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    I'm having some weird issues, so I need a bit of help

    - I have installed basically everything described in the guide ( VS2017 with Win10/8/8.1 SDK ), but with 4.17.2 I have an error when I try to create the C++ class as described in the guide, while with 4.16.3 I have no problem, the C++ class is compiled and, after that, VS2017 fires up and the .sln is already created without my doing it manually.

    - The second time I tried to build the 4.16.3 project I finally had no errors ( previously 1 build, 1 failed ), and I'm able to

    - However using the pre-built I can create project with version 4.17.2, no problems when I open the UE4 project and I can see that the plugin is enabled

    - I'm not able to open the VRExpPluginExample, because if I right click and choose generate project files, if I choose 4.17 the .sln is not created, and if I choose 4.16 the .sln is created, but if I try to build the solution I have these errors:
     
    Spoiler



    The example scene will be great for me to have a reference on how to use the various tools, but right now I have 4.16.3 properly built, 4.17.2 running with the pre-built plugin version, but no example scene

    @mordentral bit of help will be really appreciated
    ENTER REALITY

    VR Solutions

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      Originally posted by Enter Reality View Post
      I'm having some weird issues, so I need a bit of help

      - I have installed basically everything described in the guide ( VS2017 with Win10/8/8.1 SDK ), but with 4.17.2 I have an error when I try to create the C++ class as described in the guide, while with 4.16.3 I have no problem, the C++ class is compiled and, after that, VS2017 fires up and the .sln is already created without my doing it manually.

      - The second time I tried to build the 4.16.3 project I finally had no errors ( previously 1 build, 1 failed ), and I'm able to

      - However using the pre-built I can create project with version 4.17.2, no problems when I open the UE4 project and I can see that the plugin is enabled

      - I'm not able to open the VRExpPluginExample, because if I right click and choose generate project files, if I choose 4.17 the .sln is not created, and if I choose 4.16 the .sln is created, but if I try to build the solution I have these errors:


      The example scene will be great for me to have a reference on how to use the various tools, but right now I have 4.16.3 properly built, 4.17.2 running with the pre-built plugin version, but no example scene

      @mordentral bit of help will be really appreciated
      The example plugin is always on the latest engine version so that I don't have to keep multiple versions of the files around and can wipe its history. Keeping legacy versions of all of the binary files for a project would inflate it too much. You will need to generate files for 4.18 for it, you can still reference the blueprints, but the example itself is currently on 4.18

      That being said, you could follow the instructions for downloading a specific commit and download https://bitbucket.org/mordentral/vre...954dd99ea86b52

      Which was the last 4.17 version of the example. I haven't wiped history in a long time so the old engine versions since 4.15 still exist in commit history.


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        Some first try with a GripController on the lever mesh.



        Now on to the triple grip (Edit: I think for the "triple grip" for holding it with two hands I just make a bool and keep the phyiscs handle fixed at the attach point withouth a third controller)
        Last edited by spaceharry; 11-19-2017, 06:36 PM.

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          Originally posted by spaceharry View Post
          Some first try with a GripController on the lever mesh.

          Now on to the triple grip (Edit: I think for the "triple grip" for holding it with two hands I just make a bool and keep the phyiscs handle fixed at the attach point withouth a third controller)
          Mmmm, on that grip, if you snap it to a secondary grip point in line with the attachment location you won't get the offset.

          In the end though, this might be something you will just get a better result from manually running it in a custom grip, I can't support every possible interaction so I try to make it as generic as possible, however the levers and dials and the like are all implemented with custom grips, it is there for a reason .


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            I was in the process of converting an older character to the new refactored character (using the Vive_PawnCharacter BP from the latest template).
            I noticed an issue that would cause the Right Controller Relative Velocity to not get cleared. Maybe it's already been fixed but I thought I'd say something about it just in case:

            It's in the second part of the sequence in the ClearMovementVelocities function:

            LastRContPos > LowEndRcontRelativeVel > LowEndRcontRelativeVel

            Should be:

            LastRContPos > RightControllerRelativeVel > LowEndRcontRelativeVel

            Comment


              Originally posted by kusokuso1 View Post
              I was in the process of converting an older character to the new refactored character (using the Vive_PawnCharacter BP from the latest template).
              I noticed an issue that would cause the Right Controller Relative Velocity to not get cleared. Maybe it's already been fixed but I thought I'd say something about it just in case:

              It's in the second part of the sequence in the ClearMovementVelocities function:

              LastRContPos > LowEndRcontRelativeVel > LowEndRcontRelativeVel

              Should be:

              LastRContPos > RightControllerRelativeVel > LowEndRcontRelativeVel
              Thanks, i'll fix that, it doesn't really change the functionality of it, but good to have it correct anyway


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                Issue when attaching one "Gripable Static Mesh Component" to another

