Commit Graph

24 Commits

Author SHA1 Message Date
Jeff Fisher
960b6cd6de XR LockModularFeatureList fixes.
-Thread safety of Modular Features has been improved and we were hitting ensures in the render thread update of motion controllers.
-Now we are caching the IMotionController that is used for the game thread update and only attempting to use that one for the render thread update.  We are also watching for unregistered modules to null out cached IMotionControllers as necessary (this is unlikely, but if it happened it would be very bad).
#review-19473653
#rb Robert.Srinivasiah
#preflight 6255a4af3f5641db59f763ae

[CL 19723508 by Jeff Fisher in ue5-main branch]
2022-04-12 12:29:45 -04:00
jonathan bard
d8ab74f285 Fixed assert when accessing IHeadMountedDisplay modular feature on the render thread
#rb nick.whiting

#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 19612823 via CL 19613038 via CL 19613161
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19615109 by jonathan bard in ue5-main branch]
2022-04-04 17:14:50 -04:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
jason bestimt
1107d14162 #ROBOMERGE-AUTHOR: jason.bestimt
Fix for HMD errors
#jira UEVR-1191

#RB:ryan.vance
[CODEREVIEW] ryan.vance

#ROBOMERGE-SOURCE: CL 4099363 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)

[CL 4099365 by jason bestimt in Staging-4.20 branch]
2018-05-30 08:10:30 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ryan Vance
0d75f1d94e Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3636795)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 2932765 by Nick.Whiting

	Merging updated license files for Oculus libraries

Change 3480552 by Dustin.Holmes

	Added map and gamemode for calibration
	#jira UEVR-808

Change 3502253 by Nick.Whiting

	Trying to fix up p4's botch of the merge

Change 3513736 by Keli.Hlodversson

	Move duplicated late update code into a common FLateUpdateManager

	#jira UEVR-893

Change 3514798 by Mike.Beach

	#4.17
	Exposing a way for Blueprint users to remap the SteamVR controller's d-pad buttons (clashes with the Oculus mappings).

	#jira UE-42634

Change 3516042 by Dustin.Holmes

	Runtime handedness changes in Vive controllers are now reflected when a new device is connected.  Device mappings are also reset when a device disconnects, so that if it connects again it fully reregisters instead of just assuming the role it previously had.

Change 3517781 by Keli.Hlodversson

	Remove unused local variable bUseCustomPresentTexture

Change 3517951 by Mike.Beach

	#4.17
	Guarding against dereferencing a null pointer. Defaulting to the identity when we don't (yet) have a valid head pose to use.

	#jira UE-43685

Change 3518142 by Mike.Beach

	#4.17
	Resolving fallout from bad merge (CL 3514868) - checking for teminating null in array (which was added to keep ARRAY_COUNT from acting on an empty array).

Change 3523183 by Ryan.Vance

	#jira UE-46493, UEVR-661

	Fixes GearVR only displaying a black screen on startup
	Fixes GearVR rendering incorrectly with mobile multi-view w/o direct mode enabled
	Adding mobile multi-view direct support to Daydream

Change 3523718 by Nick.Whiting

	Adding core controller recentering delegate, and moving Google over to that system.

Change 3527263 by Dan.Oconnor

	Mirror 3526925 for Nick Donaldson

Change 3533596 by Dustin.Holmes

	Add garbage matte map, gamemode, and blueprints.

Change 3533598 by Dustin.Holmes

	Expose the Set Tint Color and Opacity function for Widget Components as a Blueprint node.

Change 3538139 by Mike.Beach

	Moving Oculus debug shader directly into Oculus plugin.

	#jira UE-47134

Change 3543185 by Nick.Atamas

	Address UEVR-891 : Merge in changes to Google Tango plugin.

	#jira UEVR-891

Change 3543285 by Nick.Atamas

	Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
	  Fixed UEVR-852:
	  Adjusted Google Tango Plugins copyright to Copyright Google 2017.
	  Removed Apache 2.0 license.

Change 3545505 by Nick.Atamas

	Fix UEVR-851 : some fix-ups to MeshReconHUD and overlay material now has a material parameter for tinting the reconstructed mesh to help debug visualization.

Change 3547549 by Jeff.Fisher

	Fixing DefaultSpectatorScreenController comment.

Change 3551339 by Ryan.Vance

	#jira UE-44947

	Editor primitives we not being handled correctly with ISR.

Change 3554169 by Dustin.Holmes

	Reconcile missed Mixed Reality blueprint

Change 3566825 by Mike.Beach

	Fixing some bad merges from Main (fallout from CL 3566309)

Change 3567143 by Mike.Beach

	Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

Change 3567572 by Mike.Beach

	[WIP] Adding some MR plugin dependencies to keep CIS quiet (SteamVR is just temporary, and will be removed).

Change 3569116 by Jeff.Fisher

	Mixed reality build breaks for PS4
	-Module is dependent on steamvr, so don't build it for PS4.
	-Removed unused class that doesn't compile with clang.

Change 3569362 by Mike.Beach

	Organizing MR plugin content, to make way for new calibration modes.

Change 3572802 by Jeff.Fisher

	UEVR-832 Add save/load system for calibrated camera settings
	-Moved MixedRealityConfigurationSaveGame to c++.

	#review-3571779
	#jira UEVR-832

Change 3573864 by Mike.Beach

	[WIP] Initial work on MR cam alignment controller - records point/frustum data from user input.

Change 3575900 by Jeff.Fisher

	Vive spectator flat rect expanded to match other platforms.
	-The vive 'full flat eye' rect was narrower than other platforms.  Expanded it to be closer to the other platforms.

Change 3578684 by Mike.Beach

	Static analysis fixes for CIS.

	#jira UE-48204, UE-48203, UE-48206

Change 3579460 by Mike.Beach

	[WIP] New calibration mode for camera alignment.

	#jira UEVR-785

Change 3581232 by Mike.Beach

	[WIP] Saving off alignment calibration data, and loading it on initialization. We skip alignment calibration if it has been configured.

	#jira UEVR-832

Change 3588411 by Mike.Beach

	[WIP] Adding calibration for compositing (chroma color, etc.).

	#jira UEVR-785

Change 3588541 by Mike.Beach

	[WIP] Cleaning up some display issues with the MR calibration.

	#jira UEVR-785

Change 3588680 by Mike.Beach

	Re-organizing the MR content, now that the alignment controller calibrates more than just alignment (renaming, etc.).

