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Originally posted by Aidan Puche View PostWhere is the method to drop an socketed actor?
Enable Gravity doesn't work. And DropObject only Works if got a valid Grip. I can't find the method to Detach an actor from a socket and enable gravity… The PhysicHandle stick the object in the air and i can't Access it from the Blueprint.
"Socketing" is a moniker for "attaching" in this case, its the standard AttachTo engine behavior for the most part. Its called DropAndSocket / Socketing to differentiate it a bit since the actual process of doing it differs slightly.
IE: Do what you would normally do with an attached item, it is no different, its not retaining a constraint on the object, it is un-simulating it and attaching to whatever you told it to attach to.
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You have to build it in visual studio....
While this tutorial is a bit out of date and I need to edit it, the basic steps are still valid:
https://bitbucket.org/mordentral/vre...ep%20by%20Step
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Originally posted by mordentral View Post
You have to build it in visual studio....
While this tutorial is a bit out of date and I need to edit it, the basic steps are still valid:
https://bitbucket.org/mordentral/vre...ep%20by%20StepLast edited by mandango; 10-16-2018, 06:38 PM.
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4.21 branches in both repo's are live and appear fully functional, I have some patch notes I will post this weekend for the other engine versions.
This was a very light engine update (aside from a lot of physx API changes) so it should be a pretty stable platform.
*Edit* I'll note that I still have to keep some hacks that I added in 4.20 in, one for the camera to prevent the late updates from doubling up in multiplayer, and one for the physics replication to stop it projecting ahead when first gripping, if you notice the #hack tag in the code, they are there until the engine base classes are fixed.Last edited by mordentral; 10-19-2018, 08:30 AM.
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Originally posted by mordentral View Post4.21 branches in both repo's are live and appear fully functional, I have some patch notes I will post this weekend for the other engine versions.
This was a very light engine update (aside from a lot of physx API changes) so it should be a pretty stable platform.
*Edit* I'll note that I still have to keep some hacks that I added in 4.20 in, one for the camera to prevent the late updates from doubling up in multiplayer, and one for the physics replication to stop it projecting ahead when first gripping, if you notice the #hack tag in the code, they are there until the engine base classes are fixed.
I put an example what I mean, like some guy of the community did in a guide
https://www.youtube.com/watch?v=P43_BHtZ_00&t=685s
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Originally posted by mandango View Post
Thanks very much for all your work. Have tried your template after long time and is really brilliant. Love the different ways to interact with the objects. Just from my point of view be against why don't do hand animation grap if nothing to grab (for me loose little presence), the climb way like "spiderman" (both before had sorted adding some things in the character BP), and last thing the no possibility to just move the head to watch over surface (for example a table), cross the camera over a windows, etc. because the physics are the root and by BP can't hack it. I tried some tricks but don't get lucky at the moment like offset of the camera.
I put an example what I mean, like some guy of the community did in a guide
https://www.youtube.com/watch?v=P43_BHtZ_00&t=685s
As for walking over tables, I have answered this many times, you can set it up yourself, turn on the WalkingCollisionOverride mode (no collision when walking roomscale, collision when locomotion is active), or turn off collision on the table to the pawn period, I am not really interested in "faking leaning" in the general sense at this time.Last edited by mordentral; 10-23-2018, 08:19 AM.
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I've ran into some issues with "Get VRFoward Vector" and wanted to see if I'm missing something.
I'm following this tutorial (https://www.youtube.com/watch?v=X-7Hu0HzbDU) and no matter what I try, the vector from "VRFoward Vector" is fixed on the Z axis. I've attempted to incorporate VRRotation with no success. If I spin around, or crouch it will follow my movement, but if I tilt my head it does not follow my gaze up or down.
What am I missing? From my understanding a forward vector/rotation should affect the Z axis but nothing is changing its values when I print string.
Thanks
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Originally posted by ZakIckes View PostI've ran into some issues with "Get VRFoward Vector" and wanted to see if I'm missing something.
I'm following this tutorial (https://www.youtube.com/watch?v=X-7Hu0HzbDU) and no matter what I try, the vector from "VRFoward Vector" is fixed on the Z axis. I've attempted to incorporate VRRotation with no success. If I spin around, or crouch it will follow my movement, but if I tilt my head it does not follow my gaze up or down.
What am I missing? From my understanding a forward vector/rotation should affect the Z axis but nothing is changing its values when I print string.
Thanks
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Originally posted by Werbel View PostWow, just encountered this!
I just got Knuckles and it seems like it's not supported by UE4 by default. Where should i start to get finger tracking etc working?
So I have been sitting on it for now cleaning things up and waiting for a better environment for release. I may put it out with the hackish instructions just for people to play with at some point though.
If you want to try and implement it yourself you'll have to use the new OpenInput skeletal api to poll skeletal actions that you insert.
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Originally posted by Haircut View PostHey Mordentral, great plugin. I've said it before, but its worth saying again.
I'm trying to set up a grippable static mesh object that uses a different socket based upon the hand that grabbed it. Sorry if this is answered already. My search didn't provide any answers.
Alternatively you can also pre-filter and pass in a different socket prefix on the character side of things.
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Originally posted by mordentral View Post
GetClosestSocketInRange passes in the controller that is attempting to grip the object, you can return a different socket based on the hand type of that controller by overriding that function and returning what you want.
Alternatively you can also pre-filter and pass in a different socket prefix on the character side of things.
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Originally posted by Haircut View Post
Do you mean ClosestGripSlotInRange?
https://mordentral.bitbucket.io/VREx...yTypeName.html
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