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How to make Oculus Rift DK1 Rotation work in UE 4.10

I'm making a game that's supposed to use the Oculus Rift DK1 for its VR aspect, but when I try it on VR Preview, UE doesn't react to the motion of the hmd. I tried it before using runtime 0.4, windows 10 and unreal 4.7 and, after I got the VR Preview to go out, the game automatically registers the rotations of the oculus. Now, it doesn't work. I've tried using the blueprint steps in the link below, but it still doesn't work. Do you have any possible solutions in mind (sorry for any post errors, first time posting here, really desperate :(( ). Thank you!

https://wiki.unrealengine.com/Oculus_Rift_Separate_View

Runtime: 0.8 OS: Windows 10 Unreal: 4.10

Processor: Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz (4 CPUs), ~2.5GHz Memory: 4096MB RAM Graphics: Nvidia 630M

Product Version: UE 4.10
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asked Mar 07 '16 at 01:13 PM in VR

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Jackpotist
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avatar image gnarbarian Mar 19 '16 at 12:33 AM

I'm having issues here too. I can't even get any output to display on the DK1. I'm also on oculus runtime 0.8 and UE4 4.10.4

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Oculus runtime version support for DK1 stopped in V0.6+, download v0.5.0.1 or earlier and the Oculus DK1 should be detected again.

However, I know this question is asking about 4.10, but the only engine I managed to get running with DK1, was 4.7.

Also note that the DK1 is incompatible with windows 10, you'll need win 7 or 8.

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answered Sep 19 '16 at 03:00 PM

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T3
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