Store Oculus/Vive/Viveport

posted in: Non classé | 0

Oculus has high requierement. Once done, Vive/Viveport while work straightforward.Oculus Build is not compatible with Vive/Viveport while Oculus must disable SteamVR plugin Unreal : To get your icon and application name wihtin the Task handler (instead of UE4Game.exe) you need … Continued

VR Games to play

posted in: Non classé | 0

Earn 30€ for you and me using this refferal link If you already own an Oculus Quest 2 but have not been referred, you still can earn the 30€! Do a factory reset of your quest 2 Use the referral … Continued

UE4 Clean project

posted in: Non classé | 0

Use versionning Right Clic on your levels, migrate to another empty project Close Unreal Delete all your Content Copy Content from your other empty project Using Sourcretree/Git, remove all new assets All remaining deletion are your unused asset, modulo languages … Continued

Unreal Stereo Capture

posted in: Non classé | 0

2 plugins Ansel plugin For Video capture, need special plugin : More options, work pretty well for monoscopic capture, but have a really bad view for close objects (2-3m) in Stereoscopic Built in with Stereo Panoramic Movie Capture More tipsWork … Continued

Unreal Localization

posted in: Non classé, Unreal | 0

Global Setup Project Settings > Packaging > > Localizations to Package Check what you need > Internationalization Support Change to what you need (EFIGS for example) Then, from blueprint use Set Current Culture (set to en, fr-FR, …) & Reopen … Continued

Rename Unreal Project

posted in: Non classé | 0

Lazy Way Executable from VR expension plugin You still need to clean your project to package (git clean -xfd) Hardcord Gamer Way Clean your Project (git clean -xfd) Change .uproject File Name Edit .uproject and rename OldName to NewName Change … Continued

New Unreal project

posted in: Non classé | 0

Create a Git repository and add a Gitignore file Check what your might need as plugins and tools to determine the right Engine version to use ProjectSettings > Collision. Clean Collision presets and keep only what you need to avoid … Continued

Unreal Log

posted in: Non classé | 0

// Like Blueprint Print UKismetSystemLibrary::PrintString(this, “Your message”); UKismetSystemLibrary::PrintString(this, FString(“Enable movement to “) + FString(enable ? “true” : “false”)); // Just to log UE_LOG(LogTemp, Warning, TEXT(“Your message”)); // Just to screen GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::White,text) If you start a print by “Error:” … Continued

Unreal editable config file for package

posted in: Non classé | 0

You can then create a config file at [YourProject]/Config/DefaultMyConfigFile.ini and add in : [/Script/PROJECT.MyNewClass] MySavedVarToConfigFile = “Edited var” Reboot Unreal Engine if you modify it or manually use a LoadConfig(); when needed. You can add a SaveConfig(); in your constructor … Continued