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Unreal Engine 4 Integration

1.16.0 | Published 2017-06-30

Unreal Engine 4 Integration 1.16.0

These release notes describe changes to the Unreal Engine 4.16 source distribution available from the Oculus GitHub repository.

All versions of Unreal 4.10 and later include built-in support for Rift and Gear VR, including automatic stereoscopic rendering and tracking.

For more information, see our Unreal Engine Developer Guide.

Oculus Source Distribution

The following distributions of the Unreal Engine source code include the latest SDK and provide the most recent features. Access requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository (instructions here).

Note: If you are not logged into a subscribed account, you will get a 404 error from GitHub.

Unreal Source Distribution

The standard Epic source distribution hosted on GitHub is typically about a month behind the Oculus branch in feature support. Access requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository (instructions here).

Note: If you are not logged into a subscribed account, you will get a 404 error from GitHub.

Unreal Engine Binary

For beginning or casual developers, we recommend the Unreal Engine binary available through Epic’s Launcher.

For more information on the differences between different Unreal options and how to access them, see the Unreal Introduction in our Developer Guide.

1.16.0

Oculus-1.16 adds support for mixed reality capture (Rift only), which places real-world objects in VR. It allows live video footage of a Rift user to be composited with the output from a game to create combined video that showed the player in a virtual scene. For more information, see Unreal Mixed Reality Capture.

New Features

  • Oculus-1.16 adds support for mixed reality capture (Rift only), which allows live video footage of a Rift user to be composited with the output from a game to create combined video that showed the player in a virtual scene. For more information, see Unreal Mixed Reality Capture.
  • Added sample map with mixed reality capture enabled to Collaboration\Oculus\Public\MixedRealitySample.
  • Refactored Blueprints for unified Oculus plugin model. See Blueprints for more information.
  • Added Blueprints for simplified Loading Screen support.
  • Added Android graphics debugging support to our 4.16 branch. See Unreal Mixed Reality Capture for more information.
    • 4.16-oculus added RenderDoc graphics debugging support (Android only, experimental).
    • 4.16-oculus added Mali Graphics Debugger support (Android only, requires a Mali phone such as the Android GALAXY S6).

API Changes

  • Removed default loading screen. Use defaultengine.ini or loading screen Blueprints to add a loading screen to your application. See Loading Screens for more information.
  • Added anyhand setting to motion controller component. It will attach to any Gear VR Controller, whether left-handed or right-handed.

Known Issues

  • 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.
  • Stereo Layer Depth Ordering: Doesn’t support head-locked layers, only world-locked and tracker-locked.
  • UE4 Issue - UE4 builds fail when using Android SDK tools 25 or newer. Please review the UE Answers page related to this issue for more information.