Bitbucket was having a hiccup this morning is all.
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VR Expansion Plugin
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Added another use case to the list of games using the plugin
Contagion VR Outbreak - WIP - Demo out only so far
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Hi Mordentral, just wanted to share a video of what I am making with the plugin. I’ll be live-streaming more dev so I’ll be giving lots of shout outs to attract more users to your plugin!
https://youtu.be/QI1IA0lnebA
I also just wanted to say thank you, I don’t know if I would be doing VR dev without your plugin so if somehow my game ends up being successful I will not forget everything you have done for Indie vr devs.
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Originally posted by ZeothulBrian View PostHi Mordentral, just wanted to share a video of what I am making with the plugin. I’ll be live-streaming more dev so I’ll be giving lots of shout outs to attract more users to your plugin!
https://youtu.be/QI1IA0lnebA
I also just wanted to say thank you, I don’t know if I would be doing VR dev without your plugin so if somehow my game ends up being successful I will not forget everything you have done for Indie vr devs.
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Originally posted by weares View PostHey Mordentral! I wonder to know if is possible to change controls in car. I mean, is possible to change the way you apply thrust, for example with motion controller triggers: right to accelerate and left to brake instead with the lever.
Thanks for your time. Have a nice daay!!
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Updated Contagion Outbreak VR link to actual store page.
http://store.steampowered.com/app/67...n_VR_Outbreak/
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Originally posted by mordentral View PostUpdated Contagion Outbreak VR link to actual store page.
http://store.steampowered.com/app/67...n_VR_Outbreak/
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Originally posted by LCCssumsion View Post
Rad! Any demo keys before official release?
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Hi, just starts with Unreal and try development to VIVE and watch that plugin. I have dowload last template. Migrated VIVE character to my one, copy the plugin folder and default input for controllers and the project opens without trouble, but can't grip objects at all. For example in the template I add a cylinder or simple static mesh, activate simulate physics and works, but in my proyecto no, what I'm missing?
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Hi, I'm having a problem with handling sword without wiggling.I'll be appreciated if you guys can help me.
https://www.youtube.com/watch?v=KEJAlMmbKdU
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Originally posted by vanreus View PostHi, I'm having a problem with handling sword without wiggling.I'll be appreciated if you guys can help me.
https://www.youtube.com/watch?v=KEJAlMmbKdU
Hybrid interactive doesn't actually use a constraint to hold the object until it impacts something it collides with, then it converts to a physics grip. The stiffness also just strengthens the bond between the hand and the object. Also I wouldn't turn off the center of mass setting for a physics grip with a sword unless you are manually setting the COM to the grip point.
If you don't actually care about interactivity then you can also switch it to a PhysicsOnly grip type which won't collide and doesn't have any potential for wobble due to physics forces.
*Edit* Also it appears to be a rotation strength issue, you can enable advanced physics settings on it and up just the rotational stiffness to help correct it.Last edited by mordentral; 01-14-2018, 05:45 PM.
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Originally posted by mandango View PostHi, is possible to remove the "OutOfBody" parts (sorry for poor explain...)? or at least hide in game?. I have not tested the plugin since 4.16 and that is new for me, sorry if has been explained before...
It spawns a camera to use for OOB movement and if its never used the camera is never spawned.
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