![]() It's been a long road, but we're finally here. Fixes for OpenXR custom bindings not persistingįull Changelog: 1.0.1.01 Installation and quick usage.Fixes incorrect CWD (Current Working Directory) breaking injection.Fixes Unicode characters in UEVR's path breaking injection.Possible fix for some silent injection failuresįull Changelog: 1.01.1.02 Installation and quick usage.Fixes some logs sometimes not getting written (for troubleshooting).Fixes a crash that could sometimes occur related to checking if the runtime is active.Fixes a crash related to the DirectInput hook.This means the UEVR frontend now explicitly passes onto the backend what runtime should be getting used.Fixes OpenVR being loaded in games that include the OpenVR plugin even though OpenXR is selected.SDK: Fixes a memory leak/crash due to a GMalloc variation that was not being found.Now warns the user if any DLLs are missing prior to injection and steps to address the issue.This allows changes to be temporarily disabled e.g.UObjectHook keybinds: Adds "Disable UObject Hook key".This is a workaround for some runtimes not telling UEVR that the headset is no longer being worn.VR Keybinds: Adds "Toggle in-game UI Key".Just looking for the download? Here: Additions It can also auto-update UEVR when a new version is released here. It also has some level of support for UEVR for automatic launching, as well as displaying user scores given to the VR compatibility of a given game. Rai Pal is a tool by Raicuparta that can go through your entire library of games and attempt to tell you what engine, and what version of that engine they are using. If nothing happens, try moving UEVR to a different folder. You may need to whitelist the UEVR folder or executable within your antivirus software for the time being. More information and troubleshooting can be found on the Documentation page. Toggle existing VR plugin nullification (if necessary).Select your desired runtime (OpenVR/OpenXR).Locate the game in the process dropdown list. ![]() Launch the frontend GUI (UEVRInjector.exe).Fixed "SceneView Compatibility Fix" causing doubling/multiplicative view matrix changesįull Changelog (frontend): 1.02.1.03 Installation and quick usageĮxtract the UEVR.zip to a folder of your choice, then:.OpenXR: Added a warning for users when XR_ERROR_LIMIT_REACHED occurs and how to solve it.OpenVR: Fixed "UI Follows View" not working.OpenVR: Fixed the in-game GUI toggle not working.IXRTrackingSystemHook: Fixed a case where a 4.27 game could incorrectly be seen as a 4.26 game, causing a crash.UpdateViewportRHI Hook: Fixed cases where this hook could cause extreme lag in some games.UObjectHook: Fixed properties within a StructProperty not being persistable.UObjectHook: Fixed paths that went through a StructProperty not being persistable.UObjectHook: Fixed duplicate attachment names not correctly being able to be opened under Attached Components.CVars: Fixed some crashes related to setting r.HZBOcclusion in the CVars without disabling Disable HZBOcclusion.Splitscreen: Partial fixes for Native Stereo (may still be best to use synced with this).Splitscreen: Fixed view index 1 having strange rotational bugs.SDK: Fixed some issues related to incorrect addresses or failures that could cause crashes.Frontend: Fixed "import config" not updating the settings in the UI.Frontend: Fixed various programs like the Windows task manager being shown as injectable.UObjectHook: Added some level of support for calling simpler functions.UObjectHook: Added finetuning sliders for offset and rotation for component attachments.UObjectHook: Added support for UInt32Property.UObjectHook: Display socket names for USceneComponent objects.This causes the UEVR menu to only open when doing a long press of 元 + R3 rather than instantly.UI: Added an option for 元 + R3 Long Press Menu Toggle under FrameworkConfig.Input: Motion controllers can now right click on the UEVR menu with the right controller's "X" button.Input: Added Left-handed Controller Inputs option (swaps left/right controller inputs).When feeling the vibration, moving the sticks causes a DPad event to occur.This works by moving either the left or right joystick to the side of your head and feeling a vibration.Input: Added two new DPad shifting methods: Gesture (Head) + Left Joystick and Gesture (Head) + Right Joystick.This is particularly useful for Mixed Reality content where you don't want the game's camera to move.Camera: Added Freeze Position and Freeze Rotation options under Camera. ![]()
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