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UVRF - Handpresence template for Rift / Vive // Update 1.9 GitHub release

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    For the self occlusion test to work, you need to render the mesh in custom depth. It's a check box under rendering, when you click on the static mesh component in viewport in BP editor.

    ALSO, the custom depths buffers are misaligned when using instanced stereo in 4.22 and Oculus, so for those experiencing difficulties with 4.22, this is something broken in Oculus integration that shipped with 4.22. I've alerted Oculus of the issue and hopefully it will get fixed soon.
    Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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      Update 1.9
      Ok, this took a lot more time than it should have, but here have the latest version of UVRF There is literally a ton of fixed that got implemented over the last year and I don't even remember them all, but we actually have some budget for UVRF now, so updates should be coming faster

      Find it here: https://github.com/iNFINITE-CZ/uvrf

      Changes:
      - Moved UVRF to be a content only plugin (and soon to be content & code plugin), this should make it easier to update and manage
      - This release is actually on GitHub, a feature requested by many - if you make changes, new features, feel free to create pull request so that the number of features will grow
      - Added keyboard and keypad actors to make it possible to enter text and numbers in VR using your hands
      - Buttons now have a value that is returned on trigger, useful when binding multiple buttons to one action with just different settings
      - Finger Actions - Renamed Index collider to Finger collider and they can now have actions as well. There is new component called Finger Action Proxy that that can be added to actors that needs to react finger actions. When finger action is fired, closest actor to the finger tip within radius receives the event. This is intended when needed to precisely select actor to interact with. In future releases we plan to have actions for all finger for devices that can track more fingers.
      - Hands can now interacts with UMG widgets - both indexfinger can press buttons and via laser, when laser is enabled. UMG interactions are expected to be update by next release.
      - Added canMove and canGrab to VRPawn to limit movement or interaction capabilities.

      There are a lot of new convinies features as well, like rotate grab function to rotate item in your hand etc.

      For now, UVRF still supports just Oculus and SteamVR input devices - for Oculus - Rift, Rift S and Quest works nicely, for SteamVR - original Vive wands (Vive and Vive Pro) works, Windows Mixed Reality works as well and Knuckles somewhat works, even that we don't have Knuckles features like finger tracking implemented now, more input devices are planned for next release. So, have some fun and please share what you build with it
      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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        Thanks for this great update to the UVRF. I want to know that, how can i add a body to the VRPawn in this version of UVRF.
        Last edited by 3DMAN2; 05-18-2019, 06:10 AM.

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          Any news on when smooth locomotion is being implemented? I did manage to get a very crude free locomotion working myself to use with UVRF (with the left & right joysticks on my Touch controllers) but when I mean crude...it's crude!!! Presently, very slow in movement and not very fun to use. I need to experiment more with this but if you could implement this officially that would speed up working on other areas of my project (I'm sure everyone else would agree). Great work....Cheers!!!

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            are these hands compatible with the UE4 skeleton? I've got a full body avatar in my game already, but want to look at setting up the full hand support for something like oculus (pointing, thumbs up)

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              3DMAN2 - The preffered way would be to make your own child of VRPawn and then add the static mesh / skeletal mesh in there

              PhoenixSpyder - Not on our roadmap unfortunately :/ But I hope with the github release someone can do smooth loco and add it back

              crossmr - not, we use our own animation rig. But you can try retargeting the hands to UE4 hands ... haven't tried that myself tho
              Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                I have used the UVRF template in a project using UE 4.22. As it can be seen in the attached picture, when the arrow hits the ground, a big arrow is shown (indicated by a red box in the picture). The collision setting of the ground is set to BlockAll. What's wrong with this setting and how i can fix it?

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                  thanks for the plugin. I have a problem, i cant find vrpawn in my project. there is actually in my project folder but i cant find it in the content browser.

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                    Originally posted by Lokhizo View Post
                    thanks for the plugin. I have a problem, i cant find vrpawn in my project. there is actually in my project folder but i cant find it in the content browser.
                    Are you sure you're using UE 4.22? If you're on older version it won't recognize because it's saved by newer version ...
                    Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                      hey man thanks for this! superb work

                      as a suggestion, how about some option to have hand skin material besides these glowing colors?
                      behance.net/fael097

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                        Originally posted by fael097 View Post
                        hey man thanks for this! superb work

                        as a suggestion, how about some option to have hand skin material besides these glowing colors?
                        That's something you'll have to do yourself ... the problem with realistic hands is that they're not the hands of the user. So black will complain that they have white hands etc. That's why some form of stylization is commonly used - be it glowing material like in our case, or cartoonish or robotic hands or at least gloves. The hand models are UV mapped with quite nice maps, but you'll need to do materials that fir your project. You can also take a look at eXPerience Colorblindness, where we used UVRF with skinned hands, but the hands can be configured with various colors and thickness ....
                        Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                          Thank you for building and supporting this!

                          I am having some trouble with the playground level on Quest -- the hands are not visible, though they can still interact with the grabbable objects.
                          The only modifications I've made to the project are to follow the quest deployment steps documented here: https://developer.oculus.com/documen...t-guide-quest/
                          Using engine version 4.22.2

                          Adding the VR Pawn from the framework to a test level also results in invisible hands.
                          Any suggestions on how to get the player hands to display in-game? Thanks again!

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                            It is indeed a rarity to see such a generous contribution.... this is incredible and has saved me weeks if not months of work. Thank you so much!

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                              Hi All!
                              Yesterday I've tested this awesome product, But I've experienced some wierd issues.
                              1. The teleport is glitching almost all the time (even on the playground level)
                              2. Can't work the thickness (not necessary)
                              I'm totally sure that I'm the lame Is there any "deeper" tutorial for this product? I would love to implement the "climbing" system and make more guns.

                              Thanks for your answers in advance.
                              Cheers, Gabor

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                                Hey - Got a question ENiKS - Is there any form of Melee weapon in this template?

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