Originally posted by mordentral
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I have been playing around with the GrappleGun and its great! I have been trying to set it up in the MovementMode to switch to it using the grip on the motion controller rather than by picking it up and dropping it.. But I am haven no luck.. Is this a lot of work to achieve? Any help would be appreciated
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I'm not sure whether its the Engine acting different, or whether its something that changed in the plugin, but with UE 4.21, my VR character (child of the plugin's VRCharacter) always seems to fall underground. The ground is pretty much on-level with my eyes. Same project works no problems on 4.20.3. Any suggestions where to start debugging?
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Originally posted by ZeroVector View PostI have been playing around with the GrappleGun and its great! I have been trying to set it up in the MovementMode to switch to it using the grip on the motion controller rather than by picking it up and dropping it.. But I am haven no luck.. Is this a lot of work to achieve? Any help would be appreciated
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Originally posted by aRkker View PostI'm not sure whether its the Engine acting different, or whether its something that changed in the plugin, but with UE 4.21, my VR character (child of the plugin's VRCharacter) always seems to fall underground. The ground is pretty much on-level with my eyes. Same project works no problems on 4.20.3. Any suggestions where to start debugging?
What HMD are you using.
Very little changed in 4.21 both in engine and in the plugin itself where the character is concerned.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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Originally posted by mordentral View Post
Sounds like you are calling the rezero command they have for eye based VR?
What HMD are you using.
Very little changed in 4.21 both in engine and in the plugin itself where the character is concerned.
I also noticed that if I do this:
1 - change the call to eye-level
2 - run it in the VR preview
3 - exit out
4 - change it to the floor level
It works. For one run. As soon as I run the preview again after that little trickery, its acting again as if it was called with the floor level setting.
I'm on Oculus RiftLast edited by aRkker; 11-07-2018, 10:02 PM.
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Originally posted by aRkker View Post
I am yes, but not for eye-level, floor level.
I also noticed that if I do this:
1 - change the call to eye-level
2 - run it in the VR preview
3 - exit out
4 - change it to the floor level
It works. For one run. As soon as I run the preview again after that little trickery, its acting again as if it was called with the floor level setting.
I'm on Oculus Rift
The fact that switching modes and then back fixes likely means that its outside of the plugin itself or a setting is being serialized.
*Edit* Booted up a rift to test with in 4.21 and couldn't reproduce in my template or the std one. Really sounds like you are getting your location reset with ResetOrientationAndPositionLast edited by mordentral; 11-08-2018, 12:25 AM.
Consider supporting me on patreon
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Advanced Sessions Plugin
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Originally posted by mordentral View Post
Try it in the default template and let me know if it has the same behavior, I was on rift in 4.21 with no issues but haven't tried release with it yet.
The fact that switching modes and then back fixes likely means that its outside of the plugin itself or a setting is being serialized.
*Edit* Booted up a rift to test with in 4.21 and couldn't reproduce in my template or the std one. Really sounds like you are getting your location reset with ResetOrientationAndPosition
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Originally posted by aRkker View Post
Yes indeed, it seems to be that on 4.20.3 if you call Set Tracking Origin followed by Reset Orientation and Position, as I am doing, it works as I'd expect: resets your orientation and position while keeping the tracking origin at Floor Level, but with 4.21 that doesn't seem to be the case. Probably not plugin related, my apologies
On that matter....I intended to pull request a "ClearOrientationAndPosition" or something of the sort so that it could be used a little more flexibly. I'll try and get around to that.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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Hi there!
I'm working on updating a project to 4.21 and running into the following:
