Difference between revisions of "UDKOSC and Oculus Rift"
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http://gamasutra.com/blogs/NickWhiting/20130611/194007/Integrating_the_Oculus_Rift_into_Unreal_Engine_4.php | http://gamasutra.com/blogs/NickWhiting/20130611/194007/Integrating_the_Oculus_Rift_into_Unreal_Engine_4.php | ||
+ | Developer blog about HMD tracking: | ||
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+ | http://www.oculusvr.com/blog/sensor-fusion-keeping-it-simple/ | ||
Quick diff between 2013-02 and Rift 2013-03 directories: | Quick diff between 2013-02 and Rift 2013-03 directories: |
Revision as of 23:12, 13 June 2013
Gamasutra article describing Oculus integration for Unreal Engine 4's Elemental:
http://gamasutra.com/blogs/NickWhiting/20130611/194007/Integrating_the_Oculus_Rift_into_Unreal_Engine_4.php
Developer blog about HMD tracking:
http://www.oculusvr.com/blog/sensor-fusion-keeping-it-simple/
Quick diff between 2013-02 and Rift 2013-03 directories:
diff -r ./2013-02/Development/ ./UDK-2013-03-Oculus/Development/ > ~/Desktop/diff_output.txt https://developer.oculusvr.com/forums/viewtopic.php?f=44&t=1308#p17228
Head bone HMD tracking example from https://developer.oculusvr.com/forums/viewtopic.php?f=44&t=936
/* GetViewRotation always match the camera to the rotation of the eye socket */ simulated event rotator GetViewRotation() { local vector out_Loc; local rotator out_Rot; if (EyeSocket == ) return Super.GetViewRotation(); Mesh.GetSocketWorldLocationAndRotation(EyeSocket, out_Loc, out_Rot); return out_Rot; } //function to aim the head where the player looks exec function LookAt(int p, int y, int r) { local SkelControlSingleBone HeadControl; local Rotator APlace; APlace.Pitch = p; APlace.Yaw = y; APlace.Roll = r; HeadControl = SkelControlSingleBone(Mesh.FindSkelControl('HeadControl')); HeadControl.bApplyRotation = true; HeadControl.SetSkelControlStrength(1.0, 0.5); HeadControl.BlendInTime = 5.0; HeadControl.bAddRotation = true; HeadControl.BoneRotation = APlace; }
Installation basics:
1) Download the new UDK from the Oculus Developer site. 2) Go to the folder C:\UDK\UDK-2013-03\UDKGame\Config\ and edit the UDKEngine.ini, (back it up first of course) 3) In the [Engine.Stereo3D] section, change the bEnabled parameter = True 4) Optional: in the [Engine.Oculus] section, change the bEnableHud parameter = False, (as the hud is kind of messed up right now). 5) Run the UDKGame program that installed with the UDK, (should be an icon on your desktop).