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Why is the UE4 Oculus Plugin still so broken (4.8.1)?

spyro
Expert Protege
Hi there,

Even after a year or so, basic camera functionality is still broken or very hard to use (4.8.1). I don't know what is going on there but the UE4 integration just isn't reaching a stable state (only listing the problems with the camera here):

Not being able to getting the position of the camera in world- or local space as expected:
- https://answers.unrealengine.com/questi ... -mode.html

Camera manager ignores position of HMD, takes only rotation into account:
- https://answers.unrealengine.com/questi ... oesnt.html

Console command 'hmd vsync 0' doesn't work (needed for profiling):
- https://answers.unrealengine.com/questi ... -with.html

Rotation of player-pawn itself (standing on a rotating platform) isn't translated back to camera (a real classic):
- https://answers.unrealengine.com/questi ... tform.html

Not being able to obtain relative location of the tracking camera
- https://answers.unrealengine.com/questi ... roken.html

VR Preview itself is more or less completely broken since more than 2 weeks (was reported in preview-state but was released in this state anyway):
- https://answers.unrealengine.com/questi ... -work.html

It's pretty much obvious, that Epic doesn't prioritize VR integration very high and they are not the best in in doing some QA before releasing it (sorry, but that's just how it is, maybe their workload is just too heigh).

But why does Oculus not support them some more, then? Seriously, how are we supposed to develop with this? I know you guys are all doing a very though job but many of us just need a reliable working foundation for our project which doesn't require rocket-science to get it work as expected...

So please push this along some more. I really want my VR project awesome and all but I am constantly fighting bugs and have to create clunky workarounds for stuff which I expected to work out-of-the box after this long time. It really isn't fun to work with this currently.

UE4-Version: 4.8.1
SDK-Version: 0.6.0.1

Many thanks and no offense,
spyro
22 REPLIES 22

Nibre
Expert Protege
Doesn't look like ScreenPercentage is affecting it at all for me. I'm having trouble getting an example project uploaded for you so you can mess around with it, so I'll just tell you real quick how to do it;

    - In an Actor, add the 'MaterialBillboard' component in the Viewport

    - On it, go under Sprite -> Elements -> '+' to add one

    - Select a material to display on it

    - Check 'Size Is in Screen Space'

    - Set base size X/Y to something smaller than 1 (like 0.25)


Then when you view that Actor in-game, compare the fixed size it gets normally, to the size it gets in VR. For me, the VR one is twice as big.

artyom17
Expert Protege
I'll try this as soon as I have time. We are in a crunch now, thus give me some time. The bug report is created, so the issue won't be lost (as well as the 'zero-ipd issue').

Nibre
Expert Protege
No rush on the Billboard problem, I just wanted to point it out to help get it knocked out of the way. The IPD one would help a ton though. Finally got around to re-basing my project on the Oculus branch, to get that VR Preview fix—which was well worth the trouble.

I'll try to bring up any other issues I run into (even if they're not super important), so we can get this plugin as good as it can be. Thanks for responding so quickly!