**Version 6.1
Latest commit July 17, 2019**
What can I do with that, that I cannot do with the “VR Template” in Unreal?
Well, rapidly: It’s single or multiplayer (LAN, Oculus Home or Steam); It uses Oculus Avatars (or not); It uses voice over IP (VOIP); full of nice features fully using Oculus functions; compatible Oculus Go/Quest/Rift/S and HTC Vive; minimum use of C++ (but still some, since some methods not possible only in blueprints); hey, we were the first to propose a template back in 2016!
FOR NOOBS: This is super simple. Even if you think Visual Studio is the name of a VFX/Hollywood startup somewhere around LA with people working in open spaces and flip-flops, it requires few manipulations to set up; I could add few instructions how-to on demand.
Download it at GitHub - ProteusVRpublic/ProteusTemplate: Single/Multiplayer VR Template for Touch/Vive Controllers and Avatars
Compatible with the following Unreal Engine versions:
Unreal Engine 4.22*, latest commit e28248e (June 7, 2019), found at https://github.com/Oculus-VR/UnrealEngine
** minor changes to the engine possibly / mandatory required*
What’s new in version 6.1
- Unreal 4.22.2
- HTC Vive compatible
- HTC Vive camera access
- Thoroughly tested with Oculus Quest
- Highlight selected object compatible with Oculus Quest
- Small dot selector on widgets
- Possible to play Stereo CubeMap or Over-Under Images or Videos
Compatibility
- Oculus Plugin 1.38
- Oculus Platform SDK 1.32
- Oculus Audio SDK 1.34
- Oculus Avatar SDK 1.36
- Steam Platform 1.39
COMPILING UNREAL ENGINE FROM SOURCE
- Download the Unreal Engine .zip file from github (or sync through github app)
- Unzip
- Setup.bat
- Replace \Engine\Plugins\Runtime\Oculus\OculusAvatar with the files provided
- GenerateProjectFiles.bat
- Open UE4.sln with Visual Studio
- Make the modifications needed to the engine if needed (SEE NEXT PAGE)
- Build UE4
- Build UnrealLightmass
then
- Download the latest Template .zip from github (or sync through github app)
- Right-mouse click on .uproject, Switch Unreal Engine Version, for correct engine version
-
- Open .sln with Visual Studio
- Build
- Now ready to open .uproject
DO I NEED TO MAKE MODIFICATIONS TO THE ENGINE?
- I want to develop for Oculus Quest and/or Go
change
\Engine\Plugins\Online\OnlineSubsystemOculus\Source\Private\OculusIdentityCallbackProxy.cpp
Line 26
from:
DelegateHandle = Online::GetIdentityInterface()->AddOnLoginCompleteDelegate_Handle(
to:
DelegateHandle = OculusIdentityInterface->AddOnLoginCompleteDelegate_Handle(
Reference: https://github.com/Oculus-VR/UnrealEngine/pull/26
- I want to use Oculus Avatars on the Quest, but I don’t have access to Quest Platform API
change
\Engine\Plugins\Runtime\Oculus\OculusVR\Source\OculusHMD\OculusMobile_APL.xml
Line 223
from:
com.oculus.svclib.OVREntitlementChecker.doAutomatedCheck(this);
to:
<!-- com.oculus.svclib.OVREntitlementChecker.doAutomatedCheck(this); –>
- I want to nativize assets without errors when compiling
change
\Engine\Source\Runtime\Engine\Classes\GameFramework\PlayerController.h
line 1053 private to public, because ‘PlayDynamicForceFeedback’ is a private member of ‘APlayerController’, for reasons unknown
Reference: PlayDynamicForceFeedback node in 4.20 fails to cook - Blueprint - Epic Developer Community Forums
REST OF DOCUMENTATION FOUND IN PDF FILE.