Code:1> [3/10] UE4Editor-VRExpansionPlugin-5385.lib 1> Creating library E:\Perforce\MyGame\UE4\MyGame\Plugins\VRExpansionPlugin\VRExpansionPlugin\Intermediate\Build\Win64\UE4Editor\Development\VRExpansionPlugin\UE4Editor-VRExpansionPlugin-5385.lib and object E:\Perforce\MyGame\UE4\MyGame\Plugins\VRExpansionPlugin\VRExpansionPlugin\Intermediate\Build\Win64\UE4Editor\Development\VRExpansionPlugin\UE4Editor-VRExpansionPlugin-5385.exp 1> [6/10] UE4Editor-VRExpansionPlugin-5385.dll 1> Creating library E:\Perforce\MyGame\UE4\MyGame\Plugins\VRExpansionPlugin\VRExpansionPlugin\Intermediate\Build\Win64\UE4Editor\Development\VRExpansionPlugin\UE4Editor-VRExpansionPlugin-5385.suppressed.lib and object E:\Perforce\MyGame\UE4\MyGame\Plugins\VRExpansionPlugin\VRExpansionPlugin\Intermediate\Build\Win64\UE4Editor\Development\VRExpansionPlugin\UE4Editor-VRExpansionPlugin-5385.suppressed.exp 1>Module.VRExpansionPlugin.1_of_3.cpp.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: static struct FGameplayDebuggerShape __cdecl FGameplayDebuggerShape::MakeSegment(struct FVector const &,struct FVector const &,struct FColor const &,class FString const &)" (__imp_?MakeSegment@FGameplayDebuggerShape@@SA?AU1@AEBUFVector@@0AEBUFColor@@AEBVFString@@@Z) referenced in function "public: virtual void __cdecl UAISenseConfig_Sight_VR::DescribeSelfToGameplayDebugger(class UAIPerceptionComponent const *,class FGameplayDebuggerCategory *)const " (?DescribeSelfToGameplayDebugger@UAISenseConfig_Sight_VR@@UEBAXPEBVUAIPerceptionComponent@@PEAVFGameplayDebuggerCategory@@@Z) 1>Module.VRExpansionPlugin.1_of_3.cpp.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: static struct FGameplayDebuggerShape __cdecl FGameplayDebuggerShape::MakeCylinder(struct FVector const &,float,float,struct FColor const &,class FString const &)" (__imp_?MakeCylinder@FGameplayDebuggerShape@@SA?AU1@AEBUFVector@@MMAEBUFColor@@AEBVFString@@@Z) referenced in function "public: virtual void __cdecl UAISenseConfig_Sight_VR::DescribeSelfToGameplayDebugger(class UAIPerceptionComponent const *,class FGameplayDebuggerCategory *)const " (?DescribeSelfToGameplayDebugger@UAISenseConfig_Sight_VR@@UEBAXPEBVUAIPerceptionComponent@@PEAVFGameplayDebuggerCategory@@@Z) 1>Module.VRExpansionPlugin.1_of_3.cpp.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __cdecl FGameplayDebuggerShape::~FGameplayDebuggerShape(void)" (__imp_??1FGameplayDebuggerShape@@QEAA@XZ) referenced in function "public: virtual void __cdecl UAISenseConfig_Sight_VR::DescribeSelfToGameplayDebugger(class UAIPerceptionComponent const *,class FGameplayDebuggerCategory *)const " (?DescribeSelfToGameplayDebugger@UAISenseConfig_Sight_VR@@UEBAXPEBVUAIPerceptionComponent@@PEAVFGameplayDebuggerCategory@@@Z) 1>Module.VRExpansionPlugin.1_of_3.cpp.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: void __cdecl FGameplayDebuggerCategory::AddTextLine(class FString const &)" (__imp_?AddTextLine@FGameplayDebuggerCategory@@QEAAXAEBVFString@@@Z) referenced in function "public: virtual void __cdecl UAISenseConfig_Sight_VR::DescribeSelfToGameplayDebugger(class UAIPerceptionComponent const *,class FGameplayDebuggerCategory *)const " (?DescribeSelfToGameplayDebugger@UAISenseConfig_Sight_VR@@UEBAXPEBVUAIPerceptionComponent@@PEAVFGameplayDebuggerCategory@@@Z) 1>Module.VRExpansionPlugin.1_of_3.cpp.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: void __cdecl FGameplayDebuggerCategory::AddShape(struct FGameplayDebuggerShape const &)" (__imp_?AddShape@FGameplayDebuggerCategory@@QEAAXAEBUFGameplayDebuggerShape@@@Z) referenced in function "public: virtual void __cdecl UAISenseConfig_Sight_VR::DescribeSelfToGameplayDebugger(class UAIPerceptionComponent const *,class FGameplayDebuggerCategory *)const " (?DescribeSelfToGameplayDebugger@UAISenseConfig_Sight_VR@@UEBAXPEBVUAIPerceptionComponent@@PEAVFGameplayDebuggerCategory@@@Z) 1>E:\Perforce\MyGame\UE4\MyGame\Plugins\VRExpansionPlugin\VRExpansionPlugin\Binaries\Win64\UE4Editor-VRExpansionPlugin-5385.dll : fatal error LNK1120: 5 unresolved externals 1>
Thanks!
(And thanks for making such a wonderful plugin!)
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Originally posted by KevODoom View PostHi there!
I'm working on updating a project to 4.21 and running into the following:
Any thoughts on what I'm running into here?
Thanks!
(And thanks for making such a wonderful plugin!)
.vs , Binaries, Build, DerivedDataCache,Intermediate and the .sln file.
and after right click on your .uproject and generate VS project files
and BUILD.
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Originally posted by J_Tox View Post
I went trough a similar problem and the solution was to remove from your project folder :
.vs , Binaries, Build, DerivedDataCache,Intermediate and the .sln file.
and after right click on your .uproject and generate VS project files
and BUILD.
I had blown out my Intermediates, but hadn't thought to clear the .vs, Binaries, Build, and the DDC - that fixed it.
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Originally posted by mordentral View Post
No its pretty easy, you can throw pretty much the entire set of BPs in the grapple gun into the character inside of a function that you call on tick (when the movement mode is active) and it would just work.Last edited by ZeroVector; 11-10-2018, 01:02 PM.
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Ok been working at it again and starting to understand what you meant.. In the image below of the VivePawnCharacter > EventGraph, I have now used the existing Event tick to call the Grapple Function I have created. Then in the newly created Grapple Function within the VivePawnCharacter BP I have copied the code, events and variables.. Then added the Switch on movementMode for left and right and also in the Cycle Movement Modes set the Movement Mode Left/Right Enum to be set to Grapple as default.. So when the game starts the movement mode above the controller say Grapple but I can still not use the grapple.. Hope I am making some kinda progress LOL.. Am I on the right track? Any help would be thankful..
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