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    Originally posted by mechanicalsnowman View Post

    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.
    You don't need play in VR if you manually start VR up.

    Also no, I haven't had packaged specific overlap issues.


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      Originally posted by mordentral View Post
      And yes, on spawn offset the spawn location by the HMDs location to account for the offset
      can you show me how to do it?

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        Originally posted by mordentral View Post

        What errors specifically? the VS installation is the same as for the engine at large.
        Thanks for answering back!

        I found my problem, I just needed to restart my computer once more and it worked... o.O

        If you don't mind thought, I would like to ask you a little question about the plug-in...

        To make it simple, I'm working on my master degree and my project includes some specific locomotion. I've been able to make most of them by myself, but when I found your plugins, I thought it would probably be a lot better than what I would do! So, I would like to ask you if you would accept to be credited in my Memoir and, if yes, under wich name (your real name or your nickname!)

        Also about my master degree, I'm currious, is there a "fly mode" in your plug-in? I didn't find it...

        Thanks again for your help even if I found a solution on my side! XD

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          Originally posted by bdec View Post

          Thanks for answering back!

          I found my problem, I just needed to restart my computer once more and it worked... o.O

          If you don't mind thought, I would like to ask you a little question about the plug-in...

          To make it simple, I'm working on my master degree and my project includes some specific locomotion. I've been able to make most of them by myself, but when I found your plugins, I thought it would probably be a lot better than what I would do! So, I would like to ask you if you would accept to be credited in my Memoir and, if yes, under wich name (your real name or your nickname!)

          Also about my master degree, I'm currious, is there a "fly mode" in your plug-in? I didn't find it...

          Thanks again for your help even if I found a solution on my side! XD
          Either is fine

          And the VR Character is basically the full UE4 Character class, change the movement mode to "Fly" or my custom "LowGrav". The blueprints for different movement modes are just VR specific implementations.


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            Originally posted by Mallory85 View Post

            can you show me how to do it?
            Download the template if you aren't using it, look in the player controller class in the editor that it is using, I have a spawn offset in there (recently changed),


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              Originally posted by mordentral View Post

              Download the template if you aren't using it, look in the player controller class in the editor that it is using, I have a spawn offset in there (recently changed),
              I use the template and i see the player controller but i dont understand how to make it how can I do that the camera always s.der same point is no matter where the headset is at spawn.

              the easiest for me would be a picture of how to do that in 4.18

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                Originally posted by Mallory85 View Post

                I use the template and i see the player controller but i dont understand how to make it how can I do that the camera always s.der same point is no matter where the headset is at spawn.

                the easiest for me would be a picture of how to do that in 4.18

                I'll PM you a UE4Paste of the nodes in the player controller, the reason I told you to look in there is because it already exists there for direct reference which is better than an image.

                I would prefer you keep moderate questions to PM or discord too in the future, back and forth conversations in the forum thread just clutter it up.


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                  Originally posted by mordentral View Post

                  Also no, I haven't had packaged specific overlap issues.
                  I've done some further testing, not sure what it means but here are the results -

                  When Blueprint Nativization is enabled and game packaged, the capsule of the VR Character doesn't seem to generate overlaps. I tried this with some non-player Blueprints and it seems to only be an issue with the VR Character capsule.

                  Overlap events on the VR Character blueprint, and overlap events on a separate blueprint that overlaps the VR Character (the capsule, specifically) don't fire, but overlap events between two non-player blueprints fire.

                  When the game is packaged with Blueprint Nativization off, all overlap events occur as expected.

                  This does seem to be a VR Character specific issue. If nativization is turned on for "selected Blueprint assets only", and I only nativize the VR Character, it also breaks the overlaps in a packaged game.

                  I'll do some more tests later with a standard base UE4 character to see if the problem is some sort of character-wide issue, there seems to be only a handful of people mentioning about overlaps stopping working in packaged game though, so I would guess it's a problem with my project or a problem with the plugin


                  Edit: my Build config is Development for Win64 fwiw

                  By the way, you mentioned you're on Discord, I'd love to get your Discord server / handle so I can bug you directly if that's cool
                  Last edited by mechanicalsnowman; 06-21-2018, 04:08 PM.

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                    Originally posted by mechanicalsnowman View Post

                    I've done some further testing, not sure what it means but here are the results -

                    When Blueprint Nativization is enabled and game packaged, the capsule of the VR Character doesn't seem to generate overlaps. I tried this with some non-player Blueprints and it seems to only be an issue with the VR Character capsule.

