UDKOSC and Oculus Rift

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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


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).