We’ve been following the progress of UE4 Rollercoaster for quite some time. It was initially released back in April, after developer Teddy0k added a simple track and physics system to the Unreal Engine 4 Realistic Room demo. Over the following months he adjusted the track layout, implemented a custom physics engine, updated it with DK2 support and even added a “jump” in the track which threw players over and through a lampshade.
Now he’s back with the final version, released yesterday on the Oculus Development forum. Here’s the change-log for version 1.0:
- Updated to Unreal Engine v4.4.1
- Added fixed timestep simulation to physics to ensure rollercoaster behaves the same at any frame rate
- Added an option to lock the camera’s pitch to the track (press c)
- Some more optimizations
We’d highly recommend enabling the camera pitch setting (press c when in-game), because it heightens the sense of motion immensely. However, those who suffer even the slightest motion sickness when playing the Rift might want to leave it off.