I’ve updated the Setup.bat files for 4.10 & 4.11 integrations on github to preserve NVidia libs and responded on UnrealEngine forum. However, you’d need to get the latest 4.10 and 4.11 instead of getting them by tags 4.10.4.-1.3.0 and 4.11.0-preview-8-1.3.0 or 4.11.0-preview-6-1.3.0.
Have fixed the SteamVR issue in Oculus-VR github for 4.10 and 4.11 integrations with Oculus SDK 1.3.
The provided link returns a 404 www.github.com/oculus-vr/unrealengine
Do you have the exact github project link?
Hi, is there any ETA when the runtime 1.3 will natively supported?
From the 4.11 release notes:
“Oculus Rift 1.3.0 SDK is coming soon in Unreal Engine 4.11.1 hotfix”
You must login to github with your EpicGames github credential to see it. That URL is correct.
I hear the 1.3.0 update for Unity added Floor-level tracking for standing experiences. Any idea on when we’ll get this for UE4?
soon is a rather subjective word This could mean days, weeks,… Are you guys doing weekly releases, monthly releases, releases on the fly,…? If it is weeks, then I will follow the GitHub build suggestion.
I have been developing now without being able to enter VR mode as I do not want to uninstall/install the correct version when playing with Oculus games vs developing games with UE4.
Possible UE4 feature request: to be able to develop against a specific runtime of Oculus Rift other that the installed version on the machine. Otherwise any new update of the Oculus software will always result in not being able to enter VR mode in UE4.
I use the Oculus Runtime switcher with 1.3 and 0.8, works great: https://www.reddit.com/r/oculus/comments/4ckm38/oculus_runtime_switcher_0506070813_with_gui
Agree with TimothyBrake. Could we get a bit of an ETA? If weeks, I will integrate from Github. If days, then I’d rather wait for official launcher hotfixxxx.
I downloaded the oculus 1.3 github branch. It works but it doesn’t build the lighting. It keeps getting a swarm error.
I have checkout out the branch and built it. It works BUT when I go into the VR Preview and turn my head, the center of the camera is not correct making the camera turn around a position that is not my head but some other point. If you create a new project and use the First Person Template you can see the same effect. Try looking around a corner and you will see it does not work as expected.
It does work with a new empty project so I assume it has something to do with the camera setting being used in the blueprint. In the blueprint FirstPersonCharacter the FirstPersonCamera “locked to hmd” is checked.
Any ideas in how to fix it?
+1 on definition of “soon”. I have a CV1 and was all excited to start developing with UE4 till I saw “Oculus Rift 1.3.0 SDK is coming soon in Unreal Engine 4.11.1 hotfix”
Now I’m in limbo, waiting, for how long ?? Even a rough ballpark would be nice. I guess now I know what the Rift pre-order folk are going through
Chris, you could download the runtime switcher then you can still develop and play games that still use the other runtimes till 1.3 is fully supported.
Runtime switcher is awesome thanks!
4.11.1 has just been released and it works perfectly with Oculus runtime1.3!