Simulated Reality display visualization at the Frankfurt Motor Show (IAA)
BHTC unveils their vision of next generation glasses-free 3D displays at the IAA autoshow New display technologies are the result of Dimenco’s developments in Simulated Reality Glasses-free, full 3D instrument cluster uses patented switchable 2D/3D lens technology Big step in the design of human-technology interaction in the automotive industry Lippstadt, 06.09.2019 BHTC will demonstrate
UE4 Plugin for Scene Capture rendering to separate window
Unreal engine is a really powerful Engine, but when you try to work with custom rendering, multi-window, or your own shaders and GPU draw calls everything becomes more complicated. The main reason for over-complication is the custom-made and HUGE UE4 rendering pipeline. Essentially UE4 made something called a "slate framework" as its own GUI, which
Custom Stereo-Rendering Gem in Lumberyard
Step by step guide how you could create generic lumberyard gem and do custom stereo rendering in Lumberyard engine. https://www.youtube.com/watch?v=afZ3pDgsTwc Last version of gem you could find in Github https://github.com/Batname/StereoRendering 1. I hope you already downloaded and installed the latest version of Lumberyard. If not, you can find it here: https://aws.amazon.com/lumberyard/downloads/ 2. Create a new gem inside StarterGame
Debug UE4 build on Magic Leap device
Debug your app This deploys and launches the debuggable app to your device and attaches it to the gdbserver. Open your project in UE4. On the File menu, click Open Visual Studio. Connect your device to your computer with the USB cable. In the Solution window, right-click on the game project file, and then
Gestures tracking for Magic Leap in UE4
Magic leap gesture tracking has Blueprint functional library interface and UE4 input events interface In the examples below you can find how to call this interface from your blueprints. Below are only examples for left hand, but right hand is the same. 1. Here are all input events for magic leap gestures 2. If you need
UE4 Navmesh and AI movement for Magic Leap
Unreal Engine AI navmesh with MeshTracking Here are the steps to setup nav mesh for your AI in UE4: 1. You need to setup navmesh in editor 2. In project settings your have to set Navigation Mesh generation to Dynamic 3. In Navigation System check the Generate Only Around Invokes option 4. in pawn blueprint you need to