Announcement

Collapse
No announcement yet.

Google VR?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #46
    Originally posted by virtuellerealitaet View Post
    You can now test several real-time demo applications with the Google Cardboard on your Android device (Android 5).

    More info on https://inmagicwetrust.wordpress.com...ions-released/

    -Michael
    Nice! Is there any way you can provide .apks so we just install and run the games (so it's usable without ADB) ?

    Comment


      #47
      Originally posted by motorsep View Post
      Nice! Is there any way you can provide .apks so we just install and run the games (so it's usable without ADB) ?
      That's possible already. Just unzip the (zip) archive and copy the included APK onto your smartphone. Then install it from there.

      Comment


        #48
        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

        Comment


          #49
          Originally posted by Nick Whiting View Post
          There 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
          Hi Nick,

          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

          Comment


            #50
            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

            Comment


              #51
              There 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

              Comment


                #52
                Wow, I think I speak for all when I say we eagerly await!

                So are you working on just the rendering or more than that?


                Super excited about this.

                Minxies

                Comment


                  #53
                  Hi all,

                  So I think I read all the threads about cardboard vr in android ... and it seems it's still not working properly.

                  Or am I wrong and I missed something ?

                  Does anyone have a working solution for a correct motion control in phones ?

                  Comment


                    #54
                    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 you
                    AR Tribe (Summer UE4jam 2017) by Luden.io
                    FOLLOW US: twitter.com/luden_io
                    GET ARKit BUILD FOR iOS: bit.do/ue4ar

                    Comment


                      #55
                      Hi Zulman

                      I have followed your instruction but get the following error;
                      "Plugin "UE4Cardboard" failed to load because module "UE4Cardboard" could not be found."

                      Do you why this is and how to sort it out ?

                      Thanks

                      Comment


                        #56
                        Hi Nick,

                        I am new in this field. Do we have any approach to render a VR on our android phone and display it with google cardboard. Please let me know! Thank you!

                        Comment


                          #57
                          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

                          Comment


                            #58
                            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.

                            Comment

                            Working...
                            X