@getnamo
I also noticed that one of the axis (Yaw I think) is going from 90 to -90 so I can never get the full rotation, it just switches from 90 to -90 or vica versa. Good stuff that you are actively working on the plugin!
Just a suggestion also, dont know if you want to keep the plugin closed source but it would be nice if this would be available via github or something so we can suggest or help with the plugin (even though im not so much into c++ but still)
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LoveTune repliedHi getamo,
Thanks for the help. I forgot to download the source code for 4.1 and ended up not being able to compile the project. It's all fixed but I can't run your plugin in 4.1.1.
I am very new in this kind of stuff could you please tell me the process of updating a plugin so it can work for the newer version? Does it only involves re-compiling the plugin?
I am not much of a programmer but I am going to make a VR project. I already have the first oculus the second version is coming :P.
I am thinking of making a Virtual reality horror game where the player hold a flashlight/gun with razer hydra. Could you please tell me if the plugin provide the necessary functions to achieve it?
Cheers
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Tim C repliedHi getnamo,
I have not had an opportunity to look at the source code you have available with your plugin, but it would be a good idea to make sure your source code matches the coding standards used at Epic (if you have already done this, then please disregard). You can see our current standards here.
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getnamo repliedOriginally posted by LoveTune View PostA very cool plugin, but I get some error when loading it.
Plugin 'HydraPlugin' failed to load because module 'HydraPlugin' could not be found.
I've placed the Plugin folder in my project folder. The warning comes up after I enable the plugin just after the engine restarts.
I'm using Windowsbut I have the same problem as the Mac user above.
Originally posted by Strykeforce View PostI've also noticed the mixing up of the rotation's pitch, roll and yaw for the rotation, would be nice if they could be converted in the plugin to UE4's yaw, roll and pitch.
Originally posted by Alexander Paschall View PostThis is very cool. I just talked with another engine tech and he's going to bring in his Hydra from home to check this out with. We're trying to get together an entire VR rig with whatever hardware we can find to see if it's achievable (also it's fun).Originally posted by Tim Lincoln View PostGreat work on the plugin. I have brought in a Hydra I had at home that wasn't being used and it didn't take long to get some basic gameplay working with it. I look forward to seeing how you are able to keep improving on this.Last edited by getnamo; 05-14-2014, 12:19 PM.
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Tim C repliedGreat work on the plugin. I have brought in a Hydra I had at home that wasn't being used and it didn't take long to get some basic gameplay working with it. I look forward to seeing how you are able to keep improving on this.Last edited by Tim C; 05-14-2014, 10:15 AM.
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Strykeforce repliedOriginally posted by Kashaar View PostThis is pretty awesome! I just integrated Hydra support into a fresh template project and am happily moving around and rotating two gizmos with the hydras
Would it be helpful to anyone if I released my HydraInputActor-derived blueprint that handles almost all the things?
One thing I've noticed, Hydras rotation and joystick structs seem to be not directly mapped to UE4's... for example, Sixense's Pitch is UE's Yaw, Yaw is inverted Roll, and Roll is inverted Pitch. Though I'm not sure if this isn't maybe because of the project template and perspective I was using.
I've also noticed the mixing up of the rotation's pitch, roll and yaw for the rotation, would be nice if they could be converted in the plugin to UE4's yaw, roll and pitch.
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LoveTune repliedA very cool plugin, but I get some error when loading it.
Plugin 'HydraPlugin' failed to load because module 'HydraPlugin' could not be found.
I've placed the Plugin folder in my project folder. The warning comes up after I enable the plugin just after the engine restarts.
I'm using Windowsbut I have the same problem as the Mac user above.
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Alexander Paschall repliedThis is very cool. I just talked with another engine tech and he's going to bring in his Hydra from home to check this out with. We're trying to get together an entire VR rig with whatever hardware we can find to see if it's achievable (also it's fun).
