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4.20 Virtual Camera Project and Plugin

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  • replied
    Hi Stylerm,
    You shouldn't need a Mac or Xcode for the virtual camera plugin - just the Unreal Remote 2 app from the app store.
    The RemoteSession channels specification should not be included in your DefaultEngine.ini - it will interfere with your camera rotation.
    Not sure why your gyroscope wouldn't be responding if it's all set up correctly - I imagine you've tested it with their example project already. Be aware that it is pretty sensitive to WiFi congestion, so if your network's not allowing solid data throughput, it can take a while for the iOS device and the desktop session to get in sync with each other. Hmm.

    Leave a comment:


  • replied
    Hey guys,
    Ive managed to get this to work and connect, ive tried pasting the remote session and removing it from the .ini
    But my gyroscope doesnt seem to work at all

    Is there something I could be missing?
    And does it require Xcode from a mac OS to run

    Cheers!

    Leave a comment:


  • replied
    Originally posted by KevODoom View Post

    This happened to me as well.

    Commenting out this block in DefaultEngine.ini restored movement:

    [RemoteSession]
    +Channels=(Name=FRemoteSessionFrameBufferChannel,Mode=Write)
    +Channels=(Name=FRemoteSessionInputChannel,Mode=Read)
    +Channels=(Name=FRemoteSessionARCameraChannel,Mode=Read)
    +Channels=(Name=FRemoteSessionXRTrackingChannel,Mode=Read)

    Camera rotation did work briefly with these RemoteSession channels set up, but then failed on a subsequent run and couldn't be used again without commenting the block out.
    Anybody else have thoughts on this?
    A response from Andrew Grant indicates the following:
    Andrew Grant

    Epic Games, Inc.
    These are no longer needed, in an earlier version it was necessary for a project to specify its required channels but now the virtual plugin sets them at runtime.

    I imagine the problem is the ARCameraChannel which is both experimental and nothing to do with Virtual Camera
    So it looks as though the correct response is not to specify these RemoteSession channels.

    Leave a comment:


  • replied
    I to had this problem. Removed it and now have movement back through the ARKit function. Weirdly however my vive tracker know longer works through the IPad. It works fine through the PIE window but as sson as I connect via the remote app the camera changes. Any ideas on this? or how its integration works. I wonder if when the remote connection is made its pulling a different Tracker ID
    Last edited by JTilla; 08-19-2018, 11:20 AM.

    Leave a comment:


  • replied
    Originally posted by YuuJin View Post
    i tired using the example project with my ipad 12.9in
    at first it was working with rotation
    but after following the https://docs.unrealengine.com/en-us/...alCameraPlugin
    instructions I can't get UE4 to react to the ipad
    any thoughts?
    This happened to me as well.

    Commenting out this block in DefaultEngine.ini restored movement:

    [RemoteSession]
    +Channels=(Name=FRemoteSessionFrameBufferChannel,Mode=Write)
    +Channels=(Name=FRemoteSessionInputChannel,Mode=Read)
    +Channels=(Name=FRemoteSessionARCameraChannel,Mode=Read)
    +Channels=(Name=FRemoteSessionXRTrackingChannel,Mode=Read)

    Camera rotation did work briefly with these RemoteSession channels set up, but then failed on a subsequent run and couldn't be used again without commenting the block out.
    Anybody else have thoughts on this?

    Leave a comment:


  • replied
    i tired using the example project with my ipad 12.9in
    at first it was working with rotation
    but after following the https://docs.unrealengine.com/en-us/...alCameraPlugin
    instructions I can't get UE4 to react to the ipad
    any thoughts?

    Leave a comment:


  • replied
    • UI, Bottom Row
      • Record
        • Click image for larger version  Name:	VirtualCamera_RecordMenu.JPG Views:	1 Size:	6.1 KB ID:	1512130
        • Screenshot Menu
          • Allows user to manage screenshots
        • Screenshot Button
          • Takes a screenshot
        • Main Record Button
          • Starts and stops a camera movement recording
      • Joystick Docking
        • Click image for larger version  Name:	VirtualCamera_Docking.JPG Views:	2 Size:	1.7 KB ID:	1512132
        • If your virtual joysticks aren't working, ensure that you've set bAlwaysShowTouchInterface=True in your DefaultInput.ini
      • Performances
        • Click image for larger version  Name:	VirtualCamera_Performances.JPG Views:	1 Size:	7.6 KB ID:	1512133
        • Allows selection of existing recorded or generated Sequences in the scene for playback
      • Waypoints
        • Click image for larger version  Name:	VirtualCamera_Waypoints.JPG Views:	1 Size:	5.8 KB ID:	1512134
        • Waypoints Menu
          • Displays a list of saved waypoints
        • Home
          • Teleports the view to the home waypoint
        • Main Waypoint
          • Saves the current view location as a waypoint
    Attached Files
    Last edited by KevODoom; 08-10-2018, 10:44 PM.

    Leave a comment:


  • replied
    • UI, Middle Row
      • Focal Length
        • Click image for larger version

Name:	VirtualCamera_FocalLength.JPG
Views:	1
Size:	10.2 KB
ID:	1512121
      • Focus Distance and Lens Aperture
        • Click image for larger version

Name:	VirtualCamera_FocusAndAperture.JPG
Views:	1
Size:	12.7 KB
ID:	1512122

    Leave a comment:

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