mordentral
(mordentral)
November 22, 2016, 12:59am
290
Hey , have you thought about implementing a way to load a custom SteamVR skybox? It seems like is the way to do it in C++:
Quoted from: Customization of SteamVR - XR Development - Epic Developer Community Forums
"I was just looking into recently. You can do it in C++:
Code:
/** Override the skybox used in the compositor (e.g. for during level loads when the app can’t feed scene images fast enough)
Order is Front, Back, Left, Right, Top, Bottom. If only a single texture is passed, it is assumed in lat-long format.
If two are passed, it is assumed a lat-long stereo pair. /
virtual EVRCompositorError SetSkyboxOverride( VR_ARRAY_COUNT( unTextureCount ) const Texture_t *pTextures, uint32_t unTextureCount ) = 0;
/* Resets compositor skybox back to defaults. /
virtual void ClearSkyboxOverride() = 0;
https://github.com/ValveSoftware/ope...aders/openvr.h "
Edit: Thanks for implementing GrippableSkeletalMeshComponent.cpp!
I haven’t tested it yet but I am pretty sure that epic took care of that in 4.14.
NEW: VR LOADING MOVIES
The engine now supports loading movies on Oculus, GearVR, SteamVR, and PSVR. These run on the rendering thread, and can mask framerate hiccups as you load up your content. To use the splash screen, you can set a texture using the “Set Splash Screen” node, or choose to automatically have it appear when you load a map with the “Enable Auto Loading Splash Screen” node.
I’ll be doing some additions and fixes tomorrow and starting to look into starting the multiplayer. Will be at reduced free time for a bit due to the holidays.