Unreal Engine 4.8 Preview

How hard do you guys think it’d be to maintain Oculus 0.5 SDK plugin for 4.8 going into release version (myself, I mean)? reason I ask is because like quite a lot of DK2 users, I have an IPD outside 64mm “perfect IPD”, which makes it really uncomfortable to use (causes headaches/sim sickness) when used with default lens separation on Rift. To fix this, I have some 3D printed plastic addons for lens cups that separate them out to 69mm, which makes it actually usable (better 3D effect, view is clear, doesn’t cause sickness or headaches).

Up until 0.6 SDK, maker of separators had a tool that intercepted messages from Oculus runtime service and changed lens separation value (which, again, is separate from IPD setting and controls distance between viewports) to 69mm value that physical separators change it to (there are also narrowers, since same problem happens with narrow IPD users).

This is a major issue for me because it means I effectively can’t utilized 4.8 features if I update to release version which will have 0.6 Oculus SDK support, nor will I be able to use any VR software that’s built against 0.6 SDK. I have a couple of different projects that I need to get onto 4.8.

Anyway, so I’m just wondering if I can effectively port 4.8 p3 0.5 SDK support and plugins over into 4.8 release (when it drops) without too much headache (e.g., lots of engine-level changes and stuff)?

Edit: Looks like a new hack for updated service has been found - so I’ll just rely on that for moment :slight_smile: