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Razer Hydra Plugin

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  • replied
    Originally posted by getnamo View Post
    Looks like 4.11 added an extra method for Motion Controllers. I'll add the fix when 4.11 lands.
    Hello 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.

    Leave a comment:


  • replied
    Originally posted by ayconanw View Post
    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'
    Looks like 4.11 added an extra method for Motion Controllers. I'll add the fix when 4.11 lands.

    Leave a comment:


  • replied
    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'

    Leave a comment:


  • replied
    Originally posted by Lasyavez View Post
    Is there a 4.11 version yet? They finally fixed the bug that has kept my game in single player purgatory!!!
    Once the launcher version goes from preview to release. You have source so you can recompile the plugin at any time, just add code to your project and hit compile.

    Originally posted by rinonakamura View Post
    Hi 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?
    PM me your logs, will need more information.

    Leave a comment:


  • replied
    Hi 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?

    Leave a comment:


  • replied
    Is there a 4.11 version yet? They finally fixed the bug that has kept my game in single player purgatory!!!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by hamishtodd1 View Post
    When I try to launch a standalone player I get this

    Access violation - code c0000005 (first/second chance not available)
    I'm working on debugging this today. I see you are running 4.9, i had made some the last couple of pull requests to solve some of the errors in the 4.9 branch for 4.10. However, there are still issues with standalone. Mainly they seem to stem from the input devices being created *after* BeginMatch() is called. I'll report back if I find anything

    Leave a comment:


  • replied
    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]

    Leave a comment:


  • replied
    Originally posted by Lasyavez View Post
    Yea I've been stuck on this problem for a bit and my game relies on multiplayer with hand controls :/
    Getnamo mentioned today on the Twitch chat that you should be able to fix it by checking authority (switch has authority) where you're doing input. For the actual motion controller component's movement, this might mean having to set a var on tick or something instead of using them directly, though.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Yea I've been stuck on this problem for a bit and my game relies on multiplayer with hand controls :/

    Leave a comment:


  • replied
    Honestly I'm not sure where to even begin on a fix for that, that's kinda why I wanted to mention it to @getnamo, hopefully he has some ideas about it

    Leave a comment:


  • replied
    I get the same issue as well n0085410t. My game spawns two instances of myCharacter which has both motion controllers so what ever movement happens on one controller happens to that same controller on the other character. Sam Deiter mentioned that he ran into this same bug in their last VR twitch stream.

    Were you able to figure out a fix for this issue?

    Leave a comment:


  • replied
    Originally posted by getnamo View Post

    Haven't tried this, pm me your logs and post some more context to the setup and maybe the bug will appear clearly.
    Regarding multiplayer, not really the same situation, but I noticed that if I put a separate instance of the player object in the game and start using the Hydras, the other character instance will get the same motion control input as the one I'm actually controlling.

    Separately but similar, if I'm detached from the character, it still gets motion control updates (buttons do not get fired though).

    Leave a comment:

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