Yea I've been stuck on this problem for a bit and my game relies on multiplayer with hand controls :/
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Razer Hydra Plugin
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Hey, just want to start by saying thank you for making this plugin, it is pretty darn convenient and has worked well -so far :P
I'm having a packaging problem. I have never successfully packaged a project with working hydra stuff. I've started a new project to make sure it's nothing else. The project packages fine when the hydraplugin-containing actor is not in the level, but as soon as I add one, the program starts crashing on start, giving nothing but an empty UE crash reporter (another project gives an empty "Fatal error!", though it is maybe-possible that that is due to something other than hydra).
I've done the "compile with an empty class" and "add the dll to Binaries/Win64" thing. Any suggestions?Last edited by hamishtodd1; 02-02-2016, 05:16 AM.
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Originally posted by Lasyavez View PostYea I've been stuck on this problem for a bit and my game relies on multiplayer with hand controls :/Storyteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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When I try to launch a standalone player I get this
Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_HydraPlugin_9096!FHydraPlugin:ataDelegate() [c:\unreal\secondexperimentbackup\plugins\hydraplugin\source\hydraplugin\private\fhydraplugin.cpp:854]
UE4Editor_HydraPlugin_9096!UHydraPluginComponent::InitializeComponent() [c:\unreal\secondexperimentbackup\plugins\hydraplugin\source\hydraplugin\private\hydracomponent.cpp:21]
UE4Editor_Engine!AActor::InitializeComponents() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:3743]
UE4Editor_Engine!AActor::PostActorConstruction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2599]
UE4Editor_Engine!AActor::FinishSpawning() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2578]
UE4Editor_Engine!AActor::PostSpawnInitialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2534]
UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\levelactor.cpp:430]
UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\levelactor.cpp:267]
UE4Editor_Engine!AGameMode::SpawnDefaultPawnFor_Implementation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:1272]
UE4Editor_Engine!AGameMode::execSpawnDefaultPawnFor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\classes\gameframework\gamemode.h:67]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1046]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor_Engine!AGameMode::SpawnDefaultPawnFor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\intermediate\build\win64\ue4editor\inc\engine\engine.generated.1.cpp:4659]
UE4Editor_Engine!AGameMode::RestartPlayer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:461]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:589]
UE4Editor_Engine!AGameMode::SetMatchState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:721]
UE4Editor_Engine!AGameMode::StartMatch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:582]
UE4Editor_Engine!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\world.cpp:3050]
UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\unrealengine.cpp:9667]
UE4Editor_Engine!UEngine::Browse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\unrealengine.cpp:8742]
UE4Editor_Engine!UGameInstance::StartGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gameinstance.cpp:321]
UE4Editor_Engine!UGameEngine::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gameengine.cpp:503]
UE4Editor!FEngineLoop::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2095]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:136]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
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Originally posted by hamishtodd1 View PostWhen I try to launch a standalone player I get this
Access violation - code c0000005 (first/second chance not available)VR R&D @Shopify
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So I seemed to have solved my problem without any code changes to the current github plugin. Essentially CreateInputDevice is not called until after BeginMatch() happens, so in my case I was setting a base offset for the hydra off a blueprint Pawn BeginMatch event which caused a crash. By moving the offset into tick (with a branch making sure its only called the first tick()), things in my project worked, even in shipped/cooked configs.VR R&D @Shopify
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Originally posted by Lasyavez View PostIs there a 4.11 version yet? They finally fixed the bug that has kept my game in single player purgatory!!!
Originally posted by rinonakamura View PostHi I have some question about packaged.
When I packaged to project with hydra plugin. I get PackagingResults:Error: Unknown Error.
I'm using Unreal Engine4.10.2
How to fix this problem?
