GearVR 4.8 Missing Feature List

Another must have feature is the Samsung Gamepad EI-GP20 support! Im many countries the Gear VR is sold with this as a bundle…

In the meantime I have created my own hacky solutions for

  • Touchpad gesture recognition as ActorComponent (all gestures reported as delegates to the Blueprint)
  • Volume changes going trough jni to FAndroidMisc and reporting to an ActorComponent that controls an Actor with UMG Widget, holding the original Oculus Images for the Volume Widget composition; still might be not the best performing solution atm - where is UMG Atlas?? =)
  • Back Button as ActorComponent (easy one)
  • BackButton Longpress Progress as individual ActorComponent (since I use it in an child actor, I need an extra component for this)
  • EI-GP20 recognition via Android InputManager.InputDeviceListener going trough jni and FAndroidMisc to set a bool, that is used in AndroidIputInterface.cpp to switch the behavior for the right thumb stick and the EI-GP20 analog DPAD input
  • Streaming Live Video from Android Java to a MediaTexture (atm with some crazy hacking and a lot of uncommenting in the Media Related Engine code, breaking file Video Playback, but works g)

You can easily use some #if PLATFORM_ANDROID == 1 compiler directives to emulate this stuff for editor testing, so no Blueprints need to be changed and you can even test gestures with the cursor keys and so on.

I do not know why you do not just implement this. It took like 2-3 weeks for me (weeks that I lost for the rest of my master thesis, but nevermind). To make it cleaner than I have done it, maybe put it in another Gear VR Input Plugin that compiles for Win Mac Linux and Android, this way Blueprint Components can be used and the Editor is a working testing tool for mocked up input.

Too bad I can not put my solutions as sourcecode into the public right now, but I can and will after my master thesis is over (middle of October), if you guys have no solutions in the Engine until then. But with the tips above, everybody might be able to do it. Just make good use of jni and use FAndroidMisc as a relay station and you can accomplish everything you need, even with full editor Blueprint capabilities if you use the PLATFROM_ANDROID as described above in the ActorCompnents or wherever you need to mock GearVR input with e.g. cursor or +/- keys.

BUT regarding the Distribution Build and MSAA issues - Epic please deliver cry

From the commit history in github I see that the devs that worked on GearVR, now work mostly on SteamVR with a focus. I understand that from a business 5% revenue point of view. But please, you promised us Gear VR guys to get us production ready at least. We will have sales too as soon as the Gear VR consumer edition hits the market - most likely this winter holidays.


As little goodie that I can release right now, here is the Oculus Progress Material as implemented in the SDK, just use the textures in ovr_mobile_sdk_0.5.1\VRLib\res\raw gaze_cursor_timer.tga and color_ramp_timer.tga. Hope it maybe helps someone.