Change 3588694 by Mike.Beach

	Renaming the MR calibration pawn (since it doesn't do any calibrating itself).

Change 3591518 by Mike.Beach

	Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

Change 3591671 by Ryan.Vance

	Debug stereo layer support
	This adds an option to render the debug canvas to a stereo layer which greatly improves console and stat readability in an hmd.

Change 3591812 by Ryan.Vance

	Don't snap motion controllers to the origin when tracking is lost.

Change 3594681 by Mike.Beach

	[WIP] Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

Change 3596679 by Mike.Beach

	CIS fix (likely fallout from CL 3591671) - changing the order of initialization to better match the order of declaration.

Change 3598191 by Jeff.Fisher

	UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data.
	-Created MixedRealityGarbageMatteCaptureComponent.  An instance of this is spawned by and attached to MixedRealityCaptureComponent.  Saved config data is loaded into it.  It spawns a garbage matte actor.  It then captures the garbage matte actor into a render target (which is set on MixedRealityCaptureComponent).
	#jira UEVR-807

	#review-3598179

Change 3598276 by Mike.Beach

	Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

Change 3598332 by Mike.Beach

	Guarding against a blind cast in the SteamVRChaperone component, which can be used cross platform (can't assume SteamVR).

Change 3605271 by Mike.Beach

	Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

Change 3608490 by Jeff.Fisher

	UEVR-987 Social Screen PS4 need to go to 'mirroring' for hmd setup dialog because system dialogs are not visible in separate mode.
	UEVR-988 SpectatorScreen Flickering
	UE-47234 Spectator screen: need frame delay before assigning dynamically created rendertarget to spectator texture
	UE-47310 Spectator Screen: crash if you release a render target which is assigned as the spectator texture
	-Test level content for all of these bugs.

Change 3608883 by Jeff.Fisher

	UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data.
	-Set material to use the garbage matte render target.

Change 3613292 by Mike.Beach

	Moving header fcn decl up, under the proper interface section (for organization's sake).

Change 3616943 by Nick.Whiting

	Updating SteamVR libraries to 1.0.9, so we can bring back macOS support

Change 3616970 by Nick.Whiting

	Adding in steamvr visible area mesh support.  Can be toggled with vr.SteamVR.UseVisibleAreaMesh

Change 3617866 by Mike.Beach

	Updating the VR template to reflect Oculus HMD device naming that we've keyed off of in these Blueprints (when determining which VR system we're running on).

Change 3620108 by Mike.Beach

	[WIP] Adding an intermediate calibration step to tweak the MR virtual cam's alignment.

Change 3620982 by Mike.Beach

	Tying off some loose ends with the MR calibration map:
	  * Saving after each calibration phase
	  * Fixing blocked input from garbage matte creation
	  * Blocking input handling while exiting/previewing
	  * Adding minimum radius for random screen pt

Change 3621551 by Mike.Beach

	[MR] Leveraging camera support in the new media framework - working for limited cameras in calibration.

Change 3621552 by Mike.Beach

	[MR calibration] - fixing it so when you first switch into compoisiting calibration it updates the property readout.

Change 3621660 by Mike.Beach

	[MR calibration] Cleaning up how we display text (adding a struct to wrap the coresponding properties).

Change 3623323 by Dustin.Holmes

	Fix buffer overflow when using 5+ Vive generic trackers and add more Special hand designations to cover the maximum 11 trackers Vive supports

Change 3625900 by Keli.Hlodversson

	Remove fixed 16:9 aspect ratio for SteamVR and Oculus splash screens.
	Oculus was already fixed in CL#3413801, but regressed with plugin renaming and unificiation with GearVR in CL#3502152.
	#jira UE-40220 StereoLayer splash layers are hardcoded to 8 by 4.5 meters (16:9 aspect ratio)

Change 3628409 by Mike.Beach

	Speculative CIS fix.

	#jira UE-49339

Change 3628440 by Nick.Whiting

	Fix for SteamVR OSX build issues

Change 3628489 by Nick.Whiting

	Fix for win32 build break

Change 3629045 by Mike.Beach

	Shadowed variable name fix (CIS).

Change 3629202 by Arciel.Rekman

	Copying //UE4/Partner-Valve@3629179 to Dev-VR (//UE4/Dev-VR)

Change 3629340 by Nick.Atamas

	Unshelved and resolved changes from Oculus.

Change 3629772 by Ryan.Vance

	Fixing Oculus Vulkan related compile issues. This will break Oculus Vulkan support, but the code needs to be refactored anyway.

Change 3629833 by Mike.Beach

	Fixing up CIS warning introduced by Oculus 1.17 changes - "unsafe conversion" warning

	#jira UE-49376

Change 3630696 by Jeff.Fisher

	UE-49415 //UE4/Dev-VR: Incremental UE4Editor Win64 completed with errors - 5 Errors
	Switching an include to a forward declaration
	-Not sure why the previous version didn't compile on the build machine, but fewer dependencies is good.

Change 3630783 by Mike.Beach

	Fixing CIS compiler failures for our vehicle templates.

	#jira UE-49417

Change 3630802 by Mike.Beach

	Better fix than 3630783 - updating the vehicle template's stereoscopic check (fixing the VehicleHud.cpp logic as well)

	#jira UE-49417

Change 3630870 by Mike.Beach

	Pragma'ing out a function pointer cast warning. Good warning, but I figure we know what we're doing here and there's no other way around it.

	#jira UE-49376

Change 3630993 by Ryan.Vance

	Check to ensure we have a valid third camera before trying to use it.
	We could check >= 3 or if the left and right cameras are left/right stereo etc. decided to go with the simple test for now.

