They have motion controller abstraction so it should work once they compile in, I’ll have a look but **** if the compile times aren’t long with source builds ><
If you guys use motion controller input mapping then the hydra already supports the same inputs, but if you do direct binds then it will need some abstraction.
Very much appreciated getnamo !
I hear you on those compile times , usually it takes 30-45 minutes for the regular engine source build. This one took almost an hour and a half.
Granted I think my HDD is showing it’s age.
Anyone get the vr editor to work on dk2? VR Preview is greyed out and hitting the VR editor button does nothing… Do we need oculus sdk 1.0?
Edit: apparently regenerating my project files and recompiling made it work again.
It worked for me right away.
I’ve got oculus configuration utility (SDK 0.8.0.0) , Display Driver Version: 1.2.2.0 and Positional Tracker Driver Version: 1.0.14.0 installed.
Your ovr service does need to be running and the headset needs to be on of course.
Yep I had to regenerate my project files a second time and recompile for some reason to enable the editor.
First test after successful plugin comiple is looking really good! the hydras are recognized as vive /steamvr controllers and most buttons seem to map to something, but I need to fix the camera adjust and fake the touchpad I think.
EDIT: Got the Hydra Plugin working!
Example fun
Get instructions and the early release here: GitHub - getnamo/hydra-ue4 at vr-editor
Wow guys , really great job on the editor. Still a bit buggy here and there but a great experience, I’m constantly in awe of the digital wizardry you all pull off.
Thank you @getnamo for getting the Hydra working with this, much fun has been had
Is anybody able to build lighting? I changed all my lighting to static and turned off the bloom and motion blur. When I try to build I get a swarm failed to take off. Could it be a bug or is it a build problem?
You are likely missing lightmass.exe( not vr editor specific). Make sure you built it (look at the binaries folder).
I’ve success compiling UE VR editor, with Hydra plugin (Hydra working perfectly by the way ,you’re a genius Getnamo!) ) but “VR Preview” launch don’t show enabled (I’ve compiled again putting hydraplugin on “Engine” folder like Getnamo indicates, and recompiling) and when I press VR button on toolbar, nothing happens, it doesn’t start in VR editor mode. In previous versions I can run VR preview without any problem. Any ideas why it doesn’t work?
I’ve Oculus Runtime 0.8 installed and running, but only tested with DK1 (perhaps is this the problem?)
It would be great if we can use Hydra and Dk1/Dk2 with Unreal in VR mode until I’ll purchase Vive or CV1 (previously I have to decide which one to buy, mainly to work with UE, any advice would be helpfully )
Thanks for the work ,Epic and Getnamo!
I can’t speak too much on the dk2 / hydra integration with getnamo’s branch, because i haven’t tried doing it yet. But usually its grey’d out when it doesn’t detect a headset (one reason it may not be launching into VR editor either)
I’ve used both systems fairly extensively (with each of the motion controllers). Full disclosure, I am actually getting both because i was a kick starter backer for oculus, so money i was going to use to get rift i decided to get the vive. Hardware wise, both systems are a draw. You can’t go wrong with either system, there really is no “better” system. What it will come down to is ergonomics, intended functionality, space, and exclusive titles you may specifically want.
Ergonomics: Oculus - Although the weight is close to the same (I think?), the weight distribution is way better, and thats is what mainly makes the difference. Touch controllers won’t come out till later this year, but even in early stages i think they are better, especially for abstracting your hands. However, vive’s are still really good, but they make more sense when your abstracting to things that aren’t trying to imitate your hands (painting brush, tools, other non hands like objects)
Intended functionality: Oculus - Sitting (yes it CAN do roomscale, just not aswell as vive, imo), Vive - Roomscale ( yes, it CAN do seated quite well, infact when quick checking i stay seated but overall experiences are gearing for room scale for vive)
Space: Oculus Smaller/standing/seated experiences, Vive: You need some space, but i’ve set up the play space in an area 4 feet by 5 feet (their recommended minimum, but you could make it smaller if you had too)
**
Exclusive titles:** No idea about these, so you can research this. I like that valve is letting people buy games for both platforms through steam, and with vive you can play almost all your steam games in a cinema like experience (which is neat!)
