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    Thanks for your reply,

    After other tests, it seems that events are called, but the end overlap is firing right after the begin one :

    HTML Code:
    LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
    LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
    LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
    LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
    LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
    LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
    LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
    LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
    Can't understand what's going on

    Comment


      Originally posted by Anost View Post
      Thanks for your reply,

      After other tests, it seems that events are called, but the end overlap is firing right after the begin one :

      HTML Code:
      LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
      LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
      LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
      LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
      LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
      LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
      LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
      LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
      Can't understand what's going on
      Is the trigger causing an event of some kind? Or is it held by a controller? I was getting perfect behavior where I could even manually step in and out of the border to trigger the respective events.


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      Advanced Sessions Plugin
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      Comment


        Hey [MENTION=4285]mordentral[/MENTION]
        you mention that this makes your project multiplayer ready, how would you go about making your project multiplayer? is it built into the plugin or if not do you have/ know of a good tutorial to set up a multiplayer sever using your plugin?

        Thanks in advance

        Comment


          Originally posted by 1HP_And_A_Dream View Post
          Hey [MENTION=4285]mordentral[/MENTION]
          you mention that this makes your project multiplayer ready, how would you go about making your project multiplayer? is it built into the plugin or if not do you have/ know of a good tutorial to set up a multiplayer sever using your plugin?

          Thanks in advance
          The components replicate themselves, so you would set up a multiplayer game like any other and be sure to run grip commands on the server.


          Consider supporting me on patreon

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

          Comment


            Originally posted by mordentral View Post
            The components replicate themselves, so you would set up a multiplayer game like any other and be sure to run grip commands on the server.
            By grip commands what do you mean? like the logic for a player picking up an object ?

            Comment


              Originally posted by 1HP_And_A_Dream View Post
              By grip commands what do you mean? like when a player the logic I have fore players griping objects?
              If you handle the gripping yourself then you have to do the multiplayer management of it. If you use the plugins grip functions they do it themselves.

              For movement it uses the default engine replication for characters slightly modified to handle VR players.


              Consider supporting me on patreon

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

              Comment


                Originally posted by mordentral View Post
                If you handle the gripping yourself then you have to do the multiplayer management of it. If you use the plugins grip functions they do it themselves.

                For movement it uses the default engine replication for characters slightly modified to handle VR players.
                oh ok, I noticed in an earlier post you said you have updated the grip functions. this may be a n00b question but does your plugin update automatically?? if not how do I get your latest version of the plugin?

                Comment


                  Originally posted by 1HP_And_A_Dream View Post
                  oh ok, I noticed in an earlier post you said you have updated the grip functions. this may be a n00b question but does your plugin update automatically?? if not how do I get your latest version of the plugin?
                  From the github link, you download the zip or check it out with a git program.


                  Consider supporting me on patreon

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

                  Comment


                    Originally posted by mordentral View Post
                    From the github link, you download the zip or check it out with a git program.
                    and then copy and paste it over the original plugin folder i have made?

                    Comment


                      Originally posted by 1HP_And_A_Dream View Post
                      and then copy and paste it over the original plugin folder i have made?
                      There are full instructions on the bitbucket, follow them and you should be good.


                      Consider supporting me on patreon

                      My Open source tools and plugins
                      Advanced Sessions Plugin
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                        Pushed a new commit - Documentation will be updated tomorrow

                        Code:
                        10/17/2016- Server side movement added back in (optional)
                        
                        Made TickGrip function (handles grip movement) faster by not TArray indexing a hundred times and working off of a pointer instead.
                        Normally with a real array this would be a net loss but looking through TArray's indexing code it is far heavier so should be a net gain (though insubstantial).
                        
                        Added in optional server sided movement options to the grip function (client side movement still default)
                        
                        Added in new vrgripinterface functions (Stiffnes/Damping/Movement Replication).
                        
                        Added in a boolean to turn on movement replication merging for vrmovementcomponent (bAllowMovementMerging).
                        Off by default as it may cause hitches in high player count servers, can be turned on to lower bandwidth requirements at the
                        possible cost of the potential for server position corrections (haven't had it happen yet but the potential should theoretically be there with it active).
                        
                        Fixed some addition transform bugs, added a helper function (MakeAdditionTransform) so that you can calculate it once if you intend to lerp between it and a null transform.
                        
