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    Originally posted by mordentral View Post

    Yeah like I said, since you didn't import the gameplay tags but must have saved the character after opening it, all of the grip tags were wiped from the nodes that reference them.

    Quickest fix would be to just re-import the vive_pawncharacter.uasset. But if you want to do it the harder way, you'd have to copy the values on these nodes from what the template uses:



    I really need to make a migration guide for people at this point, I hadn't originally anticipated so many people just using the template as is.
    AHA! Thank you! I should've seen that before honestly.

    A migration guide would be really helpful or maybe a character setup guide. I just used it because you have the networking setup on this character and I need to quickly make a proof of concept with multiplayer

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      Originally posted by mordentral View Post

      You aren't on mac or linux are you? It should be fully built for windows for 4.17.2
      No sir, Windows 10.

      So after a nap and some further head scratching, I tried throwing it into a blank project and voila no error message. I see the plugin and I see its enabled. So its all C++ code? I'm wondering how to implement this, as I'm a BP guy. Again, I'm a newb to this plugin so please forgive my simplistic demeanor, I really want to wrap my head around this!
      Last edited by Ijaz Naeem Ahmad; 10-06-2017, 01:52 PM.

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        Originally posted by JajiThe B View Post

        No sir, Windows 10.

        So after a nap and some further head scratching, I tried throwing it into a blank project and voila no error message. I see the plugin and I see its enabled. So its all C++ code? I'm wondering how to implement this, as I'm a BP guy. Again, I'm a newb to this plugin so please forgive my simplistic demeanor, I really want to wrap my head around this!
        You can follow the step by step guide, compiling it isn't hard since you don't have to edit any source, just click a couple of buttons.

        Its generally better to learn how to compile it anyway, as if a new engine version comes out or a hotfix and doesn't require source changes then you can be up and running instantly.


        Also useful if you intend to keep your project version controlled, you won't have to store binaries and intermediate files, just the source.



        Regardless for implementation, the Example Template is your best bet, everything is done in blueprints there for reference. I figured that people able to use c++ could just back port from blueprint to c++ anyway and the other way around is not as easy for others.

        I will warn however that the template implements a ton of things, many of which you may not need and may want to remove some day.

        Whether its better to start from the template or use the template as a reference is up to you.
        Last edited by mordentral; 10-06-2017, 01:59 PM.


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          Originally posted by Lasyavez View Post

          AHA! Thank you! I should've seen that before honestly.

          A migration guide would be really helpful or maybe a character setup guide. I just used it because you have the networking setup on this character and I need to quickly make a proof of concept with multiplayer
          Yeah, I will try to get a migration and simple setup video and wiki page out soon. Just have been really busy and 4.18 preview hit earlier than is normal between versions.


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            Originally posted by mordentral View Post

            With Oculus there is a boolean that should work in the stereo widget, with SteamVR there is no Stereo Depth....So something like that would be the controllers overlaid in the stereo layer or the steam overlay up so you see their controllers.
            Ok, so it sounds like I can't use the Stereo Widget, since I want UI to draw with depth. What's making the normal 3D widget look so much worse by comparison? Is there a way I can get the same fidelity there as in the Stereo Widget?

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              Originally posted by Ecnassianer View Post

              Ok, so it sounds like I can't use the Stereo Widget, since I want UI to draw with depth. What's making the normal 3D widget look so much worse by comparison? Is there a way I can get the same fidelity there as in the Stereo Widget?
              Make sure you are rendering it at a larger size and downscaling to your surface. The In template browser isn't all that bad quality wise.

              Regardless it will always look worse than a direct projection, it is receiving in game lighting and is antialiased and post processed when in 3d.


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                Hi Mordentral.
                When I play a level with two local players, one based off your Vive pawn and one based off your FPS pawn I find that the VR Replicated Camera for the FPS pawn still locks to the HMD transform despite Lock to HMD being unchecked and Use Pawn Control Rotation being checked. I can see the children components move in the 2nd player mirroring the movements of the HMD.
                I've just starting testing multiple local players for desktop and VR play so I may be doing something foolish but could it be a bug causing this?
                Thanks.

