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    Originally posted by grizly32 View Post
    First off, thanks mordentral for making this plugin!

    I have a bit of a problem though and I am hoping someone can help me out.

    I am trying to make a multiplayer game and testing with two players. The player can possess a new spawned character and I am calling "Set Tracking Origin" and "Reset Orientation and Position" so that the VR camera is in the correct spot when possessed.

    It works great for the Server player, but when I try to do it on the client it is the Server character that gets affected by those origin and orientation functions and not the client.

    I have tried running the functions through a "Is locally controlled" branch but it still doesn't work.

    Any ideas? Really pulling my hair out on this one...

    Thanks!
    On possessed is only called on the server, you need to send an RPC to the client on possession and have them do it.


    Consider supporting me on patreon

    My Open source tools and plugins
    Advanced Sessions Plugin
    VR Expansion Plugin

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      Thank you so much!! I tried everything but Run on Owning Client lol...

      Works great! Thanks again for the help and all your work on the plugin!!
      http://www.fusionlabz.com

      Comment


        I have one other quick question if you have time...

        Have you ever had the client headset have glitched shadows in just one eye? The right eye view of the client HMD has shadows that are all glitched out...any ideas of what might be causing that?

        Thanks!
        http://www.fusionlabz.com

        Comment


          Originally posted by grizly32 View Post
          I have one other quick question if you have time...

          Have you ever had the client headset have glitched shadows in just one eye? The right eye view of the client HMD has shadows that are all glitched out...any ideas of what might be causing that?

          Thanks!
          Capsule shadows

          Comment


            Originally posted by mordentral View Post
            https://issues.unrealengine.com/issue/UE-38690

            Looks like it has already been fixed and is slated for 4.14.1?
            Compiled and tried the latest 4.14.1, and no luck . Strange...

            I think the minimal steps to reproduce it is to create a blueprint with a variable holding a VR_Character. That seems to mess up when saving, reloading the editor, and opening that BP.
            Last edited by pushmatrix; 11-25-2016, 09:46 PM.

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              Originally posted by pushmatrix View Post
              Compiled and tried the latest 4.14.1, and no luck . Strange...

              I think the minimal steps to reproduce it is to create a blueprint with a variable holding a VR_Character. That seems to mess up when saving, reloading the editor, and opening that BP.
              Why are you trying to make a VRCharacter a child actor? Child actors are still pretty buggy and characters are fairly complex.


              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
                Why are you trying to make a VRCharacter a child actor? Child actors are still pretty buggy and characters are fairly complex.
                I'm not making it a child actor. I have a blueprint that represents a hand, and that hand holds a reference to its owner (the character).

                Comment


                  I can't get this to build on 3.14 for the life of me. I keep getting these errors:

                  Code:
                  Severity	Code	Description	Project	File	Line	Suppression State
                  Error	C2039	'setRigidDynamicFlag': is not a member of 'physx::PxRigidDynamic'	MyProject	C:\Users\sealfoss\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\GripMotionControllerComponent.cpp	1311
                  And

                  Code:
                  Severity	Code	Description	Project	File	Line	Suppression State
                  Error	C2039	'__this': is not a member of 'physx::PxRigidDynamic'	MyProject	C:\Users\sealfoss\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\GripMotionControllerComponent.cpp	1311

                  Comment


                    Originally posted by sealfoss View Post
                    I can't get this to build on 3.14 for the life of me. I keep getting these errors:

                    Code:
                    Severity	Code	Description	Project	File	Line	Suppression State
                    Error	C2039	'setRigidDynamicFlag': is not a member of 'physx::PxRigidDynamic'	MyProject	C:\Users\sealfoss\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\GripMotionControllerComponent.cpp	1311
                    And

                    Code:
                    Severity	Code	Description	Project	File	Line	Suppression State
                    Error	C2039	'__this': is not a member of 'physx::PxRigidDynamic'	MyProject	C:\Users\sealfoss\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\GripMotionControllerComponent.cpp	1311
                    Yeah I changed the code for 4.14, you either need to upgrade to a newer copy or look on the repository under that function, I set it to use a different method that isn't depreciated in 4.14.