Change 3631322 by Jeff.Fisher

	UEVR-909 PIP in Garbage Matte
	-Added ExternalGarbageMatteActor to MixedRealityGarbageMatteCaptureComponent and exposed it to blueprint though MixedRealityCaptureComponent.  This lets us switch from using the normal mixed reality component save/load garbage matte data and instead use an external actor, in this case the actor we use to setup the garbage matte.  Then the mask is able to capture that actor live as it is edited.
	-Also implemented GetViewOwner() so that we can use SetOwnerOnlySee to prevent other cameras and captures from seeing the garbage matte actor.
	-Calibration level now uses the external garbage matte actor to let the garbate matte mask live update.  It also does a picture-in-picture preview of the mixed reality scene.  'P' can show/hide the garbage matte actor on that PIP preview.
	-Added SetUnmaskedPixelHighlightColor to MixedRealityCaptureComponent and the material.  With this one can make unmasked video pixels more obvious in the output.  The calibration level has this mapped to shift-P and makes pixels bright yellow to white.
	-Added blueprint to calibration level to make the garbage matte actor visible in the mixed reality capture.  That is bound to ctrl-g.
	-GarbageMatteActors spawned by the mixed reality capture component are now attached to the vr origin.  The calibration level now saves garbage matte mesh transforms relative to the vr origin.
	-The garbage matte mesh is now plugin content, and is referenced in the mixedrealitycomponent default object, so it is cooked in any project that includes the plugin.
	-Fog and AtmosphericFog no longer affect the garbage matte mask capture... there may be other things we need to turn off there.
	#review-3618345

	#jira UEVR-909

Change 3631362 by Keli.Hlodversson

	#jira UE-49418 Exiting Google Instant Preview displays half of the editor viewport as black.

	Note convoluted fix: passing bIsStereoScopic3D to IsActiveThisFrame. ISceneViewExtension code cannot rely on StereoRenderingDevice->IsStereoEnabled to know whether to render in stereo, as the current viewport widget may disable it. This was not a problem before the refactoring, as HMD-related viewextensions were only added to the active list after establishing that stereo indeed was enabled and allowed by the current view port widget.

Change 3631887 by Jeff.Fisher

	Fixing IsActiveThisFrame build break.

Change 3632206 by Nick.Atamas

	Fix for UE-49413.
	Registering FOculusHMD as an extensions the same way as others: now creates an XRCamera that passes all the calls back to the HMD.

Change 3632264 by Nick.Whiting

	Fix for Vive rendering getting cropped off due to invalid subrect values being submitted to the compositor.

Change 3632340 by Nick.Atamas

	Merged in change from Loren; opted for our solution to ViewExtensions instead of the one in the changelist.
	Original description below.

	Change 3632214 by Loren.McQuade@Loren.McQuade_Dev-VR on 2017/09/07 19:51:29 *pending*

	     [Dev-VR] Added OculusHMD_SceneViewExtension, PlayerPosition/PlayerOrientation values, FOculusHMD::GetRelativeEyePose cross-eyed madness (CL 3631541, 3631687)

Change 3632353 by Ryan.Vance

	#jira UE-49468

	Don't apply xr camera rotation on the player controller when not using xr tracking.

Change 3632735 by Keli.Hlodversson

	Better fix for #jira UE-49413.
	Revert oculus xr camera code and use that one can have more than one view extension registered instead.
	Use GetPriority to have the OculusHMD view extension code execute after the default xr camera.
	The xr camera subclass did not forward the calls to ISceneViewExtension to the parent, breaking various functionality such as late update.
	Fixes a crash when entering VR pie twice, back to back.

Change 3632752 by Keli.Hlodversson

	Applying change 3632592 by Loren.McQuade@Loren.McQuade_Dev-VR_Branch on 2017/09/08 02:08:22

	     [Dev-VR] Push //UE4/Partner-Oculus@3632591 #rb merge
	     //UE4/Partner-Oculus to //UE4/Dev-VR/...

	Reverted OculusHMD_XRCamera changes, as that clas has been removed in the interim.

Change 3633211 by Mike.Beach

	Backing out Oculus MotionController hiding that accidently got submitted - we decided not to adopt this change originally.

Change 3633315 by Jeff.Fisher

	merge from main with dev-platform problem children
	-expecting SDRBackBuffer stuff to be wrong.

Change 3634006 by Mike.Beach

	Resurecting Oculus clip plane settings which got dropped in the IXR refactor.

	#jira UE-49520

Change 3634639 by Keli.Hlodversson

	Avoid include cycle

	https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/68863219?stepName=UE4Editor%20Static%20Analysis%20Win64%20%28IncludeTool%29&jobId=7995809&jobName=UE4%20Dev-VR%20-%20CL%203632752%20-%20Nightly%20Build&tabGroup=diagnosticHeader&firstPage=1

Change 3634641 by Jeff.Fisher

	UE-49535 Lighting is blown out when playing in VR Preview on Vive
	-Need pixel format to be PF_B8G8R8A8 for vr, now the plugins all build their render target and use that format.

	#review-3634623

Change 3634682 by Jeff.Fisher

	IHeadMountedDisplay forward declarations needed.

Change 3634690 by Ryan.Vance

	We can't override the screen percentage when rendering for stereo

	#jira UE-49287

Change 3635970 by Keli.Hlodversson

	#jira UE-49563 Crash while opening QA-Game Referencing SharedPointer.h

	Verify that StereoRendering is valid before calling IsStereoEnabled()

Change 3635979 by Mike.Beach

	CIS static analysis fix - checking a ptr for null before we use it.

	#jira UE-49531

Change 3636059 by Mike.Beach

	Fixing XR system name aliasing for the -hmd command.

[CL 3638830 by Ryan Vance in Main branch]
2017-09-12 11:27:30 -04:00
Ben Marsh
f20a48849e Merging //UE4/Release-4.17 @ 3539194 to Release-Staging-4.17 (//UE4/Release-Staging-4.17)
#rb none
#jira

[CL 3549254 by Ben Marsh in Staging-4.17 branch]
2017-07-21 21:01:33 -04:00
Mike Beach
14d4bfaf3d Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3512802)
#lockdown Nick.Penwarden
#rb no.one

=====================================
 MAJOR FEATURES + CHANGES
=====================================

Change 3060975 by Ryan.Vance

	Integrating 3058175 from Oculus

Change 3466079 by Nick.Atamas

	Added rudimentary collision support to MrMesh.

Change 3468111 by Mike.Beach

	Give the SceneRender component's scene view a specific ViewActor (the component's owner). This lets us set bOnlyOwnerSee on components belonging to the same actor, and have it only showup in the render scene view.

Change 3468267 by Nick.Atamas

	Now using non-interleaved data in MRMeshComponent

Change 3468475 by Mike.Beach

	Initial checkin for new mixed reality plugin (WIP). New MixedReality capture component, intended to mimic a real world camera.

	Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)

	#jira UEVR-795, UEVR-789

Change 3468483 by Mike.Beach

	Marking the new MixedReality plugin as experimental (as it is incomplete and a WIP)

Change 3468511 by Mike.Beach

	CIS fixes for fallout from CL 3468475.

