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VR-Ready C++/Blueprintable Pawn with common VR functions. Also good as a SteamVR project template.

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    [VIVE] VR-Ready C++/Blueprintable Pawn with common VR functions. Also good as a SteamVR project template.

    Unreal Engine VR Plugin v2.4.1

    Unreal Engine Virtual Reality Pawn and Components plugin for common VR mechanics. Can be used for either Blueprint or C++ VR projects. All nodes (Blueprint) and Functions (C++) have a range of parameters for full flexibility and compatible with the VIVE Motion Controllers/Room-Scale VR projects.

    Available in the Unreal Engine Marketplace and full source code in GitHub

    Supports both SteamVR/Vive & the Oculus Rift

    NOTE: SimpleHMD Engine Plugin is required to be enabled in you Project Plugins

    Latest Release Notes (v2.4.x) - compatible only for UE 4.16 upwards

    2.7:

    Enable VR Pawn to react/move properly through uneven terrain (VRPawn)
    Dedicated node for 360 movement with thumbstick/thumbpad of Motion controllers (Movement component)
    Various fixes and polish for Gaze, Movement and VR Pawn

    2.65:
    Migrated to UE4.17

    2.6:
    Automatically set HMD Tracking Origin (VRPawn)
    Added gravity (VRPawn)
    Customizable target mesh (Beta, Gaze Component)
    Full 360 Yaw Movement Freedom for use with thumbstick input (Beta, Movement Component)
    Fix for Oculus height offset issue (VRPawn)

    2.5:

    Added Gaze interaction mechanic (new)
    Added function to check if HMD is currently worn (in VRPawn)
    Automatically set camera FOV to 110 to suit current released hardware, overridable (in VRPawn)


    What you get:

    Pre-configured VR Pawn (Responsive to Uneven Terrain)
    Gestures Component (Record & Recognize custom VR Gestures)
    Movement Component (free axis, locked axis, dash/timed motion, bounce from VR bounds & optional use of Nav Mesh bounds)
    Teleport (Arc, Ray, Blink)
    Grabber (precision, lock, scan only, grab sky/sun with cycle day and night)
    Gaze
    Scalable meshes
    Climb

    Preview:

    https://youtu.be/0Z49S7Q5lpw

    Tutorials:

    Playlist

    https://www.youtube.com/playlist?lis...D1lTAdXhsVEm4g

    1. Setting up a new VR project & enabling VR in existing projects



    2. Movement / VR Locomotion Component Deep Dive



    3. Teleport Component Deep Dive



    4. Grabber Component Deep Dive



    5. VR Gestures Component Deep Dive



    6. RunebergVR Plugin v2 - Gaze Component Deep Dive




    7. RunebergVR Plugin v2 - Pawn Gravity, Uneven Terrain, Thumbstick 360 Movement

    Last edited by RuneBerg; 12-11-2017, 08:15 PM.
    ---
    runeberg
    VR Developer (C++ / BP), Room-scale specialist


    Web: http://runeberg.io
    GitHub: https://github.com/1runeberg/RunebergVRPlugin
    Free VR Plugin: https://www.unrealengine.com/marketp...ponents-plugin

    Udacitty Unreal Nanodegree Mentor & Project Reviewer: https://www.udacity.com/course/learn...dations--nd117



    #2
    thank you for sharing!

    Comment


      #3
      How does this compare to Patron's VR template?
      https://forums.unrealengine.com/show...am-VR-Template

      Comment


        #4
        I guess you have to try to I just briefly skim the source code, it adds 2 more component to pawn and pretty much like OP said it's a WIP.
        The way using Physics Handle for grab, pros/cons are explained by mordentral on that thread.

