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 Unreal Integration - v12.0 (12/19/2019)

NinjaGGNinjaGG Posts: 239 Oculus Staff
edited December 2019 in Unreal Development

Version 12.0 of our integration for Unreal Engine 4.24 has been released!

(Version numbers are changing to align with new standardization efforts - v12.0 comes after v1.42)

The Oculus Integration for Unreal provides support for VR applications that target the Oculus headsets. This integration enables your applications to support stereoscopic rendering, orientation tracking, and positional tracking.

For more information, see our Unreal Engine Developer Guide.
For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher: https://www.unrealengine.com/download

Oculus Source Distribution

Note: To access the latest distribution of our Oculus Source, you must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below.
You can grab the latest version of the Oculus UE4.24 Source here: https://github.com/Oculus-VR/UnrealEngine/tree/4.24

More information about this release can be found here.

Integration Changes

  • Updated OVRPlugin to version 1.44.0
  • Versioning has been changed for consistency across Oculus releases. Version 12.0 of several Oculus SDKs follow version 1.43.
  • Mask-based foveated rendering has been deprecated in version 12.0. See Oculus Rift: Mask-Based Foveated Rendering in the documentation archive if you are using this feature with an older version of the Oculus integration

Bug Fixes

  • Improvements to late-latching.
The thread for the previous version (v1.41) can be found here: https://forums.oculusvr.com/developer/discussion/81421/oculus-unreal-integration-v1-41-10-09-19
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!

Comments

  • lee17lee17 Posts: 4
    NerveGear
    hand-tracking plz...
  • masterx1234masterx1234 Posts: 81
    Hiro Protagonist
    The Oculus UE4.24 Source link is broken, leads to a 404 page. 
  • aussieburgerVRaussieburgerVR Posts: 244 Oculus Start Member
    The Oculus UE4.24 Source link is broken, leads to a 404 page. 
    See: https://forums.oculusvr.com/developer/discussion/comment/719696/#Comment_719696
  • Re-lent.lessRe-lent.less Posts: 1
    NerveGear
    Hey guys! Apologies if this isn't the right place. I was wondering if having an oculus rift s allows people to develop apps/games for the oculus quest. I'd be developing using unreal and I considered that the work is being done   by the engine and I'm just using the hmd to see the results. Anyone got any advise on this? Thanks! 
  • kcmonkeykcmonkey Posts: 6
    NerveGear
    NinjaGaijin Just submitted a ticket regarding the performance drop come with latest oculus software update.  our game is basically unplayable after this update. 
  • TurknichalTurknichal Posts: 1
    NerveGear
    I pulled down oculus-4.24.1-release-1.44.0-v12.0 and tried to compile it but got the following error in VS2015.
    Cannot open include file: 'spatialaudioclient.h': No such file or directory
  • aussieburgerVRaussieburgerVR Posts: 244 Oculus Start Member
    Hey guys! Apologies if this isn't the right place. I was wondering if having an oculus rift s allows people to develop apps/games for the oculus quest. I'd be developing using unreal and I considered that the work is being done   by the engine and I'm just using the hmd to see the results. Anyone got any advise on this? Thanks! 

    not really the right thread should have created a new one ;) but it does help speed up development time if you have a Rift to test on. Note you still need to regularly test on a Quest as well though for performance reasons.
    kcmonkey said:
    NinjaGaijin Just submitted a ticket regarding the performance drop come with latest oculus software update.  our game is basically unplayable after this update. 

    able to post a link to the ticket so we can upvote? From which oculus version did you come from?
  • NextWorldVRNextWorldVR Posts: 35
    Brain Burst
    NinjaGG said:

    Version 12.0 of our integration for Unreal Engine 4.24 has been released!

    (Version numbers are changing to align with new standardization efforts - v12.0 comes after v1.42)

    The Oculus Integration for Unreal provides support for VR applications that target the Oculus headsets. This integration enables your applications to support stereoscopic rendering, orientation tracking, and positional tracking.

    For more information, see our Unreal Engine Developer Guide.
    For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher: https://www.unrealengine.com/download

    Oculus Source Distribution

    Note: To access the latest distribution of our Oculus Source, you must log into a subscribed GitHub account first, otherwise you will get a 404 error from the link below.
    You can grab the latest version of the Oculus UE4.24 Source here: https://github.com/Oculus-VR/UnrealEngine/tree/4.24

    More information about this release can be found here.

