[Gear VR] Engine Changes Requested (for Mobile VR Jam)

Thanks JJ. 's patched 4.7 was working fine, the major thing I was looking forward for gear VR development in 4.8 was iterative deploy, I applied the patches linked by Chris Babcock above but just rebuilding the editor does not seem to have any effect. Could someone confirm the necessary steps to have it working?

And yes, we are working on a MSAA solution that works with Lollipop, but it won’t be in in time for the jam. Sorry :frowning:

dam, any approx eta on that JJ? ie are we talking 4.8 final or even later? The main reason I ask is I’m sure alot of the Jam participants afterwards would like to try submitting our creation to the real Oculus store - I’m sure not working on lollipop won’t be an option there - it would have been nice to be able to submit early as well to beat the post Jam rush - UE4 apps will now be at the end of the line :frowning:

It’s my highest priority for 4.8.

Hi JJ,

Hope all’s well with you and thanks for all your help during the Oculus Mobile Jam.

Any news on getting MSAA working on all Gear VR devices yet? I’m keen to post a new APK on my site that works for everyone. No worries if no news yet, just hope it’s still on track and is your number one priority for 4.8 :slight_smile:

Here’s a video of my entry for the Jam by the way:

Managed to deliver my final APK to Oculus by the skin of my teeth. I introduced a slight performance regression on the last day, without realising until it was too late. So in parts I duck under 60FPS and there’s a bit of judder with the submitted APK, sadly this is especially apparent at the beginning. Still, timewarp helps and it’s not really too bad considering there are 1.5 million polygons scattered about on that single map.

The regression that drops things below 60fps is another reason I want to release a new APK - i.e. fix that performance bug and hopefully include a more robust solution for MSAA. After that I can start pushing for community votes in the Jam too. I’ve got big plans for this app and it feels like explicitly pushing it to people now when it might black screen on 50% of devices, due to MSAA hack, is probably not going to do me any favours in the long term.

Having the black screen of death issue on our VR Jam project. Reading the threads sounds like it could be a MSAA patch issue. I am also going to try running the project in 4.8. Anyone try the upgrade and did it solve issues? I had a bad experience years ago on a Unity project when upgrading in the middle of a time sensitive project affected all third party plug ins!

Ben

tested it and commented in the other thread: Oculus VR Jam 2015 Test Thread - XR Development - Epic Developer Community Forums
The first blocking issue is not the MSAA but missing content from the OBB not being packaged in the APK

Ehi JJ, any update on MSAA?

Also, with 4.8P4 if I start with a blueprint project, add some c++ code and configure GearVR I end up with both eyes showing up only in the left half of the screen.
Is this expected?

  1. Support for Touchpad Swipes
    Touch (event) in the blueprint can be used to control Touchpad swipes.

Has this been addressed (patched) on Note 4 Android 5.1.1 . Im having this problem and it seems it’s software related to a service not starting. The light sensor in front works , because I put my finger in front and the navigation lights up/off on Note 4. Waiting a while then you hear the beep that it’s on / off (Light sensor) there is a delay or something wrong with the services that watch for this. I had a custom Rom that it always did this on. It was working great and must have installed something or changed a setting in start up… still trying to figure it out.
Ive been searching for weeks now. I did find this today; Maybe someone savvy can diagnose whats going on behind the scenes… https://docs.unrealengine.com/latest/INT/Platforms/GearVR/Debugging/