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    Can i?

    Can every project for UE4 be simple switched to a VR Rift?
    So that my players can enjoy my rpg firstperson game in vr everytime they want to?
    Are there limitations?

    #2
    Making your game display properly on an HMD with head tracking and all that jazz is trivial with UE4. It doesn't mean it'll be a great experience, though...

    As for the real technical limitations, well your game needs to display at a steady 90fps and UMG doesn't work with VR, so you basically have to design your UI in 3D space.
    Last edited by mrgreen72; 10-29-2015, 03:57 PM.

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      #3
      Originally posted by mrgreen72 View Post
      Making your game display properly on an HMD with head tracking and all that jazz is trivial with UE4. It doesn't mean it'll be a great experience, though...

      As for the real technical limitations, well your game needs to display at a steady 90fps and UMD doesn't work with VR, so you basically have to design your UI in 3D space.
      He means UMG by the way. Here is a link were you can read more about it.

      https://docs.unrealengine.com/latest...UMG/index.html

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        #4
        well ill gave the plan up. Its not a needed thing so i can live way without it. thx.

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          #5
          Originally posted by Sam Deiter View Post
          He means UMG by the way. Here is a link were you can read more about it.

          https://docs.unrealengine.com/latest...UMG/index.html
          Pfffffffffffft! That's what I said!

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            #6
            When you are saying UMG doesn't work, how do you mean that? We've been using 3D Widgets, and they were working fine. Recently though they seem to be failing to render entirely (even in editor). We also have an unexplained ~5ms GPU time spent on Slate, despite not having done anything with slate.

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              #7
              UMG is a more user friendly layer build on top of slate, so if you're using UMG you're also using slate.

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                #8
                We tried deleting the UMG widget from our level, but the performance loss is still there and we can still see it in the GPU profiler. This even happens on a new level in a fresh project. There is no slate usage outside of VR, but as soon as you enter VR there is 4-6ms of slate.
                Last edited by BenWeber; 10-30-2015, 08:02 PM.

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