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    virtual mouse control

    hi everyone. I would like to use my mouse in rift for 3d widget. I tried but I couldnt do it. Do you have any idea for implement mouse?

    like that

    Click image for larger version

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    #2
    At the moment 3d umg widgets don't support non-standard inputs out of the box. I've been able to hack around this by using something similar to the answer given here: https://answers.unrealengine.com/que...or-3d-umg.html
    Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

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      #3
      I've been working on a virtual cursor thats essentially just a top layer of my UMG widget that moves the image of a cursor around the widget based on mouse and gamepad input. For interaction, I have it check X/Y position to simulate hover over events and click events. I still have some more work to do but the results have been pretty good so far.
      Klepto - Burglary Simulator

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        #4
        I finally have our virtual cursor setup. I based a lot of it off of Rudy Triplett's advice HERE.

        Klepto - Burglary Simulator

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          #5
          I took a different route to 3D VR gaze input: I implemented basic gaze-to-actor-with-widget-component and widget-cursor-display in Blueprint, then made a GazeInput plugin using code adapted from SlateApplication's input processing code. This way the gaze input works with all widgets as-is without the need to add new detection geometry or create new widget types.

          I hope to clean it up and release the plugin and instructions in future, unless Epic beats me and releases similar functionality themselves.
          Descent: Underground |

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            #6
            Originally posted by Stormwind View Post
            I took a different route to 3D VR gaze input: I implemented basic gaze-to-actor-with-widget-component and widget-cursor-display in Blueprint, then made a GazeInput plugin using code adapted from SlateApplication's input processing code. This way the gaze input works with all widgets as-is without the need to add new detection geometry or create new widget types.

            I hope to clean it up and release the plugin and instructions in future, unless Epic beats me and releases similar functionality themselves.
            Nice! I doubt Epic will beat you to it

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              #7
              Originally posted by Stormwind View Post
              I took a different route to 3D VR gaze input: I implemented basic gaze-to-actor-with-widget-component and widget-cursor-display in Blueprint, then made a GazeInput plugin using code adapted from SlateApplication's input processing code. This way the gaze input works with all widgets as-is without the need to add new detection geometry or create new widget types.

              I hope to clean it up and release the plugin and instructions in future, unless Epic beats me and releases similar functionality themselves.
              Nice solution for mouse. But for leap motion not good actually.

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                #8
                Originally posted by NobleSpoon View Post
                I finally have our virtual cursor setup. I based a lot of it off of Rudy Triplett's advice HERE.

                How did you handle the overlap/hit testing against the virtual cursor's position? I tried doing this but immediately ran into the issue that only widgets contained in a root-level CanvasPanel report their correct position, otherwise they give back a position relative to their parent which breaks the hit testing entirely.


                Originally posted by Stormwind View Post
                I took a different route to 3D VR gaze input: I implemented basic gaze-to-actor-with-widget-component and widget-cursor-display in Blueprint, then made a GazeInput plugin using code adapted from SlateApplication's input processing code. This way the gaze input works with all widgets as-is without the need to add new detection geometry or create new widget types.

                I hope to clean it up and release the plugin and instructions in future, unless Epic beats me and releases similar functionality themselves.
                [MENTION=39121]Stormwind[/MENTION] - Any news on your plugin? I'd love to get a crack at it, even if it's in a not-so-clean state.
                Storyteller - An immersive VR audiobook player

                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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                  #9
                  Id LOVE something like this plugin as well. Just started working on VR with motion controls
                  Outer Planet Studios
                  http://outerplanet.webflow.io/

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                    #10
                    I just wanted to share a quick update on our virtual cursor for Klepto. We now have Vive motion control support integrated into it!

                    Klepto - Burglary Simulator

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                      #11
                      Another option for a mouse using your actual mouse is to do a trace for hit under the cursor, then translate that to world space, and update the location of an image in game.

                      In my game i detect if there is a motion controller, if there is i use that for the cursor, if there is not, i use the mouse, or the HMD.

                      Something like this for the mouse function, because you are moving your actual mouse you don't need anything else:

                      Click image for larger version

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                      Outer Planet Studios
                      http://outerplanet.webflow.io/

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