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Precompiled OSVR Plugins and Tutorials

Howdy there everyone!

It seems that a lot of developers are having some issues getting Razer’s OSVR UE4 plugin to work with UE4 or just in general getting anything to work with the OSVR. Its not surprising since the documentation isn’t the greatest (granted the plugin is still in early development) and a lot of the times just assumes you’ve done something and doesn’t explain that step in the event you haven’t.

[SIZE=28px]Razer OSVR Precompiled Plugins for Unreal Engine 4

All plugin links are to a shared folder from my personal Google Drive account[/SIZE][SIZE=10px]. I obviously cannot say I own the code for the plugins so use them as you please, all I did was precompile them to help make it easier for you to integrate OSVR into your project. They are compressed using 7-Zip to save space.

**All Available Plugin Versions: **https://drive.google.com/open?id=0B5…zJ0WllrOHFNMWc[/SIZE]

**[SIZE=10px]OSVR Plugin Version 4.9.X: **[/SIZE]https://drive.google.com/open?id=0B5…k9DTGVrWjlLMmc

**[SIZE=10px]OSVR Plugin Version 4.10.X: **[/SIZE]https://drive.google.com/open?id=0B5E0iKDNyyECZk9DTGVrWjlLMmc (Up-to-date as of 03/20/16//Update-3 has support for Android//make sure to look at the READ ME and read the #Note at the end!)

**OSVR Plugin Version 4.11: **Coming Soon!

[SIZE=10px][SIZE=20px]Other Goodies
[SIZE=10px]​[/SIZE]
*[SIZE=10px]Introduction to the OSVR: *[/SIZE][/SIZE][/SIZE]http://www.osvr.org/files/An_Introduction_to_OSVR.pdf

[SIZE=10px][SIZE=20px][SIZE=10px]OSVR Developer Portal: [/SIZE][/SIZE][/SIZE]OSVR Developer Portal | Get OSVR
-Page that contains the core elements for your OSVR journeys such as the SDK, Direct Render Manager and other tools.

OSVR Support Portal: http://support.osvr.com/hc/en-us
-This is what you use to submit tickets to Razer/Sensics for troubleshooting your HMD.

Official OSVR UE4 Plugin GitHub: GitHub - OSVR/OSVR-Unreal: OSVR plugin for Unreal Engine
-Plugin straight from Razer/Sensics without me touching any of it.

OSVR Wiki: http://wiki.osvr.org/doku.php?id=start

OSVR Positional Tracking Camera Calibration: https://github.com/OSVR/OSVR-Core/wi…ng-Calibration

**OSVR Featured Projects: **http://www.osvr.org/featured.html

***More to come!

F.A.Q:

Q: “I’m getting this error code when trying to compile: Error C1083 Cannot open include file: ‘D3D11RHIBasePrivate.h’: No such file or directory OSVRUnreal your drive\Epic Games\4.11\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RHIPrivate.h 20”** *

Answer:

Reserved for future post.

Do you know how I can use google cardboard with UE4?

after 9999 try loll i say hé not today

Severity Code Description Project File Line Suppression State
Error C1083 Cannot open include file: ‘D3D11RHIBasePrivate.h’: No such file or directory OSVRUnreal G:\epic\Epic Games\4.11\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11RHIPrivate.h 20
the files is here but …

EDIT: 4.10.X version is listed now :smiley:

The plugin listed at the moment is only for 4.9.X, if you try to use it on a newer version of the engine you will have those issues (there was big changes to VR between 4.9 and 4.10 and 4.11 continues that so what used to work in 4.9 for may not work in 4.10 or newer). This is because the files are being looked for in the wrong spot; here is the explanation I give on how to get around this in the 4.10 READ ME:

I’m working with Google Cardboard myself but I have yet to try it in UE4. Once I get stuff going for that I’ll do another thread dedicated to Cardboard VR.

Added 4.10 precompiled plugin download link :smiley:

Thanks BananaKing,

You are making my life allot easier with OSVR :slight_smile:

This is pretty cool. You BananaKing932, are a legend.

I can get it to work in preview mode, albeit fighting right now with making it go fullscreen.

My issue I have is I cannot seem to compile an executable with it, to test fullscreen. I just get a normal non vr experience.
have I missed something?!?!

Cheers

I am a bit confused. When you say you can’t compile an executable, are you saying you can’t package the game as if you were distributing to the public?

[QUOTE=BananaKing932;454071]
EDIT: 4.10.X version is listed now :smiley:

The plugin listed at the moment is only for 4.9.X, if you try to use it on a newer version of the engine you will have those issues (there was big changes to VR between 4.9 and 4.10 and 4.11 continues that so what used to work in 4.9 for may not work in 4.10 or newer). This is because the files are being looked for in the wrong spot; here is the explanation I give on how to get around this in the 4.10 READ ME:

i just found a error in OSVRUnreal\Plugins\OSVR\Source\OSVR\OSVR.Build.cs

the file says
PrivateDependencyModuleNames.AddRange(new string] { “D3D11RHI” });
PrivateIncludePaths.AddRange(
new string] {
@“C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private”,
@“C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows”,
@“D:\unreal\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private”,
@“D:\unreal\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows”,

i just edit mine to
@“C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private”,
@“C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows”,

and now no compilation error

Hi BananaKing,

Yeah I should have been more clear.

