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 - v1.35 (02/28/19)

NinjaGaijinNinjaGaijin Posts: 140 Oculus Staff
Version 1.35 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.

1.35 Update Notes

New Features

  • Added the Oculus System Metrics to the UE4 Profiler Tool. See the Go and Rift debugging pages for more information about using the Oculus System Metrics to optimize or debug your app.
  • Enabled .mp3 playback on Android apps in the Media Player.
  • Added MSAA support for Vulkan on PC (experimental).

Integration Changes

  • Updated the Oculus Unreal Integration to 1.35.

Bug Fixes

  • General performance improvements/fixes.
  • Fixed a crash in OculusAvatar when enabled without the Oculus Runtime installed.
  • Fixed an issue where the camera may not reflect the latest pose after recentering.

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.