        To be honest it takes a lot more than what's shown here to fulfill what I would consider a functional VR ready Pawn.
        So if you are good with CPP and would like to go down that road, might as well chip in/fork and make it or something better.
        Unreal Engine 4 Game Framework diagram for relation of all major base object types
        Unreal Engine 4 Input Event diagram, scroll down to section Input Processing Procedural
        Resident Evil Classic Camera
        RPCs official document, Must Read
        Everything you should know about replication

        Comment


          #5
          Originally posted by PenguinTD View Post
          I guess you have to try to I just briefly skim the source code, it adds 2 more component to pawn and pretty much like OP said it's a WIP.
          The way using Physics Handle for grab, pros/cons are explained by mordentral on that thread.

          To be honest it takes a lot more than what's shown here to fulfill what I would consider a functional VR ready Pawn.
          So if you are good with CPP and would like to go down that road, might as well chip in/fork and make it or something better.
          Thanks for having a peek at it PenguinTD

          Yep, definitely open for people to help expand the code.

          It's C++ but definitely aimed for Blueprint users to make it easier (and less messy imo) to do some of the more common VR tasks. At the moment, it already has Teleport (with moveable markers) as well as the Push, Pull and grab functions. Will try to add more stuff in.
          Last edited by RuneBerg; 05-08-2016, 01:43 AM. Reason: Added quote
          ---
          runeberg
          VR Developer (C++ / BP), Room-scale specialist


          Web: http://runeberg.io
          GitHub: https://github.com/1runeberg/RunebergVRPlugin
          Free VR Plugin: https://www.unrealengine.com/marketp...ponents-plugin

          Udacitty Unreal Nanodegree Mentor & Project Reviewer: https://www.udacity.com/course/learn...dations--nd117


          Comment


            #6
            Originally posted by jwatte View Post
            How does this compare to Patron's VR template?
            https://forums.unrealengine.com/show...am-VR-Template
            I think Patron's is fully Blueprint?

            I wanted to make Blueprint spawnable C++ classes so SteamVR Blueprints do not need to be (imo) overly convoluted as most of the heavy lifting is done in C++ and can easily be expanded (or trimmed) as needed in a project.

            I added a Demo video, but will go in detail on each feature and of course always open for additions via the GitHub repo.
            Last edited by RuneBerg; 05-08-2016, 01:43 AM. Reason: added quote
            ---
            runeberg
            VR Developer (C++ / BP), Room-scale specialist


            Web: http://runeberg.io
            GitHub: https://github.com/1runeberg/RunebergVRPlugin
            Free VR Plugin: https://www.unrealengine.com/marketp...ponents-plugin

            Udacitty Unreal Nanodegree Mentor & Project Reviewer: https://www.udacity.com/course/learn...dations--nd117


            Comment


              #7
              I have to say I have been using your VR Template runeberg and with the exception of the controllers being off compared to what the actual controllers are. (You can check by putting the ends of each controller together and then putting the tops together. The tops end up going into each other.

              But other then that it is a great start and like you said it being in C++ keeps blueprints super clean and not overly convolted.

              Oh and also the project settings need to be tweaked to be between 90 / 120 fps instead of the 63 (something like that) it was at by default.

              Comment


                #8
                Originally posted by Toom View Post
                I have to say I have been using your VR Template runeberg and with the exception of the controllers being off compared to what the actual controllers are. (You can check by putting the ends of each controller together and then putting the tops together. The tops end up going into each other.

                But other then that it is a great start and like you said it being in C++ keeps blueprints super clean and not overly convolted.

                Oh and also the project settings need to be tweaked to be between 90 / 120 fps instead of the 63 (something like that) it was at by default.

                Hi Toom - Thanks for the feedback! I'll have a look at the controller location and the fps setting tomorrow, just need to hammer down on a couple more deadlines at work. I should be able to quickly ramp up on coding the fly and dive functions as well (lemme know if u have any other ideas for generic functions SteamVR devs might need).

                Cheers.
                ---
                runeberg
                VR Developer (C++ / BP), Room-scale specialist


                Web: http://runeberg.io
                GitHub: https://github.com/1runeberg/RunebergVRPlugin
                Free VR Plugin: https://www.unrealengine.com/marketp...ponents-plugin

                Udacitty Unreal Nanodegree Mentor & Project Reviewer: https://www.udacity.com/course/learn...dations--nd117


                Comment


                  #9
                  Cool Plugin!