Change 3469754 by Mike.Beach

	CIS compiler error fixes (fallout from CL 3468475).

Change 3470407 by Mike.Beach

	*sigh* more CIS fixes (fallout from 3468475)

Change 3471494 by Douglas.Copeland

	Test content for GearVR Stereo Layers

Change 3476135 by Jeff.Fisher

	UE-45661 Duplicate .so files in GoogleVR.
	-We want the version of each file from the android_x86 style folder, but in the android\x86 folder, and the APL.xml file needed to reference the new path rather than the old path.
	-This fix was also made in Release-4.16 for 4.16.2 in cl 3476133.
	#jira UE-45661
	#review-3474770

Change 3480446 by Dustin.Holmes

	Added support for Vive Tracker.
	#jira UEVR-792

Change 3480552 by Dustin.Holmes

	Added map and gamemode for calibration
	#jira UEVR-808

Change 3483325 by Nick.Atamas

	Merging //UE4/Partner-Google-VR to Dev-VR (//UE4/Dev-VR)

	Known issue with Mac build packaging.

Change 3485969 by Nick.Atamas

	Fixed double-spacing and formatting issues.
	Converted TangoEcefUtils.cpp to follow Epic coding standards.

Change 3486071 by Nick.Atamas

	Rename/move file(s) from Plugins/Runtime/Tango/... to Plugins/Runtime/GoogleTango/...

Change 3486078 by Nick.Atamas

	Fixed non-portable (wrong case) include path.

Change 3486906 by Jeff.Fisher

	Fixing build warning about a variable being shadowed.

Change 3487245 by Jeff.Fisher

	Fixing build break in some template source files from HeadMountedDisplayFunctionLibrary move.

Change 3487827 by Nick.Atamas

	Fixing the missing platforms header; should resolve CIS warning.

Change 3488808 by Keli.Hlodversson

	Fix vr.Debug.VisualizeTrackingSensors when ViewTarget->HasActiveCameraComponent() is true.
	Also switched to use GWorld instead of passing in the current World argument to the handler as the world pointer can change for instance if turning the setting on and loading another level in the editor.
	#jira UE-45949

Change 3490841 by Nick.Atamas

	Fixing more CIS and coding standard issues related to Tango.

Change 3491038 by Nick.Atamas

	Modified GoogleInstantPreview.Build.cs to use RuntimeDependencies instead of explicit dylib/dll copying.

Change 3492481 by Jeff.Fisher

	Fixing HeadMountedDisplayTypes.h shadowed member warning.

Change 3495157 by Mike.Beach

	New XR modular feature - XRDeviceAssets. Intended to give us access to device models so we can render arbitrary devices. Implements this for SteamVR.

	#jira UEVR-829

Change 3495205 by Mike.Beach

	CIS fix (fallout from 3495157) - missing leading 'template<>' for template specializations.

Change 3495213 by Mike.Beach

	Fixing the vr.SpectatorScreenMode CVar so that it's sink function doesn't override other CVar commands that set the mode themselves.

	#jira UEVR-790

Change 3495403 by Nick.Atamas

	- Disabled Google Tango support for Win32.
	- Disabled GoogleInstantPreview files being erroneously included while building game; it is only used by Editor.
	- Renamed Tango.uplugin -> GoogleTango.uplugin
	- Fixed self-assignment in TangoImageComponent.cpp

Change 3496225 by Mike.Beach

	Fixing CIS compiler error for non-editor builds (fallout from CL 3495157).

Change 3496981 by Nick.Atamas

	GoogleInstantPreview libraries are now checked into Binaries/ThirdParty/... so that no copying from .Build.cs is necessary.

Change 3497033 by Nick.Atamas

	Going back from GoogleTango/ to Tango/. It's a bigger change that previously thought.

Change 3498487 by Nick.Whiting

	Adding option to PIE settings to NOT minimize editor when doing VR PIE

Change 3499242 by Dustin.Holmes

	Fixed static analysis warning by updating the number of devices that can have their button states tracked.

Change 3499341 by Nick.Atamas

	Hopefully fixes Mac Editor CIS.

Change 3499395 by Arciel.Rekman

	Copying //UE4/Partner-Valve@3499365 to Dev-VR (//UE4/Dev-VR)

Change 3499550 by Ryan.Vance

	Fixing compile issue.

Change 3499678 by Nick.Atamas

	- Dummy Mesh Reconsturctor now sometimes generates empty blocks to test more scenarios.
	- Removed unused code in DummyMeshReconstructorModule
	- Removed unused variable in GoogleInstantPreview.Build.cs

Change 3499840 by Nick.Atamas

	std::string needed by google's online system.

Change 3499889 by Nick.Atamas

	Fixed static code analysis CIS fails.

Change 3500007 by Nick.Whiting

	Removing Vulkan RHI dependency on a plugin, refactoring it to use an interface to check to break the dependency

Change 3500027 by Nick.Whiting

	Fixing missing include file in SteamAudio

Change 3500030 by Nick.Whiting

	Changing cast from reinterp to static.  Copypasta fail

Change 3500078 by Nick.Whiting

	Speculative fix for the builder for an error that doesn't repro locally

Change 3500086 by Nick.Atamas

	More build fixups.

Change 3500096 by Nick.Atamas

	Copying //UE4/Partner-Google-VR-Minimal at CL3499964 to Dev-VR (//UE4/Dev-VR)

Change 3500107 by Nick.Atamas

	Does this fix CIS?

Change 3500121 by Nick.Atamas

	More CIS fixing, hopefully.

Change 3500129 by Nick.Atamas

	More CIS fixing.

Change 3500713 by Nick.Whiting

	Fix for Win32 build break

Change 3500887 by Arciel.Rekman

	Fixed copyright notices and compilation errors in Steam Audio.

	(Edigrating CL 3500131)

Change 3501010 by Arciel.Rekman

	Fix shadowing error.

Change 3501230 by Nick.Atamas

	Make warning go away.

Change 3501890 by Nick.Atamas

	Moving Tango->GoogleTango. Fixup pass in next CL.