    Integration Changes

    • Updated OVRPlugin to version 1.44.0
    • Versioning has been changed for consistency across Oculus releases. Version 12.0 of several Oculus SDKs follow version 1.43.
    • Mask-based foveated rendering has been deprecated in version 12.0. See Oculus Rift: Mask-Based Foveated Rendering in the documentation archive if you are using this feature with an older version of the Oculus integration

    Bug Fixes

    • Improvements to late-latching.
    The thread for the previous version (v1.41) can be found here: https://forums.oculusvr.com/developer/discussion/81421/oculus-unreal-integration-v1-41-10-09-19
    Hi,  I've been asking since 2016 when I started this project,.  I am about to finish my game and (though I have Valve Index and had no trouble figuring out how to get finger tracking on it working in 4 days not 4 years,...)   I'm STILL INTERESTED in trying to get "Oculus Touch' Finger Tracking working and release my game on Oculus Store exclusive for 6 months (since you did send me a free CV1 four years ago,  and since I did, work nearly every waking minute since then to make my own make AAA level game (SOLO.) that is completely exciting and unique with Characters, multiple locomotion schemes, complex story and non repetitive gameplay...
         IT SURE WOULD BE NICE TO FINALLY SEE OCULUS TOUCH FINGER TRACKING WORKING IN SOMETHING OTHER THAN HOME AND DASH.  never HAVE I BEEN ABLE TO MAKE IT WORK.  (Or even just find a simple project to reverse engineer IF ANYNE CAN SHARE A SIMPLE PROJECT WITH T WORKING,  :)  
    I fee l it's such a shame...   We all could have done SO MUCH MORE if this were,... more accessible,.  It's like,.  EPIC dropping the ball with the VR Editor,  I'm about the only one who asks or answers questions over at the dedicated VR Editor forum.  I also started a Reddit group:
    r/UE4VRMode 

    but like the forum, no one comes, says or even asks anything,. Such a shame.. I work in VR Editor every day... I prefer it to games..
       I'm about to premiere my show 'WORKING (while) IN VR'  for my few thousand youtube subscribers,.  ( youtube.com/NextWorldVR ), i'll be finalizing my game live and transparent, (but not monetized so I can play Beck, Autechre, Kruder & Dorfmeister,  Medesky, Martin and Wood--etc. Radiohead etc.. to listen while I work... 

     I hope I can spread the word about VR Editor,. I write all my own Music In VR too and will be showing my soundtrack dev live,...and will show off looking like a minor DEITY in VR building and zapping, growing and coding!   

    I hope there is going to be an easy way to add finger tracking to my project.  If the BINARY install version of Unreal were supported half as much as some 'Home Build' version (I'm a character animator,  I don't want to have to 'build' unreal engine it was enough to learn it to the point where I can do what I want (except get Oculus Touch working with good capacitive finger tracking without having to reinvent the wheel that the company with multi billions $ of resources invented already,. )

    Just,.. where is it ?  Capacitive Finger Tracking for Touch Sample Project Project file for UE4.23,   where are you?

    (I do see a whole new class of 'direct' OCULUS Blueprint entries for 4.24,  !!! capacitive ones and such that I could never find before (I could almost just figure it all out with those and animating the hand sample in 3ds Max,, or using the poses In UVRF.. .. but.. I'm making a whole game, and I'm not really ready to go to 4.24. 'midstride'..., i'm pretty happy in 4.23 for now,.. 

    THANK YOU!
  • NextWorldVRNextWorldVR Posts: 35
    Brain Burst
    IT'S SUCH A SHAME.  4 years ago these links to Oculus Lipsync SDK info, sample and examples were down and I mentioned it to anyone I thought might listen,. I come back often,..   4 years later, they are all still down. WHY  does Oculus not help its developers?  
    https://developer.oculus.com/documentation/audiosdk/1.32/concepts/audio-ovrlipsync-viseme-reference/
    https://developer.oculus.com/documentation/audiosdk/1.32/concepts/audio-ovrlipsync-using-unreal/
    https://developer.oculus.com/documentation/audiosdk/1.32/concepts/audio-ovrlipsync-sample-unreal/
    https://developer.oculus.com/documentation/audiosdk/1.32/concepts/audio-ovrlipsync-precomputed-unreal/

    I'd be happy to have access to just the first one,  (an example image of all the 15 Visemes (mouth shapes)

    When I release my game it will be in spite of Oculus' lack of help not because of it.
  • motorsepmotorsep Posts: 1,463 Oculus Start Member
    Epic just released 4.24.2 hotfix. I am hoping it won't take whole month or more to release Oculus 4.24.2 fork.
Sign In or Register to comment.