                Based on the "door" BP in the template, I'm trying to make a door with a handle (that moves down when you grip, as a visual queue), like so:





                (I just call SetHandle both on Child Grip and on Child Grip Release)

                The issue I have is with the "Handle" as a separate component attached to the main "Door" component:Everything works great when I use a regular Static Mesh Component, but (predictably) the Child Grip/Release are not called, so the handle doesn't rotate when I grab the "Handle" (it only rotates when I grab the main component ("Door")

                So, I'm trying to use a third component (a Gripable Box/Capsule, or for testing just a Gripable Static Mesh Component with SM_Cube)
                • When I use a Gripable Static Mesh Component, the component doesn't properly attach (even when I explicitly attach it with AttachToActor). It stays in place until, when I grip it, it separates from the door. The handle does rotate properly when I grip the box (meaning it's connected in the BP).
                • When I use a Physics Constraint (to connect the separate box to the door), it still separates from the door when I grip it
                • When I use a regular Static Mesh or Box component it attaches properly, but (as above) I can't get Child Gip/Release to be called so the animation of the rotating door handle doesn't play.


                Any thoughts? Is this a bug in the implementation of the Gripable components? Am I setting it up wrong?

                Thanks!!

                Warner




                Comment


                  Originally posted by Warner V View Post
                  Issue when attaching one "Gripable Static Mesh Component" to another

                  Based on the "door" BP in the template, I'm trying to make a door with a handle (that moves down when you grip, as a visual queue), like so:



                  Any thoughts? Is this a bug in the implementation of the Gripable components? Am I setting it up wrong?

                  Thanks!!

                  Warner
                  For the grip type you likely want a manip if you are using constraints, the default interactive grip is a full physics grip and will try to pull it away from the door too much, that or you are using a PhysicsOnly grip where there are no constraints involved.

                  Now...that being said...the handle could be done a lot cleaner if you use a VRDial or VRLever (depending on lever or knob style) and when it gets past a set point either adding another grip to the door so the hand is holding both, or ungripping the knob and gripping the door instead (or I guess simulating the door and changing grip type to a manipulation one).

                  Both the Dial and Lever would play the rotation for you without any extra work, and both have events and rotation feedback that would make it simple.


                  *Edit* I'll note that I recently went in to the template and changed the door grip into an AdvancedPhysicsSettings Force grip instead of the default acceleration grip. It promotes better behavior with the constraint and doesn't try to fight the limits. Acceleration directly sets the acceleration of the held object, a force based grip applies force in the desired direction instead.


                  I've had it on my TODO list for awhile to show knobs, but since the Dial and Lever make them far simpler I was waiting to finish the c++ versions of those, and then other more important things came up.

                  *Re-edit*

                  If you literally just want it to make the handle turn on grip...make it a custom grip, it will trigger the events but won't move anything unless you manually move it.

                  There are a lot of ways to go about this honestly, it depends on what you are trying to do really.


                  If the "handle box" is moving away from the door when constrained and it is using one of the constraint type grips then you have the constraint set up wrong (too weak or just not actually constraining it).
                  Last edited by mordentral; 11-20-2017, 02:17 PM.


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                    Originally posted by mordentral View Post

                    For the grip type you likely want a manip if you are using constraints, the default interactive grip is a full physics grip and will try to pull it away from the door too much, that or you are using a PhysicsOnly grip where there are no constraints involved.

                    Now...that being said...the handle could be done a lot cleaner if you use a VRDial or VRLever (depending on lever or knob style) and when it gets past a set point either adding another grip to the door so the hand is holding both, or ungripping the knob and gripping the door instead (or I guess simulating the door and changing grip type to a manipulation one).

                    Both the Dial and Lever would play the rotation for you without any extra work, and both have events and rotation feedback that would make it simple.


                    *Edit* I'll note that I recently went in to the template and changed the door grip into an AdvancedPhysicsSettings Force grip instead of the default acceleration grip. It promotes better behavior with the constraint and doesn't try to fight the limits. Acceleration directly sets the acceleration of the held object, a force based grip applies force in the desired direction instead.


                    I've had it on my TODO list for awhile to show knobs, but since the Dial and Lever make them far simpler I was waiting to finish the c++ versions of those, and then other more important things came up.

                    *Re-edit*

                    If you literally just want it to make the handle turn on grip...make it a custom grip, it will trigger the events but won't move anything unless you manually move it.

                    There are a lot of ways to go about this honestly, it depends on what you are trying to do really.

                    If the "handle box" is moving away from the door when constrained and it is using one of the constraint type grips then you have the constraint set up wrong (too weak or just not actually constraining it).
                    I was trying the Dial/Level.. but I don't manage to make them move together with the door (besides, since I use the movement mostly for visual feedback it seems to me to be a bit overkill). Anyhow, if you say it's better to use that I can give it another try.

