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Inspiring
October 20, 2016

Unreal Engine 4 Integration 1.9.0 Released

Unreal Engine 4 Integration

These release notes describe changes to Oculus’s Unreal Engine 4.12 and 4.13 available from the Oculus GitHub repository. Oculus distributes integrations of the Unreal Engine which include the latest Oculus SDKs to provide up-to-date support for Oculus Rift and Gear VR.

Applications targeting Oculus devices automatically apply stereoscopic rendering, orientation tracking (Rift and Gear VR), and positional tracking (Rift only). The OculusPlatform plugin provides an online subsystem which interfaces with Oculus Platform features. The OculusInput plugin provides support for Oculus Touch and Oculus Remote controllers.

Clicking on “Download” above will redirect you to our Unreal Introduction, which reviews various options for working with the Oculus Unreal integration.

New Features

Bug Fixes

  • Fixed near clipping plane calculation, which was incorrect when WorldToMetersScale was set to a value other than 100.

Known Issues

  • 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 in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance.
  • Exclusive Mode issues: Multiple initializations of the DXGISwapChain may cause flickering as the screen switches modes and a black screen when rendering to the Rift with a different GPU from the one the game is using to render the eye buffers.
  • Stereo Layer Depth Ordering : Doesn’t support head-locked layers, only world-locked and tracker-locked.
https://developer3.oculus.com/downloads/game-engines/1.9.0/Unreal_Engine_4_Integration/
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    14 replies

    Participant
    January 3, 2017
    Any news on when this will support spatialized audio inside UE4? VoIP seems kinda pointless for VR applications if it can't be spatialized...
    Inspiring
    January 3, 2017
    UE4's built-in audio system already supports the Oculus spatializer on Rift. A refactor is in progress and Gear VR support should be appearing in the 4.16 timeframe, but you may want to post on UDN to confirm that.
    Participant
    January 6, 2017
    @vrdaveb Ah sorry, I meant spatialized VoIP.
    Inspiring
    January 7, 2017
    You should be able to connect the VOIP output to the "Sound" input on the Play Sound at Location component that gets spatialized as usual. Is that not working?