~/talk

Using UE4 to Develop for Oculus Rift and Oculus Quest

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [webxr, game-development]
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slides:none on file

Step‑by‑step setup for UE4 targeting Rift and Quest: enable Forward Shading, Instanced Stereo (PC) or Multi-View Direct (mobile), Start in VR and MSAA; pick Quest signing (v2) and fixed‑foveated levels per scene. Use Project Launcher’s BuildCookRun to cook and deploy, inspect UE-4Oculus.txt console commands, filter logcat (DEBUG/UE4/VrApi), attach Android Studio with Dual debug and LLDB scripts for breakpoints, capture stats with Session Frontend, analyze frames with RenderDoc and timings with GPUView.

AI-written summary · about

  1. 0:00Intro
  2. 0:51Using UE4 to Develop for Oculus HMDs Overview
  3. 1:26GitHub Oculus fork of UnrealEngine
  4. 3:36Project Settings
  5. 9:51Build Cook Run Mobile
  6. 12:11ADB logcat
  7. 13:45Android Studio
  8. 19:31Visual Studio Debugging Android projects using Visual Studio
  9. 21:03Session Frontend
  10. 23:56Session Frontent
  11. 24:31ProfileGPU
  12. 25:39RenderDoc
  13. 28:14GPUView
  14. 34:13Questions?
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