely an Oculus specific CreateSession/
    FindSession that can take an Oculus matchmaking pool should do the trick.

    As for VoIP blueprints, this is something we can look into.  It may be tricky to implement as a blueprint since they operate on FUniqueNetIDs which are not exposed through blueprints.  There might be a lot more that needs to be exposed through blueprints to use VoIP in a useable fashion (eg, getting your friends through blueprints, or user ids in the same session as you)
    October 7, 2016

    brian_jew said:







    I looked into the multiplayer sessions stuff and it seems that the while default session blueprint nodes exists, they doesn't exposes certain options that would make sessions easy to use with Oculus' room & matchmaking options (ex, no way to specify an oculus matchmaking pool when creating a session).  We're working on exposing more of the Oculus SDK to UE4's online subsystem and adding more blueprint support with that to make it easier.  Namely an Oculus specific CreateSession/
    FindSession that can take an Oculus matchmaking pool should do the trick.

    As for VoIP blueprints, this is something we can look into.  It may be tricky to implement as a blueprint since they operate on FUniqueNetIDs which are not exposed through blueprints.  There might be a lot more that needs to be exposed through blueprints to use VoIP in a useable fashion (eg, getting your friends through blueprints, or user ids in the same session as you)


    Many thanks for the feedback @brian_jew

    The specific Oculus session nodes sounds great! For the VoIP in our case it's a 2player co-op game so would need to be only a pure one device to the other VoIP. I wonder if it's not possible for the device acting as the host to grab the 2 player ids as they join the session (then pass the voice from one to the other). Would be enough as a first step to get a basic MVP going then later on add additional features such as getting your friends etc.?