Oculus dk1 stopped working in all versions

“Oculus Runtime version 0.8 was the final version that worked with Rift DK1. Link DK1 adventurers will forever be stuck at that point.”

Thus I think results in your problem, because the runtime verison in UE is above 0.8.
source

I have the oculus DK1 by the way,
This problem is happening to me since I installed the 15.1 version.The VR preview is now grayed out for me so now I cannot test my projects in VR or package with the VR option (alt+enter). I use to have everything working 2 weeks ago, but then installed windows 10 reinstall everything back, downloaded unreal engine 4.15 and then upgraded to 4.15.1. And then everything started with an error, every time I lunch the editor it says “Failed to initialize LibOVR” CAPI Error: -3001. Then the VR preview looked grayed out and I couldn’t package for vr or use the alt+enter option or use the vr preview anymore. So I downloaded the 4.13 and then the 4.10 with the same results. Of course I’ve installed the oculus run time several times and connected and tested the device with the oculus configuration utility and the demo works perfectly. I 've research for this but none of other people problems are like this. So Thinking about the only difference I can think off, between the old computer and this one with windows 10, is that the last time I downloaded and use unreal engine along with vr in the C drive. These time I downloaded everything to the D drive and set the vault cache there.
So it occurs to me that somehow unreal engine is unable to point to the oculus files located in the c drive, or something else is happening. Appreciate any suggestions.

"Please try to remain civil and not resort to personal attacks. To address the question, DK1 is no longer supported. DK2 is technically unsupported at this point as well, though we’ve said we will make sure it works until the end of this year to aid developers in porting their games to the consumer version. Thanks. "

If I revert back to older versions will it work then?

I have the old Oculus runtime, I works perfectly. I’m referring to installing older versions of unreal engine. Does that make sense?

Not sure if you need to find an old setup for the 0.8 runtime version to download but you could give it a try.

Yes, I meant that the runtime is the base requirement and then you could give it a try with lower engine verison but dont know if you yill have any success.

I’m downloading an older version now. I think with your explanation I have a clear path. We could say that If I Install the new runtime without the newer oculus rift, I will be able to package the project with the VR option (alt+enter), so that others can use it with their newest newest oculus versions right?

Ok I downloaded 4.10, thought I’ve already tested there but it was with 4.12. It works, the dk1 works, the vr preview works with the oculus device. So now the question is. Would those projects work with the newest oculus device or, in order to make that work I have to use the newest runtime?. If that is the case, and I don’t have the $$ for a new device could I just download the new oculus runtime, installed and star packaging projects for the new oculus device without actually having one yet??

No dude. Newer Engine Version use another oculus library version that won’t be compatible I guess. And to be honest, just try it for yourself. Maybe it does. Converting a project from 4.10 to 4.13 is no big deal for testing purposes but I am very sure it won’t work. You either buy a new oculus CV1 or stick to an older engine version. I won’t comment here anymore, pls reply to yourself to get the thread marked as answered.