Very cool examples, but i want to know how to call a "real" button event, like on Clicked, on Hover and so on.
i saw you "Set members in ButtonStyle" to change the button state.
if ui designer make a lot of button states, how can i use those ?
Hey people, Mitch here
I've been doing my tutorial series for a few months now and I have a cool project that I would like to share with everyone.
The idea behind this is a community project that shows how to accomplish cool things in VR for UE4. It is meant to be headset agnostic and I would like to also have specific levels for the quirks for all headsets.
I am really grateful to you for sharing this template. It has helped me a lot to move ahead in my projects.
There is a specific change that I need to make in the blueprint which is a requirement for my project. I want the teleportation tracer appear only when I press the Thumbpad 1 on my controller. I should be able to teleport when I release the key. Moreover the tracer target and trajectory should appear only when I press the key and disappear when I teleport. I have tried different approaches on my end, but it did not work. I am a novice in UE4 development and blueprints. I would really appreciate it if you could suggest a quick fix for this.
I am really grateful to you for sharing this template. It has helped me a lot to move ahead in my projects.
There is a specific change that I need to make in the blueprint which is a requirement for my project. I want the teleportation tracer appear only when I press the Thumbpad 1 on my controller. I should be able to teleport when I release the key. Moreover the tracer target and trajectory should appear only when I press the key and disappear when I teleport. I have tried different approaches on my end, but it did not work. I am a novice in UE4 development and blueprints. I would really appreciate it if you could suggest a quick fix for this.
The Trace Interaction Level supports the Vive natively, if you're talking about the intro to steam VR level I'm working on it
Mitch,
Have you had any problems with a crash when launching the trace interaction level? I have noticed that UE4 seems to be crashing with a TeleportChaperoneBounds error on either the TeleportArea or TeleportBounds actor. I seems to work as long as I play first from the default level, then change levels and goto the Trace Interaction level. After that it works indefinitely until I shutdown SteamVR then it has the problem again. Drove me crazy for a while to figure out what was going on but still can't exactly figure out how to make it work without this workaround.
Have you had any problems with a crash when launching the trace interaction level? I have noticed that UE4 seems to be crashing with a TeleportChaperoneBounds error on either the TeleportArea or TeleportBounds actor. I seems to work as long as I play first from the default level, then change levels and goto the Trace Interaction level. After that it works indefinitely until I shutdown SteamVR then it has the problem again. Drove me crazy for a while to figure out what was going on but still can't exactly figure out how to make it work without this workaround.
Thanks,
I got this crash also, it only happens on that one map
Very cool examples, but i want to know how to call a "real" button event, like on Clicked, on Hover and so on.
i saw you "Set members in ButtonStyle" to change the button state.
if ui designer make a lot of button states, how can i use those ?
I'm not too sure what you mean by a real button event, currently I believe there are no good ways to do this with official UMG widgets and blueprints only. But my buttons should act just like normal buttons as in they have delegate methods for all the onClicked, OnHovered etc. that UMG buttons have
Have you had any problems with a crash when launching the trace interaction level? I have noticed that UE4 seems to be crashing with a TeleportChaperoneBounds error on either the TeleportArea or TeleportBounds actor. I seems to work as long as I play first from the default level, then change levels and goto the Trace Interaction level. After that it works indefinitely until I shutdown SteamVR then it has the problem again. Drove me crazy for a while to figure out what was going on but still can't exactly figure out how to make it work without this workaround.
I got this crash also, it only happens on that one map
Very odd, it sounds like it has something to do with Ue4's chaperone component, I'll do some testing to see if I can replicate it on my end
Edit Ok, I don't believe it's the chaperone component, I wasn't able to reproduce the bug however I just pushed a new build to GitHub fixing an instance mesh shadow bug that may help
I am really grateful to you for sharing this template. It has helped me a lot to move ahead in my projects.
There is a specific change that I need to make in the blueprint which is a requirement for my project. I want the teleportation tracer appear only when I press the Thumbpad 1 on my controller. I should be able to teleport when I release the key. Moreover the tracer target and trajectory should appear only when I press the key and disappear when I teleport. I have tried different approaches on my end, but it did not work. I am a novice in UE4 development and blueprints. I would really appreciate it if you could suggest a quick fix for this.
Thanks a lot!
Sure here's how to do it
First move this if statement before the trace logic so we don't trace when we don't have to
Next create a sequence node and attach it to the button up as well as both the trace down and trace up
Next add a new pin to the sequence
on the button down show the trace visualiser
then call trace leave on the focused object
then reset the focused object
and finally hide the trace visualiser
Lastly add these doOnce nodes to the motion controller detection
If you want I just updated the gitHub master with the changes pretty much made for you
First move this if statement before the trace logic so we don't trace when we don't have to
[ATTACH=CONFIG]94954[/ATTACH]
Next create a sequence node and attach it to the button up as well as both the trace down and trace up
[ATTACH=CONFIG]94956[/ATTACH]
Next add a new pin to the sequence
on the button down show the trace visualiser
then call trace leave on the focused object
then reset the focused object
and finally hide the trace visualiser
[ATTACH=CONFIG]94957[/ATTACH]
Lastly add these doOnce nodes to the motion controller detection
[ATTACH=CONFIG]94958[/ATTACH]
If you want I just updated the gitHub master with the changes pretty much made for you
Am I the only one who is not able to see these attachments?
Hey Mitch, thank you for this, it's really helpful. This probably has a simple answer, but I've been poring over the VR_Trace_Interaction example the past few days and I can't seem to work out how you have rendered the circle "crosshair" to the center of the viewport, can you please tell me how you've done that?
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