if you load the profile then it should offset the grips for you when you hold an object at the socket then. There is no need for an offset when held outside of a socket as its relative.
i spawn in World not at the position of "Player Start" It depends on where my headset is in the room where I appear in the game!
is there a possibility that i start exactly at the player start spawn no matter where the headset is in the real world?
Offset the spawn by it, the reason its not automatic is because I would have to make a custom game mode as well, also in multiplayer you have to query the client as to their offset before spawning. That being said the template does offset by HMD location, though it needs to have an additional delay for it to wait for valid tracking data in some situations.
Offset the spawn by it, the reason its not automatic is because I would have to make a custom game mode as well, also in multiplayer you have to query the client as to their offset before spawning. That being said the template does offset by HMD location, though it needs to have an additional delay for it to wait for valid tracking data in some situations.
Sorry my english is not so good, did you write a solution?
Because you are on 4.18, you have to manually use the profile in 4.18 if you aren't using the template (the template already implements it). You use the node OffsetByControllerProfile to alter the socket transform for the profile, the 4.18 template has an example of this.
Hi every one! First of all, I'm really sorry to ask help for something as simple as this, but I'm kind of beginner in Unreal.
I've been trying to install this plug-in for the last two days at home, but it doesn't work.
I did try to follow the step by step tutorial, but it seems that it is a bit outdated... I even got a few 404 error in the links. I installed Visual Studio with all the C++ plug-ins, SDK for windows 10 and the SDK 8.1 and I still get errors every where
I'm on 4.19.2. Anybody could give me a hand on this? :-S
When I package, the plugin doesn't seem to be active. The camera falls straight to the ground and the game doesn't start in VR.
Any tips? I've added the correct line to my project's Build.cs, building the project's solution in Visual Studio completes with no errors, and the package itself completes with no errors.
When I package, the plugin doesn't seem to be active. The camera falls straight to the ground and the game doesn't start in VR.
Any tips? I've added the correct line to my project's Build.cs, building the project's solution in Visual Studio completes with no errors, and the package itself completes with no errors.
Am I forgetting something?
Make sure you are using the correct game mode and player controller?
Hi every one! First of all, I'm really sorry to ask help for something as simple as this, but I'm kind of beginner in Unreal.
I've been trying to install this plug-in for the last two days at home, but it doesn't work.
I did try to follow the step by step tutorial, but it seems that it is a bit outdated... I even got a few 404 error in the links. I installed Visual Studio with all the C++ plug-ins, SDK for windows 10 and the SDK 8.1 and I still get errors every where
I'm on 4.19.2. Anybody could give me a hand on this? :-S
What errors specifically? the VS installation is the same as for the engine at large.
Make sure you are using the correct game mode and player controller?
Lol I was like "Does this guy think I'm some kind of amateur?"
The actual issue was I forgot to check on "Play in VR"
Edit: I have another strange problem now, I'm wondering if you might know anything about why this happens. Overlap events don't fire in a packaged game, with the VRRootReference querying Overlap and End Overlap.
I searched and found this https://answers.unrealengine.com/que...and-build.html but with no solution, I've never had this issue before in any previous projects and this is a completely new project, any clues about why? Will do some further checks to see if it happens with non-plugin overlaps, to see if it's a general engine issue or plugin specific.
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