Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by ENiKS View Post
    UVRF is ‘hand presence’ cross platform template including hands that are properly placed in space (per platform), properly animated, allows interaction with objects including UI elements and teleport locomotion. Also including shooting range demo to shows how things can work together.

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



    Plugin frameworkpart (that can be copied from projects to project)
    > Hands that are properly placed in space and rotated
    > 17 Grab animations for different objects
    > actions with Thumb or Index finger are sent to grabbed object
    > boost for throws based on movement in last 200ms
    > per platform input mapping and logic
    > basic haptics
    > teleport locomotion using NavMesh (with rotation support on Rift)
    > Touch UI elements - buttons of various sizes and slider bar
    > [Since 1.2] Directional and Rotational grabs for levels, sliders, valves, drawers etc.
    > [SInce 1.3] Laser interactions with UI and other objects
    > [Since 1.9] UMG Interactions
    > [Since 1.9] Prefabs for 3D keyboard and numeric keypad

    > [Since 1.9] Finger actions for fine interactions

    Playground part:
    Instead of a feature showing map, we created a simple underground bunker experience with shooting range to show how things can work together. The assets are high quality.
    > Gun that supports real reloading (magazines are all around)
    > [Since 1.2] Bow practice range, with separate arrow objects
    > [Since 1.2] Bow targets thats have adjustable distance from shooter

    > Target practice that counts score (first 10 bullets)
    > Bullets can break lights or steam pipes around.
    > Lighter that can lit up candles or dynamites
    > Explosive, Smoke and Flashbang grenades
    > Cup and can for grabs
    > Also, there is a hidden fidget spinner


    Licence: MIT


    The purpose of this
    While there are more advanced VR templates, and shout out to those maintaining them, we wanted to create something simple, that can be copied from project to project, that’s simple to understand and build upon. Other problem there was was solving multiplatform input, when we often want things behave differently based on what platform is being used. The input model ControllerBP > HandBP > Ingame objects solves that.


    Platforms
    Rift + Touch
    HTC Vive with original controllers
    (more will be hopefully added soon)

    Update 1.9

    - 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.

    Update 1.2
    Directional and Rotational grabs for levels, sliders, drawers etc.
    Bow shooting range


    Update 1.1
    Oculus Dash Support
    Added ClearGrab, when object can no longer be grabbed
    Added GrabObject function to HandBP, so object can be grabbed as reaction to some ingame event (like changing objects in hand)
    Grab now looks for closest object to grab, which is useful when there are multiple small objects around
    Highlights the object that is about to be grabbed, this is Optional - set the correct flag in HandBP and requires custom stencil enabled.
    Adjusted hand position for Touch controllers for better fit
    Touch controller model added, with permission from Oculus. The model remains under Oculus SDK License (included in Touch controller root).



    Particle flipbooks from Unity were used, as well as sound assets from freesound, both were released under CC0 licence.

    Hope you’ll find this useful!
    I complained here a long time ago, but now that I get this, it is amazing! I guess I just had to become more familiar with BP's..
    You just make a Static Mesh a Blueprint by right clicking it in Content asset/make blueprint..., then add a Grababble component and use the existing BP's to copy/paste other functionality like the Hand Pose/Animation and the translate offset.. I've experiment with Spawning an emitter so there i a particle effect upon grab and play a sound in place,.. that confirms successful pickup...
    .
    Last edited by NextWorldVR; 08-29-2019, 05:13 AM.

    Comment


      Make a blueprint class, add static mesh here, add grabbable component, on begin to "set relative grab". For volume use the static mesh, for animation use fist. Here you go.
      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

      Comment


        Thanks ENiKS, that was the issue, now grab works perfectly with trigger, also updating the close hand animation properly on both hands. I appreciate you!

        Comment


          Just wanted to say a BIG thank you... Just this perfect thank and thank and thaaaank you so much !!!

          Comment


            ENiKS , thank you for all your work! Quick question: Is the PhysicsHandle inside the HandBP used in the current configuration or will it be expanded upon in future updates?

            Comment


              Originally posted by john.waynick View Post

              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.
              Hi I tried that method. It isn't working on the Quest. Max Influences already = 4. I set the triangle percentage to 0.99 and regenerated LOD.
              Please Help.

              To ENiKS amazing work. Might wanna consider setting up a Patreon account or a gift option, tonnes of devs would be willing to pay for your contributions.

              Comment


                Hi ! This is so sick ! Thank you so much. Can someone explain to me how to set up the teleportation with it ? I hope this is not too stupid to ask. Thank you so much

                Comment


                  Originally posted by prinzessinplstk View Post
                  Hi ! This is so sick ! Thank you so much. Can someone explain to me how to set up the teleportation with it ? I hope this is not too stupid to ask. Thank you so much
                  Should come working already. Did on my Quest (just can't see hands).
                  Make sure you have your project input settings configured.
                  Will be working on a project using the UVRF Hands later. Will take a look at the blueprints for you.

                  Comment


                    ok so to be more specific with my question.. i keep getting this error message "input action event references unknown.." how do i fix this. Everything works fine apart from teleporting

                    Comment


                      Originally posted by prinzessinplstk View Post
                      Hi ! This is so sick ! Thank you so much. Can someone explain to me how to set up the teleportation with it ? I hope this is not too stupid to ask. Thank you so much
                      The teleportation is using NavMesh, so make sure you set NavMesh bounds volume to match the area where you want your played to be teleported and build navigation.
                      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

                      Comment


                        YES YES YES. Finally solved it -> BP hands now working on Oculus Quest. Its to do with UE4 4.20 and some android bug:
                        See Forum post of possible solutions: https://answers.unrealengine.com/que...eview-aft.html

                        I first changed UE4 rendering to ES2 Preview (Some say 3.1 will solve all skeletal mesh problems).
                        Configured LowPolyHand as shown in image.

                        Apparently in HandBP on Even BeginPlay, if on Android LowPolyHand is used.

                        Make sure as well in HandBP skeletal component properties mesh is visible or not hidden in game.

                        Comment


                          It might be just a redirector prolbem. Quest support was running nicely up to UVRF 1.8, which wasnt public because Quest was under NDA. Then in 1.9 we moved the entire thing into a Plugin. But if the node was referencing the old path, then it worked on internal projects we had correct redirectors in place, but might not on external.
                          Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

                          Comment


                            ENiKS I did so and it still doesnt work I can see the blue teleport line but I dont get an arrow and still can´t teleport..here is a screenshot of the bp

                            Comment


                              Originally posted by prinzessinplstk View Post
                              ENiKS I did so and it still doesnt work I can see the blue teleport line but I dont get an arrow and still can´t teleport..here is a screenshot of the bp
                              If you see the blue teleport line but not a target, then it means it cannot find a location to land. Look into the navmesh settings
                              Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

                              Comment


                                ENiKS makes sense, i didnt think of that ..it looks fine to me tho, is there anything wrong with the settings ?
                                Attached Files

                                Comment

                                Working...
                                X