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                  Originally posted by IslandPlaya View Post
                  Hi Mordentral.
                  When I play a level with two local players, one based off your Vive pawn and one based off your FPS pawn I find that the VR Replicated Camera for the FPS pawn still locks to the HMD transform despite Lock to HMD being unchecked and Use Pawn Control Rotation being checked. I can see the children components move in the 2nd player mirroring the movements of the HMD.
                  I've just starting testing multiple local players for desktop and VR play so I may be doing something foolish but could it be a bug causing this?
                  Thanks.
                  If you are basing off of the template then you need to make some changes, otherwise it will assume that the HMD is default for both and spawn two HMD pawns. You'll need to go into the player controller function that chooses between FPS pawn and VR pawn and set it to always return FPS pawn when it is not player 0.

                  I haven't done any local multiplayer setup work in the template (at least yet).


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                    Originally posted by mordentral View Post

                    If you are basing off of the template then you need to make some changes, otherwise it will assume that the HMD is default for both and spawn two HMD pawns. You'll need to go into the player controller function that chooses between FPS pawn and VR pawn and set it to always return FPS pawn when it is not player 0.

                    I haven't done any local multiplayer setup work in the template (at least yet).
                    Thanks. I'd already done the necessary changes so the player controller spawns the appropriate pawn. I've confirmed in preview that the World Outliner shows a Vive and an FPS pawn but the FPS pawn camera component locks to the HMD.

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                      Originally posted by IslandPlaya View Post

                      Thanks. I'd already done the necessary changes so the player controller spawns the appropriate pawn. I've confirmed in preview that the World Outliner shows a Vive and an FPS pawn but the FPS pawn camera component locks to the HMD.
                      It shouldn't? Otherwise the FPS pawns in editor testing wouldn't work.

                      Did you turn off "bAutoSetLockToHmd" on the camera component?


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                        Originally posted by mordentral View Post

                        It shouldn't? Otherwise the FPS pawns in editor testing wouldn't work.
                        I know! Two FPS pawns work fine in local multiplayer but with a Vive pawn present they lock to HMD. I'll re-check but everything seems legit hence my query. I think the Parent relative attachment component works oddly in this situation too.

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                          Originally posted by mordentral View Post


                          Did you turn off "bAutoSetLockToHmd" on the camera component?
                          This is unchecked for the FPS pawn. I didn't alter this value from that provided in the template.

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                            Originally posted by IslandPlaya View Post

                            I know! Two FPS pawns work fine in local multiplayer but with a Vive pawn present they lock to HMD. I'll re-check but everything seems legit hence my query. I think the Parent relative attachment component works oddly in this situation too.
                            I'll run a test tonight to see if I see the same thing or not, but I had previous tests that worked fine.


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                              Originally posted by mordentral View Post

                              I'll run a test tonight to see if I see the same thing or not, but I had previous tests that worked fine.
                              Thanks. I'll continue testing in the morning. For the 2nd player I simply called create player after the level loads. My player controller logic handles the choice of pawn to spawn.

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                                Originally posted by IslandPlaya View Post

                                Thanks. I'll continue testing in the morning. For the 2nd player I simply called create player after the level loads. My player controller logic handles the choice of pawn to spawn.
                                Oh, forgot, you are using a camera, I was thinking multiplayer instead of local for some reason.

                                You don't want to be doing that, currently you'll want to be using a scene capture component and mirroring that to the window instead for the 2D pawn.

                                The camera manager and viewport rendering code is all intermixed with the stereo checks, so you want to use the mirror mode right now, which obviously limits UMG at the moment, I was looking into rendering UMG manually to that because overriding everything to get it to work with a normal camera isn't feasible in a plugin currently (and I assume is also already on Epics list of things to do).

                                Basically when you turn stereo mode on for the VR player, it turns it on for everything currently, and when stereo mode is on the view rot is locked in the camera manager and everything is going to render for it.


                                TL;DR: Use scene capture component and mirror to spectator screen, draw UMG texture either from Widget component or using the same render to texture code to the screen.
                                Last edited by mordentral; 10-08-2017, 08:35 PM.


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