@imperativity thankyou for the answer. Could you also give the reason? Is it too few Unreal developers (so low prio) or more for performance reasons on the gearvr?
Yes its quite sad the Oculus isn't making a better effort to support the newer versions of Unreal, yet they are releasing new Avatars for Unity. This is hurting development for the Oculus in my honest opinion.
Agree. Please, a little more support for Unreal devs too. No surprise avatars are used only in few experiences if integrating and replicating them is so poorly supported.
Proteus is Trying to bring the avatars in his free plugins for UE4, but he is having a serious problem with the new USKeletalMesh version. If somebody want to help him follow the link below.
Yes! It's me, Proteus. Will give another try this week, by re-examining all functions, one after another, and pinpoint what's going on. Avatars were working fine in 4.18; If only Epic didn't messed with USkeletalMesh in 4.19...
@beaulima9933 I Wish you all the best to bring the avatars inside 4.19 and I hope that the Oculus Dev can help you on that matter. Thanks for you time. 🙂
Hopefully you found the UE4 Avatars beta we shipped a year ago: https://developer.oculus.com/downloads/package/oculus-avatar-sdk-unreal-beta. UE4 is a high priority for us, but we haven't had a chance to develop as many samples or as much documentation for it yet. That's in-progress. We do keep up with the latest development in UE4 and you can always find our support for the latest released version at https://github.com/Oculus-VR/UnrealEngine.
Ok guys let's nail it. Cross-post with Unreal forums Discussion on 4.19 problem found at https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1446998-what-happened-to-uskeletalmesh-in-ue-4-19
4.19 version compared with 4.18 version:
First problem: runtime; Avatar is displayed but only neutral material is applied 1)Material for Body_0, Alpha Texture wrong ID; only one layer instead of 5 2)Material for Body_1, Alpha Texture wrong ID; only one layer instead of 5 3)Material for Body_3 absent 4)Material for hand_left_0 and hand_right_0 Alpha Texture wrong, baseMaskType and MaskType None instead of FRESNEL, only one layer instead of 5
Second problem: editor; Crashes for Array index out of bounds: 0 from an array of size 0, at LoadMesh
@vrdaveb is it possible to provide a tip so we can take advantage of the free plugin of @beaulima9933 . Will be nice to make a fresh start with the Oculus Avatars. Thanks.