Samsung Odyssey HMD work with VR Preview and VR template ?
It works, sorta - it's quite close actually. I know of two options:
To try out their compatibility layer, go into Steam, find SteamVR, and in the Properties look for the Beta tab and enable betas. Once you have Steam VR Beta installed (and I had to reboot a few times), load up a 3rd party VR game from Steam just to make sure everything is working (I used Tilt Brush). Then, with SteamVR still running and with MSFT's Mixed Reality portal still open, launch UE4.
You probably don't need to do all of these steps, but that's what worked for me - after getting things working the first time, I usually just make sure the HMD is on and that the Mixed Reality portal is running (this happens automatically) before I launch my project - currently SteamVR seems to have trouble detecting the headset after the fact, so if it's not on when I start my project, I have to exit UE4 and start it first.
Anyway, here's where things get close-but-not-perfect: in VR preview, for me at least there is currently some sort of rendering issue where both eyes aren't quite pointed at the right thing (see https://answers.unrealengine.com/questions/728334/bug-with-steamvr-beta-vr-preview-is-crossed-eyed-b.html). However, when you do a build of the project, the rendering is fine.
Our project was created for the Vive and when I run a built version of it, everything seems to work more or less perfectly - all of the Vive controller buttons have a corresponding version on the Odyssey controllers, and so all of their functions map over correctly, and the tracking on the controllers is excellent. The only thing we need to change so far is that our in-game controllers look like the Vive controllers, so we'll want to swap out the skeletal mesh.
answered Nov 22 '17 at 03:42 PM
At this moment it doesn't as far as I know. I purchased one for this very reason.
answered Nov 14 '17 at 07:58 PM
wanted to update. Unreal engine build 4.19 previews, seems to be working fine with the Samsung Odyssey.
The only issue that we have not trouble shooted much is the mapping the windows touch controller, the buttons dont match up with Vive controllers. Is there a blueprint to better map these buttons.
answered Mar 06 '18 at 03:22 PM
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