Single/Multiplayer, Touch & Vive blueprint only Template

Try this (I’ve just tried it today - 30.08.2019):

  1. Clone the repo as it is from : GitHub - ProteusVRpublic/ProteusTemplate: Single/Multiplayer VR Template for Touch/Vive Controllers and Avatars
  2. After unzipping it, right click on the .uproject and select “Switch Unreal Engine version…”, select from the drop-down menu the engine that you already (hopefully) have downloaded the source code for and have compiled (for example I’ve tested it out with this one: https://github.com/Oculus-VR/UnrealEngine/tree/oculus-4.22.2-release-1.38.0). This will generate a solution file for you, if you have Visual Studio (I have Visual Studio 2019)
  3. Navigate to this folder: Engine\Plugins\Runtime\Oculus] from your UE4 downloaded and compiled source code. Make a backup of the folder named “OculusAvatar” (just in case)
  4. Open the zip file named “OculusAvatar” in the () project root folder where the .uproject and .sln files are located. Unzip (drag-and-drop for example) the OculusAvatar folder in the folder mentioned in step 3. , so that you are replacing all the content.
  5. So far, so good. Open the .sln solution file in Visual Studio, find under “Games” the project, right click -> Build. Wait until it’s done. There shouldn’t be any errors.
  6. Now you will be ready to double-click the .uproject file and open the project in the Unreal Editor. Fingers crossed.

P.S. Be prepared to compile about 8k shaders if you are about to open the project for first time.

This is more detailed step-by-step version of the recent ’ comment:
@Kingslayer_j Important to replace the original OculusAvatar plugin with mine in runtime/plugins/oculus. If not you’ll get build errors for many reasons, since I refer to a few custom functions I put in OvrAvatar.cpp, and I use OvrAvatarManager as an FClass instead of an UObject.”