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    Originally posted by GoLionMk2 View Post
    Hi mordentral
    First off, KUDOS on the ambitious and valuable research and development. 100 Thanks in advance.

    Over the past few weeks, I've been looking at the WIKI and the forum, and am slightly confused because of all the options. Would you (or someone else) be so kind as to answer the following n00b questions for me?

    1. I notice on the wiki, the step by step says "If you're not using the pre-built plugin, you will have to build/compile the plugin yourself."
    Is there a reason I would not want to use the pre-built plugin? If I use it, does that mean I get to avoid the Visual Studio steps on the how to, or is that a key component of the process?

    If you compile the plugin yourself then you can pull in changes instantly, and update to new builds (4.18.2 to 4.18.3 for instance) at will. Also past a set time I do not update pre-built packages for old engine versions (2-3 versions back) as it would require me to keep them all installed or install them to update something. While they are listed as "locked" I do generally pull in important fixes into older versions from time to time in the source side of things when it doesn't conflict. So if you are staying on a set engine version if you are manually compiling there is a good chance that the plugin source improves over time.

    2. I notice there are pre-built plugins for version 4.15.1 - 4.18.3. Do you have any suggestions for the best engine choice if starting fresh development (Oculus Touch on W10)? I would assume the most recent is the choice to go with, but I imagine there are some quirks / unique things that may have gotten lost along the way etc.

    Starting with 4.17.2 or .3 there was a bug introduced with child characters that is rather aggravating and yet to be fixed, it can be worked around for now though. As far as engine stability is concerned 4.16 is probably the best build, however 4.17 introduced the new spectator screen options and 4.18 saw a rather large rebuild of the plugin itself that greatly improved it.

    If you want ALL of the current features you will have to be on 4.18.


    3. If you have any other tips for a n00b -- maybe things you see people struggle with frequently, I'd love a heads up.

    I assume since you are new that you will be starting off of the template character, I originally did not intend for that to be a base, just an example of using the plugin, so while it has been cleaned up (and still is every new engine version I clean it up more), there is still a ton of stuff in it that most don't need as it is showing off different features. Don't be afraid to just delete what you don't need, it is best in the end for your working version to be as clean as possible.

    Also the plugin chooses flexibility over simplicity wherever the choice comes up, this is an intended decision that I went into the plugin with from the beginning. So while it will likely always be more complicated than other starting bases, I hope that the vast range of things you can do with it without a ton of custom setup makes up for it.


    Keep up the great work.

    -GL

    Replies in bold, and thanks


    *Edit* Actually that BP compilation manager bug appears to have been fixed in 4.19.p3, so the full 4.19 release should have it.
    Last edited by mordentral; 01-31-2018, 12:12 PM.


    Consider supporting me on patreon

    My Open source tools and plugins
    Advanced Sessions Plugin
    VR Expansion Plugin

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      Hey mordentral -- wow. Thank you for the fast and thorough response. You have already clarified a lot for me. Very valuable information.

      I would appreciate a little more info on the following quote:


      Originally posted by mordentral View Post
      Starting with 4.17.2 or .3 there was a bug introduced with child characters that is rather aggravating and yet to be fixed, it can be worked around for now though. As far as engine stability is concerned 4.16 is probably the best build, however 4.17 introduced the new spectator screen options and 4.18 saw a rather large rebuild of the plugin itself that greatly improved it.
      Based on what you've said, 4.16 seems appealing as it avoids the child character bug. But 4.18 seems great for full functionality!

      Can you describe a little about the bug and what it complicates, or point me in the right direction? (If it's all in the wiki and I just need to read more, please don't hesitate to tell me to do my homework).

      It seems there are compelling reasons for choosing both. A little more info on the specific challenges of the bug vs the unique functionality of the newer version (aside from spectator cam) would be amazing.

      -GL
      Last edited by GoLionMk2; 01-31-2018, 12:35 PM.

      Comment


        Originally posted by GoLionMk2 View Post
        Hey mordentral -- wow. Thank you for the fast and thorough response. You have already clarified a lot for me. Very valuable information.

        I would appreciate a little more info on the following quote:




        Based on what you've said, 4.16 seems appealing as it avoids the child character bug. But 4.18 seems great for full functionality!

        Can you describe a little about the bug and what it complicates, or point me in the right direction? (If it's all in the wiki and I just need to read more, please don't hesitate to tell me to do my homework).

        It seems there are compelling reasons for choosing both. A little more info on the specific challenges of the bug vs the unique functionality of the newer version (aside from spectator cam) would be amazing.

        -GL
        Note I edited my post to say that 4.19 appears to fix it, however in 4.17 a bug was introduced that regularly crashes the editor if you compile a BP character that is based on a c++ class and has another BP character as its child.

        4.17-18 introduced the character movement re-write, gesturing system, the fully built in seated / car system, the movement action system, and a bunch of helper nodes to the plugin. 4.16 would be missing out on a lot plugin wise.


        Consider supporting me on patreon

        My Open source tools and plugins
        Advanced Sessions Plugin
        VR Expansion Plugin

        Comment


          I'm curious, mordentral are you on the list for those Noitom hi5 gloves? It seems like those gloves paired with your plugin would be the ultimate little starter kit for VR developers looking for tools to help jump start their VR programs.

