Is support for the new Valve system and controller planned?
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SteamVR / OpenVR
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SteamVR / OpenVR
Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.Tags: None
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Originally posted by Nick Whiting View PostYup! We already have support in a branch, and some of the demos in the Valve demo loop at GDC were using UE4. As soon as the SDK is public, we can roll that out to everyone.
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I wish there were going to be more than 1200 dev kits for the Vive - I've got a VR game that uses Hydra and supports the Rift right now that would be perfect for the Lighthouse controllers.Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Originally posted by n00854180t View PostI wish there were going to be more than 1200 dev kits for the Vive - I've got a VR game that uses Hydra and supports the Rift right now that would be perfect for the Lighthouse controllers.
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I just wanted to note that I'm having trouble packaging up SteamVR support. It works with my DK2 in the editor for testing purposes but when I package it up it crashes on launch with or without a headset plugged in. The Oculus plugin works fine packaged but disabling that and enabling SteamVR breaks. I've filed a bug report on answerhub but posting here to bring attention to it: https://answers.unrealengine.com/que...d-on-laun.html
It is really cool though seeing your program fade into the empty white room that is the SteamVR compositor default view while using the editor, would be awesome to be able to package it up soon to share with others!
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Originally posted by JJ Hoesing View PostIf you're running with my 4.7.6 github branch, you need to manually copy Engine\Binaries\ThirdParty\OpenVR over into your packaged build. Keep the full relative path.
This shouldn't be required with 4.8. I'll update my GitHub branch to note this.
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Originally posted by JJ Hoesing View PostAlso scratch that, this temporary solution has other issues.Also, steam_api64.dll is currently copied to: Engine\Binaries\ThirdParty\Steamworks\Steamv132\Win64 in my packaged build. I'll wait for the fix, but it is so close considering how well it runs from the editor. Performance should hopefully be even better packaged and no editor running much like binaries using Oculus plugin is when I build that way.
Also, is there a priority for plugins? Should I enable one or the other or will the Oculus plugin take precedence for their headsets and I can package with both enabled? Also, is there a way to force SteamVR mode if a packaged build has both for testing purposes?
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Hopefully this is the real fix for now:
https://github.com/EpicGames/UnrealE...1e5d6b34857ca2
The issue is that we are still on Steamworks 1.32 which still has the old SteamVR API exposed. So for any potentially shared export functions, I use GetProcAddress to explicitly grab the function pointer from the correct DLL.
And yes, there is a way to set HMD plugin precedence, at least in 4.8. Please see BaseEngine.ini in 4.8p3+:
Code:[HMDPluginPriority] ; Since SteamVR also works with the Oculus Rift, give priority to the native Oculus plugin before trying SteamVR OculusRift=20 SteamVR=10
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