Change 3501900 by Jeff.Fisher

	UE-46265 Crash attempting to Play in VR
	-Need to call UpdateSpectatorScreenMode_RenderThread in PreRenderViewFamily_RenderThread so that the mode is set before other renderthread work decides what to do based on the mode.
	#review-3501882
	#jira UE-46256

Change 3502152 by Nick.Whiting

	Oculus Unified Plugin.  OculusHMD plugin now supports both the Rift and the GearVR in one plugin.  Minor supporting engine modifications included

Change 3502199 by Nick.Atamas

	Checking in TangoQA project with fixed-up content to point at GoogleTango plugin.
	Known issue: crash when building cooking collision for bricks with no triangles.

Change 3502215 by Nick.Atamas

	Fixed UIScale curve.

Change 3502253 by Nick.Whiting

	Trying to fix up p4's botch of the merge

Change 3502930 by Mike.Beach

	Attempt to fix build errors (fallout from CL 3502873), using new (moved/renamed) PhysX cook util struct.

Change 3503559 by Jeff.Fisher

	UE-46300 Editor process crashes when opening with Oculus HMD plugged in
	-Reimplementing spectator screen for updated oculus plugin.
	#jira UE-46300
	#review-3503455

Change 3503685 by Jeff.Fisher

	TM-SpectatorScreen
	-made the scene capture component follow the camera orientation so i can make it look at different stuff.

Change 3503695 by Nick.Whiting

	Fixes for build breaks

Change 3503819 by Jeff.Fisher

	TM-SpectatorScreen
	-Adjusted scene capture and render target to get approximately correct color in the spectator screen.

Change 3503852 by Nick.Atamas

	- Fixed crash when sending a brick with 0 data.
	- Added implementation to ClearAllBricks.

Change 3503947 by Ryan.Vance

	Fixing overspecified method definitions.

Change 3505242 by Douglas.Copeland

	Added gamepad inputs to SpectatorScreen Level BP for more efficient test setup

Change 3505307 by Douglas.Copeland

	Re-saving Emmissive_Blue Material to resolve map warning

Change 3505704 by Ryan.Vance

	We can't pass a nullptr into RenderTexture_RenderThread. Instead of checking for a mirror window here, the RenderTexture_RenderThread implementation should do the right thing. Jeff's mirrorwindow/socialscreen refactoring should handle this correctly now.

Change 3505914 by Jeff.Fisher

	UE-46370 Ensure handled when restarting Editor after disabling Oculus plugin
	-remove scaling from the pose if necessary.  It appears that when running oculus rift through steamvr the tracking reference comes through at .99 scale.  We can't build a quat out of it unless it is normalized.
	#jira UE-46370
	#review-3505892

Change 3506650 by Jack.Porter

	External Texture fixes changes from Dev-Sequencer
	- fix ENGINE_API meaning singletons were existing in each module
	- fix crash releasing an External RHITexture resource.
	- Recache uniform expressions when external textures are registered and unregistered

Change 3506653 by Jack.Porter

	Remove external texture logging that was accidentally enabled.

Change 3507043 by Mike.Beach

	Fixing CIS content errors (copied material still referencing assets from a separate plugin) - redid the material.

Change 3507231 by Ryan.Vance

	#jira UE-46426

	Fail preinit on gearvr if bPackageForGearVR is false

Change 3507822 by Jeff.Fisher

	UE-46445 Player can't move through level by holding one grip button in Editor VR Mode
	-We were passing worldscalefactor, rather than worldscale into the get controller position function.  WorldScaleFactor is worldscale / 100, making it a unitless multiplier of the world scale.  So a *magical* 100 needs to be multipled back in here.  Oculus must have found that and fixed it, looks like it was broken for 4.16.
	#jira UE-46445

Change 3508167 by Jeff.Fisher

	Fixing CheckSlow at startup on Oculus.  The head pose orientation was being initialized to zero rather than identity, which isn't so useful.

Change 3509622 by Jeff.Fisher

	Adding commented out null check to commented out implementation of ShouldDisableHiddenAndVisibileAreaMeshForSpectatorScreen_RenderThread.

Change 3509983 by Jeff.Fisher

	Fixing vr.MirrorMode alias to vr.SpectatorScreenMode
	-was trying to use a cvar that no longer exists

Change 3510188 by Ryan.Vance

	#jira UE-46454

	We need to set the render target before applying cached render targets.

Change 3510231 by Mike.Beach

	Setting up redirects for the plugin, since it was renamed from "OculusLibrary" to "OculusHMD" - ensuring that projects don't loose references in Blueprints, etc.

	#jira UE-46462

Change 3510253 by Ryan.Vance

	#jira UE-46452

	We need to execute the clear before seting up  shader state for the copy.

Change 3511627 by Mike.Beach

	Correcting some CIS warnings - Updating misc. GetWorldFromContextObject() calls since the old signature was deprecated by the latest Framework integration.

Change 3511984 by Mike.Beach

	Fixing fallout from integration with Main (CL 3511845)... common shader file renamed (to .ush instead of .usf).

Change 3512797 by Mike.Beach

	Static analysis fix - making doubly sure that we're not indexing into out of bounds memory.

Change 3512802 by Mike.Beach

	Only warning about the OculusHMD module being unavailable when it isn't loaded (otherwise, we were extraneously warning when users didn't have a rift).

	#jira UE-46575


DONE!

[CL 3512933 by Mike Beach in Main branch]
2017-06-27 23:02:31 -04:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Nick Whiting
919caf08f2 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3145687)
#lockdown Nick.Penwarden
#rb Merge

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3094167 on 2016/08/18 by Jeff.Fisher

	UEVR-97 Morpheus HMD tracking needs to wait until HMD is fully tracked.
	-Morpheus CALIBRATING/NOT_TRACKED tracking state hmd orientation update disabled and delegates added to present instructions to the user.  This behavior is controlled by morpheus ini setting bDisableHMDOrientationUntilHMDHasBeenTracked, but defaulted to true to avoid subtly bad user experiences.
	#review-3094106 @chad.taylor
	#jira UEVR-97

Change 3104799 on 2016/08/29 by Jeff.Fisher

	UEVR-178 Morpheus HMD Black crescents
	-Switched reprojection frame time for 60/120 mode from 120hz to 60hz so we much better predict where the hmd will be pointing when the frame we are about to render is actually displayed, and are run off the edge of it less often and less severely.  This makes the black crescent artifacts only just visible during very fast head turning.  The kWrapModeMirror change, which will be submitted separately, makes the left and right crescents invisible to me.
	-Renamed the functions for setting the prediction info in the PS4Tracker.
	-Added render frame parameters to sony reprojection functions, these can help with debugging reprojection.
	-Added commented out sce call to get the reprojection debug data.  Not allowed to submit an executable that calls it, but its nice to at least know where one can put it.  May improve this later.
	-Wrapped PS4Tracker->Synchronize call in a check that the tracker handle is valid, because I managed to get it called when it wasn't (probably during hmd power off testing, but I don't remember now).  It should be fine to not do it if the tracker is not functioning.
	#review-3104780 chad.taylor
	#jira UEVR-178

