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

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    #61
    ENiKS,
    Thanks to your help in a previous post, I was able to comprehend nearly everything that you have built and I appreciate how much time you have spent on this project!
    In celebration I made this demo and recorded this clip:
     

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      #62
      Originally posted by andyxor View Post
      Just a question, how can i deactivate teleporting ?
      I have a navmesh because of some AI actors but i don´t like to teleport.

      Thanxx
      Just change the default pawn player under project settings for the one in the third person and you will have it walking.

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        #63
        Originally posted by Three65 View Post
        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?
        use ALT 3 on the editor window you will see the light

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          #64
          ENiKS , I am having an issue with the rotational grabs when I enable physics simulations. I added a physics constraint to a door, and the physics constraint works perfectly, however, once I grab the door at any other location, the bounds from the grab function rotate and the min and max rotations are not the same as they were. Do you know why this happens and how I can fix it?

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            #65
            Hi, love your template. I'm trying to use smooth locomotion instead of teleport and I'm having some problems. I got rid of teleport stuff in BP. I then added the items in the image below in VRpawn. I'm able to move but have some problems:

            I'm using a Rift CV1, when the capsule has no collision, I spawn at correct heigth. but if I move on uneven terrain I eventualy move through floor or fly off ground. I move only horizontally and don't follow the floor.

            If I turn on collision I spawn in the floor (eye level at floor) even though I set tracking origin to floor. If I move the player start so that it's capsule is above the floor I will spawn like I'm a 3 feet of the floor. As soon as the player start capsule is in the floor, bang spawn at eye level.

            Last, no matter if I set the capsule in VRpawn gravity on or off, there is never gravity. Should I set it somewhere else? or is my nav method not compatible?

            Any help appreciated, thanks,

            VRpawn BP:
            Click image for larger version

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              #66
              This is incredibly helpful as I am beginning to learn about hand animation and trying to take advantage of Oculus Touch's full capabilities.

              One question, I have noticed in this, Oculus' Hand Sample and in Robo Recall is the hand gestures are slightly different than say Oculus Home Avatar. For example when a user has their thumb down and the front trigger pressed it almost makes an "OK" hand gesture. But in all these examples it does not. Is there a reason for this decision?

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                #67
                I have been struggling to implement a physics constraint to the door that I have been using in addition to the grabable component. Any tips or suggestions would be much appreciated!

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                  #68
                  meuliano - honestly, it was not designed to work together. Possible hack would to save angle when released and then grabbed again, and get the difference between the two. Then add the difference to 'distance' variable within grabbable component. as 'distance' is being used to track progress.
                  Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                    #69
                    I was wondering if anyone knows why replacing the Mag mesh with a custom one I made will now not let me load it into the gun?
                    I've looked through every blueprint trying to figure out why, but Im completely stumped.

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                      #70
                      ENiKS I am hoping to have a tutorial section at the beginning of my game and want to use the oculus controller meshes as the hands and highlight buttons to press etc.. How do you suggest I go about doing this? It looks like you have all of the meshes and animations already set up.

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                        #71
                        Hey ENiKS does your relative grab support grabbing children of an object? I'm trying to design a 'wire' in VR, and when I grab the generated component or a box collider moved to the location of 'end' the grab moves the entire component. Digging into the Grabable BP's I see that BP Grabbed calls get Owner. Is there a way I can grab only part of an object, using your BP's? I'm still new to Unreal from Unity, so any help would be appreciated.

                        Thank you!

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                          #72
                          TheRegalCasey - the only thing 'relative' about the grab that it doesn't snap into your hand like 'fixed' grab, but that the hand and grabbed stay in same position / rotation offset. You can try experimenting with replacing the AttachToComponent called on actor (from GetOwner) to scene component, which is stored in 'Volume' variable. It might do what you want.
                          Other approach would be to have the grabbed object to be standalone actor, that will the interact with another actor. You can dig into the bow blueprint to see the bow - bowstring interaction.

                          meuliano - The oculus models come form Oculus directly (used with permission), what i would do I would modify the material with highlights, probably using another texture.
                          Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                            #73
                            I'm working on a project and using the UE4 template hands. I'm wondering if there's a way to replace those with the nice hands contained within the UVRF file? Has anyone tried this yet? Is it possible?

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                              #74
                              Thanks again for this template, but every time i migrate this template to one of my other projects, i can't pick anything up...?? I add the 'Grabbable' component to my Physics Actor objects and no luck.... >_< I feel very dumb. I even looked at the playground project with no luck to see what I may be doing wrong.

                              Also, I can't get the teleportation marker to show. The laser shoots out when my oculus stick is pushed but no ground indicator....


                              EDIT: Figured grabbing out... I was missing the basic begin play function that all grabbables have as well as didnt set the colliions to 'Block All'

                              Still cant get teleportaion to work
                              Last edited by Rolento; 07-17-2018, 09:31 AM.

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                                #75
                                Teleportation needs nav mesh volume at this point to know where it's possible to land.
                                Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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