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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UVRF - Handpresence template for Rift / Vive // Update 1.9 GitHub release
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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 thoProud 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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Originally posted by Lokhizo View Postthanks 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.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?
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Originally posted by fael097 View Posthey man thanks for this! superb work
as a suggestion, how about some option to have hand skin material besides these glowing colors?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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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 lameIs 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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ENiKS, thank you so much for this. I'm using it on several projects. One of them is an interactive magical forest for a children's hospital. The kids love the hands!
I was curious, if I had a previous version installed, which wasn't the plugin version, how would I go about updating that old version to the new plugin version without messing anything up? Any advice would be greatly appreciated!
Also, one more question, the default UE pawn calls a "Picked up" and a "Dropped" event from the hands. Is there anyway to call those events while using this grabable method?
Thanks again ENiKS
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Originally posted by SplicedImmersive View PostENiKS, thank you so much for this. I'm using it on several projects. One of them is an interactive magical forest for a children's hospital. The kids love the hands!
I was curious, if I had a previous version installed, which wasn't the plugin version, how would I go about updating that old version to the new plugin version without messing anything up? Any advice would be greatly appreciated!
Also, one more question, the default UE pawn calls a "Picked up" and a "Dropped" event from the hands. Is there anyway to call those events while using this grabable method?
Thanks again ENiKS
There are GrabNotify and ReleaseNotify events on Grabbable component you can bind your actions to
... and also, mind sharing some screenshots or videos from your projects using UVRF?I'd love to see what build with it
Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.
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ENiKS Thanks for your response. Not sure I understand the migration tips. I feel like if I try what you said, I'm going to break it and not get it to work again. Is there any way you could do a migration howto or guide that shows how to get it working from a previous version to this new plugin version so our projects don't break?
Ah yes! The GrabNotify and ReleaseNotify is what I wanted. It works well for everything but one thing. I couldn't get it to have an 'attach to' node on the GrabNotify, like the Pickup action does on the default VR Template. If I could figure that out, then I could use the Grab from Distance, like a jedi grab, with uvrf, which is sometimes needed for picking things up off the floor, etc.
I sent you a pm with a link that shows the magic forest I'm creating in my spare time.
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