Originally posted by virtuellerealitaet
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Cardboard on iOS
Hi folks. I'm over here after viewing the discussion on https://answers.unrealengine.com/que...s-support.html
I lost a few days to other projects and problems with mobile provisioning, but I'm back. Before I try to do anything fancy, I just want to test the pipeline from Unreal to Cardboard on iOS. I'd love any help you can offer.
1) I can build a non-Unreal app in Xcode and launch it on my iOS phone
2) I can create a First Person Blueprint Template (no code) and launch it on iOS either from Mac Unreal or Windows Unreal
3) If I disable all the VR plugins and enable SimpleHMD, I can run that same project on Mac or Win with dual cameras
4) If I enable the SimpleHMD plugin and then try to run that same Blueprint-only project on the phone again, I can't.
Do I need to find the SimpleHMD source and build it? I have minimal experience understanding where things break in Unreal. The relevant part of my log is at the bottom of this post.
Ultimately, my goal would be to use the Cardboard SDK in a new plugin built on SimpleHMD (if I can find the source and figure out how to do that), because there are variants of Cardboard and it'd be nice to use the QR code configuration.
I also tried using the Rift template mitchemmc created and offered to the community here (https://forums.unrealengine.com/show...-Game-Template), disabling the Rift plugin and enabling the SimpleHMD plugin, but no luck deploying to the iOS phone either, although again, I could preview with two cameras in Windows just fine.
Log of my most recent attempt deploying from Mac Unreal to the phone with SimpleHMD plugin enabled:
Code:LogCook:Display: Cook by the book total time in tick 3.580386s total time 7.067660 LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 4.420404 LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1387_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_19f23_0///####STATCAT_Advanced#### LogPlayLevel: Running AutomationTool... LogPlayLevel: Setting up Mono LogPlayLevel: Start UAT: mono AutomationTool.exe BuildCookRun -project=/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/FirstPersonTest.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -rocket -ue4exe=UE4Editor -utf8output -platform=IOS -build -map=/Game/FirstPersonBP/Maps/FirstPersonExampleMap -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=/Game/FirstPersonBP/Maps/FirstPersonExampleMap -Messaging -device=IOS@441aaf8e010794462f1833398b4d758a8be77d42 -addcmdline=-SessionId=7AF8D3F58F4C5A196179F1B871B200A7 -SessionOwner=JHamel -SessionName='Play On Device' LogPlayLevel: Program.Main: CWD=/Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET LogPlayLevel: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/FirstPersonTest.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -rocket -ue4exe=UE4Editor -utf8output -platform=IOS -build -map=/Game/FirstPersonBP/Maps/FirstPersonExampleMap -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=/Game/FirstPersonBP/Maps/FirstPersonExampleMap -Messaging -device=IOS@441aaf8e010794462f1833398b4d758a8be77d42 -addcmdline=-SessionId=7AF8D3F58F4C5A196179F1B871B200A7 -SessionOwner=JHamel -SessionName='Play On Device' LogPlayLevel: Automation.Process: IsBuildMachine=False LogPlayLevel: Automation.Process: ShouldKillProcesses=True LogPlayLevel: Automation.Process: Setting up command environment. LogPlayLevel: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=/Users/Shared/UnrealEngine/4.9/Engine/Programs/AutomationTool/Saved LogPlayLevel: ProjectUtils.CleanupFolders: Cleaning up project rules folder LogPlayLevel: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(/Users/Shared/UnrealEngine/4.9/Engine/Programs/AutomationTool/Saved/Rules) LogPlayLevel: Automation.Process: Compiling scripts. LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs LogPlayLevel: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s). LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for /Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/FirstPersonTest.uproject LogPlayLevel: ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: /Users/Shared/UnrealEngine/4.9/Engine/Programs/AutomationTool/Saved/Rules/UATRules1727917110.dll LogPlayLevel: ProjectParams.ValidateAndLog: Project Params ************** LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalServerMapParams= LogPlayLevel: ProjectParams.ValidateAndLog: Archive=False LogPlayLevel: ProjectParams.ValidateAndLog: ArchiveMetaData=False LogPlayLevel: ProjectParams.ValidateAndLog: CreateAppBundle=True LogPlayLevel: ProjectParams.ValidateAndLog: BaseArchiveDirectory=/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/ArchivedBuilds LogPlayLevel: ProjectParams.ValidateAndLog: