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

NinjaGaijinNinjaGaijin Posts: 120 Oculus Staff
edited February 4 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).
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