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Unreal Engine 4 Integration (Github)

Updated: Aug 11, 2021|
Version
31.0.0
The latest Oculus Integration SDK for Unreal for developers bundled with OVRPlugin, Audio SDK, and Platform SDK.

Version 31.0.0 Release Notes

These release notes describe changes to the Oculus Source Distribution for Unreal Engine available from the Oculus GitHub repository. For more information, see the Unreal Engine Developer Guide.

The Oculus GitHub distribution of Unreal Engine source code includes the latest SDKs and provides the most recent features. Access requires a GitHub account subscribed to the private EpicGames/UnrealEngine repository (instructions here).

Note: To access the files on GitHub, you must be logged into a subscribed account, otherwise you will get a 404 error when accessing the following link.
  • What's New

  • Added Graphics Showcase sample. Run Setup.bat or Setup.sh to download the content directories for the sample.
  • Added performant tone mapping techniques for Quest that use Vulkan subpasses for Fades in Level Sequences and for Scene Color Tint, Color Grading LUT, and Vignettes in Post Process Volumes. For an example of them in action, see the sample described above.
  • When using Perfetto to analyze Oculus apps built with UE4, you can now see track event markers.
  • When packaging Oculus mobile apps, the unnecessary LOCK_WAKE permission is no longer automatically added to the Android manifest.
  • In Oculus VR Plugin settings, you can now select XR API backend. To access, Project Settings > OculusVR > General > XR API. There are three options:
  • Legacy OVRPlugin: default; uses the OVRPlugin codepath and library with the CAPI/VRAPI backend (same as previous releases, most stable/compatible for now).
  • OVRPlugin OpenXR: also uses the OVRPlugin codepath but instead uses the library with the OpenXR backend (missing a few features and may not be as stable).
  • Native OpenXR: uses UE4's OpenXR codepath and is the equivalent of the OculusOpenXR plugin previously (requires the OpenXR plugin to also be enabled in UE4 and is missing some features at the moment).
  • For Vulkan mobile apps: in the case of sceneColor we have single-sample and MSAA buffers. The MSAA buffer isn't going be filled up by the GPU on tile-based renderers and memory isn't allocated for it (memory-less/transient) to save ~80Mb RAM.
  • What's Fixed

  • Fixed LateLatching mid frame submission issue on 4.26. The New UE4 code inserts extra vkQueueSubmit right after a new frame begins, delaying BeginLateLatching() a bit to avoid mid frame flushing between a BeginLateLatching and EndLateLatching pair.
  • GLSL compiler now uses correct precision on vertex shaders which was using highp before.
  • Mobile VR preview no longer renders to the wrong size after being run for the second time.
  • Fixed an instant splash screen copy failure when building APK.
  • To fix PC shader array alignment issue, disabled array-multiview optimization for PC, as it increases support matrix for not a lot of benefits (PC GPUs don't really mind doing if-else instructions).
  • Improvement

  • LastStereoSize reset messages no longer spam log cat.
  • The Oculus Platform Tool now contains a convenient download link for ODH.
  • Additional Distributions


    You can also obtain Unreal Engine as a binary from Unreal or from the GitHub repository for Epic Games, but these version of Unreal Engine contain older versions of the Oculus integration.

    For more information on the differences between different Unreal options and how to access them, see the Version Compatibility Matrix in our Developer Guide.
    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: To access the files on GitHub, you must be logged into a subscribed account, otherwise you will get a 404 error when accessing the following link.
  • Unreal Engine Binary

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