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When i use 4.11p5 build the plugin,there is some error:
1>D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): error C2259: 'FHydraController': cannot instantiate abstract class
1> D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): note: due to following members:
1> D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): note: 'ETrackingStatus IMotionController::GetControllerTrackingStatus(const int32,const EControllerHand) const': is abstract
1> D:\ue4\4.11\Engine\Source\Runtime\HeadMountedDisplay\Public\IMotionController.h(47): note: see declaration of 'IMotionController::GetControllerTrackingStatus'
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Originally posted by ayconanw View PostWhen i use 4.11p5 build the plugin,there is some error:
1>D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): error C2259: 'FHydraController': cannot instantiate abstract class
1> D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): note: due to following members:
1> D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): note: 'ETrackingStatus IMotionController::GetControllerTrackingStatus(const int32,const EControllerHand) const': is abstract
1> D:\ue4\4.11\Engine\Source\Runtime\HeadMountedDisplay\Public\IMotionController.h(47): note: see declaration of 'IMotionController::GetControllerTrackingStatus'
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Originally posted by getnamo View PostLooks like 4.11 added an extra method for Motion Controllers. I'll add the fix when 4.11 lands.
I just successfully updated my project and your plugin from unreal engine 4.7 to the latest preview of 4.11, but i can't get the Hydra to work, i can see the plugin is getting hydra values right (_sixenseAllControllerDataUE is filled), but the virtual methods of HydraDataDelegate implemented in my code don't get called anymore, because i'm not able to set my class as the plugin's delegate instance.
In 4.7 i use to call HydraStartup() which did:
"IHydraPlugin::Get().SetDelegate((HydraDelegate*)this)"
so that my HydraDelegate derived class was used to receive the calls instead of the default virtual HydraDataDelegate, but i can't find that method anymore, it just doesn't seem to be implemented, i don't want to add a component in BP, i'd like to do everything from c++ like it once was.
Also, in public classed of your plugin, i can't include the private ones,
e.g. in HydraComponent.h i have to change
#include "HydraPluginPrivatePCH.h" to #include "../Private/HydraPluginPrivatePCH.h"
to compile; i might be retarded but i can't find any solution to this.
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Originally posted by MrNexy View PostHi there getnamo !
I just wanted to pop by and see if you've got plans to update the plugin to compile for the VR Editor that's on Github.
It'd sure help out those of us who have a DK2 and Hydra's
Best Regards
MrNexy
Grab it and instructions at: https://github.com/getnamo/hydra-ue4/tree/vr-editor
Steps- Clone the VREditor branch
- Download VREditor hydra plugin release
- Browse to your cloned engine root folder. Drag and drop Engine which contains the plugin there.
- Compile and run the editor! (watch an episode of gdc or House of Cards, this will take a while)
Then just do this and have fun!
Originally posted by Filoppi View PostHello getnamo,
I just successfully updated my project and your plugin from unreal engine 4.7 to the latest preview of 4.11, but i can't get the Hydra to work, i can see the plugin is getting hydra values right (_sixenseAllControllerDataUE is filled), but the virtual methods of HydraDataDelegate implemented in my code don't get called anymore, because i'm not able to set my class as the plugin's delegate instance.
In 4.7 i use to call HydraStartup() which did:
"IHydraPlugin::Get().SetDelegate((HydraDelegate*)this)"
so that my HydraDelegate derived class was used to receive the calls instead of the default virtual HydraDataDelegate, but i can't find that method anymore, it just doesn't seem to be implemented, i don't want to add a component in BP, i'd like to do everything from c++ like it once was.
Also, in public classed of your plugin, i can't include the private ones,
e.g. in HydraComponent.h i have to change
#include "HydraPluginPrivatePCH.h" to #include "../Private/HydraPluginPrivatePCH.h"
to compile; i might be retarded but i can't find any solution to this.Last edited by getnamo; 03-17-2016, 08:34 PM.
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Thank you getnamo !
Edit: I got it sorted , you're awesome !Last edited by Overwrite Games; 03-18-2016, 08:24 PM.
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