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Samsung Odyssey HMD work with VR Preview and VR template ?

I am planning to purchase this HMD, but want to make sure Unreal supports this HMD.

Product Version: UE 4.18
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asked Nov 14 '17 at 11:15 AM in VR

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ebes
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avatar image brennanjviii Jan 08 '18 at 04:15 AM

I see everyone is saying UE 4.17 is the solution when you are using the Samsung Odyssey. Where can I get a copy of UE 4.17? I cant' find it on their website. Also, when you compile your project to .EXE, does that solve the issue in UE 4.18? If so I can live with that until they fix the bug. Either way my project is on hold until I can get the VR working. Any advice on where to find UE 4.17?

Thanks

avatar image dbrueck Jan 08 '18 at 04:39 AM

For a pre-built version, open Epic Games Launcher -> Library -> Add Versions and select 4.17.2. To build from source, you can check out the 4.17 branch on github.

4.18 is broken, even when compiling to EXE.

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3 answers: sort voted first

It works, sorta - it's quite close actually. I know of two options:

  1. The official MSFT Mixed Reality APIs seem to require UWP, but UE4 doesn't currently support UWP, but there is a UWP branch of UE4 that apparently works. I haven't tried this route.

  2. MSFT announced that they are adding some sort of compatibility layer so that SteamVR-based games automatically work with Mixed Reality HMDs. This is the route we've gone - target SteamVR in UE4 and then you can use a Vive or an Odyssey (and presumably other Mixed Reality HMDs).

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.

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answered Nov 22 '17 at 03:42 PM

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dbrueck
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avatar image ebes Nov 23 '17 at 06:49 AM

Is it possible to add Cortana commands to the project using Unreal ?

avatar image jimsnomis Dec 08 '17 at 04:05 PM

I'm testing this (WMR) and having an issue where the lens correction/distortion isn't right so as you turn your head the picture is skewed. Both in packaged and VR preview in UE. Have you seen or worked around this issue?

avatar image dbrueck Dec 08 '17 at 04:08 PM

Yeah, see that link above - so far the only workaround I've found is to use 4.17 - for me, 4.17 works fine, but 4.18 does not. I haven't found a real workaround for 4.18 yet though. :(

avatar image jimsnomis Dec 08 '17 at 04:15 PM

Thanks for the info, back to 4.17 it is for the moment!

Also having a go at using the UWP branch https://github.com/MICROSOFT-XBOX-ATG/MICROSOFT_UWP_UNREAL will report back.

avatar image jimsnomis Dec 08 '17 at 04:33 PM

Yep confirmed here, the 4.17 build of my app is fine so it's a regression in 4.18

avatar image dbrueck Dec 08 '17 at 07:08 PM

Yay, glad to hear others can see it. If you don't mind voting up the bug question here https://answers.unrealengine.com/questions/728334/bug-with-steamvr-beta-vr-preview-is-crossed-eyed-b.html I'd appreciate it - I'd love to get someone from Epic to at least confirm it, if not fix it outright - I'm worried we won't get it fixed in 4.19 if they don't see it.

avatar image J_Paul Dec 19 '17 at 01:02 AM

I was having this same issue with my Samsung HMD Odyssey and was able to come up with a fix.

I created a bug report (with fix linked) here: https://answers.unrealengine.com/questions/737630/windows-mixed-reality-device-screen-distortion-ste.html Please upvote it to get this fixed ASAP!

Link to my pull request to fix the distortion issue in 4.18 here: https://github.com/EpicGames/UnrealEngine/pull/4354 If you want to build the engine from source, this will fix the issue and get it working before Epic Games fixes it.

avatar image danielmn Jan 02 '18 at 05:23 PM

I want to say thank you guys for the info.

I am using the Samsumg Odyssey.

I had problems viewing in unreal 4.18 on the Vr template file. In my blank 4.18 file with only a starter pawn placed, it was viewing correctly somtimes. Once I implemented some of the Vr template blueprints, the viewing was breaking again. Camera alignments were off, I think it was still in stereo but the convergence of the cameras was wrong.

I migrated back to 4.17.2 and Vr template file and blank project file both viewed correctly in VR Preview mode and in the final Package (.exe) .

I hope this gets fixed for 4.19.

Thanks again.

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At this moment it doesn't as far as I know. I purchased one for this very reason.

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answered Nov 14 '17 at 07:58 PM

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lapbar
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avatar image ebes Nov 15 '17 at 05:06 AM

Not even the VR Preview?

avatar image danielmn Jan 02 '18 at 05:23 PM

I want to say thank you guys for the info.

I am using the Samsumg Odyssey.

I had problems viewing in unreal 4.18 on the Vr template file. In my blank 4.18 file with only a starter pawn placed, it was viewing correctly somtimes. Once I implemented some of the Vr template blueprints, the viewing was breaking again. Camera alignments were off, I think it was still in stereo but the convergence of the cameras was wrong.

I migrated back to 4.17.2 and Vr template file and blank project file both viewed correctly in VR Preview mode and in the final Package (.exe) .

I hope this gets fixed for 4.19.

Thanks again.

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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.

Thanks Dan

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answered Mar 06 '18 at 03:22 PM

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danielmn
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