Unreal Plugin Getting Started¶
Wave Unreal SDK provides a plugin for Unreal content. The Unreal contents can manipulate the poses of the head and controller objects by enabling Wave Unreal SDK.
We assume that you have basic knowledge on how to develop an Android app using the Unreal Engine editor and C++ language.
Go to Sample - SeaOfCube if you want to try the sample first.
Prepare your development environment¶
Android is the target platform of Vive Wave™, make sure you already know how to set Unreal Android build environment and package apk.
As the Wave Unreal SDK has not been officially integrated with Unreal Engine, do the following:
- Copy and paste WaveVR to <Your Project Folder>\Plugins\
- Copy and paste ThirdParty to <Whrere you install your UE4>\Epic Games\UE_4.20\Engine\Source\ThirdParty.
- Double-click <Your project>.uproject to launch the project.
- The following dialog box will show. Choose Yes to build the Editor
Make sure the following options have been set.
- Select “Start in VR”.
- Select “Enable Gradle instead of Ant” (Required).
- Refer to these Android SDK Settings.
Make sure Vive Wave™ is the only VR plugin enabled. turn off all other VR plugins (especially OculusVR and SteamVR) to prevent conflicts. You can do this in <EditorMenu>->Edit->Plugins->VirtualReality
How to set up Camera¶
In Unrel Engine, you can manually create a VRPawn to set up a camera on it.
We also offer WaveVR_Pawn if needed (has Beam function). This can be found in WaveVR Content\Blueprints\WaveVR_Pawn.
How to add Controller into level¶
Use the Content browswer to go to WaveVRContent->Blueprints, and then drag ControllerLoader_Blueprint into Viewport window.
How to Manipulate Device on Windows¶
Vysor is a thirdParty software to let you manipulate device through Windows desktop.
Q1: Encountered an Android license not granted issue while building using Gradle. What should I do?
A1: Go to Edit-> Project Settings-> Platforms-> Android, accept Android SDK License
Q2: Black screen while switch Mobile MSAA form No MSAA to others at Project Settings->Engine->Rendering->Mobile. What should I do?
A2: Select Mobile HDR as well to prevent this symptom.