With the newly released Unreal Engine 4.9 update by developer Epic Games, the software sees some significant updates to the virtual reality (VR) side of the game engine.
The major VR updates, which include improvements for Oculus Rift and Project Morpheus, are listed below:
SteamVR improvements include:
- Fix for latency issues that appeared in 4.8 Preview 2+
- Support for the standard Motion Controller abstraction, so both Vive controllers can route to the same player
- C++ projects are now cleanly supported by the plugin API
- Fixed missing PS4 x64 dlls (pad/morpheus) and .uplugins during staging.
- Fixed recenter command for Morpheus HMDServer builds.
- New: Removed support for the older 60hz Morpheus kits.
- Projects must upgrade to SDK 2.5 and obtain 120hz Morpheus kits.
- New: MSAA is now enabled by default when running on GearVR on Galaxy Note 4 and Galaxy S6 devices. You can disable this by setting gearvr.EnableMSAA=0 in your ConsoleVariables.ini file.
- Fixed SteamVR public module interface class not hooked up to actual module class.
- Fixed stereo rendering not working when Playing in VR while Blueprint editor was open.
- Motion Controllers are now supported through a common abstraction layer in UE4
- This means that motion controller devices will now all be available through a common interface. The HTC Vive controller is currently supported, with more (such as the PlayStation Move) to come soon.
- New: Added entitlement checking for Gear VR, which lets developers verify that their app has been purchased through the Oculus store.
- New: Leap Motion Controller now supports HMD mode, along with image passthrough.
- New: Updated engine code to support the Oculus 0.7 SDK. Engine will be hotfixed with 0.7 revisions when the runtimes are made public.
- New: Updated Gear VR support to use the 0.6.0 mobile SDK.
- Fixed Oculus plug-in forcing frame synchronization every frame. Engine will now allow one frame of buffering.
- Fixed VR PIE not showing up when editor tabs with viewports are visible.
- Fixed VR preview occasionally going black when other tabs are open.
- Fixed a crash that occurred when the Oculus service was running, but no device was plugged in.
- Exported SteamVR function library, for use in projects that want to interface with SteamVR through C++.
- Integrating fixes for Mac / Open GL virtual reality pipeline with Oculus.
- Custom Present now works with the Open GL RHI.
- Devices now update when paused.
- Set the default frame buffering for HMDs to be one frame, to support compositor-based rendering. This fixes an issue in 4.8 where non-Oculus devices were feeling laggy.
- Disable GearVR plugin for unsupported Android platforms.
- Removed libGLES3 dependency from libvrapi.so (part of Oculus mobile VR library for GearVR) so older Android versions supported.
VRFocus will continue to keep you updated with the latest details on Epic Games’ VR support, as well as any future reveals from the studio.