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VR Debug Plugin 1.4

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  • replied
    I will have a look at that and thanks again for sharing .

    I was initially considering physical handles pretty much the way I did it for the resize and move but then I thought that I would try to make it all working more naturally and within the widget itself, that's why I created my own scroll box to use the left mouse button to perform the drag and scroll.

    It works pretty well when you want to scroll in one direction, it becomes a bit more complicated when I have two scroll boxes stacked on top of each other so to allow vertical and horizontal scrolling at the same time. I really like this solution so I may explore a way of allowing both at the same time in the same scroll box (no idea if even possible). If that turns out not to work I will try to go for physical scroll bars and see how it feels.

    Leave a comment:


  • replied
    In my output log actor I have physical scroll bars that you can grab and move, might be something to consider as it is pretty interactive like that.

    Leave a comment:


  • replied
    I made it briefly to help people out, never merged it into a full package though with a widget, about time someone did something like that fully.

    It registers a listener to the output log (they specifically have a good latch point for the output log), you can skip all of the texture rendering stuff and just add the text to a widget list or something that you prefer so all of your sorting and filtering can work.
    The only reason for the texture rendering in the first place is because direct rendering is the only pathway into the console itself so I chose to present both with the same method.

    Source files:
    https://bitbucket.org/mordentral/vre...LogComponent.h
    https://bitbucket.org/mordentral/vre...gComponent.cpp
    Hey great thanks, I will most likely go with what you mentioned and just add text to a widget scroll box inside a vertical box so that I can easily do filtering and sorting. Will give some update on the state of the plugin as I make progress. Have a great day

    Leave a comment:


  • replied
    Originally posted by DownToCode View Post
    Hi mordentral,

    I really haven't even started to think about how that would work, to be honest, but I would definitely appreciate taking a look at your solution to starting getting an idea about an approach I could take.

    Just so you know I'm planning to release the plugin on the marketplace eventually so I would appreciate looking at your output log implementation as long as you are ok with it.
    Also, great job on your open-source plugins they both look great.
    I made it briefly to help people out, never merged it into a full package though with a widget, about time someone did something like that fully.

    It registers a listener to the output log (they specifically have a good latch point for the output log), you can skip all of the texture rendering stuff and just add the text to a widget list or something that you prefer so all of your sorting and filtering can work.
    The only reason for the texture rendering in the first place is because direct rendering is the only pathway into the console itself so I chose to present both with the same method.

    Source files:
    https://bitbucket.org/mordentral/vre...LogComponent.h
    https://bitbucket.org/mordentral/vre...gComponent.cpp

    Leave a comment:


  • replied
    Hi mordentral,

    I really haven't even started to think about how that would work, to be honest, but I would definitely appreciate taking a look at your solution to starting getting an idea about an approach I could take.

    Just so you know I'm planning to release the plugin on the marketplace eventually so I would appreciate looking at your output log implementation as long as you are ok with it.
    Also, great job on your open-source plugins they both look great.

    Leave a comment:


  • replied
    I have an example of pulling the output log and rendering it to a texture if its useful to you. Also has text injection for direct typing into the console with a VR keyboard.

    Leave a comment:


  • started a topic VR Debug Plugin 1.4

    VR Debug Plugin 1.4

    Introduction

    Hi, I am currently working on a plugin for making debugging in VR a bit easier for developers. Being a VR developer myself since more or less 4 years I have come to make a mental list of things that I would love to have in a tool for debugging faster in VR. This is true for all platforms obviously but it's even truer for platforms such as GearVR, Oculus Quest and Oculus Go.

    1.4 Improvements and Changes
    • Implemented run blueprint custom event on actor
    • Implemented new map modules to load packaged maps, hide and unhide sub-levels (no set up required)
    • Removed support for changing widget press type, this allowed implementing new features
    • Converted all customisation colours in the VR Debug Component to a struct
    • Consolidated 2 save game blueprint classes into one.
    • Improved laser beam material
    • Added cursor on laser beam
    • Redesigned overall widgets look and layout
    • Added feedback for when the buttons are clicked and when they are clickable
    • Made blueprint log module scrollable horizontally
    • Re-built example projects for testing before buying
    • Removed info tab and added nicer submenus for help links
    • Tested on all platforms Windows Mixed Reality, Quest, Rift-S, Oculus Go, Vive Controllers and Knuckles
    • Tested plugin extensively with VR Template
    1.4 bug fixes
    • In 4.24 if spawn blueprint log is ticked getting the controllers; reference fails
    • Blueprint Log max messages generate an infinite loop when capped to a low value.
    • Vive Trigger button doesn't work in 4.24 to interact with the widget
    • Restoring a command in Console Command Editor gets rid of all the red highlighted edited commands
    • Cannot use trigger button when auto spawning blueprint log
    • The laser beam is still displayed when the debug actor is hidden
    • Selecting text and scrolling with scroll boxes is often problematic.
    • Crash engine or app when undoing commands
    • Console command module history list only gets displayed when running the first time then it's empty
    • Grab handle for moving the widget sometimes grabs even when pointing away
    • Console command module textbox doesn't scroll to end of the word while typing
    • When free-flying with a pawn that has controllers parented to it the controllers get offset
    • Hiding and showing the debug widget doesn't update its rotation to always be in front of you.
    • When rotating using the movements module the VR Debug Widget doesn't rotate
    • Screenshots are saved upside down on android when using Vulkan.
    • Get all actor functions and events return also functions and events generated by blueprint timelines
    • Quick menu (screenshots and undo) cannot be used with oculus go controller because of lack of 6 DOF
    • The laser beams are still displayed when hovering widget grabbable arrows
    • Scale widget logic breaks some times.


    VR Debug Plugin Features

    VR Debug Component




    Console Command Module



    Movements Module



    Output Log Module



    Blueprint Log Module



    Take Screenshots



    Undo Commands



    Run Function Module



    Load Levels Module



    Suggestions and feedback
    • What would you like to see implemented?
    • Is there anything implemented so far you'd do differently?
    Any kind of suggestion and feedback is really appreciated.

    Have a great day VR Devs
    Last edited by DownToCode; 03-26-2020, 05:15 PM.
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