This was made a year and a half ago, how is the replication in this not standard for UE4 by now?
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Originally posted by mordentral View Post
I've had more editor crashing than normal in 4.18 but it hasn't been terrible.
I am just holding off on large feature additions until after 4.19 because they changed large areas of the engine that my plugin uses and it is going to be a longer migration than normal, I don't want to be trying to finish new features and porting to 4.19 at the same time.
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Sorry to bump and apologies in advance if this is a stupid question.
Is it possible to make surfaces climbable via material? Or surfaces within a decal actor's projection volume climbable?
In short, I was wondering if there's already a way to make a surface climbable based on appearance alone.
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Originally posted by kusokuso1 View PostSorry to bump and apologies in advance if this is a stupid question.
Is it possible to make surfaces climbable via material? Or surfaces within a decal actor's projection volume climbable?
In short, I was wondering if there's already a way to make a surface climbable based on appearance alone.
IE: Allow climbing on wood / metal, disallow on glass, or however you want to set it up.
If you literally wanted it to be based on something like "only climb on the color green", you'd have to get more involved.Last edited by mordentral; 12-18-2017, 09:12 AM.
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Originally posted by mordentral View Post
You generate them from your project, plugins don't have their own solution files.
If your project isn't source based you will either need to add a source file to it so that it has the required files for compilation (engine generates them then), or use the pre-compiled binary releases.
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Originally posted by chaosyoshimage View Post
Wait, I think I am using the pre-compiled binary releases. Is there a different step-by-step guide for those?
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Originally posted by mordentral View Post
Not currently no, you should be able to pick and place in the plugins folder and launch....that is assuming you have the same engine version.
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Originally posted by chaosyoshimage View Post
Oh, yeah, that was simple. Okay, it's installed! Any recommended documentation/tutorials for using the plug-in? I'm just going through your videos and this thread right now.
No real "starting fresh" tutorials right now, its something I would like to get to but just updating the plugin takes most of my free time.
https://bitbucket.org/mordentral/vre...ugin/wiki/Home
Wiki has what documentation I do have
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Pushed an update to the repositories tonight
Code:Climbing no longer hitches on using it and dropping it right away while standing on the floor Added 2.15f Z offset to VRRootCapsule by default to sink everything else (tracked objects) into the ground a little bit and counteract the walking hover. Adding the walking hover to falling mode (checking for floor during falling). This removes most of the hitching when walking off of objects and entering into falling directly out of climbing. (this appears to have been an Epic Games Bug as it appears in all of their games using a character and in thier templates). Zeroing out the velocity of the character if an auto step up is performed. This keeps custom step up movement modes from receiving the last known movement velocity.
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Originally posted by mordentral View Post
I would use a physical material, in the CanObjectBeClimbed function you can check the physics material surface type of the object for whatever you want and allow / disallow climbing based on that.
IE: Allow climbing on wood / metal, disallow on glass, or however you want to set it up.
If you literally wanted it to be based on something like "only climb on the color green", you'd have to get more involved.
Awesome, thanks. I should've known you had materials covered. I think what I was getting at with making surfaces within a decal volume grippable was to give some leeway with the grippable surface; so like your grab spheres don't have to actually be intersecting with the material in order to grab.
I've only dealt with static, skeletal and landscapes for grippable/climbable stuff. Is it currently possible to make volumes (box, sphere, capsule collision) climbable? Or does there have to be a material/static/skeletal/landscape actor to climbable.
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chaosyoshimage I pmed you a bit ago to help. It's cool you got it figured out though. Let me know what kind of tutorial you want and I can make a video on it.
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Originally posted by kusokuso1 View Post
Awesome, thanks. I should've known you had materials covered. I think what I was getting at with making surfaces within a decal volume grippable was to give some leeway with the grippable surface; so like your grab spheres don't have to actually be intersecting with the material in order to grab.
I've only dealt with static, skeletal and landscapes for grippable/climbable stuff. Is it currently possible to make volumes (box, sphere, capsule collision) climbable? Or does there have to be a material/static/skeletal/landscape actor to climbable.
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Hi, i wanted to get my vr hands in this template. I think that wouldnt be a problem, because the templates are almost the same in this place. But somehow i get this warning, and it doesnt work anymore. But i have the impression this warning was allready here before i started to implement this vrhands animationBP in your template. I cannot figure out how to solve this, you maybe?
log:
Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_144"
bIsPureFunc=True
FunctionReference=(MemberParent=Class'"/Script/Engine.NavigationSystem"',MemberName="ProjectPointToNavigation")
NodePosX=2032
NodePosY=704
bHasCompilerMessage=True
bCommentBubbleVisible=True
NodeComment="Project our hit against the NavMesh to find a place for player to stand."
ErrorType=3
ErrorMsg="ProjectPointToNavigation_DEPRECATED is deprecated; This version of ProjectPointToNavigation is deprecated. Please use the new version"
Last edited by wontonanimalchin; 12-19-2017, 09:57 AM.
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Originally posted by wontonanimalchin View PostHi, i wanted to get my vr hands in this template. I think that wouldnt be a problem, because the templates are almost the same in this place. But somehow i get this warning, and it doesnt work anymore. But i have the impression this warning was allready here before i started to implement this vrhands animationBP in your template. I cannot figure out how to solve this, you maybe?
log:
But yeah, you are using an older version of the template with a newer engine version (or upgrading it). Epic deprecated the ProjectPontOntoNavigation node in 4.16 (?I think, maybe it was 4.17).
You literally just have to replace it with the new version that they added.
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