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Razer Hydra Plugin

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  • replied
    Originally posted by Mrob76u View Post
    Fantastic work. Thank you so much. Is it possible to use the joysticks and buttons on the Hydra with the input and axis mappings in the engine?
    I haven't bound this myself but it should be doable using the guidelines outlined in https://www.unrealengine.com/blog/in...appings-in-ue4

    Not 100% sure on the how part as of yet as the standard for custom input is not fully documented. This is why the plugin provides maximum flexibility as you can extend your own class to handle inputs and therefore place it where you feel it is most relevant for your project.

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  • replied
    Fantastic work. Thank you so much. Is it possible to use the joysticks and buttons on the Hydra with the input and axis mappings in the engine?

    Leave a comment:


  • replied
    Plugin Updated for 4.1 with small code consistency and comment changes and a new readme.
    Download V0.5.1

    If you want to recompile the earlier 0.5 in your project instead follow these guidelines from epic:
    - Upgrading C++ code projects
    * You’ll need to recompile the C++ project for the new version of Unreal Engine
    * Locate the .uproject file in your game’s folder, and right click on it. (on Mac, you can also Command + Click)
    * Select Switch Unreal Engine Version -> 4.1 (on Mac, this is in a Services menu)
    * Right click to generate new C++ project files, then recompile your game normally.
    * Note: Some C++ APIs may have changed between versions, which can cause compile errors. Read the API Changes section for more information.
    Last edited by getnamo; 04-24-2014, 07:46 PM.

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  • replied
    Originally posted by getnamo View Post
    I'll have a look and recompile.

    NB: You do have the full source to the plugin
    Will look into the source / compiling it myself if only for educational purposes.

    Thanks again for your work already.

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  • replied
    Originally posted by AntonieB View Post
    Plugin needs an update for 4.1 I guess now it says it is not compatible.
    I'll have a look and recompile.

    NB: You do have the full source to the plugin

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  • replied
    Plugin needs an update for 4.1 I guess now it says it is not compatible.

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  • replied
    I love it so far, the code is very neatly written and integrates with everything the proper way.

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  • replied
    Other than the few crashes this works an absolute charm! Well done I think we all owe you a beer!

    A nice straight forward tutorial too.

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  • replied
    Thanks for making / posting this! nice work! glad we don't have to wait for Sixense to implement something.

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  • replied
    Hey Getnamo,

    I would like to say awesome work for figuring this out.

    Cannot wait to get started working with this.

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  • replied
    Wanted to make one more post to say I just had a chance to watch the tutorial - it was excellent! Thank you for the through explanation and the blueprint (and C++) examples.

    Much appreciated.

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  • replied
    Wow, thanks for this! Sixense is planning STEM (and Hydra backward compatible) UE4 support, but not til post STEM launch. This'll be great in the meantime to get started working on ideas.

    Source

    All I can say at this point is that we are currently working on native integration into UE4. I can't promise that it'll be available prior to the STEM system launch, but it will of course be backwards compatible with the Razer Hydra.
    Edit: Looks like you've posted in that very thread. Congrats on figuring it out!
    Last edited by Rirath; 04-23-2014, 07:12 PM.

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