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

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    #16
    WOW, this is a really great starting point THANKS! I have been learning VR for the last 6-7 months I have a working file that had a similar teleportation function in it. I have migrated yours into my project however I cant seem to get your system to work with my Nav mesh and my Oculus controllers are dark. Do I need to add a light to them to keep them light up?

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      #17
      Originally posted by meuliano View Post
      How might I go about physically constraining objects in the "Grabbable" Component? Like a drawer, door, cabinet, lever, etc.?
      I hope you'll find today update useful...


      Update 1.2

      Framework changes:
      • Directional grab movement - useful for drawers, windows, sliding doors and so on.
      • Rotational grab movement - for handles, doors and so on.
      • Highlight volume is now seperated from main, in case you’d want to highlight some other object (like a handle)
      • Haptics effect on release, this is very subtle but still useful
      • [FIX] RelaseNotify from Grabable is called after acter is detached, so it may be reattached to something else.




      New Archery range
      Click image for larger version  Name:	archery.jpg Views:	1 Size:	117.5 KB ID:	1414199

      I this update you'll find a new room dedicated to bow shooting, where you can test your archery skills or just look into how things are done. Bow and arrow mechanics are a bit more complicated, so hopefully you'll learn something useful

      Playground updates
      - Added pull up doors to the original shooting range to demonstrance directional grab
      - Added some lockers, to show rotational grab
      - Added lightswitches and bow target sliders to show how these grabs can be used as control objects.

      Downloads on first post

      Last edited by ENiKS; 01-16-2018, 12:47 PM.
      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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        #18
        Originally posted by ENiKS View Post

        I hope you'll find today update useful...
        Wow, it is getting better and better. Thanks for sharing your work with the community! :-)
        CTO | Head of VR Development - Visit us at http://humanxr.com
        My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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          #19
          Cool dev! Will give it a try!

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            #20
            That is exactly what I was looking for! Can't wait to try it out

            Also, this is using the forward renderer, right? I see there are some Reflection Captures in the scene... I thought those were not supported for VR Development in FWR

            Edit: I tried it out and it is fantastic! There are some bugs, though. First, whenever an arrow hits any other object, it makes all the surrounding objects fly everywhere. For example, I shot an arrow at one of the quivers and all the arrows in the room rocketed away at the same time (almost blew out my eardrums :P)
            Somewhat trivial, but the Lever blueprint is titled "Level"
            This is more of a suggestion: Some physics added to the rotatable/translatable objects would increase immersion greatly. Just some basic 2D Kinematics should work: D = V*t + 1/2 a*t^2
            Other than that, I thoroughly enjoyed playing around and the new Bow and Arrow interaction is extremely well done! Can't wait to see what you do next
            Last edited by meuliano; 01-16-2018, 09:51 PM.

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              #21
              Yeah. the arrow self-collision is ridiculous, unfortunately I've yet to discover a way to solve it (if a more experienced dev would be willing to give a few pointers, would be appreciated)

              Also, yes we're using forward rendering. Forward rendering doesn't support screen-space features, such as screen-space reflections (or subsurface scattering etc.), but static reflection from captures are fine.
              Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                #22
                Is it possible to retarget everything and use the Default UE4 hands? Just curious in case I want to use other hands in the future... They seem to have different bone structures, which is why I am asking

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                  #23
                  Animations and retargeting is not one of my strong sides. The skeletons are different, but unreal supports retargeting between different skeletons and seems they're similar enough for it to work. But I've never used it personally
                  Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                    #24
                    How would I go about, for example, making one of your lockers rotate in the opposite direction? (rotation root on the opposite side)
                    Im trying to learn more about using UE4 in VR and I was wondering why you chose to use TAA as opposed to MSAA.
                    Last edited by meuliano; 01-21-2018, 04:37 PM.

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                      #25
                      Mainly because i wasn't bothered to change it ) But generally speaking - TAA is faster and uglier, while MSAA is slower and more crisp, this is a demo project so I don't really care that much about optimizations ... the main point is to show interactions.
                      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                        #26
                        Sorry for asking so many questions! I just am trying to learn as much as I can and you seem to know a good deal
                        I know the very basics of destructible meshes, but only when hit with a projectile. I want to be able to throw the cup, for instance, and for it to play a sound and shatter.
                        I was thinking to just create a variable "thrown" that will be set when the player lets go of the cup and sets the mesh to be the destructible mesh, but I am not certain that would work. I honestly looked all over youtube and only found destructible meshes that were stationary and shot at. Also, how could I change the root of the locker? I have tried for a few hours and it seems to not work when I scale the mesh by -1 on the x or whatever it was. Again, thank you so much! I have learned a ton already

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                          #27
                          Hi ENiKS. Thanks for your work on this. Works great when I launch the Editor in "Vr Preview" mode. I can see the hands and they animate as expected. When "Migrating" the "Framework" folder over it says it can't copy over all the files and I get a lot of errors when packaging for Windows 64. When I copy the Framework and Playground over manually by just copying them and pasting them into my projects content folder I get a lot less errors when packaging. These are the package errors I get.


                          Code:
                          UATHelper: Packaging (Windows (64-bit)):   Make sure 'BP_MotionController' has been compiled for  Set GripState
                          UATHelper: Packaging (Windows (64-bit)):   LogBlueprint: Error: [Compiler BP_MotionController] Can't connect pins  Object  and  Return Value : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/VrHands/VirtualRealityBP/Blueprints/BP_MotionController.BP_MotionController
                          UATHelper: Packaging (Windows (64-bit)):   LogBlueprint: Error: [Compiler BP_MotionController] In use pin  As Right Hand Anim BP  no longer exists on node  Bad cast node . Please refresh node or break links to remove pin. from Source: /Game/VrHands/VirtualRealityBP/Blueprints/BP_MotionController.BP_MotionController
                          UATHelper: Packaging (Windows (64-bit)):   LogBlueprint: Error: [Compiler BP_MotionController] Can't connect pins  Return Value  and  Object : This cast has an invalid target type (was the class deleted without a redirect?). from Source: /Game/VrHands/VirtualRealityBP/Blueprints/BP_MotionController.BP_MotionController
                          UATHelper: Packaging (Windows (64-bit)):   LogBlueprint: Error: [Compiler BP_MotionController] The property associated with  Grip State  could not be found from Source: /Game/VrHands/VirtualRealityBP/Blueprints/BP_MotionController.BP_MotionController

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                            #28
                            meuliano - I never done destructible meshes before, but basically what I would do is setup an event on hit, check for linear velocity and if is above certain value, then spawn a destructible mesh and apply radius damage relative to the speed. Setting things up in relations if things we're picked up or not would produce a lot of undesirable side effects, like object dissolving when just gently put it down on table.

                            SBG100 - it's not 'our' blueprint causing your problem, so i would suggest to go to the mentioned blueprint (/Game/VrHands/VirtualRealityBP/Blueprints/BP_MotionController.BP_MotionController), hit Compile and resolve all errors there are ....
                            Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                              #29
                              Im sorry, i've been asking questions outside the purpose of this project... Something more VR related: how do i add the hand state for when i want to put the pointer finger and thumb together when the trigger is held down and nothing else? My goal is to create a watch UI that can be scaled by using that sort of gesture. i appreciate your thorough reply to some of my rookie and unrelated questions! Keep up the phenomenal work

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                                #30
                                great template! but is there a version with the "original" vr template teleportation style?

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