Oculus Rift Support

According to 's Oct Release notes(nov 08), Rift should be detected and everything should run automatically. However that doesnt seem to be case for me.

How do I implement Oculus Rift Support, and what tools are there to modify settings?
A UDN thread or video tutorial would be very useful.

Thank you very much!

Thanks Philipp.

I got it working, but I would like some more control and I was curious where Oculus code is located so we can edit it?

Hi Christian,

Thank you for your question. Oculus plug-in that was release with Beta 5 does not include source code files. Is there something that you are unable to do to have more control? I would be happy to assist in finding a work-around if possible.

Cheers!

Thank you for info.
We’re interested in accessing raw data from Rift such as transitional information and IPD. We would like to manipulate relationship between Rift movement and Camera or body rotation.

It is not immediately important, but I’m curious if we can expect to see more control with next update?

, I am curious about this as well – we get stereoscopic display with Oc Rift but input doesn’t work for us, presumably due to fact that we’ve overridden camera class, as per our question at https://rocket.unrealengine.com/questions/12174/how-to-get-input-from-oculus-rift.html

A lot of Oculus’ information is difficult to access right now, but you should be able to grab orientation data using following:

FQuat MyQuat = GEngine->HMDDevice->GetCurrentOrientation() 

It should be noted that this method is also likely to change to this in near future:

GEngine->HMDDevice->GetCurrentOrientationAndPosition(FQuat, FVector) 

We do have plans to give access to this data in Blueprints in future, but for now it is available via code. Please let me know if this has helped you.

Thanks,

Have you already took a look at relase notes? There is a short instruction on how to do it and some informations: https://rocket.unrealengine.com/docs/ue4/INT/Support/Builds/ReleaseNotes/2013/Oct/Rocket/index.html

I’ve noticed there are a couple of additional things release notes didn’t mention but seem to be required to get OR to run:

  • It’s listed as a secondary display, so in Windows, go to Screen Resolution and under Multiple Displays, select Duplicate These Displays.
  • You have to run it as a standalone game; running as a window inside editor doesn’t work (sadly).

I cannot find where to modify prediction for headtracking besides exporting game and editing Engine.ini file. Would be nice to have ability to adjust all of these things from in UE4, I have searched all areas of program :frowning:

Hi Haggler,

You may want to try looking into tutorial here for some direction: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

Please let me know if that helps!

Cheers!

Yup, I have viewed that, I searched my entire PC for some of those files to open in visual studio but closest I can get is one called “character.cpp” other Rift instructions on wiki mentioned “defaultengine.ini” which was incorrect, I had to put settings into engine.ini to adjust prediction. But I’d like to adjust these settings without having to export entire project.

files “Your” refer to custom classes you have created for your project.
eg. If you created a project called MyGame, you’d end up with files called MyGamePlayerController.cpp, MyGameCharacter.h etc.

Similarly, DefaultEngine.ini would be located based on name of your project.
So using MyGame example, DefaultEngine.ini would be located at:
C:\Users\SomeName\Documents\Unreal Projects\MyGame\Config\DefaultEngine.ini

All projects have a DefaultEngine.ini, DefaultGame.ini & DefaultInput.ini created by, well, default :slight_smile:
If you cannot find one, I’m not quite sure what is going on.

Have you created a new project or are you trying to edit Unreal Engine 4 source?

Hey,

This is an Archived post from our beta users, put here for reference, so I’m closing down this thread. Please feel free to open a new question on AnswerHub and link to this post. Thanks!