                        Fixed some InteractionSettings bugs.


                        Latest info video

                        I forgot to talk about adding back in server side movement (as a non default option) and exposing the late update settings to the grip function for more control. Also the plugin is no longer an OpenVR exclusive plugin, if compiling for a non SteamVR platform it will simply not compile the SteamVR specific code. Can be used on mobile and oculus platforms now.

                        Last edited by mordentral; 10-17-2016, 10:03 PM.


                        Consider supporting me on patreon

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

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                          Hi mordentral,

                          Been enjoying your VRExpansionPlugin, it is brilliant.

                          Some quick questions:

                          Is it normal that when reparenting the 4.13 VR Pawn to VRCharacter the thumb-rotation and controller-roll-rotation stop working when teleporting?
                          For some reason, when I pull the triggers, I get moved sometimes sideways, depending on which way I am facing. Pressing the grip buttons also moves me sideways sometimes. It is hard to explain, but I have tried this even in a blank project and it is just really strange. Maybe I am setting something up wrong or Steam VR is being wonky?

                          Thanks, and I hope my questions aren't too vague.

                          Best,

                          Comment


                            Originally posted by The Revera Corporation View Post
                            Hi mordentral,

                            Been enjoying your VRExpansionPlugin, it is brilliant.

                            Some quick questions:

                            Is it normal that when reparenting the 4.13 VR Pawn to VRCharacter the thumb-rotation and controller-roll-rotation stop working when teleporting?
                            For some reason, when I pull the triggers, I get moved sometimes sideways, depending on which way I am facing. Pressing the grip buttons also moves me sideways sometimes. It is hard to explain, but I have tried this even in a blank project and it is just really strange. Maybe I am setting something up wrong or Steam VR is being wonky?

                            Thanks, and I hope my questions aren't too vague.

                            Best,
                            If you mean the template pawn, it spawns two extra controllers outside of the VRCharacter which has its own controllers and it handles things differently. I don't remember what trigger and grip do in that template but you may be colliding with the spawned in controllers somehow? The VRCharacter uses full capsule collision so if you are running into something that is set to block a pawn it will stop you and "slide" on the obstacle like a normal character would.

                            I think the capsule is currently set to ignore everything except for static channel objects as well.

                            I wouldn't suggest trying to reparent the 4.13 template pawn to a VRCharacter but rather copy over the blueprint code you want to the VRCharacter, it will make sure that you aren't using the wrong systems. If you want to use the controllers from the template you can set the ones that come with the VRCharacter to not tick, keep in mind though that the default controllers don't have any of the plugins functionality for replication or gripping.
                            Last edited by mordentral; 10-19-2016, 11:47 AM.


                            Consider supporting me on patreon

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

                            Comment


                              Originally posted by mordentral View Post
                              If you mean the template pawn, it spawns two extra controllers outside of the VRCharacter which has its own controllers and it handles things differently. I don't remember what trigger and grip do in that template but you may be colliding with the spawned in controllers somehow? The VRCharacter uses full capsule collision so if you are running into something that is set to block a pawn it will stop you and "slide" on the obstacle like a normal character would.

                              I think the capsule is currently set to ignore everything except for static channel objects as well.

                              I wouldn't suggest trying to reparent the 4.13 template pawn to a VRCharacter but rather copy over the blueprint code you want to the VRCharacter, it will make sure that you aren't using the wrong systems. If you want to use the controllers from the template you can set the ones that come with the VRCharacter to not tick, keep in mind though that the default controllers don't have any of the plugins functionality for replication or gripping.
                              Ah! Excellent info here mordentral, thank you. I have a strong hunch it is indeed the collision of the controllers colliding with the VRCharacter capsule now that you mention it.

                              I will try your suggestions today, they make a lot of sense.

                              Kind regards,

                              Comment


                                Hi !
                                Very good job with this plugin !
                                I successfully set up the movement of my character but i have trouble implementing the grip functions. I don't understand this segment from the documentation "All actors to be gripped currently MUST have a UPrimitiveComponent derived component as the ROOT component "
                                I first think i understand but i dont know how or where i can achieve this with the actor i want to be grippable. When i want to add a component, i dont seem to find this UPrimitiveComponent. I feel that i am missing something very simple here but i ve been stucked
                                for almost two days now lol

                                Comment

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