BaseStageDirectory=/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Saved/StagedBuilds LogPlayLevel: ProjectParams.ValidateAndLog: Build=True LogPlayLevel: ProjectParams.ValidateAndLog: Cook=True LogPlayLevel: ProjectParams.ValidateAndLog: Clean= LogPlayLevel: ProjectParams.ValidateAndLog: Client=False LogPlayLevel: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development LogPlayLevel: ProjectParams.ValidateAndLog: ClientCookedTargets=FirstPersonTest LogPlayLevel: ProjectParams.ValidateAndLog: ClientTargetPlatform=IOS LogPlayLevel: ProjectParams.ValidateAndLog: Compressed=True LogPlayLevel: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False LogPlayLevel: ProjectParams.ValidateAndLog: CookFlavor= LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFly=False LogPlayLevel: ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False LogPlayLevel: ProjectParams.ValidateAndLog: UnversionedCookedContent=False LogPlayLevel: ProjectParams.ValidateAndLog: SkipCookingEditorContent=False LogPlayLevel: ProjectParams.ValidateAndLog: NumCookersToSpawn=0 LogPlayLevel: ProjectParams.ValidateAndLog: GeneratePatch=False LogPlayLevel: ProjectParams.ValidateAndLog: CreateReleaseVersion= LogPlayLevel: ProjectParams.ValidateAndLog: BasedOnReleaseVersion= LogPlayLevel: ProjectParams.ValidateAndLog: DLCName= LogPlayLevel: ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False LogPlayLevel: ProjectParams.ValidateAndLog: AdditionalCookerOptions= LogPlayLevel: ProjectParams.ValidateAndLog: DedicatedServer=False LogPlayLevel: ProjectParams.ValidateAndLog: DirectoriesToCook= LogPlayLevel: ProjectParams.ValidateAndLog: CulturesToCook= LogPlayLevel: ProjectParams.ValidateAndLog: EditorTargets= LogPlayLevel: ProjectParams.ValidateAndLog: Foreign=False LogPlayLevel: ProjectParams.ValidateAndLog: IsCodeBasedProject=True LogPlayLevel: ProjectParams.ValidateAndLog: IsProgramTarget=False LogPlayLevel: ProjectParams.ValidateAndLog: IterativeCooking=True LogPlayLevel: ProjectParams.ValidateAndLog: CookAll=False LogPlayLevel: ProjectParams.ValidateAndLog: CookMapsOnly=False LogPlayLevel: ProjectParams.ValidateAndLog: Deploy=True LogPlayLevel: ProjectParams.ValidateAndLog: IterativeDeploy=True LogPlayLevel: ProjectParams.ValidateAndLog: FastCook=False LogPlayLevel: ProjectParams.ValidateAndLog: LogWindow=False LogPlayLevel: ProjectParams.ValidateAndLog: Manifests=False LogPlayLevel: ProjectParams.ValidateAndLog: MapToRun=/Game/FirstPersonBP/Maps/FirstPersonExampleMap LogPlayLevel: ProjectParams.ValidateAndLog: NoClient=False LogPlayLevel: ProjectParams.ValidateAndLog: NumClients=0 LogPlayLevel: ProjectParams.ValidateAndLog: NoDebugInfo=False LogPlayLevel: ProjectParams.ValidateAndLog: NoCleanStage=False LogPlayLevel: ProjectParams.ValidateAndLog: NoXGE=False LogPlayLevel: ProjectParams.ValidateAndLog: MapsToCook=/Game/FirstPersonBP/Maps/FirstPersonExampleMap LogPlayLevel: ProjectParams.ValidateAndLog: Pak=False LogPlayLevel: ProjectParams.ValidateAndLog: Package=False LogPlayLevel: ProjectParams.ValidateAndLog: NullRHI=False LogPlayLevel: ProjectParams.ValidateAndLog: FakeClient=False LogPlayLevel: ProjectParams.ValidateAndLog: EditorTest=False LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTests=False LogPlayLevel: ProjectParams.ValidateAndLog: RunAutomationTest= LogPlayLevel: ProjectParams.ValidateAndLog: RunTimeoutSeconds=0 LogPlayLevel: ProjectParams.ValidateAndLog: CrashIndex=0 LogPlayLevel: ProjectParams.ValidateAndLog: ProgramTargets= LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesFolder=/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Binaries/IOS LogPlayLevel: ProjectParams.ValidateAndLog: ProjectBinariesPath=/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Binaries/IOS LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExeFilename=/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Binaries/IOS/FirstPersonTest.stub LogPlayLevel: ProjectParams.ValidateAndLog: ProjectGameExePath=/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Binaries/IOS/FirstPersonTest.stub LogPlayLevel: ProjectParams.ValidateAndLog: Distribution=False LogPlayLevel: ProjectParams.ValidateAndLog: Prebuilt=False LogPlayLevel: ProjectParams.ValidateAndLog: Prereqs=False LogPlayLevel: ProjectParams.ValidateAndLog: NoBootstrapExe=False LogPlayLevel: ProjectParams.ValidateAndLog: RawProjectPath=/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/FirstPersonTest.uproject LogPlayLevel: ProjectParams.ValidateAndLog: Rocket=True LogPlayLevel: ProjectParams.ValidateAndLog: Run=False LogPlayLevel: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development LogPlayLevel: ProjectParams.ValidateAndLog: ServerCookedTargets= LogPlayLevel: ProjectParams.ValidateAndLog: ServerTargetPlatform=IOS LogPlayLevel: ProjectParams.ValidateAndLog: ShortProjectName=FirstPersonTest