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Patch for Vive Trackers support

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  • replied
    Originally posted by Lightning777 View Post
    YuriNK Could you refresh download links on 1st page ? All Google Drive links are actually dead
    Thanks you!
    All new versions the eng engine don't need this patch. If you use UE4 older then 4.20, you could use Valve SteamVR plugin instead (availabe on Marketplace for free)

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  • replied
    YuriNK Could you refresh download links on 1st page ? All Google Drive links are actually dead
    Thanks!
    Last edited by Lightning777; 09-12-2019, 09:08 AM.

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  • replied
    Originally posted by YuriNK View Post
    Enter Reality
    I can't test it now. Are you sure you didn't update the engine? For exmple, from 4.19.1 to 4.19.2?
    Totally sure, I'm on 4.19.2 on this project since months, and I was able to solve the issue thanks to your patch a while ago, so now that isn't working I'm quite ******, because I think that SteamVR broke something somewhere ( again )

    Edit: I replaced the Patch again, and now it works...I have no idea why it suddenly didn't work anymore, but now everything works as expected
    Last edited by Enter Reality; 12-31-2018, 09:30 AM.

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  • replied
    Enter Reality
    I can't test it now. Are you sure you didn't update the engine? For exmple, from 4.19.1 to 4.19.2?

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  • replied
    Weird issue.
    I'm on 4.19 and I applied the patch long ago, everything worked perfectly.
    Today I was testing the project using the full trackers setup ( 5 Trackers + HMD ), but the project, as soon as it's loaded, crashes, and that is the same behaviour that I noticed before Yuri created the patch...but 4.19 is already patched.

    Is it caused by SteamVR 1.1.4 maybe?

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  • replied
    Originally posted by Mike-Weth View Post

    I've been trying to find this input manifest file everyone talks about but I cannot. I have been guessing it's an Unreal file but I cannot find anything outside of the Engine.Manifest file. I've gone through defined all of the keys for the vive trackers, assigned those key's to the individual vive trackers, then added the key details to EKeys.

    The inputs are shown, however I cannot actually get inputs in unreal from the bindings I've setup. I have read about an input manifest, however I cannot find such a file anywhere in the Unreal Engine source. What am I missing?
    It's more complicated.
    First, you need to enable SteamVR Input system in the project's DefaultEngine.ini config file. (add the line: vr.SteamVR.EnableVRInput 1)
    The app will automatically create actions manifest and empty input binding file (should be initialized via SteamVR settings menu) in "Config" folders.
    Read this for more info: https://github.com/ValveSoftware/ope...ction-manifest

    Note that, unfortunately, this actions/bindings map is applied to all applications using UE4.

    How to disable SteamVR input:
    1. Go to "Program Files (x86)\Steam\config\steamvr.settings"
    2. Find a section called "system.generated.ue4editor.exe"
    3. Delete this section to restore defaults

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  • replied
    Originally posted by YuriNK View Post

    Hi,

    4.21 doesn't crash with mulitple Vive Trackers, so I don't update the patch. The whole input system was changed in 4.21, so you can't just update this patch from 4.20. You need to take new version of the StemVRController.cpp file and add initialization of Steam_Generic events. And then enable SteamVR Input system in ini file of your project and setup input manifest file.

    You can insteall old SteamVR version (Steam -> Tools -> SteamVR properties -> Betas tab, select special version from june or july), but, if you create consumer product, you coudn't require from all customers to install old SteamVR.
    I've been trying to find this input manifest file everyone talks about but I cannot. I have been guessing it's an Unreal file but I cannot find anything outside of the Engine.Manifest file. I've gone through defined all of the keys for the vive trackers, assigned those key's to the individual vive trackers, then added the key details to EKeys.

    The inputs are shown, however I cannot actually get inputs in unreal from the bindings I've setup. I have read about an input manifest, however I cannot find such a file anywhere in the Unreal Engine source. What am I missing?
    Last edited by Mike-Weth; 12-28-2018, 08:06 AM.

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  • replied
    Originally posted by JohnnyChimpo View Post
    Has anyone had success updating the patch? I haven't been able to get inputs to work with 4.20 or 4.21 .I really need this for a project I would like to release early next year. If I reverted back to using 4.19 would the inputs work? or is it the case that I would need to have to somehow install an older version of SteamVR that is compatible with the engine/patch?
    Hi,

    4.21 doesn't crash with mulitple Vive Trackers, so I don't update the patch. The whole input system was changed in 4.21, so you can't just update this patch from 4.20. You need to take new version of the StemVRController.cpp file and add initialization of Steam_Generic events. And then enable SteamVR Input system in ini file of your project and setup input manifest file.

