Unreal Engine 4 Integration

| Published 2018-12-13

Unreal Engine 4 Integration 1.32.0

These release notes describe changes to the Unreal Engine 4.21 source distribution available from the Oculus GitHub repository.

All versions of Unreal 4.10 and later include built-in support for Oculus Rift and Samsung Gear VR, including automatic stereoscopic rendering and tracking. Oculus Go support is included in Unreal 4.19 and later.

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 Version Compatibility Matrix in our Developer Guide.

New Features

  • Extended support for native sRGB rendering to PC mode through PC preview.

Integration Changes

  • Updated the Oculus Unreal Integration to 1.32.

API Changes

  • Removed Monoscopic Far-field Rendering to free up Alpha channel for future use.

Bug Fixes

  • Fixed an issue where world and tracker-locked layers would not recenter properly with a system recenter.

Known Issues

  • There's a bug affecting the ovr_SetBoundaryLookAndFeel API by which color set operations to the visualized boundary grid don't work if they're called while the HMD is not being worn.
  • 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.