10-21-2019 04:39 AM
10-21-2019 06:15 AM
10-21-2019 06:11 PM
aussieburgerVR said:
You need to activate the OculusVR plugin first as per the first 2 steps of the link:
- Select Edit > Project Settings.
- Scroll down and select Plugins > OculusVR.
Do you have the plugin enabled? If you have the plugin enabled but don't see the plugin settings under project settings then you are using an old version of the engine that did not have these settings in place yet. Which version of the unreal engine are you using and from which Branch?
10-22-2019 02:21 AM
hcenteno said:
aussieburgerVR said:
You need to activate the OculusVR plugin first as per the first 2 steps of the link:
- Select Edit > Project Settings.
- Scroll down and select Plugins > OculusVR.
Do you have the plugin enabled? If you have the plugin enabled but don't see the plugin settings under project settings then you are using an old version of the engine that did not have these settings in place yet. Which version of the unreal engine are you using and from which Branch?
Thanks for your reply. I do have the plugin enabled and I'm using the latest 4.23 Unreal Oculus integration I built from GitHub. I just realized that for some reason my link to the AnsweHub post didn't show in my first post. As you can see here: https://answers.unrealengine.com/questions/922678/view.html other developers are experiencing the same issue and you can see that an Epic Games staff found out that for that entry to appear the Oculus software needs to be installed. To confirm I went ahead and installed the over 23 GB of Oculus software (why does it have to be so large? it should be modularized for those who only want the drivers) and indeed the OculusVR setting showed up in Unreal Engine after starting the Oculus application. So it seems that the plugin is checking for something related to the Oculus software before activating those settings (?).
10-23-2019 12:29 PM
aussieburgerVR said:
Ah ok good to know! I've already the oculus software installed so the reason why I always see it 🙂I agree it should be modular for those not using a Rift, but actually I highly recommend using a Rift for development testing in editor to speed up development times rather than exporting every minor tweak to the Quest / Go. Couldn't imagine not doing that actually...
07-25-2020 04:36 AM