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    #31
    Originally posted by IlllIl View Post
    Hi Mitch, I wanna thank you being so involved with the VR community for starters.

    I have a problem with the plugin unfortunately. It's working fine in the VR Preview, but as soon as I build the game the plugin does not seem to have been included as it's not loading at all?
    Have you got any suggestions as to why this might be?
    Are you using the latest version (0.2) from github? it should fix that problem
    UE4 VR Cookbook
    Mitch's VR Lab tutorial series
    VR Content Examples

    Comment


      #32
      Originally posted by WilliamHooper View Post
      Allright, it works in GearVR now, Widget is shown..
      BUT...
      Rollovers on buttons (color swap) are a no go when its in GearVR, but CLICK does work and swaps out color.

      I've been thru it a few times now and still have no rollovers

      I am going to keep trying...


      i kept re-reading what i wrote and i wasn't clear... sorry edited.

      ADDED: Ok well I keep trying different things.. one was custom Player Controller with touch events enabled... nope.
      I'll see what I can do, the lack of having a mouse on android may be a problem, but I'll have a look at it in a few days when I'm free
      UE4 VR Cookbook
      Mitch's VR Lab tutorial series
      VR Content Examples

      Comment


        #33
        Originally posted by mitchemmc View Post
        I'll see what I can do, the lack of having a mouse on android may be a problem, but I'll have a look at it in a few days when I'm free
        Thank you Mitch,

        what ever you did on the other VR Content Examples once I got things sorted the rollovers / clicks all worked in GearVr.

        the spline teleport did not though.
        And the Webbrowser I found is having issues that have been reported to unreal by others already, webbrowser widget gets half left eye focus when it becomes visible in world as object... odd bug.

        ok man look forward to seeing if ya can get that going...

        EDITED:

        Been looking at the VR Content Examples BP's... what ever you did with Functions in Pawn/Character the InteractWithHit and the trace Enter, Leave, Over, Out, Move, Down, Up seems like whats needed, i saw there are only a Emulate Touch Down, Move, and Up in the VR UMG Compatibility Plugin... I am not quite sure where to start trying this myself... might try something later if it clicks in the old brain. If it had an Emulate for Enter Leave Over Out I could see that fixing it...

        I dont think not having a mouse is problem. Since you made it work on the VR Content Examples and that does rollover, and clicks in GearVR.

        end Edit.
        Last edited by WilliamHooper; 07-19-2016, 05:02 PM.

        Comment


          #34
          Originally posted by WilliamHooper View Post
          Thank you Mitch,

          what ever you did on the other VR Content Examples once I got things sorted the rollovers / clicks all worked in GearVr.
          I would not take the Content Examples as working as I pretty much just re-implemented a simple version of slates input system entirely in blueprints so it used UMG to draw stuff but all the hover and click and all that was my own custom logic which is why it works for the Gear but it doesn't work for any of the in build UMG widgets.

          What I might suggest is you wait for 4.13 for Nick Darnell's overhaul of the Widget Component to allow for Virtual input unless you really need 100% functioning UI right now
          UE4 VR Cookbook
          Mitch's VR Lab tutorial series
          VR Content Examples

          Comment


            #35
            Originally posted by mitchemmc View Post
            I would not take the Content Examples as working as I pretty much just re-implemented a simple version of slates input system entirely in blueprints so it used UMG to draw stuff but all the hover and click and all that was my own custom logic which is why it works for the Gear but it doesn't work for any of the in build UMG widgets.

            What I might suggest is you wait for 4.13 for Nick Darnell's overhaul of the Widget Component to allow for Virtual input unless you really need 100% functioning UI right now
            I know already my system is not happy with 4.12, vid card insists on update that is nonexistent. It loads anyway and screams when in use.
            Also terrified what works in 4.11 might not in 4.12-4.13.

            looking into the promoted 4.13 version later to see whats what...

            I doubt it will be anytime soon or this year i can do any sort of upgrades hardware wise at all. I feel my ceiling is hit with 4.11.

            In any case thank you for all replies and help so far Mitch.

            Comment


              #36
              Can I use this with Leap Motion?

              Comment


                #37
                Hi,Mitch,
                First of all, thank you for your VR Widget.
                I used it in my project(UE 4.12), and it seems work.
                But here I have a problem about communicate between VR_Widget and other Actor BP.
                I want to use the VR_Widget to set an Actor BP's(named:Cube) cube material.
                I use the Event Dispatchers which are called when UMG Buttons were clicked.
                Click image for larger version

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                Then,in the Actor BP, I bind event(setting mateiral) to the Event Dispatchers.
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                I test it in VR Preview and the click motion works fine But the Setting mateiral motion doesn't work.
                I know it may be a little far away from this theme,but I really can't figure it out.
                Could you please tell me what's wrong with my BP?
                Thank you a lot.
                Luck Xu

                Comment


                  #38
                  In GearVR everything but button rollover worked great... it was the final straw for me. I am stopping for awhile. And waiting for 4.13 to get stable. Mentioned RollOver awhile back Mitch said he was very busy right now with school and would try look into it to see if was an easy fix and he'd let me know. I have not heard back. School I'm guessing... whew 2 task's and a half that one.. lot to do.

                  Good Luck Mitch..
                  Last edited by WilliamHooper; 08-05-2016, 01:51 PM.

                  Comment


                    #39
                    Originally posted by luckpolar View Post
                    Hi,Mitch,
                    First of all, thank you for your VR Widget.
                    I used it in my project(UE 4.12), and it seems work.
                    But here I have a problem about communicate between VR_Widget and other Actor BP.
                    I want to use the VR_Widget to set an Actor BP's(named:Cube) cube material.
                    I use the Event Dispatchers which are called when UMG Buttons were clicked.