                    Overlap events on the VR Character blueprint, and overlap events on a separate blueprint that overlaps the VR Character (the capsule, specifically) don't fire, but overlap events between two non-player blueprints fire.

                    When the game is packaged with Blueprint Nativization off, all overlap events occur as expected.

                    This does seem to be a VR Character specific issue. If nativization is turned on for "selected Blueprint assets only", and I only nativize the VR Character, it also breaks the overlaps in a packaged game.

                    I'll do some more tests later with a standard base UE4 character to see if the problem is some sort of character-wide issue, there seems to be only a handful of people mentioning about overlaps stopping working in packaged game though, so I would guess it's a problem with my project or a problem with the plugin


                    Edit: my Build config is Development for Win64 fwiw

                    By the way, you mentioned you're on Discord, I'd love to get your Discord server / handle so I can bug you directly if that's cool
                    Discord name is: MordenTral#2571 I am in the UE4 slackers discord VR channel usually as well.


                    As for nativization, there isn't much I can do about that screwing up, it is auto generated code from Epic that is being created and it isn't 100% perfect yet. 4.20 I think finally has a fix for one issue that was preventing it for a long time now with the plugin. Its only converting blueprints, so the plugin itself wouldn't be the issue, it would be their translating from BP to c++ that would have errors there. None of the capsule movement / overlap code is in blueprints, there were some issues with it finding plugin code correctly too but it should fail out in that case.

                    Its possible the overlap events themselves just are never bound to when nativized currently, I wouldn't know as I haven't played with it too much to this point due to other issues with it getting in the way.
                    Last edited by mordentral; 06-21-2018, 05:22 PM.


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                      hey is grip priority not functional and if so will it be in an upcoming version. the tool tip says its not enabled but i would really like it to ensure i grip the most relent part of objects with alot of moving bits. like guns and my doors

                      edit im on probably the earliest version of a 4.19 build

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                        Originally posted by sphinix257 View Post
                        hey is grip priority not functional and if so will it be in an upcoming version. the tool tip says its not enabled but i would really like it to ensure i grip the most relent part of objects with alot of moving bits. like guns and my doors

                        edit im on probably the earliest version of a 4.19 build
                        Grip priority is there for the end user to implement how they see fit, it made sense to have in the interface and the template uses it, however since I don't dictate when/if you grip an object then I can't filter by it for you. I intentionally leave the plugin blind to the logic behind why and when to grip things, keeps it as flexible as possible.

                        Like I said though, the template uses it in its overlap / trace detection to choose the best target, and it works well like that. You can straight up copy that implementation if you are working from a non templated project.

                        If your project IS based off of the template, then its already functional and you just need to use it.


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                          Originally posted by mordentral View Post

                          Grip priority is there for the end user to implement how they see fit, it made sense to have in the interface and the template uses it, however since I don't dictate when/if you grip an object then I can't filter by it for you. I intentionally leave the plugin blind to the logic behind why and when to grip things, keeps it as flexible as possible.

                          Like I said though, the template uses it in its overlap / trace detection to choose the best target, and it works well like that. You can straight up copy that implementation if you are working from a non templated project.

                          If your project IS based off of the template, then its already functional and you just need to use it.
                          Awsome. But at this point most of it is unrecognizable to you and i have to rewrite the grip logic because i would like more control than the template had. In terms of things like the secondary grip persisting after the primary releases

                          ​​And i dont like using code i didn't write unless ive learned it inside and out(and probably edited)

                          Where should I look to get the related code

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                            Originally posted by sphinix257 View Post

                            Awsome. But at this point most of it is unrecognizable to you and i have to rewrite the grip logic because i would like more control than the template had. In terms of things like the secondary grip persisting after the primary releases

                            ​​And i dont like using code i didn't write unless ive learned it inside and out(and probably edited)

                            Where should I look to get the related code
                            In the GetClosestObject function, newer versions of it get all objects instead of first and sort by priority and then by 1st in.


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                              Originally posted by mordentral View Post

                              In the GetClosestObject function, newer versions of it get all objects instead of first and sort by priority and then by 1st in.
                              Cool. Thanks.

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                                Added new game to the use list: Social Club VR: Casino Nights

                                Updated Nightstar Alliance to released


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