LogPlayLevel: ProjectParams.ValidateAndLog: SignedPak=False LogPlayLevel: ProjectParams.ValidateAndLog: SignPak= LogPlayLevel: ProjectParams.ValidateAndLog: SkipCook=True LogPlayLevel: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False LogPlayLevel: ProjectParams.ValidateAndLog: SkipPak=False LogPlayLevel: ProjectParams.ValidateAndLog: SkipStage=False LogPlayLevel: ProjectParams.ValidateAndLog: Stage=True LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSteam=False LogPlayLevel: ProjectParams.ValidateAndLog: bUsesCEF3=False LogPlayLevel: ProjectParams.ValidateAndLog: bUsesSlate=True LogPlayLevel: ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False LogPlayLevel: ProjectParams.ValidateAndLog: Project Params ************** LogPlayLevel: Project.Build: ********** BUILD COMMAND STARTED ********** LogPlayLevel: UE4Build.Build: XGE was requested, but is unavailable, so we won't use it. LogPlayLevel: UE4Build.Build: ************************* UE4Build: LogPlayLevel: UE4Build.Build: ************************* ForceMonolithic: False LogPlayLevel: UE4Build.Build: ************************* ForceNonUnity:False LogPlayLevel: UE4Build.Build: ************************* ForceDebugInfo: False LogPlayLevel: UE4Build.Build: ************************* UseXGE: False LogPlayLevel: UE4Build.Build: ************************* UseParallelExecutor: False LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.268957 LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1b493_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_19f23_0///####STATCAT_Advanced#### LogPlayLevel: CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/UnrealBuildTool.exe" FirstPersonTest IOS Development "/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/FirstPersonTest.uproject" -noxge -generatemanifest -rocket -nocreatestub -NoHotReloadFromIDE LogPlayLevel: mono: Compiling with iPhoneOS SDK 9.0 LogPlayLevel: CommandUtils.Run: Run: Took 2.096185s to run mono, ExitCode=0 LogPlayLevel: UE4Build.PrepareManifest: Copied UBT manifest to /Users/JHamel/Library/Logs/Unreal Engine/LocalBuildLogs/UBTManifest.7.xml LogPlayLevel: CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/UnrealBuildTool.exe" FirstPersonTest IOS Development "/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/FirstPersonTest.uproject" -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk LogPlayLevel: mono: Compiling with iPhoneOS SDK 9.0 LogPlayLevel: mono: Compiling with these architectures: armv7 LogPlayLevel: mono: Unzipping: /Users/Shared/UnrealEngine/4.9/Engine/Source/ThirdParty/Facebook/IOS/FacebookSDK/FBSDKCoreKit.embeddedframework.zip -> /Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Intermediate/UnzippedFrameworks/FacebookIOS/FacebookSDK/FBSDKCoreKit.embeddedframework LogPlayLevel: mono: Unzipping: /Users/Shared/UnrealEngine/4.9/Engine/Source/ThirdParty/Facebook/IOS/FacebookSDK/FBAudienceNetwork.embeddedframework.zip -> /Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Intermediate/UnzippedFrameworks/FacebookIOS/FacebookSDK/FBAudienceNetwork.embeddedframework LogPlayLevel: mono: Unzipping: /Users/Shared/UnrealEngine/4.9/Engine/Source/ThirdParty/Facebook/IOS/FacebookSDK/FBSDKLoginKit.embeddedframework.zip -> /Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Intermediate/UnzippedFrameworks/FacebookIOS/FacebookSDK/FBSDKLoginKit.embeddedframework LogPlayLevel: mono: Unzipping: /Users/Shared/UnrealEngine/4.9/Engine/Source/ThirdParty/Facebook/IOS/FacebookSDK/FBSDKShareKit.embeddedframework.zip -> /Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Intermediate/UnzippedFrameworks/FacebookIOS/FacebookSDK/FBSDKShareKit.embeddedframework LogPlayLevel: mono: Performing 2 actions (8 in parallel) LogPlayLevel: mono: [1/2] clang++ UELinkerFixups.cpp LogPlayLevel: mono: [2/2] clang++ /Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Binaries/IOS/FirstPersonTest LogPlayLevel: mono: ld: framework not found FBAudienceNetwork LogPlayLevel: mono: clang: error: linker command failed with exit code 1 (use -v to see invocation) LogPlayLevel: mono: -------- End Detailed Actions Stats ----------------------------------------------------------- LogPlayLevel: mono: ERROR: UBT ERROR: Failed to produce item: /Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/Binaries/IOS/FirstPersonTest LogPlayLevel: mono: Total build time: 4.59 seconds LogPlayLevel: CommandUtils.Run: Run: Took 4.658558s to run mono, ExitCode=5 LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: LogPlayLevel: Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): /Users/Shared/UnrealEngine/4.9/Engine/Binaries/DotNET/UnrealBuildTool.exe FirstPersonTest IOS Development "/Volumes/BOOTCAMP/Unreal Projects/FirstPersonTest/FirstPersonTest.uproject" -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2015.09.21-15.11.22.txt' LogPlayLevel: