Changelog:
• Added support for UE 5.0, 5.1
• UE 4.27 has not yet been updated to v2.0.0
• Added warning when DirectX 11, SteamVR are not prioritized in the project config
• LIV currently requires DirectX 11 + SteamVR
• This shouldn't affect your project unless you rely on OpenXR-specific plugins
• Removed CaptureMeshClipPlane(No)PostProcess
• Games will now use CaptureSingle by default unless CaptureGlobalClipPlane(No)PostProcess was previously specified
• For more information, see "Advanced Integration": https://docs.liv.tv/sdk-for-unreal/integrating-liv
• Removed dead code, many unused shaders
• C++, shader compilation times should improve
• Fixed a bug where textures' dimensions would be incorrect due to RDG texture pooling
• Fixed a bug where textures' colors were not being converted between linear/sRGB
• Fixed a bug where the LIV module would load on non-Win64-client target platforms, then sit idle (e.g. Linux server and Android/Quest standalone)
Known issues:
• Some versions of the Oculus/Unreal Engine fork don't compile due to "EyeAdaptationCS"|
As always, please let us know about any bugs that come up!
TheNewJavaman#3966
Download: https://dev.liv.tv/games