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Upgrading AvatarSamples from UE4 avatar beta to UE4.16
Hi There,
I am trying to use the Avatar SDK in UE4.16 downloaded and compiled from source from Oculus-VR on github and port my working code with this from 4.15.3 to 4.16. As a basic task I want to do this with the provided sample to isolate the Avatar SDK from any other problems I might have doing this. The download is from https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/ with the latest 1.14 version published on 5-2. After adding recommended updates to the C# files, the roadblock I am hitting seems to be with OvrAvatar.build.cs in the plugins\OvrAvatar\Source folder. In there it says
This throws the error
ERROR: Couldn't find module rules file for module 'OculusRift'
upon trying to open the project.
My first guess is that I need to choose module OculusVR that includes OculusRift and OculusInput, so attempting this again with
This throws the error
ERROR: Couldn't find module rules file for module 'OculusVR'
Not sure what I am missing here and if I'm better off waiting for Avatar code for 4.16 granted new code is going to be released some time soon in the case that I will run in to several other problems once I get through this one.
Thanks
I am trying to use the Avatar SDK in UE4.16 downloaded and compiled from source from Oculus-VR on github and port my working code with this from 4.15.3 to 4.16. As a basic task I want to do this with the provided sample to isolate the Avatar SDK from any other problems I might have doing this. The download is from https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unreal/ with the latest 1.14 version published on 5-2. After adding recommended updates to the C# files, the roadblock I am hitting seems to be with OvrAvatar.build.cs in the plugins\OvrAvatar\Source folder. In there it says
PrivateIncludePathModuleNames.AddRange( new string[] { "OculusRift", // For IOculusRiftPlugin.h "OculusInput", // For IOculusInputPlugin.h "InputDevice", // For IInputDevice.h "HeadMountedDisplay", // For IMotionController.h "OnlineSubsystem" } );
This throws the error
ERROR: Couldn't find module rules file for module 'OculusRift'
upon trying to open the project.
My first guess is that I need to choose module OculusVR that includes OculusRift and OculusInput, so attempting this again with
PrivateIncludePathModuleNames.AddRange( new string[] {// "OculusRift", // For IOculusRiftPlugin.h// "OculusInput", // For IOculusInputPlugin.h "OculusVR",
"InputDevice", // For IInputDevice.h "HeadMountedDisplay", // For IMotionController.h "OnlineSubsystem" } );
This throws the error
ERROR: Couldn't find module rules file for module 'OculusVR'
Not sure what I am missing here and if I'm better off waiting for Avatar code for 4.16 granted new code is going to be released some time soon in the case that I will run in to several other problems once I get through this one.
Thanks
