Unreal 4.27 Download

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Karlotta Neifert

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Aug 4, 2024, 3:50:29 PM8/4/24
to guakopfauprec
HiI've been messing around with the new tools that came with 4.27, and I was wondering if there is a way to use the lens file we create inside Unreal In our Aximmetry projects. I've attempted to copy the results from the file that I made following a tutorial ( =H5t2BwUGqkI&ab_channel=GregCorson), and paste It into a Camera Calibration file, but I didn't reach the result I wanted (also, I couldn't copy both Focal Lenght and Horizontal FOV due to them being linked to each other and I have no Idea why) :

The relation between Focal length and Horizontal Field Of View depends on your sensor size.

Base on your Unreal calibration, you probably did not change the default Sensor Dimensions values in your Lens File in Unreal:



Blackmagic URSA Mini Pro 4.6K G2 has a 25.34mm x 14.25mm effective sensor size (Super35), so you should probably have the same size there.


Yes, I actually had the sensor dimention set in both inside Unreal and inside Aximmetry (same values that you commented!). As for anything that was different from Unreal, was that I didn't use the Nodal Offset values inside Aximmetry, everything else I've managed to copy.


One thing I forgot to check, was to move the camera inside Unreal to see if something gets misaligned, since I only tested with a tracker moving in front of the camera, the result may be different when I actually start moving the camera Itself.


Just did another calibration from scratch, while following every step with a clear mind. I think I messed up in adding the correct value of the focal length, causing the calibration to go wrong. After checking everything up again and re-calibrating the lens, everything now is working better than expected!


My situation is like this. My UE version is 4.27. The 4.25 connector was installed before and the 4.27 connector was installed later. This situation also occurs. Finally, I uninstalled all the connectors, reinstalled the 4.27 connector and returned to normal.


Our apps use a central launcher so to start those packages you must be able to get visibility of them, (new in 30, I think) so some additions to the AndroidManifest.xml are needed -- this can be done in UEDeployAndroid.cs -- there is a section that checks for API >= 30 -- and it creates a "query" section.. to this we added the following (I've included the tag to end the for ref)




Just wanted to say thank you for this! Really saved our team in time for a client demo tomorrow.



It's really unfortunate how left in the dust 4.27 is becoming. We're dreading the migration to 5.2+ for the Quest 3 (currently on Quest Pro), but it's looking like we won't have much of a choice.


Side note, I tried upgrading my project in multiple versions of UE, including 5.1, and 5.2. There are over 10,000 build warnings and over 100 build errors. You might want to get started with that update ASAP.


Hi, we are also dealing with this, your post @daver99 is incredibly useful but alas is not working for us at the moment, we are still attempting engine rebuilds trying different NDKs from 21 21d and 22 and 23.... is possible I'm wasting my time, but after I have done everything you said it worked for you and have it produce APKs that lead into the 3 dots stuck problem on startup, I'm loosing my mind.



If I find anything I will also post it here. I hate that we have to fend for ourselves in the dark like this with unreal and meta's documentation being outdated and the repository for 4.27 not getting any updates






Sorry for the quick reply, BUT IT WORKS, our issue was that we had an unintended space on like this " $STORAGE/" on one of the 2 fields and that made the apks not install correctly, you are a savior @daver99


Would you mind elaborating on your issue/solution a little more? We're also running into the issue of our APKs both not properly installing via the Meta Quest Developer Hub and now failing to upload to our release channel without any changes to our project. When uploading to our release channel, we don't get any detailed error message besides "The build you're trying to upload has failed"



However when trying to install to device via MQDH, we get this installation failure error, although the app still installs (and runs) perfectly fine when installing via the produced Install and Uninstall .bat scripts from UE:



failed to copy '[MyFullBuildPath]\main.10.com.AppDomain.AppProject.obb' to

'/sdcard/Android/obb/com.com.AppDomain.AppProject/main.10.com.AppDomain.AppProject.obb': remote secure_mkdirs failed: Operation not permitted


We haven't changed anything with our project except for update our OVR 4.27 branch to latest, which has the updated v57 API. We actually had our builds working fine with Android 32 thanks to @daver99's original posts!



Any ideas?


"The build you're trying to upload has failed" - I believe I got this generic message before when I accidentally had logged into MQDH as one of my test accounts (which was lacking upload permission) instead of my admin account.