                    In other news, I am going to start in on the multiplayer stuff tomorrow.

                    I hashed out a working alternative "simple" character now that doesn't do all of the hackish things that my default one does. It doesn't work as fluidity as the default one and doesn't support multiplayer quite yet but its functional (need to copy paste some replication code from my default and multiplayer would work with it). Not entirely sure that the simple char will ever support the capsule offset due to how such things work but maybe some day i'll find a viable method for that.

                    I see the simple character being an emergency backup for if the default has issues ever, since I've touched 90% of the movement code and broken some engine standards with the default character I've had it on the back of my mind for awhile that I need a viable alternative just in case.


                    Consider supporting me on patreon

                    My Open source tools and plugins
                    Advanced Sessions Plugin
                    VR Expansion Plugin

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                      This plugin is great! I'm integrating it into my project right now, and I'm finding that when I parent the Vive_PawnCharacter to an object, the Vive_PawnCharacter ignores the rotation of that object, so I slide around and always face the same direction.

                      Is there a way to avoid this and make the Vive_PawnCharacter stay completely parented to an object to move/rotate it around?

                      Comment


                        Yeah I changed the code for 4.14, you either need to upgrade to a newer copy or look on the repository under that function, I set it to use a different method that isn't depreciated in 4.14.
                        I don't think I understand what you mean. Upgrade to a newer copy of the plugin? I downloaded it today, and it still won't compile. I'm going through the source file for the gripmotioncontrollercomponent, to see if there's something I can do manually. I'm sorry, I'm pretty new to the cpp api.

                        Edit: nevermind, I figured it out
                        Last edited by sealfoss; 11-26-2016, 11:38 PM.

                        Comment


                          Originally posted by thejerenator View Post
                          This plugin is great! I'm integrating it into my project right now, and I'm finding that when I parent the Vive_PawnCharacter to an object, the Vive_PawnCharacter ignores the rotation of that object, so I slide around and always face the same direction.

                          Is there a way to avoid this and make the Vive_PawnCharacter stay completely parented to an object to move/rotate it around?
                          Pawns by default have "Use Controller Rotation Yaw" enabled which will throw out the actors rotation and use the controllers rotation instead for yaw, disabling that should cause it to rotate with it, however the problem is that the player cameras don't work with pawn rotation currently, its not really a issue with my plugin, you would have to turn off the bLockToHMD boolean (which removes the late view updates for the camera) in order to have it work like you want, and that would require manually setting the cameras location then each tick.

                          I assume there is going to be a fix eventually, its probably possible for me to fix in my plugin but I really shouldn't have to.


                          Consider supporting me on patreon

                          My Open source tools and plugins
                          Advanced Sessions Plugin
                          VR Expansion Plugin

                          Comment


                            I tried to install it to a clean 4.14 project but it says the plugin is compatible.
                            A dialogue saying "the VRExpPluginExample.dll was built with a different version" appears when I tried to open the template project.
                            When I press rebuild them it fails.
                            Am I the only one experiencing the problem?

                            Comment


                              Originally posted by akjim View Post
                              I tried to install it to a clean 4.14 project but it says the plugin is compatible.
                              A dialogue saying "the VRExpPluginExample.dll was built with a different version" appears when I tried to open the template project.
                              When I press rebuild them it fails.
                              Am I the only one experiencing the problem?
                              In editor rebuilds don't really work with plugins, you'll need to use visual studio.


                              Consider supporting me on patreon

                              My Open source tools and plugins
                              Advanced Sessions Plugin
                              VR Expansion Plugin

                              Comment


                                Originally posted by mordentral View Post
                                In editor rebuilds don't really work with plugins, you'll need to use visual studio.
                                Thanks for your reply. Sorry for being a noob. But how do you rebuild the plugin with visual studio? What do I do after I open the visual studio from the project editor?

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