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

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    schiho I'll look into it in next update, which will be the github update

    Also, for the rest- today i release Experience: Colorblindness, which is a UE4 colorblind simulation based on UVRF, so check it out
    Steam: https://store.steampowered.com/app/9...olorblindness/
    Oculus: https://www.oculus.com/experiences/r...6677970116177/
    Viveport: https://www.viveport.com/apps/edd009...olorblindness/

    Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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      ENiKS

      Sounds good! Appreciate it. Btw that colorblindness experience is a really good Idea. Will check it out.

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        ENiKS thanks for all your great work! Is there a link to the UVRF Github?

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          Originally posted by The-Robben View Post
          ENiKS thanks for all your great work! Is there a link to the UVRF Github?
          Not yet, we need to migrate it to github. We have an internal version of UVRF, that has some features under NDA that needs to be removed before public release. I'll need to do the cleanup and then we will push it to github
          Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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            Question: As someone new to UE4, I am trying to run this on versions 4.20, 4.16, and 4.14; I just barely got it to work on version 4.20, but now teleportation isn't working. I see the line arc, but other than that, I can't go anywhere. Any advice? Thank you!
            Last edited by Skullkrasher; 12-04-2018, 05:09 PM.

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              ENiKS I've been using the UVRF template for the past few weeks and I can't thank you enough for all of the hard work you put into this free template. A lot of the heavy lifting of starting a VR project is done for you right out of the box especially with the streamlined Grabbable component. It should honestly be the default VR template in the engine.

              I'm currently working on making a locomotion system similar to Echo VR and I can't seem to find a way the enable free movement of my character by disabling the gravity, there is no movement component through the VR Pawn. Do you have any thoughts about how I might be able to modify the pawn to allow zero gravity movement?

              EDIT:
              So I rewrote the VRPawn as a character rather than a pawn, which involved a bunch of tweaking to the HandBP, Grabbable, TouchController, LaserInteract, etc. It took a few hours but it was definitely worth the time, seeing as I can now use the movement component of the character. Now I'm off to rework the teleport system to a snap-rotation and apply a proper collision base to the character...
              Last edited by 3DCrusader; 12-20-2018, 05:27 PM.

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                It doesnt look like anything UVRF related. Try to use 4.20 or 4.21 tho... maybe reinstall SteamVR or something.
                Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                  Originally posted by Skullkrasher View Post
                  Question: As someone new to UE4, I am trying to run this on versions 4.20, 4.16, and 4.14; I just barely got it to work on version 4.20, but now teleportation isn't working. I see the line arc, but other than that, I can't go anywhere. Any advice? Thank you!
                  Had the same problem in 4.21.1

                  This is what helped me:

                  1. Open ../Config/DefaultEngine.ini
                  2. Search for [/Script/Engine.RecastNavMesh]
                  3. Replace it with [/Script/NavigationSystem.RecastNavMesh]
                  -> now it should work

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                    It is indeed a very buggy tool and unfortunately no github repo you could contribute to point out some of the point's. However if you don't see the placement circle at the end of the arc, try to rebuild the path and if you didn't create a navmesh, create one.

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                      Hi,

                      Just wanted to say thanks for this. I noticed this after making my first post in the forums. I guess I only ever visit when searching for a specific solution, so miss everything!

                      This is really useful and whilst I've previously conquered the whole custom hands piece, I'm very much looking forward to mixing it up and adding my meshes to this system (or adding parts of this to mine) and I was just about to embark on the bow and arrow function (and was procrastinating due to fear!).

                      Thanks again you legends!

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                        Has anyone systemitized making transforms for new grabable items that look natural on a different static mesh? I.e., I want to extend this to include a brush static mesh that utilizes grabable, but I am having trouble creating the right/left hand transform so that hand looks natural - there must be a better way to come up with this transform than by changing one variable at a time and seeing how it changes?

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                          There is a blueprint called HandPoseTesting, where you can place your object and move the grabbase around until it feels natural ... the just use the transformation
                          Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                            Is there a chance this might be updated to work on 4.18? I would love to use parts or all of this template, but am having performance issues on 4.21 (in general not with template) and am about to start a largish build and so need to choose 4.18. If not, will it work if I try and replicate the blueprints/nodes (obviously ensuring I place objects in the scene to 'reference' where I need to). I am a bit of a beginner so don't know if there are nodes that are not compatible with 4.18?

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                              The problem with downgrading is not the nodes, but rather file format ... you cannot open files from newer version of the engine in older. But give me your email, i might have some internal version that is 4.18 compatible, i think we started UVRF for 4.16 or 4.17, so maybe it's still lying around in those older projects
                              Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

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                                Hi, for some reason the input for teleporting changed from pushing the analog forward, to clicking. I didn't change anything at all, it just happened. How can I fix this?

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