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Single/Multiplayer, Touch & Vive Proteus blueprint only Template

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    #46
    That was my guess as well. I spent the better part of the morning trying to figure out what that was, but I couldn't track anything down. I'm just going to migrate my old project over to a fresh project. I just thought I'd throw the warning out for anyone else like me who just built on top of the downloaded project.

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      #47
      Originally posted by Proteus View Post
      [MENTION=711935]Guidolatry[/MENTION]

      Wow, when uploading I just realized that the file Avatar_Hand.fbx was the wrong one. It was an earlier version of the hand which was an exploratory one (9 poses - too much).

      So please use VR_Hand.fbx it's the good one (4 poses) and better rigging/skinning. Very sorry I just realized it. You should now be able to follow previous steps.
      For some reason when I import that new FBX into Maya 2016 the animations are really messed up, but when i bring it into Unreal it all seems good. Regardless, I'm still having trouble so I made an example project with essentially the same setup as I have in my real project. Here's the link: https://drive.google.com/file/d/0B8J...ew?usp=sharing

      When you open it, just open up Hand_AnimBP and mess with the values to see the problem I'm talking about. You should see that ThumbPosition is the only variable having an effect and the other two do nothing. So basically the Base Pose in the Layered Blend per Bone node is working but none of the others are.

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        #48
        [MENTION=711935]Guidolatry[/MENTION] I didn't have time to try it but I uploaded the maya file for the Hands (5-frames animation of VR_Hands). Food for thoughts: Your hand is left and not oriented the same way / I imported it in Maya and skinning/weights seemed off... I'll try it with the Touch ASAP.

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          #49
          [MENTION=70903]Proteus[/MENTION] thanks for creating this template - works really well for what i want to do with it!
          The only problem i encounter is that when i start my packaged App, it crashes the moment it wants to switch to VR view at the start. I`m not getting any errors while packaging or compiling. I`m using 4.14 and a GTX 1080 with the driver version 378.66.
          I got the same problem with the template file provided.
          When i start the game through the editor it works, but produces the error in the "background". Also when i start the app without the oculus connected it will start aswell.

          Any help would be greatly appriciated

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            #50
            [MENTION=556276]DanRu[/MENTION]
            Could you provide the cooking / packaging output log? What kind of error during compiling?

            Try also to rename Settings in Proteus_Single/Blueprints since there is sometimes problems with compiling Struct variables when you change values

            If not, can you try the packaged version found at https://1drv.ms/f/s!Av77lIIxt2OY0XGGW8UDwykohjuT

            I tested it with rift/vive, GTX1080FTW, driver v.378.66

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              #51
              thanks for your fast reply.
              During compiling there was no error.
              I downloaded your packaged version and got a crash after opening the .exe aswell.
              Can i contact you directly for the logs?

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                #52
                yes no probs

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                  #53
                  Multiplayer Vive controls

                  Hello Proteus, really nice work. I am however having trouble setting up multiplayer functionality and wondering if I missed something as I took 1.01 template and build it and have one computer as a server and others with vive as a client.

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                    #54
                    Originally posted by Proteus View Post
                    [MENTION=3367]pixelvspixel[/MENTION] Thanks. Believe me I tried at least an hundred packaged versions of the multiplayer template to finally surrender. Even if I want it to be very simple, the multiplayer solution will ask for a 2-lines changes in the UE4 source code (MotionControllerComponent.cpp). Without that change, clients cannot own their respective motion controllers. This ownership fix cannot be done in blueprints (for now).

                    Besides and with that fix, everything should work as expected. I'll finalize it this week and write proper docs for it.
                    How is the docs coming up_Can it be done with MotionControllerComponent.cpp change for now

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                      #55
                      [MENTION=408935]Ataverti[/MENTION] Everything works now. The thing with the motioncontroller is that eventually the line change didn't work. Anyway having to change source code is always a bad idea in my opinion, cause it's a p** in the a** to implement it to different versions and builts of UE4. The good news is that now it should work with vanilla 4.15
                      So what I've done is that I've put back the 2 motioncontroller components within the pawn, so everything works now.
                      I'm in the optimization phase for the template now. I just received today judicious advices from [MENTION=3201]PenguinTD[/MENTION], so I'll incorporate these and I'm already working on the docs.
                      I just want to release a template that won't be laggy. If everything continue that way I'll deliver thie w-e.

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                        #56
                        This is awesome.

                        Quick question from a beginner, I am using the Oculus Touch and I've been searching hours for a blueprint that can add different locomotion options (similar to the OpenVR expansion plugin) to the motion controller. I'd love the option to teleport + move/glide. Can this be implemented in this template? Or whats the best way for this solution?

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                          #57
                          @CSanderman

                          I did not revisited the OpenVR plugin since a while, but basically you can map anything to the Touch controllers. There is the simple move/rotation I put in the template:


                          It is mapped to the gamepad, but could easily be mapped to Touch
                          Attached Files

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                            #58
                            Originally posted by Proteus View Post
                            [MENTION=408935]Ataverti[/MENTION] Everything works now. The thing with the motioncontroller is that eventually the line change didn't work. Anyway having to change source code is always a bad idea in my opinion, cause it's a p** in the a** to implement it to different versions and builts of UE4. The good news is that now it should work with vanilla 4.15
                            So what I've done is that I've put back the 2 motioncontroller components within the pawn, so everything works now.
                            I'm in the optimization phase for the template now. I just received today judicious advices from [MENTION=3201]PenguinTD[/MENTION], so I'll incorporate these and I'm already working on the docs.
                            I just want to release a template that won't be laggy. If everything continue that way I'll deliver thie w-e.
                            [MENTION=70903]Proteus[/MENTION] really looking forward to testing out multiplayer setup. Was wondering what's your testing environment. Are you doing multiplayer with two different stations/vives or just a single one. Once you'll release the template I can test it out with two separate Vive stations in one or separate networks.
                            VR/AR Development [Portfolio | YouTube | LinkedIn]

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                              #59
                              [MENTION=39048]Shin_ji[/MENTION]

                              My testing environment: 2 different systems, with each a rift and a Vive. I test different combinations (rift-rift, vive-vive and rift-vive).

                              I've been stuck since 2 days on a problem due to latest 1.12 Oculus runtime update. Seems that packaged builts don't work anymore with the Rift. Continue to works well with Vive. The problem arose exactly after upgrading to 1.12.

                              Same packaged builts who ran well 2 days ago don't work anymore. I've tried many things, including using latest Oculus-UE4 and Epic-Master source builds, but the builds crash when the Rift initialize. I'm sending a ticket to Epic right now.

                              The problem seems that latest Oculus runtime broke something with Unreal. Builds with 4.14 and 4.15 do the same.

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                                #60
                                Proteus -

                                Was able to get the locomotion blueprint working. I am running into an issue when I migrate the blueprints to another project. I am unable to get the teleporter to respond correctly. It looks like its being clipped on something but I can't figure out what? I followed all of the proper settings and placed the player start within my level. I do have complex collision boxes so I thought that may be an issue. I then just drew a box outside of my level and placed the player start there and I am still experiencing the same issue. Any ideas?

                                How can you incorporate collision to the pawn? Since I have altered the locomotion, I can move through objects.

                                Click image for larger version

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                                Last edited by CSandeman; 03-02-2017, 04:38 PM.

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