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

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    #91
    ENiKS or anyone else who knows the answer - Great work on the template! I am using it for a showcase demo. I have a question though.

    How can i change the buttons for teleport?

    I noticed that inexperienced VR users touched the right stick and teleport by accident. They must have the ability to teleport, but not accidentally. That's why I want to change the buttons.

    thanks in advance,

    Mettus

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      #92
      Mettus Hello there, the mappings are in blueprints corresponding with controllers - in Framework/Controllers/Touch or HTCVive respectivelly
      Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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        #93
        Originally posted by ENiKS View Post
        Mettus Hello there, the mappings are in blueprints corresponding with controllers - in Framework/Controllers/Touch or HTCVive respectivelly
        Thank you so much! I will post a video soon!

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          #94
          I wan't to display the occulus touch controls, so that a user knows which button's to press. However even do I was able to visualize it by turning on "Display Device Model" under the VRPrawn i only see the static mesh but not the animation when pressed a Button. Any hints?

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            #95
            I've just created a new project and turning it on started working, however it doesn't show the animation now... Do I need to do something extra to apply the animation?

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              #96
              I should have a fully animated Touch model in the project (courtesy of Oculus). Call ShowController in VRPawn to view them.
              Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                #97
                Originally posted by Rolento View Post

                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
                Hi Rolento can you give more info on replicating hands (I don't need the animation) only location.
                Thanks

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                  #98
                  ENiKS the controllers are shown, but they are static, when buttons pressed the animation isn't triggered. I think there is a bug in the TouchControllers "Update Hand Animation" Function.

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                    #99
                    ENiKS, Hello, I really appreciate this temple is awesome, but I am having some problems trying to adapt the hands to other meshes, for example to take a big ball, I took the can blueprint and change the mesh form mine (the big ball) but when I grab the ball, my hand goes to center of the ball, I dont even see my hand. And one more question, I used the BP_pickupcube from unreal, and I dont know why, I am not able to pick them up with this new hands.

                    Thank you for your help.

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                      I strongly advice to not publish unversioned software, if you are working on a professional project, it will cost you a lot of time if you need to track changes. The authors would benefit by putting releases with versions and source on a repository rather then sharing hard-coded links.

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                        schiho Valid point ... i was thinking of putting this into git hub or something. The problem is that we have internal versions of UVRF as well (versioned) and public releases are ports of certain features ... but yeah, we should put this to github.

                        Frankru84 Not sure i understand. But don't expect this to work with other blueprints. UVRF grab system is working with the Grabbable component that needs to be properly setup
                        Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                          Thanks Rolento it was super.

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                            ENiKS seriously, i think it's a good time in point to make this public and eventually have people contribute to it. Unfortunately there is no good hand presence out there and if so it's paid, but the problem with those are, that they are not good enough or the support isn't there yet.

                            Just a side question, do you guys see the problem, that when you release, the teleporter is underneath the ground but it's fine during play in the editor?

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                              ENiKS are the controller animation's supposed to work? When I move any stick, no animation is played everything static.

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                                Are there any updates on why the touch controller animation (button pressed, joysticks moved) isn't working?

                                Here is the message in the outputlog:

                                LogAnimation: Warning: AnimBP LeftTouchAnimBP_C is incompatible with skeleton right_touch_controller_model_skel_Skeleton, removing AnimBP from actor.
                                Last edited by schiho; 11-27-2018, 03:27 AM.

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