                    Then,in the Actor BP, I bind event(setting mateiral) to the Event Dispatchers.

                    I test it in VR Preview and the click motion works fine But the Setting mateiral motion doesn't work.
                    I know it may be a little far away from this theme,but I really can't figure it out.
                    Could you please tell me what's wrong with my BP?
                    Thank you a lot.
                    Luck Xu
                    Hey, Everything is right except that last step, What you have done is what you do in the traditional 2D workflow, instead what you need to do is go into the actual Actor that holds the Widget Component and get that components widget then bind to its events, like this: https://drive.google.com/open?id=0B6...C1tdVJvdGZJbjg
                    UE4 VR Cookbook
                    Mitch's VR Lab tutorial series
                    VR Content Examples

                    Comment


                      #40
                      Originally posted by hydrojan View Post
                      Can I use this with Leap Motion?
                      Don't see why not, no multi touch gestures but everything else should work fine
                      UE4 VR Cookbook
                      Mitch's VR Lab tutorial series
                      VR Content Examples

                      Comment


                        #41
                        Originally posted by WilliamHooper View Post
                        In GearVR everything but button rollover worked great... it was the final straw for me. I am stopping for awhile. And waiting for 4.13 to get stable. Mentioned RollOver awhile back Mitch said he was very busy right now with school and would try look into it to see if was an easy fix and he'd let me know. I have not heard back. School I'm guessing... whew 2 task's and a half that one.. lot to do.

                        Good Luck Mitch..
                        K, Fixed Gear VR roll over, its a bit of a hack but it works
                        UE4 VR Cookbook
                        Mitch's VR Lab tutorial series
                        VR Content Examples

                        Comment


                          #42
                          Originally posted by mitchemmc View Post
                          K, Fixed Gear VR roll over, its a bit of a hack but it works
                          Follow thru, and Politeness, take note kid's this is how it's done. take the word of an old man. I've seen it, this is a guy who is gonna go far... thank You Sir!

                          Comment


                            #43
                            Originally posted by mitchemmc View Post
                            Hey, Everything is right except that last step, What you have done is what you do in the traditional 2D workflow, instead what you need to do is go into the actual Actor that holds the Widget Component and get that components widget then bind to its events, like this: https://drive.google.com/open?id=0B6...C1tdVJvdGZJbjg
                            Thank you for your reply,Mitch.
                            I use your suggesting Blueprint and it works!
                            Here I have a problem about VR Pawn and GameMode Setting.
                            In your videos before,Mitch's VR Lab Ep09:https://www.youtube.com/watch?v=1vhNIBwrufk
                            I download the Content Example from your GitHub and I play in VR preview.It works fine.
                            And in the VR Content Examples -> VR_World_interaction Level,I see that you have put your WorldInteractionPawn in the Level without any setting in the ProjectSetting->Gamemode->GameMode or WorldSetting->GameMode Overide.
                            I set the similar setting in my project and the it doesn't work out.
                            In my VR_Pawn,I could see from my view without any motion controllers, and the camera position is far away from the placed position of pawn.
                            I create a VR GameMode and set it to world overide GameMode and set the VR_GameMode->Default PawnClass: VR_Pawn.
                            The problem shows again,I could see two pairs of motion controllers in my view,one pair followed with camera and another is place far away.
                            Here is the A picture.
                            Click image for larger version

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                            And I could only interact with the VR_Widget attach to the Left Hand Motion Controller far away ,NOT the Left motion controller's VR Widget followed with Camera.

                            I don't know where am I wrong, could you please tell me?
                            For direct communicate with the VR_Pawn, I really need to place the VR Pawn in the Level.
                            Looking forward to your reply.
                            Luck Xu.

                            Comment


                              #44
                              Ohh, Gear VR support! N i c e !

                              Do you plan providing binary for Android (Gear VR) by chance?

                              Comment


                                #45
                                Originally posted by luckpolar View Post
                                Thank you for your reply,Mitch.
                                I use your suggesting Blueprint and it works!
                                Here I have a problem about VR Pawn and GameMode Setting.
                                In your videos before,Mitch's VR Lab Ep09:https://www.youtube.com/watch?v=1vhNIBwrufk
                                I download the Content Example from your GitHub and I play in VR preview.It works fine.
                                And in the VR Content Examples -> VR_World_interaction Level,I see that you have put your WorldInteractionPawn in the Level without any setting in the ProjectSetting->Gamemode->GameMode or WorldSetting->GameMode Overide.
                                I set the similar setting in my project and the it doesn't work out.
                                In my VR_Pawn,I could see from my view without any motion controllers, and the camera position is far away from the placed position of pawn.
                                I create a VR GameMode and set it to world overide GameMode and set the VR_GameMode->Default PawnClass: VR_Pawn.
                                The problem shows again,I could see two pairs of motion controllers in my view,one pair followed with camera and another is place far away.
                                Here is the A picture.

                                And I could only interact with the VR_Widget attach to the Left Hand Motion Controller far away ,NOT the Left motion controller's VR Widget followed with Camera.

                                I don't know where am I wrong, could you please tell me?
                                For direct communicate with the VR_Pawn, I really need to place the VR Pawn in the Level.
                                Looking forward to your reply.
                                Luck Xu.
                                Hey, if you want the Pawn to be directly in the level, you don't want to use a game mode and instead once the Pawn is in the level go into its details and set Auto Possess Player to Player 0, this will make the pawn that's in the level be automatically possessed by the players Player Controller
                                UE4 VR Cookbook
                                Mitch's VR Lab tutorial series
                                VR Content Examples

                                Comment

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