Also I'm curious, does anyone have any requests for the template? It is fairly easy to add content to it.
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Can't figure out something with the drawer by interaction example. If I rotate it 180 degrees, I don't appear to be able to pass it a max linear translation that will constrain it such that it moves outward in the desired direction (-x instead of +x). -25 for the X instead of 25 doesn't work, am I missing something?
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Originally posted by mordentral View PostAlso I'm curious, does anyone have any requests for the template? It is fairly easy to add content to it.
* A bow
* Two-handed items like jars with stoppersStoryteller - An immersive VR audiobook player
Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes
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Originally posted by n00854180t View PostMy personal requests:
* Two-handed items like jars with stoppers
But I suppose you wouldn't want the stopper just falling out if you tip the jar over. Hmm.
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Originally posted by n00854180t View PostMy personal requests:
* A bow
* Two-handed items like jars with stoppers
Two handed jars are fairly simple, same concept as gun clips, I will likely add something of the sort fairly soon. The basic concept is easy enough, either two grippable components in an actor or two grippable actors, when the stopper hits an overlap area on/inside of the neck you ungrip it and attach it at that location with a physics weld, when gripping it again you make sure it calls un-attach on itself (OnGripped Event lets you know when to do this) and it should just function normally, if the grip is physics it should unattach itself.
*Edit* To further clarify use the OnGripped event to get the controller holding the stopper (it is passed in through that event), when the stopper overlaps the area the stopper itself can then tell its holding controller to drop it and it can attach itself.
Originally posted by michaelwbell View PostDear mordentral, You suggested adding an example of putting items on the player's Hip / Pockets to the template.
I would love to see that!
Originally posted by gausswerks View PostCan't figure out something with the drawer by interaction example. If I rotate it 180 degrees, I don't appear to be able to pass it a max linear translation that will constrain it such that it moves outward in the desired direction (-x instead of +x). -25 for the X instead of 25 doesn't work, am I missing something?
*Edit* I am adding locking to the doors next time I get time to work on the template, but for the record it is straight forward. There is a "deny grip" boolean on the grippable static mesh component that is the door. You just set that to true and when the door is unlocked set it to false so the door can be opened.
I should be able to get some stuff implemented tomorrow, I am taking care of my newborn tonightLast edited by mordentral; 11-16-2016, 09:06 PM.
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Originally posted by Silpher View PostHey Mordentral, Great release!
Quick noob question: Does the Nvidia PhysX 3.4 update in 4.14 have any influence on your plugin?
So would it be better to use your plugin in 4.14?
Thanks again!
Cheers.
That being said I would suggest 4.14 for other reasons, the forward renderer and bug fixes / optimizations for VR, I consider 4.14 the first REAL VR version of the engine IMO since I was able to remove a bunch of patches and temporary fixes from my source version with 4.14.
*Edit* Also the live GPU profiler is a godsend for VR
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Thanks for the great plugin
I have a feature suggestion in case you want it, but I does not sound easy to implement.
A second capsule could be added in camera.
If both the root capsule and the camera capsule collide in the environment, the push back works as it does now.
If only the root capsule collides and the camera capsule does not (eg. player stands in front of window),the player can still move for some distance to simulate lean in. With some smart full body IK, it would look really good in multiplayer games too.
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Originally posted by UE4Hobbyist View PostThanks for the great plugin
I have a feature suggestion in case you want it, but I does not sound easy to implement.
A second capsule could be added in camera.
If both the root capsule and the camera capsule collide in the environment, the push back works as it does now.
If only the root capsule collides and the camera capsule does not (eg. player stands in front of window),the player can still move for some distance to simulate lean in. With some smart full body IK, it would look really good in multiplayer games too.
With how it behaved and the fact that it would have required even more replicated variables to let the server know what is going on with the head collision during character movement I threw it out at least for now.
Its on my "Revisit this" list but my secret hope is that we have chest / foot / waist trackers soon enough that it would be a waste of time.
*Edit* With how it works currently my suggestion is having things like tables either not have collision or having inset collision. That or moving the capsule offset to -15 or more in X and accepting that heads can clip into walls slightly then and handling that if needed.Last edited by mordentral; 11-17-2016, 03:56 PM.
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Originally posted by mordentral View PostI actually already implemented that a while ago, There were numerous issues with it and multiplayer environments that caused me to throw it away. It also introduced either the head effecting the floor finding code or throwing the head out for that and being able to clip into walls from above or below them using the head, would have taken a rather large re-write of the character movement component (even more than it is already) and trashed the efficiency of it.
With how it behaved and the fact that it would have required even more replicated variables to let the server know what is going on with the head collision during character movement I threw it out at least for now.
Its on my "Revisit this" list but my secret hope is that we have chest / foot / waist trackers soon enough that it would be a waste of time.
*Edit* With how it works currently my suggestion is having things like tables either not have collision or having inset collision. That or moving the capsule offset to -15 or more in X and accepting that heads can clip into walls slightly then and handling that if needed.
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Here's the prototype desk I have been fooling around with that you can include freely in your template, it has a main drawer and two sets of side drawers. No UVs, but they have the appropriate collision hulls. Make sure you import with auto-generate collision and one convex hull per UCX unchecked.
https://dl.dropboxusercontent.com/u/...8/tempdesk.zip
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Could there be a problem with the available download? It shows as being just over 1GB, but what I actually get is only a few kb and of course doesn't work. Could I be doing something wrong? I'm trying to download from here: https://bitbucket.org/mordentral/vre...ugin/downloads
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