Our issue was that I didn't apply correctly the solution disclosed by @daver99, I made a mistake writing the changes on the engine, at AndroidPlatform.Automation.cs, our mistake was having 1 rogue space on one of the STORAGE lines around line 950. We haven't yet tested if the apk is uploaded through the MQDH or installed with it, we tested only installing the APK using SideQuest, we were exhausted so we didn't have time to do the test with MQDH, but we will do this tomorrow, as today is national holiday, I will let you know how it goes but I regret that this reply might not be very useful to you.


I'm completely new to Apple.So my Situation is the following:In the company I work we have a Virtual Reality Educational Game made in Unreal Engine 4.27.Now with the release of the Apple Vision Pro we plan on making our game available on VisionOS, but like I said, we're kinda new to the Apple Enviroment and I already encountered some Problems with Building Unreal Engine 4.27 on XCode 15.2, which is a requirement for VisionOS if I understand correctly.


So what I wanted to ask is, if anyone has some experiences with porting an Unreal Engine Game into VisionOS already, what's the best guideline to accomplish that everything works out correctly. Maybe some access to a Tutorial or Guide, etc.


The first problem I encountered was some weird Errors when building the ShaderCompileWorker. Errors like "variable 'x' set but not used [-Werror,-Wunused-but-set-variable]" and "use of bitwise '&' with boolean operands [-Werror,-Wbitwise-instead-of-logical]


I know the reason why those errors are happening but I didn't want to reassamble the whole Unreal Engine Code so I was looking for a general solution but the only thing I found was People reverting to XCode 13.4.1, which is not possible when I want to use VisionOS I believe.


So now I'm thinking if a Unreal Engine 4.27 Game Port to VisionOS is a reasonable thing to do, or if it's just hardly possible to do. I would like to have some more insight about that topic, before putting a lot of work and resources into that task, only to realize that it maybe won't work at the end.


As someone whose academic advisor and contract holder also want to explore VisionOS, I'm replying to this thread to get an update myself. I spent a good bit of time this morning looking for a support email for the VisionPro, but Apple's click-through support UI doesn't have the VisionPro as one of its recognized devices yet.


Sorry for the late response.We're basically aborting the mission for now to get our Unreal Engine Game on the VisionOS.I'm explaining this from my memory so there might be mistakes:The reason was that it seems Xcode 15, which is necessary for AppleOS/Apple Vision Pro is not yet compatible with any Unreal Engine Version, I think it's planned for the 5.4 release, but information on it is kinda sparce. Since we're still using Unreal Engine 4.27 and the fact that Apple has a Partnership with Unity, it could make things more difficult to get proper support for Unreal Engine.


Hi there. Apple Vision Pro is now (recently!) a valid build target for Unreal Engine - but you're going to want to use 5.4 from source and there are a few gotchas you'll have to mind. This quickstart guide should get you most of the way there - just remember to build 5.4 from source (which isn't documented in the guide):


If you're asking if you can change your project's unreal engine version, then yes, you can freely change what engine version your project uses (if installed of course). For example, you can change your project from using 4.27 to using 5.2, but keep in mind that there are many deprecated features in newer versions from older versions.


If your project doesn't have any code or assets other than environment you downloaded then you can also simply recreate the project in Unreal 4.27 Editor and then copy Plugins folder from AirSim/Unreal/Plugins.


Unreal versions newer than Unreal 4.15 has breaking changes. So you need to modify your *.Build.cs and *.Target.cs which you can find in the Source folder of your Unreal project. So what are those changes? Below is the gist of it but you should really refer to Unreal's official 4.16 transition post.


Follow above steps to continue the upgrade. The warning box might show only "Open Copy" button. Don't click that. Instead, click on More Options which will reveal more buttons. Choose Convert-In-Place option. Caution: Always keep backup of your project first! If you don't have anything nasty, in place conversion should go through and you are now on the new version of Unreal.


The latest update works with a new 3D Config Editor that lets users easily design their nDisplay setups for LED volumes or other multi-display rendering applications. In the new version, all nDisplay-related features have been combined into a single Root Actor for easier access.


In UE4.27, users can render from multiple using Movie Render Queue, eliminating the need to go through Sequencer setups. The feature can be useful while creating a series of large stills from different viewpoints through creative iterations or variations.

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