                  First off, thanks for whats looking like a perfect lightweight starting point for my project
                  Pretty much in the same spot as you (used to be?), new to UE4 and wanting to make a cool VR game hehe. My C++ skill's aint all that though, so yeah, this (and the provided tuts) helps alot

                  So 4.14 released as i was trying your plugin & following your tutorial videos today, so i made a fork and committed some changes for 4.14, but i have no idea if its okay to post the link to my fork here, or if i can maybe somehow do a commit & pull request on your repo (dont think i can though) or how else i would go about sharing these changes with you (im a 1000% sure you don't really need me for this, i just figured why not save u the effort) So anyway, ima just tell you to look at the forks on your repo, theres one by suicidalbanana, which is me, in that repo see commit b014874 & b621bb4 (both of earlier today) for the changes. If you need access to my fork or anything just say the word (Edit: its a pull request now)

                  That said, im getting some 'lag' in the controller movement ('jittering', both in your 4.13 and 'my' updated 4.14 version) that im not seeing when using for example the built in blueprint vr template, so i was wondering if you have any idea what could be causing that? im fairly sure its just some settings im messing up, but i have no idea which (and sadly its not the framerate settings)

                  Any help appreciated
                  Last edited by suicidal.banana; 11-18-2016, 12:01 AM. Reason: added that i now made a prq on github - improved sentance structure of my question a bit to avoid confusion

                  Comment


                    #10
                    For some reason after enabling it in unreal and restarting it the content still doesn't show up i dont know where to find the answer to the problem. I installed it from the marketplace today, newest version

                    Comment


                      #11
                      Cool plugin!!!
                      Tcimage3d Studio
                      Unreal Artist & Developer in archi & interior Visual
                      Real Estate VR Tutor: http://tcimage3d.wixsite.com/3dvr

                      Request a quote today:tcimage3d@gmail.com
                      Follow us on Facebook: https://www.facebook.com/TCimage/

                      Comment


                        #12
                        HI Ethan sorry for the late response - didnt seem to get a notification of this post.

                        Anyways, if you're using the Binary version (Marketplace), enable viewing of both Plugin and Engine Content in the Editor to see the relevant C++ classes, you can then use these to make the Blueprint classes (or C++) for use in your project:

                        Click image for larger version

Name:	2017-06-26 08_04_13-BasicVR - Unreal Editor.png
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                        I hope that helps, let me know if you need any more info/help on this.

                        Cheers,
                        Rune.
                        ---
                        runeberg
                        VR Developer (C++ / BP), Room-scale specialist


                        Web: http://runeberg.io
                        GitHub: https://github.com/1runeberg/RunebergVRPlugin
                        Free VR Plugin: https://www.unrealengine.com/marketp...ponents-plugin

                        Udacitty Unreal Nanodegree Mentor & Project Reviewer: https://www.udacity.com/course/learn...dations--nd117


                        Comment


                          #13
                          HI!I don't know why the characters are inaccurate when they move, and they fly out of the wall

                          Comment


                            #14
                            Hi,

                            Thanks for posting here -- Can you provide with more detail on the issue? A couple of screenshots or a recording perhaps of how to replicate so I can provide a more accurate response?

                            Thanks,
                            Rune.
                            ---
                            runeberg
                            VR Developer (C++ / BP), Room-scale specialist


                            Web: http://runeberg.io
                            GitHub: https://github.com/1runeberg/RunebergVRPlugin
                            Free VR Plugin: https://www.unrealengine.com/marketp...ponents-plugin

                            Udacitty Unreal Nanodegree Mentor & Project Reviewer: https://www.udacity.com/course/learn...dations--nd117


                            Comment


                              #15
                              That's indeed a good news runeberg.
                              Just one question. I installed your plug in? Can i ask you a question? Is this plug in compatible with leap motion controller? Thank you?

                              Comment

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