Change 3108423 on 2016/08/31 by Jeff.Fisher

	Morpheus Config Improvements.
	-UEVR-138 Morpheus HMD reprojection wrap mode config setting
	-Can now switch between wrap mode Mirror and ClampToBorder.  Mirror is the default.
	-Made bDisableHMDOrientationUntilHMDHasBeenTracked editable in UE4Editor project settings.
	-Using generic project setting for bStartInVR, removed the morpheus specific one.
	#jira UEVR-138
	#review-3106999 @nick.whiting

Change 3111231 on 2016/09/01 by Jeff.Fisher

	Fixed bStartInVR ini setting.
	-Initial implementation worked via a generic EnableStereo call, which worked, but happened after the hmd setup dialog, which is not what I wanted.
	-Also fixed a tracking frame mismatch assert that hit when I powered the hmd off once, causing it to lose tracking.  Its ok that it doesn't update in that circumstance.
	#review-3111211 @ryan.vance

Change 3115196 on 2016/09/06 by Keli.Hlodversson

	#jira UEVR-128
	Map move controller Select button to Invalid, as it is always handled by the system

Change 3116425 on 2016/09/07 by Chad.Taylor

	PSVR: stereo layers implementation

Change 3116593 on 2016/09/07 by Jeff.Fisher

	UEVR-126 Morpheus HMD connect dialog cancel reactions
	-VR only apps can't allow the player to cancel out of the hmd setup dialog, so lets just pop the dialog up again (sony were ok with a licencee doing this) if an ini setting says to do that.
	-VR/2D apps might want to switch to 2d if the player cancels out of the hmd setup dialog, so there is an ini setting for that.
	-A delegate only implementation is also provided for apps that want to do something else.  This leaves the game rendering in VR mode, and fires the delegate.
	-Refactored to better separate successful HMD acquisition from stereo rendering.  This was necessary to support the delegate only option on startup.  If you start in vr mode with your hmd off and cancel the dialog stereo rendering now starts with default values for the hmd hardware stats (as read from my pvt) instead of crashing trying to use uninitialized data.  When an hmd is connected its values will be read.
	-Refactored to ensure reprojection starts immediately when we call StartReprojection.
	#jira UEVR-126
	#review-3116221

Change 3116754 on 2016/09/07 by Keli.Hlodversson

	bPixelDensityAdaptive is a bool and not a float property

Change 3117692 on 2016/09/08 by Jeff.Fisher

	UEVR-135 Morpheus HMD recent feature error reporting
	UEVR-173 2DVR flexibility (UTexture)
	-Error log for sceHmdReprojectionSetOutputMinColor failure.
	-Made the parameter for 2dVR a UTexture* instead of a UTexture2D*, so it can be a rendertarget, etc.
	-Added error logs for missing texture, invalid texture, wrong texture format to 2DVR.
	#jira UEVR-135
	#jira UEVR-173
	#review-3116955 @keli.hloedversson

Change 3117990 on 2016/09/08 by Jeff.Fisher

	UEVR-127 Morpheus HMD removal reaction
	-Added VRHeadsetPutOnHead and VRHeadsetRemovedFromHead delegates, and implemented them for Morpheus.
	#jira UEVR-127
	#review-3117968 @keli.hlodversson

Change 3120198 on 2016/09/09 by Jeff.Fisher

	MorpheusReprojector frame complete wait error log
	-Now log a warning if the sceKernalWaitEqueue returns an error.  It not a problem if this happens rarely, but something is very broken if it starts happening continuously.

Change 3121754 on 2016/09/12 by Keli.Hlodversson

	#jira UE-21878 - Also emit VR initialization analytics events in the editor.

Change 3122311 on 2016/09/12 by Nick.Whiting

	Merging fix for Adreno devices rendering black from 4.13.1

Change 3123057 on 2016/09/13 by Keli.Hlodversson

	#jira UE-30097 Use the current value of r.ScreenPercentage on Occulus Rift if it's explicitly set.

	* If the SetBy part of the flags for the console var is SetBy_Constructor, then ignore the value.
	* If it's SetBy_Scalability, then ignore it if it equals 100
	* Else, call SetScreenPercentage using the current value

	The obsolete HMD SCREENPERCENTAGE console command is still available and will override the setting until r.ScreenPercentage is modified the next time.

Change 3123200 on 2016/09/13 by Chad.Taylor

	PS4 Stereo Layer double buffering. Since the overlays are reprojected at 120hz but rendered at 60hz we need to render to a separate buffer than the one being used by reprojection.

Change 3125845 on 2016/09/14 by Keli.Hlodversson

	#jira UE-33996 Add hmd=<name> command line option to allow overriding which HMD module is used.

	Renamed GetModulePriorityKeyName to simply GetModuleKeyName, as this name is now also used to match against the command line options.

Change 3127293 on 2016/09/15 by Jeff.Fisher

	UEVR-225 Morpheus HMD top and bottom black crescents
	-The hidden and visible area meshes for morpheus were too restrictive.  Nudged them out a bit, no black crescents at the top and bottom of the screen.  We are rendering a few more pixels now though.
	#review-3127145 @ryan.vance
	#jira UEVR-225

Change 3130635 on 2016/09/19 by Jeff.Fisher

	UEVR-226 Morpheus HMD mirrored fill wrong on outer edges
	-The setting was never being used, leaving the wrap mode at 0 aka kWrapModeWrap.
	-Refactored how the setting is applied so it works, and is less convoluted.
	#jira UEVR-226
	#review-3129403

Change 3131615 on 2016/09/19 by Keli.Hlodversson

	#jira UE-29341. Update Chaperone bounds when SteamVR tells us they have changed

Change 3136527 on 2016/09/22 by Keli.Hlodversson

	Don't depend on the current state of the VR subsystem when exiting PIE mode to decide whether the main window should be restored. Instead always restore it if it was minimized at the start.

