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Originally posted by ZeroVector View Post
Thanks Mordentral, Best way to learn is to dabble.. LOL... I'll keep playing around with it until I get it right... I am a newby at this and I'll just leave it to time and practice till I understand this more.. I'll let you know when I have worked it out.. I like a good challenge and it be a good bit of learning to move forward with this VR stuff.. Thanks for given your time
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Originally posted by ZeroVector View Post
I found another way to work with the GrappleGun.. I duplicated the existing GrappleGun BP and changed the gun to a object I could attach to the hand and use the other hand to pick it up.. It works fine for what I need it for.. Just a quick question.. How do I drop it? I am sure it was the grip button on the motion controller that is using the grapple.. But it does not do anything when i press the grip..
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Hey there,
I had question about getting up and running with a networked VR experience with this plugin.
I’m comfortable working with blueprints and have built a few projects in Unreal for VR, but have no real familiarity with multiplayer/networking, besides a fast and dirty understanding of the server-client model and replication of variables and functions.
Given that background, if I’m looking to build a multiplayer VR experience (as a grad student on a deadline), would you recommend using the template level as a base and subtracting the actors, BPs, and functionality within certain BPs that aren’t relevant to my project? So, basically building my project around the player controller and the networked functionality in the pawn BP that exist in the template level, as well as some of the other stuff that controls multiplayer (like the stuff in the 3DMenu, etc).
Or do you think it’d be more efficient to sort of copy or use as a reference some of the multiplayer functionality from the BPs in the template level when building my own project, with the plugin of course enabled?
Also, the game mode seems to be in C++ (unless it's totally blank by design?). If I were to build my project onto the template level, would it be “safe” to work with the event graph of the game mode BP?
Any help or guidance would be super appreciated, and thanks so much for putting all the hard work into this plugin. It’s helped me learn a bunch of different things about blueprints already.
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Originally posted by detlefholz View PostHey there,
I had question about getting up and running with a networked VR experience with this plugin.
I’m comfortable working with blueprints and have built a few projects in Unreal for VR, but have no real familiarity with multiplayer/networking, besides a fast and dirty understanding of the server-client model and replication of variables and functions.
Given that background, if I’m looking to build a multiplayer VR experience (as a grad student on a deadline), would you recommend using the template level as a base and subtracting the actors, BPs, and functionality within certain BPs that aren’t relevant to my project? So, basically building my project around the player controller and the networked functionality in the pawn BP that exist in the template level, as well as some of the other stuff that controls multiplayer (like the stuff in the 3DMenu, etc).
Or do you think it’d be more efficient to sort of copy or use as a reference some of the multiplayer functionality from the BPs in the template level when building my own project, with the plugin of course enabled?
Also, the game mode seems to be in C++ (unless it's totally blank by design?). If I were to build my project onto the template level, would it be “safe” to work with the event graph of the game mode BP?
Any help or guidance would be super appreciated, and thanks so much for putting all the hard work into this plugin. It’s helped me learn a bunch of different things about blueprints already.
I suggest people start by using it as a reference normally for a full game because its better to only implement what features you need (keep it lean) and they can work the interaction design into their own workflow preferences.
And no, I don't have anything implemented with the game mode, it was serving as some spawning logic originally but I moved things around, there is no "game" logic in the template so its a clean slate.
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Originally posted by ZeroVector View Post
I found another way to work with the GrappleGun.. I duplicated the existing GrappleGun BP and changed the gun to a object I could attach to the hand and use the other hand to pick it up.. It works fine for what I need it for.. Just a quick question.. How do I drop it? I am sure it was the grip button on the motion controller that is using the grapple.. But it does not do anything when i press the grip..
Basically I have 2 duplicated GrappleGun BP, called GappleToolLeft and GappleToolRight.. When one is active on say the right motion controller.. The left motion controller shakes the object attached to the hand of the right motion controller.. The object use to be the gun on the GrappleGun BP.. I changed it to say a wrist band.
Very sorry if this is confusing..