    You can insteall old SteamVR version (Steam -> Tools -> SteamVR properties -> Betas tab, select special version from june or july), but, if you create consumer product, you coudn't require from all customers to install old SteamVR.

    Leave a comment:


  • replied
    Has anyone had success updating the patch? I haven't been able to get inputs to work with 4.20 or 4.21 .I really need this for a project I would like to release early next year. If I reverted back to using 4.19 would the inputs work? or is it the case that I would need to have to somehow install an older version of SteamVR that is compatible with the engine/patch?

    Leave a comment:


  • replied
    So I did a build with 4.21.1, updated the keys to SteamVRController, GeneralApplication, GeneralApplicationMessageHandler.h, and InputCoreTypes.
    I have the inputs showing up in the editor list of available inputs. However none of my SteamVR inputs work in the engine (trackers or the MotionController (L)/(R))

    I feel like there is something I'm missing that I need to update, like the action manfiest, but I don't see where to do that.

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  • replied
    Hi!

    My name is Andrey.
    Unreal engine 4.18.3
    SteamVR
    5 HTC truckers + hmd + 2 controllers.
    I have a problem: the controller triggers spontaneously shut down. when debugging I get, sometimes, that there are more than two controllers attached (however there are only two controllers). who worked with openVR, gettrackeddeviceclass (id)?
    thank you for any help.

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  • replied
    Hi all,
    Not sure if it is the right place to ask this but is there a trick to use the power button of the vive tracker in game ? I can modify its behaviour in steam but I can't receive any input in UE.

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  • replied
    Originally posted by MagicBots View Post
    So I have this additional problem with trackers. I'm using your patch, and it's working on one machine, but on another machine, whenever I enable the third tracker it steals input from the left controller. I have all trackers properly set to 'Disable Input' under manage trackers. controller profiles for the controllers are set correctly for the application for steam input binding. Can't for the life of me sort out why it's working on one machine and not the other. I tried completely removing steam, steamvr, and all vive setup, including removing all of the windows 10 appdata hidden files. reinstalled everything. can't think of anything else to try. Just wondering if anyone else has seen this one.
    Well this is really getting to be too much.. The issue turns out to be that my vive wireless kit adds an "Unknown tracked Device" which then causes manage trackers setting of 'Disabled' for all the trackers (which you need to do in order for them to not consume input by default) to no longer work. So basically anyone with a wireless kit wanting to use 3 or more trackers will hit this issue.

    I put in a help request on steam, and added a thread for the community there:
    https://steamcommunity.com/app/25082...8299719111069/

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  • replied
    So I have this additional problem with trackers. I'm using your patch, and it's working on one machine, but on another machine, whenever I enable the third tracker it steals input from the left controller. I have all trackers properly set to 'Disable Input' under manage trackers. controller profiles for the controllers are set correctly for the application for steam input binding. Can't for the life of me sort out why it's working on one machine and not the other. I tried completely removing steam, steamvr, and all vive setup, including removing all of the windows 10 appdata hidden files. reinstalled everything. can't think of anything else to try. Just wondering if anyone else has seen this one.

    Leave a comment:


  • replied
    Originally posted by YuriNK View Post

    Hi,

    In 4.20 input from trackers didn't work because UE4 didn't support current version of OpenVR (1.0.15, released in May 2018, updated to 1.0.16 in September and to 1.0.17 in October). In 1.0.15 a whole input system was reworked, and, since that time, motion controllers in UE4 worked via legacy functions.

    Since 4.21, UE4 supports OpenVR 1.0.16. But my patch - doesn't! So you can't just take my patch and fix it a but. You need to take the lastest version of SteamVRController.cpp file (in Program Files\Epic Games\UE_4.21\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVRController\Private) and edit it to implement input from trackers. Moreover, at first, you need to make sure that input from trackers is mapped in UE4 actions manifest (see OpenVR wiki: https://github.com/ValveSoftware/ope...ction-manifest). Good luck!

    I'll take a look at this problem in a future, but not in the next few weeks.

    Thanks for the reply. Well that bit about editing SteamVRController.cpp to impliment input from trackers might be a little too much for my beginner c++ level. If you'll be taking a look at that in a few weeks, i may just wait until you've done that, and then jump in to try solve the four way lighthouse crash.
    Last edited by MagicBots; 10-29-2018, 03:01 AM.

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