Change 3136652 on 2016/09/22 by Keli.Hlodversson

	Allow shutting down Steam VR subsystem without shutting down the Steam VR plugin completely in response to quitting from the SteamVR overlay. Enabling stereo rendering again will reinitialize SteamVR. This is useful when using PIE in VR mode as it allows entereing it again without restarting the editor. Also fixes crashes by first disabinge stereo rendering a short while before shutting down the VR subsystem.

	#jira UE-35940

Change 3138901 on 2016/09/23 by Ryan.Vance

	Merging 3138521 using OdinToDevVR to bring over temporary forward lighting ISR changes for 4.14

Change 3141614 on 2016/09/27 by Keli.Hlodversson

	Implement GetNumOfTrackingSensors and GetTrackingSensorProperties on SteamVR.

	#jira UE-32994

Change 3141948 on 2016/09/27 by Jeff.Fisher

	UEVR-242 Is AddControllerYawInput not allowed when morpheus is enabled?
	-Indeed it did not work.  Looks like morpheus would not accumulate the yaw, so it would be reset every frame.  I made the implementation of ApplyHmdRotation very similar to the one used for occulus (also similar to other platforms) to fix this.
	#jira UEVR-242
	#review-3141933 keli.hlodversson

Change 3143484 on 2016/09/28 by Nick.Whiting

	Integrating Oculus 1.8 SDK support, includes support for cylinder and cubemap stereo layers

Change 3143517 on 2016/09/28 by Chad.Taylor

	Merging PS4Tracker fixes from  Release-4.13 into Dev-VR

Change 3143805 on 2016/09/28 by Keli.Hlodversson

	#jira UE-36478 Workaround to make world to meters scale apply correctly to Occulus controllers while running in PIE

Change 3143943 on 2016/09/28 by Nick.Whiting

	Merging latest drop from OSVR

Change 3144221 on 2016/09/28 by Keli.Hlodversson

	Implement GetTrackingSensorProperties on PS4
	#jira UE-32994

Change 3144352 on 2016/09/28 by Ryan.Vance

	Initial implementation of mobile multi-view.
	This is non-functioning and requires a lot more work, but enough of the framework exists to make the 4.14 branch for an experimental release.

Change 3144585 on 2016/09/29 by Jeff.Fisher

	UEVR-14 PSVR Support for 90Hz to 90Hz, and 120Hz to 120Hz
	-Enum setting added for the three frame sequences.
	-90Hz mode is trying to run camera updates at 90hz, but they can only run at 60 so every third one fails.  This works, but its dubious.
	-Feature marked as experimental for now because of that 90hz tracking issue, and the lack of testing.
	-Defaulting to 60/120.
	#jira UEVR-14
	#review-3143486 chad.taylor nick.whiting

Change 3145263 on 2016/09/29 by Nick.Whiting

	Fix for constructor initialization order in StereoLayerComponent, which threw a warning on Clang

Change 3145536 on 2016/09/29 by Nick.Whiting

	Fixes for project files to prevent mystery pop up from CAPI

Change 3145663 on 2016/09/29 by Keli.Hlodversson

	PSVR: Make sure the camera orientation returned from GetTrackingSensorProperties points in the right direction.

Change 3145670 on 2016/09/29 by Keli.Hlodversson

	For some reason the orientation of the Oculus tracking sensor is reported as pointing backwards. This flips it around to face front

Change 3145687 on 2016/09/29 by Chad.Taylor

	VR splash screen support

[CL 3146243 by Nick Whiting in Main branch]
2016-09-30 01:16:13 -04:00
Nick Whiting
ac27794af7 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3056808)
#lockdown Nick.Penwarden
#rb The Forces of Good and Evil, twixt the realms from which bugs doth come

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3026722 on 2016/06/24 by Chad.Taylor

	IStereoLayers SteamVR initial implementation

Change 3027397 on 2016/06/24 by Chad.Taylor

	SteamVR stereo layer texture updating rework. It now upadtes textures from the render thread and supports "continous update"

Change 3033004 on 2016/06/29 by Nick.Whiting

	Integrating GoogleVR plugin from Google branch

Change 3033248 on 2016/06/29 by Sam.Zamani

	Copying //Tasks/UE4/Dev-VR-Online to Dev-VR (//UE4/Dev-VR)

	Merged up to cl #3029677 from //depot/Partners/Oculus/UE4-Research/4.12-dev/Engine/Source/Runtime/Online/...
	Added PacketHandler module dependency to new OnlineSubsystemOculus module
	Replaced std::move usage with UE equivalent MoveTemp
	Trigger OnLoginStatusChanged delegate during login/logout processing of FOnlineIdentityOculus
	Implemented Oculus unique net id creation from string and byte*
	Added OnlineSubsystemOculus module as a dependency for QAGame testing
	Make sure to always call completion delegates in FOnlineFriendsOculus
	Trigger success OnMatchmakingComplete delegate in FOnlineSessionOculus::StartMatchmaking
	Fixed shadowed variable PlayerId in FOnlineSessionOculus::OnRoomInviteAccepted
	Split out 32/64bit dll dependencies of LibOVRPlatform
	Replaced "unsigned long long" with UE equivalent "uint64"
	Replaced "unsigned int" with UE equivalent "uint32"

Change 3033490 on 2016/06/29 by Jeff.Fisher

	UE-32601
	Changed from Flush to FlushImmediate when switching from rendering one eye buffer to the other on GoogleVR because we are trying to clear the immediate RHI command list.

Change 3034920 on 2016/06/30 by Chad.Taylor

	PSVR ApplyMorpheusReprojection support for separate texture per stereo eye.

Change 3038640 on 2016/07/05 by Chad.Taylor

	Fixing Morpheus "HasValidTrackingPosition" to actually return true when tracking is valid.

Change 3038940 on 2016/07/06 by Nick.Whiting

	Haptics Refactor:  Adding support for multiple types of haptics effect, defined by their data format (curves, buffer, sound waves)

Change 3040512 on 2016/07/06 by Chad.Taylor

	Fix for CopyOverOtherViewportsIfNeeded that was selecting an incorrect FSceneView. This was picking the wrong hmd mesh for render and causing strange flickering.

Change 3041314 on 2016/07/07 by Nick.Whiting

	Extending core hand types for motion tracking controllers to have external camera tracking available, as well as Special_1 - 9 for systems like STEM that have multiple special packs.