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BallisticDK repliedOriginally posted by getnamo View PostEach blueprint event emits an integer called 'controller'. Simply add an IF statement and compare it to the controller you want (typically 0 for left, 1 for right) and any statements after that IF statement will only be for the controller you want. Additionally if you want to support people potentially misplacing their controllers, you can make a call to 'HydraWhichHand(int32 controller)' which will determine which hand the controller is being held in (returning 0 for left, 1 for right). This is determined by where the controller was last docked (which side of the dock it was).
Fantastic Thank you
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getnamo repliedOriginally posted by filmicarty View PostQuick question -- this is really a fantastic contribution, it's a shame that Sixense aren't doing a bit more to support you with it.
I'm having a problem with it on OS X, I follow the steps in the tutorial (drag the plugin folder to the project folder), and when I click Enable on the list of installed plugins, after restart I get the following alert:
Plugin 'HydraPlugin' failed to load because module 'HydraPlugin' could not be found. This plugin's functionality will not be available, etc etc.
I see in the folder structure there's a binaries folder for Win64. I'm sure I can't just rename this, but is there a good way to get binaries for Mac or is that not the cause of the error?
Thanks, so much..
Originally posted by PMBallisticDKFantastic. I just made support for the hydra in my game with you'r plugin, it works really well and no crashes for me yet hehe. only one question tho, how do i separate the controller so i get Vector2D info from one stick only and not both via blueprint?
Thank you very much for the plugin it's a life saver when sixsense is be a little slow.Last edited by getnamo; 05-09-2014, 08:26 PM.
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BallisticDK repliedFantastic. I just made support for the hydra in my game with you'r plugin, it works really well and no crashes for me yet hehe. only one question tho, how do i separate the controller so i get Vector2D info from one stick only and not both via blueprint?
Thank you very much for the plugin it's a life saver when sixsense is be a little slow.
BallisticDK
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filmicarty repliedQuick question -- this is really a fantastic contribution, it's a shame that Sixense aren't doing a bit more to support you with it.
I'm having a problem with it on OS X, I follow the steps in the tutorial (drag the plugin folder to the project folder), and when I click Enable on the list of installed plugins, after restart I get the following alert:
Plugin 'HydraPlugin' failed to load because module 'HydraPlugin' could not be found. This plugin's functionality will not be available, etc etc.
I see in the folder structure there's a binaries folder for Win64. I'm sure I can't just rename this, but is there a good way to get binaries for Mac or is that not the cause of the error?
Thanks, so much.Last edited by filmicarty; 05-09-2014, 03:37 AM.
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Kashaar repliedThis is pretty awesome! I just integrated Hydra support into a fresh template project and am happily moving around and rotating two gizmos with the hydras
Would it be helpful to anyone if I released my HydraInputActor-derived blueprint that handles almost all the things?
One thing I've noticed, Hydras rotation and joystick structs seem to be not directly mapped to UE4's... for example, Sixense's Pitch is UE's Yaw, Yaw is inverted Roll, and Roll is inverted Pitch. Though I'm not sure if this isn't maybe because of the project template and perspective I was using.
In any case, great job on getting the Sixense stuff integrated! Plugin install was very simple and worked right away, so thanks for that!
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getnamo repliedOriginally posted by Marc Audy View PostReally great work, very excited to see people integrating technologies like this in to UE4.
This was one of the things I was wondering about as well. If you're interested in extending the plugin to implement the input system integration I'd be happy to help point you in the right directions.
One of the intentions of the way that FKey references inputs by FName is that adding new inputs in a plugin should be straightforward, however, it does not have a plugin based consumer of the API that I'm aware of yet.
The first step would be to call EKeys::AddKey for each of the new keys, probably as part of your module initialization. Then in your module you would need a tickable object, potentially using FTickableGameObject which pumps calls to FSlateApplication. Probably OnControllerAnalog, OnControllerButtonPressed/Released, and possibly OnMotionDetected, though I'm imagining there is some work that needs to be thought out about how to make the motion functions work with the two controllers.
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