Support for Rift S with Oculus 1.37 integration in main source release

It seems the DK2 will work with the source build of the engine (4.22.2) but the Rift S will not :frowning:

I would rather not download and build the oculus integration version if possible. What is the timeline for support for the Rift S in the main source release?

I can see the project from Editor’s VR Previiew in the Rift S after building the engine from the oculus integration source. Previously I was just getting a blank screen with the regular source build. However the Rift S touch controllers are still not responding.

Any ideas on how to fix this?

Nevermind it works flawlessly … was easier to setup than I anticipated. For anyone interested here are the steps to run in your local engine source directory on the release branch.



git branch oculus
git checkout oculus
git remote add oculusvr https://github.com/Oculus-VR/UnrealEngine
git fetch oculusvr
git merge oculusvr/4.22


While not exactly the same as I did, this should work too. After that just run setup and generate the solution with -2019 and build as normal.

Hope this helps.

Does this mean I need to build from source to get Oculus Rift S support working? I am just starting VR development and was hoping it work out of the box with UE 4.22.2.

It seems that way. The oculus plugin that comes with the default engine build is too old to support the Rift S. For now you’d need to use the oculus source build until epic updates their version.

Thank you for the instructions got up and running!

its unfortunately not only the plugin that is outdated, because that could be build separately but theres a ton of custom oculus code added to the engine source (#if WITH_OCULUS_PRIVATE_CODE)
https://github.com/EpicGames/UnrealEngine/compare/4.21...Oculus-VR:4.21

thats a pretty big blocker for development imho

Is Rift S still not natively supported in 4.23?

They upgraded the integration version in 4.23. It is still not the same as latest from oculus but should support the Rift S out of the box.

Weird, I get no positional tracking when I try to use it. Never mind, it’s related to my own code.

I suppose that’s the same for the Quest, too. I see Oculus has a 4.23 branch, but it’s a few days older than the Unreal release branch for 4.23. And I saw there are conflicts, so they won’t merge in without some massaging.