Ah, you would need to be signed into a GitHub account that is linked to the UnrealEngine source in order to view those links. The commits linked to are our initial SteamVR plug-in bring up with Vive and controller support. Obviously more useful once folks have actual hardware, but I figured some might be curious.
JJ, are there any special considerations that we need to be aware of when developing content for VR using either the Rift or the Vive? Or is that all handled in the engine? If there are special considerations, how will we be able to detect what HMD the user is using in order to process those considerations?
An example would be FOV… if the Rift’s FOV is 110, and the Vive is 115, then set the game’s fov accordingly
SaviorNT: We take care of things like device specific FOV in the engine. That said, I can see it being useful to expose that information to the game, so I’ll add it to the ever growing list of tasks for consideration
Thanks for the integration JJ, makes waiting on a device that much harder
It appears we have nice blueprint level exposure to multiple controllers. This is great as our biggest plan here is to prototype new control methods with Lighthouse components.