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

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    #76
    Hey ENiKS! Love this template! Thanks so much for putting this out there for the community. It's super helpful to those (like myself) first dipping their toes into creating interactive content for VR.

    I had a question regarding the physics in the project. Taking the dynamic of picking something up and throwing it (e.g. picking up a can or bottle and throwing it), is there any parameter to enhance the distance that object is thrown? I've tried messing with the "Mass Scale" of a few of the objects, and not much result. Any suggestion as to where to turn next to perhaps add some enhanced velocity or amplitude to the toss? Could it be somewhere in the "release" function of the grab blueprint? Thanks!

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      #77
      Is there anything I need to do to get replication working properly? My server is fine, but the object pickup wont show on my client

      EDIT: My objects disappear on client when grabbed and re-appear on the client when I release the object with physics working-etc.

      soit looks like object locations are updated as they should but then grabbed dont exist (or are jumping to another pawn?)

      EDIT: It looks like my server hands are offset when the client sees the server player, and not offset on server. I'll see if I can find a workaround unless you know a solution
      Last edited by Rolento; 08-21-2018, 02:24 PM.

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        #78
        Hey ENiKS

        Just curious I have been trying to figure out the best method for a pick up grabbing/object system and devise one that fits my needs. Most examples use Interfaces just curious what the rationale was for you to decide to use the Grabable Actor Component. Just starting to dissect your great and helpful work. Sort of a beginner to Blueprints.

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          #79
          Rolento never tested this in multiplayert and wasn't made with replication in mind :/

          jamesoloughlin In my opinion Actor Component makes more sense, as there is a lot code that interacts with the parent object. It's kinda my workflow to use components for shared functionality
          Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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            #80
            Originally posted by ENiKS View Post
            Rolento never tested this in multiplayert and wasn't made with replication in mind :/

            jamesoloughlin In my opinion Actor Component makes more sense, as there is a lot code that interacts with the parent object. It's kinda my workflow to use components for shared functionality
            No worries, the UVRF has been great so far and has been super flexible.

            So, besides a few object glitches, I've been able to fix my problem and replicate hand location without problems!

            Basically, in the handBP I have a transform variable that sets as the hand's coordinates only on the server. Then the RepNotify for that variable updates and sets the hand location only on the client. It's pretty straightforward, but works!

            The only other thing now is that animations don't update on the client, but I'm looking into that now. Even if the animation dosnt work, it should be fine for what I am working on

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              #81
              ENiKS, I wanted to share the game I have been working on for the past 6 months using a lot of the logic from your template.

              https://www.youtube.com/watch?v=6Rk_9sOwpSI

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                #82
                meuliano wow looks good. So many cool stuff done. The chess board, rotary phone, wrist inventory.

                Originally posted by meuliano View Post
                ENiKS, I wanted to share the game I have been working on for the past 6 months using a lot of the logic from your template.

                https://www.youtube.com/watch?v=6Rk_9sOwpSI

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                  #83
                  Originally posted by meuliano View Post
                  ENiKS, I wanted to share the game I have been working on for the past 6 months using a lot of the logic from your template.

                  https://www.youtube.com/watch?v=6Rk_9sOwpSI
                  Wow, nice work and I can't wait to try it in VR So cool to see my work being useful to someone
                  Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                    #84
                    jamesoloughlin ENiKS Thanks for the kind words! I am not even close to being a professional developer, so I have no idea what is involved in actually submitting it to the oculus marketplace. I am in my Senior year at Virginia Tech and am taking an Artificial Intelligence course and I am going to apply what I learn to a basic hint system for my game. After that I just need to do a little more optimizing and provide a cleaner options menu to allow graphics customization. I also want to see if it can work on the Vive, but I don't have access to one at the moment.
                    After that, I might add more levels (because right now it is only a single level that takes about half an hour).
                    If you have any suggestions on what might be cool to add, whether gameplay related or escape room puzzles that would be badass, I am open to suggestions!

                    ​​​​​​​Again, thanks for the template! It really helped me get started

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                      #85
                      meuliano I actually have 3 published experiences on Oculus Store, so feel free to ask if you need any tips UVRF somewhat works on the Vive as well, but the experience is not optimal ...
                      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                        #86
                        Originally posted by ENiKS View Post
                        meuliano I actually have 3 published experiences on Oculus Store, so feel free to ask if you need any tips UVRF somewhat works on the Vive as well, but the experience is not optimal ...
                        What experiences???

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                          #87
                          First off thank you so much ENiKS for this, it has helped me a lot in understanding VR in UE4.
                          I've just got one point I am stuck and and I'm hoping it is an easy fix I am just overlooking. On the Directional grab option, is there a way to grab the object and NOT have it snap to center point?
                          I have a pipe I am trying to slide and when I grab it it pops the center of the pipe to wherever I try to grab. It slides properly and all, it's just kinda a weird behavior I'd like to fix.
                          Thanks again!

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                            #88
                            Kneebasher - i don't think the fix is going to be that simple ... at the point of grab you can calculate offset and then keep applying the offset to each frame. Due to a few reasons I'm not planning to update UVRF anytime soon, so while in some kind of next release i can implement that, not soon.

                            BTW if anyone who is using UVRF is attending Oculus Connect, i'd love to meet
                            Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                              #89
                              Hi ENiKS great work, sucha a nice piece to start making VR experiences i have one problem, i need to activate the teleport in the right hand too, i was searching in the touch controller "Oculus" But if i duplicate the right hand blueprints and choose the inputs for the left its still not working, Any Suggest? Thanks

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                                #90
                                I've downloaded both the binary and the source, I see the hand's but the Teleporter doesn't work, any idea?

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