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Originally posted by ZeroVector View Post
Just a quicky.. As I said above I duplicated the existing GrappleGun BP... Thanks for given me info on the dropping.. Can you give any advice on this issue I have.. Have spent a few hours trying to find what is causing it.. So I have 2 duplicated GrappleGun BP, called GappleToolLeft and GappleToolRight and I have ligned them up to each hand. But when I activate either of them by using the opposite motion controller like you would by picking htem up from the floor and one is active. The object which I am using for it is locked in place on the hand which I am firing the grapping from but when i move the other motion controller it shakes the object... God this is hard to explain LOL...
Basically I have 2 duplicated GrappleGun BP, called GappleToolLeft and GappleToolRight.. When one is active on say the right motion controller.. The left motion controller shakes the object attached to the hand of the right motion controller.. The object use to be the gun on the GrappleGun BP.. I changed it to say a wrist band.
Very sorry if this is confusing..
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Hello! I recently upgraded to ue4 4.21. I ran into an issue with the 4.21 version of the plugin:
Like it says, inline function HandleGripReplication is not defined here! It's defined in the GripMotionControllerComponent.cpp though, so I fixed the issue by removing the "inline" in this method declaration.
vrexpansionpluginissue.png
Is that the way to go? Thanks.Last edited by Ethan_Sherr; 11-18-2018, 03:28 PM.
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Originally posted by Ethan_Sherr View PostHello! I recently upgraded to ue4 4.21. I ran into an issue with the 4.21 version of the plugin:
Like it says, inline function HandleGripReplication is not defined here! It's defined in the GripMotionControllerComponent.cpp though, so I fixed the issue by removing the "inline" in this method declaration.
vrexpansionpluginissue.png
Is that the way to go? Thanks.
I may need to re-build the binary package though, the Repo version is up to date. As for that fixing it, yes just removing the inline specifier would also fix it.
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Just a quick question, will not go to much in to details.. Cause its to long.. But hope this is not to hard. If you could be kind enough to point me in the right direction.. How would I go about when I pickup the GrappleGun with the right hand, so the right hand will be holding it. How can I fire it with the left hand trigger?
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Originally posted by ZeroVector View PostJust a quick question, will not go to much in to details.. Cause its to long.. But hope this is not to hard. If you could be kind enough to point me in the right direction.. How would I go about when I pickup the GrappleGun with the right hand, so the right hand will be holding it. How can I fire it with the left hand trigger?
The easiest method would be to bind to input on it when picked up and non blocking sample the inputs of the other controller, easy enough.
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Originally posted by mordentral View Post
You'll have to do some custom scripting for that to pass the information in or do something else, its not setup out of the box for non interacting input events (from hands that aren't using the object).
The easiest method would be to bind to input on it when picked up and non blocking sample the inputs of the other controller, easy enough.
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mordentral First thing first I would like to thank you for this amazing plugin. Its truly an amazing tool to have.
Im currently prototyping a zero G controls and movements. I have managed to get a working thrust as well as a brake option. Since my character just floats even after not inputting any movement, I tried many different approach to have a gradual braking option. Nothing seem to have worked except for Stop Movement Immediately. When I do use it, it brings the character to a complete stop instantly. What I want is to make this braking a little gradual. Is there anyway to achieve this?
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Originally posted by Kosar View Postmordentral First thing first I would like to thank you for this amazing plugin. Its truly an amazing tool to have.
Im currently prototyping a zero G controls and movements. I have managed to get a working thrust as well as a brake option. Since my character just floats even after not inputting any movement, I tried many different approach to have a gradual braking option. Nothing seem to have worked except for Stop Movement Immediately. When I do use it, it brings the character to a complete stop instantly. What I want is to make this braking a little gradual. Is there anyway to achieve this?
Could do some custom velocity degradation as well. If you really wanted to get intricate, tying in physics volumes with friction values could be interesting.
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Originally posted by ZeroVector View Post
Thanks Mordentral, I still new to all of this.. But I am surprised how far I have got so far with it.. So next step try what u suggested "The easiest method would be to bind to input on it when picked up and non blocking sample the inputs of the other controller, easy enough.", best way with all of this is break it down and problem solve it until I work it out and get it working.. Youtube will help also to find answers LOL .. Thanks again your a star, keep up this great work, you are really helping people..
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