Is the vive pawn character being rotated with X+ forward important to anything in the code? looking to change it to Y+ to be more compatible with other stuff.
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Originally posted by Rareden View PostIs the vive pawn character being rotated with X+ forward important to anything in the code? looking to change it to Y+ to be more compatible with other stuff.
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Hi Mordentral!
Thanks for the great Plugin. I used it in VR Flush and solved quite a few problems for me.
Question:
The LateUpdate feature is cool, but I have the problem in my current project that a fluid shader I made (uses AbsoluteWorldPosition and ObjectPosition nodes) is too slow and lags behind when an actor with that material is grabbed. The only way I managed to solve this was to turn off Late Updates when grabbing. Is there a better way? Can I get the material to update as fast as the motion controller does?
I have also had a similar problem where a BP containing a SceneCaptureComponent2D seems to force LateUpdate to off when the actor is grabbed.
Felix
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Originally posted by iNviSible.yuno View PostHi Mordentral!
Thanks for the great Plugin. I used it in VR Flush and solved quite a few problems for me.
Question:
The LateUpdate feature is cool, but I have the problem in my current project that a fluid shader I made (uses AbsoluteWorldPosition and ObjectPosition nodes) is too slow and lags behind when an actor with that material is grabbed. The only way I managed to solve this was to turn off Late Updates when grabbing. Is there a better way? Can I get the material to update as fast as the motion controller does?
I have also had a similar problem where a BP containing a SceneCaptureComponent2D seems to force LateUpdate to off when the actor is grabbed.
Felix
For a material to update based on the difference it would need a shader param that gets that delta difference, and for a scene capture to do it, it would need to have its view shifted by that delta.
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Hi mordentral, as almost everyone says - thanks for the great plugin!
I've been playing around with it for a week or so and just come across something I can't figure out. When I try and package my current project i get a cook error:
Code:UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPython: Error: Struct 'Transform_NetQuantize' is marked as 'HasNativeMake' but the function 'VRExpansionPlugin.VRExpansionPluginFunctionLibrary.MakeTransform_NetQuantize' could not be found. UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPython: Error: Struct 'Transform_NetQuantize' is marked as 'HasNativeBreak' but the function 'VRExpansionPlugin.VRExpansionPluginFunctionLibrary.BreakTransform_NetQuantize' could not be found. ... UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed. ... PackagingResults: Error: Unknown Cook Failure
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Originally posted by mordentral View Post
No not really, late update is Epics solution for the render thread and game thread being a full frame offset from each other (render thread presents a frame after the game thread ran). So they shift late updated objects by the transform difference (delta) between the game thread controller transform and render thread controller transform (they re-sample it).
For a material to update based on the difference it would need a shader param that gets that delta difference, and for a scene capture to do it, it would need to have its view shifted by that delta.
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Originally posted by ctpeepee View PostHi mordentral, as almost everyone says - thanks for the great plugin!
I've been playing around with it for a week or so and just come across something I can't figure out. When I try and package my current project i get a cook error:
Code:UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPython: Error: Struct 'Transform_NetQuantize' is marked as 'HasNativeMake' but the function 'VRExpansionPlugin.VRExpansionPluginFunctionLibrary.MakeTransform_NetQuantize' could not be found. UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogPython: Error: Struct 'Transform_NetQuantize' is marked as 'HasNativeBreak' but the function 'VRExpansionPlugin.VRExpansionPluginFunctionLibrary.BreakTransform_NetQuantize' could not be found. ... UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed. ... PackagingResults: Error: Unknown Cook Failure
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Originally posted by ctpeepee View Post
I don't believe so? In project settings: Blueprint Nativization Method: Disabled
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Originally posted by mordentral View Post
Then delete all intermediate folders, regenerate project files, and try again.
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I've tried rebuilding everything, redownloading all plugin files and anything else I can think of but getting same error. There are quite a number of other warnings during cooking but none of them seem likely for the failure, and they're only warnings as opposed to the errors I quoted before. The only warnings I'm not too confident aren't causing an issue are these:
Code:UATHelper: Cooking (Windows): LogOnline: Warning: STEAM: Steam API disabled! UATHelper: Cooking (Windows): LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown() PackagingResults: Warning: STEAM: Steam API disabled!
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Originally posted by ctpeepee View PostI've tried rebuilding everything, redownloading all plugin files and anything else I can think of but getting same error. There are quite a number of other warnings during cooking but none of them seem likely for the failure, and they're only warnings as opposed to the errors I quoted before. The only warnings I'm not too confident aren't causing an issue are these:
Code:UATHelper: Cooking (Windows): LogOnline: Warning: STEAM: Steam API disabled! UATHelper: Cooking (Windows): LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown() PackagingResults: Warning: STEAM: Steam API disabled!
Its interesting that its being thrown from LogPython though, are you using the Python Editor Script Plugin? Because it would be a conflict with something about how that works then.
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Pushed a new commit to the repositories:
Code:Added a new COM (center of mass) calculation / setting setup, this fixes some weird engine interactions with how Epic intended that you set COM and welded attachments (it doesn't work correctly with welded children). Patch notes here: https://vreue4.com/patch-notes?secti...-change-5-8-19
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Originally posted by mordentral View Post
Yeah those are normal, they shut down steam during packaging.
Its interesting that its being thrown from LogPython though, are you using the Python Editor Script Plugin? Because it would be a conflict with something about how that works then.
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Template got updated with the "AllowMultiGripping" interface boolean taken into account now.
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