                    With the custom grip setting, the handle stays attached properly, and it turns when you grip it, but the door doesn't move when the grip is with the handle (it moves only when the grip is with the door).

                    Great tip with the AdvancedPhysics Force grip: it makes the movement much smoother.



                    Comment


                      Originally posted by Warner V View Post

                      I was trying the Dial/Level.. but I don't manage to make them move together with the door (besides, since I use the movement mostly for visual feedback it seems to me to be a bit overkill). Anyhow, if you say it's better to use that I can give it another try.

                      With the custom grip setting, the handle stays attached properly, and it turns when you grip it, but the door doesn't move when the grip is with the handle (it moves only when the grip is with the door).

                      Great tip with the AdvancedPhysics Force grip: it makes the movement much smoother.
                      If you want the door to move with its sub component you would either need to manually rotate the door yourself (IE: mitchs template or how the lever works), or run everything fully physics and constrained to each other. The moment you simulate something in this engine it detaches from its parents because it is then being controlled by the physics scene.

                      For physics to rotate that door while holding the handle you would need the door to be simulating and the handle to be simulating and constrained to the door.

                      Which is why I suggested the easy method being to trigger a new grip when a dial or lever hits a set angle and either re-grip with just the door, or grip both at once. Since the dial/lever use custom grips they should stay attached, though you will likely need to have them parented to a scene component attached to the door, otherwise they would probably get detached anyway unless you remove their physics body entirely.

                      Gotta work around how the engine works......


                      But you just wanting a visual indication on the door.....why even give the handle collision at all? Let them grip the door, rotate the handle when the door itself is gripped.

                      Or OnGrip for the door have it be a custom grip and add another grip to the handle as a dial, if the handle turns a set amount then change the door grip to a physics one.


                      The problem is that you are working with multiple components here, and the engine generally expects Parent - (change) - child, not Child - (Change) - parent.

                      You could have the knob be the parent and the door attached to it, but then rotating the knob would require special effort....
                      Last edited by mordentral; 11-20-2017, 03:17 PM.


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                        Originally posted by mordentral View Post
                        But you just wanting a visual indication on the door.....why even give the handle collision at all? Let them grip the door, rotate the handle when the door itself is gripped.
                        That was sort of what I was going for.. but I found it's confusing for the player when he grabs the handle and nothing happens (in fact, I'm just trying to extend the 'range' of the grip from being only the door, to being both handle and the door..)

                        Originally posted by mordentral View Post
                        to trigger a new grip when a dial or lever hits a set angle and either re-grip with just the door, or grip both at once.
                        That's a great idea. I'll try moving the grip from the handle to the door after the handle rotates..

                        Thanks a bunch! I look forward to seeing what you come up with when you get around to a door setup in the demo template . If you want I can send you some assets (doorframe/door with hinge and handle) to use.

                        Comment


                          Originally posted by mordentral View Post

                          *Edit* I'll note that I recently went in to the template and changed the door grip into an AdvancedPhysicsSettings Force grip instead of the default acceleration grip. It promotes better behavior with the constraint and doesn't try to fight the limits. Acceleration directly sets the acceleration of the held object, a force based grip applies force in the desired direction instead.
                          Do you keep a changelog of tweaks like this by any chance (stuff you change in the template in blueprints etc)? I'm using my own project mixed with some of your work and so it doesn't update with the template although I'd like to keep some of the better fixes in such as this one.
                          Level Designer: Available for work if needed.

                          http://www.grantegglestone.com

                          Comment


                            Originally posted by GruntosUK View Post

                            Do you keep a changelog of tweaks like this by any chance (stuff you change in the template in blueprints etc)? I'm using my own project mixed with some of your work and so it doesn't update with the template although I'd like to keep some of the better fixes in such as this one.
                            I normally list it with the Template Changes log, that one I overlooked adding in. I was planning on listing it next time I posted an update.


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                            My Open source tools and plugins
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                              Originally posted by mordentral View Post

                              I normally list it with the Template Changes log, that one I overlooked adding in. I was planning on listing it next time I posted an update.
                              Excellent, thanks for the answer!
                              Level Designer: Available for work if needed.

                              http://www.grantegglestone.com

                              Comment


                                Hello,

                                I don't know if it has been posted before or not, tried searching but nothing was coming up. I am on the first version of the 4.18 Template, and I am encountering a problem with gripping skeletal meshes, for some reason they are at least 20-30 units from the hand itself. Is there any reason behind this? I am primarily an artist so I am not too great with blueprints and I am doing this for my 3rd year project at uni.

                                Any help to point me in the right direction would be greatly appreciated.

                                Thank you

                                PS: The picture might be a bit dark but the Top of the lantern where I start the grip is no where near the hand.

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