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

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    Hey - Does anyone know if there is melee weapon in this template? I am waiting on my VR headset to arrive in the mail.
    Last edited by Mr_SquarePeg; 06-07-2019, 04:25 AM.

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      SplicedImmersive - will try to write something

      Regarding grab from distance - the function GetGrabCandidate determines the object to be picked up. What you can do, is to modify the function to do raycast instead of proximity check to determine valid grab candidate. It will work with highlights as well

      Shin_ji - if you mean two handed grab, it's on our roadmap
      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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        I love this little tool. Thank you! I'm wondering if there is a setting that makes it so a grabbed object respects collisions still, like Job Simulator. If what you are holding butts against a wall it won't clip into the wall, but hit the wall and stop. It'll follow the hand as best it can, but it's bound by the collision of the wall. Does that make sense? Is there a setting? Thanks!

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          Thanks ENiKS if you do that write-up, throw in the raycast function for me too! haha. Looking forward to updating when I can.

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            Originally posted by ERanstrom View Post
            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!
            The reason this is happening is because the Quest is still considered a mobile device and mobile has a limitation on skeletal meshes for the maximum number of bone influences per vertex. The hand mesh in the plugin has too many influences.

            This is an easy fix if you are using 4.22 because you can use the skeletal mesh Auto-LOD tool in the engine. Just go to the mesh, look for the LOD settings, then set the Max Influences to 4 and the triangle resolution to 0.99. Hit "Recalculate LOD" and you should be good to go. If you're on an earlier version of the engine, you'll just have to export it and reduce the number of influences in your 3D software of choice.

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              Originally posted by 3DCrusader View Post
              ENiKS I've been using the UVRF template for the past few weeks and I can't thank you enough for all of the hard work you put into this free template. A lot of the heavy lifting of starting a VR project is done for you right out of the box especially with the streamlined Grabbable component. It should honestly be the default VR template in the engine.

              I'm currently working on making a locomotion system similar to Echo VR and I can't seem to find a way the enable free movement of my character by disabling the gravity, there is no movement component through the VR Pawn. Do you have any thoughts about how I might be able to modify the pawn to allow zero gravity movement?

              EDIT:
              So I rewrote the VRPawn as a character rather than a pawn, which involved a bunch of tweaking to the HandBP, Grabbable, TouchController, LaserInteract, etc. It took a few hours but it was definitely worth the time, seeing as I can now use the movement component of the character. Now I'm off to rework the teleport system to a snap-rotation and apply a proper collision base to the character...
              whoa can you post how you did this? I would love to know...

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                This template looks great! Total rookie question... how do I actually import the template into an unreal engine project??

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                  ENiKS This is what I would like to try to add to UVRF, but I can't seem to get it to work correctly.
                  https://www.youtube.com/watch?v=Qd3QCM7mNxk

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                    ENiKS did you ever figure out why the teleport snaps and sometimes doesn't show up? It is a great template and I love it otherwise but I would love to know why it's doing that.

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                      For update process, i did a quick video while updating one of my projects



                      cleolivia98 - no clue, someone said they've figured it out, so i hoped for a pull request ...
                      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                        Thanks ENiKS I will hopefully try to upgrade this week.

                        cleolivia98 I'm wondering the same thing. Sometimes it works well, sometimes it is hard to teleport without it glitching in and out. Please post here if you find the solution.

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                          ENiKS I downloaded the video and did an audio mix on it for you. PM'd you the link to new video with better audio for others to use.
                          Thanks for posting it. I've successfully updated my project to the latest version now.
                          Last edited by dizzzzie; 07-11-2019, 06:54 PM.

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                            For some reason, after updating to the plugin version, I could no longer package and have the hands work. I searched and searched until I found this;
                            https://wiki.unrealengine.com/Plugin...With_Your_Game

                            Must Be Listed as Installed in .uplugin

                            Open your .uplugin in a text editor and make sure that Installed is set to be true!
                            "Installed": true,

                            Your plugin will not package unless this is set to true!
                            Attached Files

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                              ENiKS hey how's it going? I'm trying to change UVRF to use trigger instead of grip to grab. This is fine and easy, but I want to update the grip animation with the trigger. I can do this for the right hand fine, but it doesn't work for the left hand. I've tried everything! Any suggestions? I just want it so when I push trigger, it closes the hand like it does with grip. Easy for right hand, can't do it for left though... any help would be appreciated. To illustrate what I'm trying to ask, the blue circled one works, the red doesn't. Why is this??
                              Attached Files

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                                If you click on the note, there is a small checkbox saying 'consume input'. Uncheck it.
                                Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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