Stacktrace: at AutomationTool.CommandUtils.RunAndLog (System.String App, System.String CommandLine, System.String Logfile, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 LogPlayLevel: at AutomationTool.CommandUtils.RunAndLog (AutomationTool.CommandEnvironment Env, System.String App, System.String CommandLine, System.String LogName, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 LogPlayLevel: at AutomationTool.CommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String UBTExecutable, System.String CommandLine, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 LogPlayLevel: at AutomationTool.CommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String UBTExecutable, System.String Project, System.String Target, System.String Platform, System.String Config, System.String AdditionalArgs, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 LogPlayLevel: at AutomationTool.UE4Build.BuildWithUBT (System.String ProjectName, System.String TargetName, UnrealTargetPlatform TargetPlatform, System.String Config, System.String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, System.String InAddArgs, Boolean ForceUnity, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0 LogPlayLevel: at AutomationTool.UE4Build.Build (AutomationTool.BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, System.Collections.Generic.Dictionary`2 PlatformEnvVars) [0x00000] in <filename unknown>:0 LogPlayLevel: at Project.Build (BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in <filename unknown>:0 LogPlayLevel: at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0 LogPlayLevel: at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0 LogPlayLevel: at BuildCommand.Execute () [0x00000] in <filename unknown>:0 LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=5 LogPlayLevel: Domain_ProcessExit LogPlayLevel: Completed Launch On Stage: Build Task, Time: 6.315943 LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully. PackagingResults:Error: Error Deployment failed! Unknown Error
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Originally posted by Nick Whiting View PostThere are a few fixes we need to make to the mobile rendering pipeline to fix up the support that would allow you to do user VR on Android. We plan on performing that work over the next few weeks. After that, you should be able to make it work with Google Cardboard
Are those fixes already shipped? May be any update about Cardboard SDK integrations status is available?AR Tribe (Summer UE4jam 2017) by Luden.io
FOLLOW US: twitter.com/luden_io
GET ARKit BUILD FOR iOS: bit.do/ue4ar
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Quick update from the horses mouth:
https://youtu.be/s54vIBeG1js?t=1h4m39s
Doesn't look like 4.11 is going to get Cardboard support.
Regards,
Minxies
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Hi guys,
We decided to open our own adaptation of Simple HMD plugin to use as Cardboard while official support is not implemented by Epic/Google
https://github.com/NivalVR/UE4Cardboard
Hope it will be helpful for youAR Tribe (Summer UE4jam 2017) by Luden.io
FOLLOW US: twitter.com/luden_io
GET ARKit BUILD FOR iOS: bit.do/ue4ar
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Great news, official Google Cardboard support seems to be coming to the engine!
See here: https://www.reddit.com/r/oculus/comm..._next_week_at/
It looks like the existence of a new "AndroidVR" (Google Cardboard) plugin was leaked in the breakdown of the latest 4.12 Preview 3 release notes.
This note has since been pulled.
It is slated that the Google Cardboard SDK will be relaunched as AndroidVR this coming Google IO.
From the looks of it, AndroidVR looks to be a collaboration of sort between Epic Games and Google.
Best,
Minxies
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Some different unofficial workarounds to try out for now:
1) http://www.reddit.com/r/oculus/comme...hout_the_rift/
2) "Unreal Engine 4 supports all the major devices and you don’t need to perform any hassle to setup your project for VR. Just make sure that the correct plugins are loaded for your HMD under Edit > Plugins."
From there find "Virtual Reality" category fromenable "basic HMD" plugin (stereo quality is quite bad)
After that "Play game as" Menu in Unreal Engine will have non-grayed out Virtual Reality (stereo) mode (where you normally can choose Play In Editor or Stand Alone mode, etc)
3) Community Plugin for Cardboard (not sure if its updated/works)
https://github.com/NivalVR/UE4Cardboard
4) https://forums.unrealengine.com/show...7236-Cardboard
by DRob
that is all just about "stereo" mode, controlling using sensors is not supported, probably.Last edited by Saah88; 05-15-2016, 03:00 PM.
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