**
Wrap up:** Personally as of today, if i had to get one system, it would be the vive. If the vive gets a 94, the oculus gets a 92 so its not a night and day choice and depending on your purpose those could easily flip. Because of the roomspace, i see the vive as more of a productive/creators platform (with gaming potential) which is what makes me really like it. Where oculus is geared more for gaming platform (with creative potential). Obviously you can do both on both systems, but depending on the environment you want, your choice will change. So in the end i think it comes down personal choice, i know someone who has spent equal time in both systems (like me) and he prefers oculus, which is awesome! He is wanting to use VR as mainly a gaming platform so thats what is driving his reasoning.
I probably muddied the water a bit / made it harder to decide
Thanks KRusin for your fast and accurate answers , and yes, you’ve muddied the water a bit, like me and my brain !! I do research in Virtual Reality and teaching VR and game programming, and don’t play too much; for this reason Vive was my first option, because room scale experience is a must for total immersion, but I hope Oculus can support totally it in a near future and the touch are better (I think) adapted for object manipulation (they seem more anatomical than Vive controllers for a continuous use); I’ve followed Oculus from the beginning and think it will be more popular, with more software and more apps, but Vive……I want both !!
Regarding UE not working in VR mode, I’ve tested now in Windows 7 with all Oculus runtimes (0.5 to 0.8) and in Windows 10 with 0.8 runtime; I think it’s related to DK1 , or the compilation (it gave the lightmass error at compiling, but did the .exe); I’ll must to wait until Epic publish the final editor, perhaps they’ll find the solution.
Big times for VR, we’re fortunate to live this re-born of virtual reality!
How do I make sure I built lightmass.exe? I just went into the .sln for the engine and hit build on lightmass. Is that right?
Update
That did the trip got it to work.
DK1? yeah i’m not sure if it is still supported (it could be)?
Oh neat! I just finished my graduate degree, it is unfortunate that VR is just now coming out (with positional tracking). The thesis I wanted to do, would have worked perfectly with the vive (larger positionaly tracked areas). Why couldn’t this hardware come out 1-2 years ago :-P. I kinda see the vive as having less potential limitations. However your right, it looks like oculus is have a huge push in games.
I will say motion controllers are what make VR amazing, it unfortunate that oculus doesn’t have theirs coming out sooner
Hi all, last Friday I had the chance to get my hands on the VR Editor at GDC (thanks !) and it was a blast!
It was up to my expectations, and even simpler to use; Oculus Touch controllers are extremely precise and stable (this was not always the case in my multiple experiences of Vive last week).
I have got the dev branch to compile without any trouble, and will dive into the code to see how I could help… but first I need to recover from last week, from the travel and the timeshift that is killing me;)
I have the Vive and would like to get started developing with the VR Editor. Do I need to download anything else special from Github besides the VR Editor? I’ve been seeing people also getting updates for the DK2, but obviously I do not need this for the Vive. What would I need to download?
Thanks
Download and setup like a normal github build of UE4 :). So download source -> Setup.bat -> Generatprojectfiles.bat -> Compile Development Editor x64 -> win (you will see a “VR” on toolbar).
Note: Make sure to have SteamVR open and ready to go BEFORE opening UE4
Failed to import ‘C:/UE4/UnrealEngine-dev-vr-editor/FeaturePacks/StarterContent.upack’. Failed to create asset ‘/Game/StarterContent’ is anyone else getting this?
At what stage are you getting this? When creating a new project, a new level? I’ve only tried an empty Blueprint game project with the new VR Basic level.
In case of doubt, execute Setup.bat again to check if all dependencies are up to date and unmodified on your side.
Cheers!
As I don’t have my vive till around april 5th (HTC says shipping out to arrive by then) should I bother grabbing that dev build or will in VR editing be in an official 4.11 build in time for release of Vive?
Thanks for this btw, I’ve wanted to be able to adjust things in VR ever since using UE4 with DK2 and found the on/off HMD dance got crazy at times during polishing or testing!