Oculus Integration for Unreal - v1.34 (01/31/19) — Oculus
Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

Oculus Integration for Unreal - v1.34 (01/31/19)

NinjaGGNinjaGG Posts: 227 Oculus Staff
edited February 28 in Unreal Development
Version 1.34 of our integration for Unreal Engine 4.21 has been released.

You can grab the latest version of the Oculus Source Distribution of UE4.21 here: https://github.com/Oculus-VR/UnrealEngine/tree/4.21

Note: You must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link above.

More information about this release can be found here.

1.34 Update Notes

New Features

  • The Unreal Integration now adds SysTrace markers automatically with no additional configuration required. More about using SysTrace can be found in the SysTrace guide.
  • Added UI for device selection to the target Oculus devices (Android development only).

Integration Changes

  • Updated the Oculus Unreal Integration to 1.34.
  • Updated the Platform SDK to 1.32.
  • Updated the Audio Spatializer to 1.34.

Bug Fixes

  • General performance improvements/fixes.
  • Fixed an issue on Android apps where the microphone may not be released when the app backgrounds or exits.
  • Fixed an issue where an Avatar’s hands may not be in the correct location after a recenter.

Known Issues

  • There's a bug affecting the ovr_SetBoundaryLookAndFeel API by which color set operations to the visualized boundary grid don't work if they're called while the HMD is not being worn.
  • A significant drop in frame rate occurs when UE4 is not in focus in VR preview mode. To avoid this issue, uncheck the Use Less CPU when in Background in Edit > Editor Preferences > General (left sidebar) > Miscellaneous (left sidebar) > Performance.
  • Exclusive Mode issues: Setting the mirror window to full-screen exclusive mode will not work correctly if the monitor and HMD are connected to different GPUs.
If you need immediate help or want additional support/context on an issue you are having with our platform or integrations:

1. Gather any and all logs, screenshots, and version numbers of relevant software (Oculus SDK, engine, etc.)
2. Please submit a ticket here (include what you've gathered in step 1).
3. Tag me @NinjaGaijin once you have done so!
Sign In or Register to comment.