I can compile the executable but the resulting exe does not seem to use osvr in any way. Even if I Ctrl-Enter like you do for a rift.
I have a RADEON card.

Do I need to include the OSVRActor in the scene? I compiled my project in Visual Studio and assumed it would appear, but I am a little bit lost around that part.
Even on the you tube video the OSVRActor just appears like magic after compilation?

I Found a better way to integrate check this out Take this http://goo.gl/kpOE6Q Copy the OSVR Folder in c:\program files (x86)\epic games\4.10\engine\plugins If you have custom Folder edit …\epic Games\4.10\Engine\plugins\OSVR\Source\OSVR\OSVR.Build.cs IF no Source Folder in your Build Just pass mine. Now you will see in the editor OSVR Plugin in EDIT,Plugins and dont Forget to refreh your build
:slight_smile:

So to get it to build a proper exe where the OSVR just works without an issue, I had to build a 64 bit version.

Overall with the OSVR, is it me or is the visuals with the fish lense really noticeable?
I find it actually pretty disappointing since the unit is a good unit with a great screen, the actual lenses diminish the VR feeling and they seem like a budget throw in. Even the DK1 lense soars in comparison.

  • There ring from the lense is impossible to remove with the focus levers, so I always have a wave or wobble in my visuals. Is there a config setting I should be using?
  • It also seems to always be not quite a full screen when I put the glasses on.

I am interested to see what config setting people are using? Especially if you can get rid of the wobble effect.
I have an AMD Radeon ™ R9 380 Series, 4GB.

Were you trying to build it as a 32 bit project at first? If that’s the case it would fail every time because the plugin is only compatible with 64 bit machines at this time. This is a Razer/Sixense issue and not because of my pre-compiling :stuck_out_tongue:

I’ve never used another HMD other than the Samsung Gear which even then I don’t think its a great comparison to judge with since the OSVR is trying to contend with Oculus, Vive, etc. From what I read the OSVR is supposed to have far better lenses than the Oculus Rift because the lenses reduce blur to…I think 13% compared to the Oculus which I believe I read was in the 20’s but I’m not sure if that’s correct for them. What do you mean but its not quite full screen? I have this issue that I’m not sure how to fix yet where the Play window isn’t positioned evenly. Its just a tad off but its enough if your focusing and getting into the moment.

I’m using a GTX 760 2GB. Wish I had a 980 Ti… The 760 keeps up pretty good though, I’m getting roughly 60-65 fps on a well optimized map with all scale options on EPIC.

Awesome! Thank you for sharing! :smiley:

You sir are a scholar and a gentleaman

I was able to get the OSVR plug-in to work properly in editor, however when trying to make a build, it always crashes. I am using a custom 4.9.2 engine. I followed the suggestion above of copying the files from the D3D11RHI/Private/Windows folder to the D3D11RHI/Private folder, yet now I am facing another problem.

Upon trying to build, I get this error message

…"\d3d11rhi\private\windows\WindowsD3D11ConstantBuffer.h(9) : error C2011: ‘FWinD3D11ConstantBuffer’ : ‘class’ type redefinition"

I also tried editing the OSVR.Build.cs file to redirect to the correct path.

The 4.10 plugin got an update from Razer/Sensics to include all kind of new goodies for motion controller support along with Blueprint API changes. I precompiled the plugin again with the new update; tested and fully working: https://drive.google.com/open?id=0B5E0iKDNyyECNDhyQm11Qy04b1U

See here or read further below for a full list of the new goodies in the plugin update: https://github.com/OSVR/OSVR-Unreal/blob/master/Documentation.md

Also added a link to the first post that leads to an OSVR GitHub page that explains how to calibrate the HMD.

Hello! I am the lead developer on the OSVR project at Sensics and the one currently working on the Unreal plugin.

Some things to note:

  • The plugin currently only runs in 64-bit mode. This includes the editor and the game itself. I am hoping to get the 32-bit build sorted soon but we need to add the 32-bit build to the rendermanager installer first.
  • If you have an AMD card and you are having issues with direct mode, try switching to extended mode on your server configuration (there should be some sample configs for this in your OSVR core snapshot if it is new enough).
  • We recently deprecated the old blueprint API. There were some issues with the design (e.g. it only supported a whitelist of OSVR paths in some cases) that can only be addressed with breaking changes, so we decided to deprecate early to communicate this. If you were using our BP API to get hand tracking or controller support, you should try the new unreal native controller and motion controller support we recently added instead. Otherwise, if you really need the old API we kept it in the repository in the Archived folder. See Documentation.md for instructions to re-enable it.

Thanks for trying out OSVR in Unreal. Stay tuned for some big announcements coming very soon!

Hi JeroMiya and everybody !

I tried to follow your steps to launch osvr on UE4 but when I try to play in the scene test I’ve got this crash

I have to say that everythings works fine when I play games with this osvr.
I don’t understand what I’m missing.

Thanks in advance !