          Looking forward to starting with UE 4.19.
          Colin M. Croft
          President
          Croft Interactive Inc.

          Comment


            Hello everyone, im trying to make a game where 'hand collsion' , 'jumping' and locomotion are the main moves. I know locomotion is possible, but what about jumping and hand collsion (for smashing stuff)
            Next question, whats the work flow implant this plug-in into a new game? I watched the example project, but there are a lot of function that i dont need. I prefer a step by step like the Unreal Manuel.

            I'm having a hard time finding tutorials how to implant locomotion inside my game on my own.

            Kind regards,

            Ruben

            Comment


              Originally posted by rennsix View Post
              I'm curious, mordentral are you on the list for those Noitom hi5 gloves? It seems like those gloves paired with your plugin would be the ultimate little starter kit for VR developers looking for tools to help jump start their VR programs.

              Looking forward to starting with UE 4.19.
              I'm not on the list for anything, been a little hard getting dev hardware as a plugin dev and not a game creator.

              TBH i'm more excited about knuckles controllers though, they would be more in use and accessible.


              Consider supporting me on patreon

              My Open source tools and plugins
              Advanced Sessions Plugin
              VR Expansion Plugin

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                Originally posted by mordentral View Post

                Note I edited my post to say that 4.19 appears to fix it, however in 4.17 a bug was introduced that regularly crashes the editor if you compile a BP character that is based on a c++ class and has another BP character as its child.

                4.17-18 introduced the character movement re-write, gesturing system, the fully built in seated / car system, the movement action system, and a bunch of helper nodes to the plugin. 4.16 would be missing out on a lot plugin wise.
                Thank you for this clarification -- SUPER appreciated.

                -GL

                Comment


                  Originally posted by mordentral View Post

                  TBH i'm more excited about knuckles controllers though, they would be more in use and accessible.
                  I see. Haven't read much on the valve knuckles. The workforce we are training must wear hand protection, so the gloves should add another level of immersion.
                  We're on the list, so we'll see. Probably just buy both when they become available, right?
                  Colin M. Croft
                  President
                  Croft Interactive Inc.

                  Comment


                    Is there kind of tutorial how te begin from scratch? I know there is a example but there is to much going on to understand the vcode.

                    Comment


                      Originally posted by MediaShots View Post
                      Is there kind of tutorial how te begin from scratch? I know there is a example but there is to much going on to understand the vcode.
                      For the very very start, its just spawning a VRCharacter and adding movement like a normal one. The gripping and special considerations come in far later.

                      Its never going to be the built in template levels of easy though....
                      Last edited by mordentral; 02-01-2018, 09:27 AM.


                      Consider supporting me on patreon

                      My Open source tools and plugins
                      Advanced Sessions Plugin
                      VR Expansion Plugin

                      Comment


                        mordentral -- n00b question here, and I know you sort of answered it already.. But:

                        For the rookie, do we still need to download Visual Studio / C++ to use the plugin, or if we download the plugin, can we use it with just the engine version?

                        Much thanks.

                        *edit: forgive me, found the info and managed to get the plugin installed. Now, I feel pretty dumb, as I can't do anything. I can't even find the template / demo etc. I looked here: https://bitbucket.org/mordentral/vrexppluginexample but couldn't figure out how to download / load it up.

                        Any tips on getting going now? I've been reading / search for a few hours but no luck.


                        Last edited by GoLionMk2; 02-02-2018, 07:52 PM.

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                          Comment


                            Originally posted by GoLionMk2 View Post
                            mordentral -- n00b question here, and I know you sort of answered it already.. But:

                            For the rookie, do we still need to download Visual Studio / C++ to use the plugin, or if we download the plugin, can we use it with just the engine version?

                            Much thanks.

                            *edit: forgive me, found the info and managed to get the plugin installed. Now, I feel pretty dumb, as I can't do anything. I can't even find the template / demo etc. I looked here: https://bitbucket.org/mordentral/vrexppluginexample but couldn't figure out how to download / load it up.

                            Any tips on getting going now? I've been reading / search for a few hours but no luck.

                            You installed the plugin by itself, the example is its own project entirely and comes with the plugin packaged with it (so that its always compatible).

                            https://bitbucket.org/mordentral/vre...et/default.zip

                            is the current 4.18.3 master branch download of the example project.

                            The pre-compiled binaries should work for you as well, you just place the contents of the correct engine version zip in the project/plugins folder. Those will not require visual studio assuming that you stick to the correct engine versions.


                            Consider supporting me on patreon

                            My Open source tools and plugins
                            Advanced Sessions Plugin
                            VR Expansion Plugin

                            Comment


                              Thanks so much for the continued support. I'm amazed at how little I know!

                              Super helpful to know -- so I just download the file above (that you've shown) and open it in Unreal?

                              Great to know about the pre-compiled binaries too.. Glad I went through the process following the step by step, but sure I'd be able to reliably do it again on another computer.

                              Do you have any suggestion for me learning the plugin? Should I just try and read through the 136 pages of this thread, or is there documentation on the wiki I'm missing? I've been trying to read everything, but even struggling to figure out how to use the plugin -- and that the plugin and template were different --has been tricky.

                              -GL

                              Comment


                                ps just loaded template.. AMAAAAAAZING

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