Change 3041353 on 2016/07/07 by Nick.Whiting

	Modifying SteamVR HMD detection check to use a lighter weight function that doesn't launch the compositor

Change 3043516 on 2016/07/08 by Chad.Taylor

	PSVR A3D Sound fix

Change 3043808 on 2016/07/08 by Nick.Whiting

	Fixing issue with SteamVR plugin starting while trying to detect connected HMDs, fix for editor quitting when VR Compositor quits

Change 3043840 on 2016/07/09 by Nick.Whiting

	OSVR Updated plugin, from Sensics

Change 3043958 on 2016/07/09 by Nick.Whiting

	Oculus 1.5 Support Integration

Change 3045493 on 2016/07/11 by Ryan.Vance

	Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
	PS4 multi-view copy up

Change 3046896 on 2016/07/12 by Ryan.Vance

	#jira UE-30842

	We need to also late update ShadowViewMatrices, otherwise we compute an incorrect volume for translucent lighting which manifests as flickering.
	Note: I'm not bothering to check the r.Shadow.FreezeCamera cvar here, as debugging shadowing *in vr* is probably not a case we need to support.

Change 3047272 on 2016/07/12 by Ryan.Vance

	#jira UE-30278

	We need to forward the eye index interpolator along.
	Also removed a superfluous call to resolve view.

Change 3048060 on 2016/07/13 by Nick.Whiting

	Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
	Upgrade Android and iOS GVR SDK to the latest.
	Fix the flipped vignette issue when using Unreal's post processing distortion.
	Change the Daydream & Cardboard mode to use scanline racing.
	Deprecate the ability to turn off individual UI elements.

Change 3048151 on 2016/07/13 by Nick.Whiting

	Integrating small controller initialization fix from AndroidVR-DevVR branch

Change 3048363 on 2016/07/13 by Ryan.Vance

	Fix for crash with HMDs when the adapter description isn't found. Crashing case was having monitors plugged into one adapter, and an HMD plugged into another, which caused a gap in AdapterDescription array, which later crashed in FindAdapter.

Change 3048783 on 2016/07/13 by Chad.Taylor

	Fixing up SteamVR's -vr to mimic the same behavior as Oculus and use the appropriate resolution

	#jira UE-30173

Change 3049101 on 2016/07/13 by Chad.Taylor

	Part 2 of: Fixing up SteamVR's -vr to mimic the same behavior as Oculus and use the appropriate resolution.

	Had to defer setting of the viewport size to occur after we have a valid Window.

	#jira UE-30173

Change 3050707 on 2016/07/14 by Nick.Whiting

	Fix for motion controllers on remote clients responding to local motion controllers

Change 3051043 on 2016/07/14 by Nick.Whiting

	Stub funcitonality to allow for rebasing based on other external trackers

Change 3051882 on 2016/07/15 by Nick.Whiting

	Moving OnlineSubsystemOculus to a plugin, instead of a module

Change 3053772 on 2016/07/18 by Chad.Taylor

	Code cleanup: Removing defunct IStereoRendering methods

Change 3054515 on 2016/07/18 by Chad.Taylor

	Changing HMD resolution resizing to no longer occur in "Windowed" mode because its causing an issue in VR Preview

	#jira UE-33341

Change 3056435 on 2016/07/19 by Jeff.Fisher

	UES-2981
	UEVR-13
	Implemented VRHeadsetLost and VRHeadsetReconnected Delegates for Morpheus (Playstation VR).
	https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
	#review-3056100 @nick.whiting

Change 3056491 on 2016/07/19 by Chad.Taylor

	Audio thread assertion from HandlePause being called on the game thread. Submitting on behalf of Aaron McLeran

	#jira UE-33360

[CL 3057155 by Nick Whiting in Main branch]
2016-07-20 01:48:44 -04:00
Nick Whiting
d64cd6df6d Copying //UE4/Dev-VR to //UE4/Main (Source: //UE4/Dev-VR @ 2940090)
#lockdown nick.penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2897367 on 2016/03/07 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	PS4Tracker Submit call now assigning the appropriate memory type read mode

Change 2920696 on 2016/03/23 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Fixed analytics event for VRPIE to have a description

	#jira UE-28562

Change 2925395 on 2016/03/28 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Aspect ratio and buffer clearing fixed up to properly handle non-standard viewport configurations.

	#jira UE-28816

Change 2932703 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Merging CL 2922134, fix for culling because of stale view matrices

Change 2932761 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Oculus 1.3 Engine support, merged from 4.11 stream

Change 2932762 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Removing redundant libraries for Oculus LibOVRMobile

Change 2932765 on 2016/04/04 by Nick.Whiting@nick.whiting_T7326_DevVRStream

	Merging updated license files for Oculus libraries

Change 2938342 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr

	Fixing bloom offset in stereo.

Change 2938427 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr

	Adding PSVR support for changing the screen percentage dynamically. Previously it could only be changed with ini settings and a relaunch.
	Reworked mutex use in reprojection thread. Some things weren't locked that should have been and removed a redundant mutex.

Change 2938736 on 2016/04/08 by Ryan.Vance@ryan.vance_devvr

	#jira UE-26722
	Updating ISR related code for debug view to fix tesselation.

Change 2939709 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Explicit order prioritization for ISceneViewExtensions for proper sampling order

Change 2939717 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Initial stereo layer implementation sans editor wireframe visualization

Change 2939816 on 2016/04/11 by Chad.Taylor@Chad.Taylor_Z3299_Tango

	Stereo layer compionent visualizer

[CL 2940449 by Nick Whiting in Main branch]
2016-04-11 23:01:18 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Max Preussner
6da1ab87d8 Fixed copy/paste comment.
[CL 2597173 by Max Preussner in Main branch]
2015-06-23 11:24:35 -04:00
Nick Whiting
9188e708fc #oculus Updating to 0.5.0 runtimes, support for Canvas in 3D, common code added for GearVR / desktop (UE-14204)
[CL 2537769 by Nick Whiting in Main branch]
2015-05-05 13:46:42 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Nick Whiting
c02685ab7f #ue4 Adding HMD module priority order, which you can specify in your Engine.ini if you need to force a priority on which HMD to use when multiple are present
[CL 2330547 by Nick Whiting in Main branch]
2014-10-15 15:13:19 -04:00
JJ Hoesing
8391b873d4 Interface level changes in preparation for Oculus 0.4 integration.
#codereview Nick.Whiting

[CL 2244782 by JJ Hoesing in Main branch]
2014-08-05 17:36:56 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00