Originally posted by Kilargo
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Originally posted by mordentral View Post
Did you turn off ticking on the root component?
I'm uncertain how I disabled tick on this component.
When I "Set Component Tick Enabled" on VRRootReference to True, "Is Component Tick Enabled" still returns false.
Might be a bug with the engine... I've just read that sometimes components don't tick, need to remove them and readd the component.
Since this component is inherited, I'll probably end up having to migrate all the code over to a new bpLast edited by Kilargo; 07-15-2019, 04:09 PM.
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Originally posted by mordentral View Post
https://steamcommunity.com/sharedfil.../?id=676747488
There is a steam guide on Equirectangular image formatting for steamVR which is the image format used with the LatLong option.
I pass the data in as is so it should be in the creation step that you are getting improper results.Igor, swamper, sole proprietorship
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Originally posted by Sargonius View PostIs there a way to disable wall pushing?
You can also setup bWalkingCollisionOverride to have collision channels that only are active during locomotion and are off during "walking" around.
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Hi, Mordentral,
Could you provide some advice on how to use the Gameplay Tags, specifically the "DenyFreeGripping" tag? Just from the title, it appears to be what I am looking for to prevent accidentally "free gripping" another part of the root component that has collision when I'm actually trying to grab a child component. However, in my testing, I'm unable to actually get it to trigger - so far I can't see a difference between it being enabled or disabled.Last edited by EdisLeado; 07-21-2019, 05:52 PM.
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4.23 beta branch of both repositories are updated to current 4.23 preview.
Its relatively stable currently, aside from some early preview engine bugs.
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Forgot to post up a feature request for the flight stick that I added in this week.
https://vreue4.com/patch-notes?secti...nding-07-24-19
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Originally posted by Sooth View PostWas looking to put game up on Oculus Store but game cannot reference steam or steam openvr. Do you have an OpenVRExpansionPlugin based on Oculus instead of Steam? Or should I just be trying to remove all use of OpenVRExpansionPlugin.
There really shouldn't be much that you would be using the openVR specific module for though, generally controller properties and rendering overlays are the main use of it, shouldn't be too hard to seperate that out for the seperate builds.
Also there is no such thing as OpenVR based on oculus....OpenVR can work with oculus, but oculus doesn't let you even have the binaries in your package when uploading to their store to ensure that it is on its native platform.Last edited by mordentral; 07-30-2019, 11:15 AM.
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Hi Mordentral --
I havetwoone questions when you get a chance! -- (answered my own first question - I was missing one of the input events, I'm an idiot)
1st --
I saw your response a few months ago about changing controller inputs for rotation and I figured out how to get that working (both smooth and snap)
What I'm wondering is - how can I actually use a hover version of that? Seems like the incoming Axis Value for ->InputAxis ControllerMovement is based on Pressing the pad (I'm using vive controllers), so it won't register as > 0 if hovering.
Seems like maybe the hover settings are somewhere in the Motion Controller Component script? I'm only .. let's say "intermediate" level for C++ and while I did find a couple references (when "Searching") for "hover," I didn't spot anything obvious.
Tips / suggestions?
2nd --
I THINK I have a solution for this but trouble-shooting.. and it's not quite getting me there...
Can I force-call a grab on a controller?
The example- I want to use a secondary Grip for a 2-handed weapon. However, that grip also needs to be a slider (shotgun pump, in this case).
My thought was - have the Grip action go to the secondary grip socket for the weapon. Then, on TRIGGER pull for the second hand, actually use the Blueprint to force the grip over the slider (which would be in the exact same spot, so visually the hand wouldn't move), to allow for the Slider to move... then when the TRIGGER is released, for the grip back to the Secondary Grip socket.
Thanks in advance, I realize it's not always easy to find time to answer questions!Last edited by joelbenjamin; 08-04-2019, 03:09 PM.
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Originally posted by joelbenjamin View PostHi Mordentral --
I havetwoone questions when you get a chance! -- (answered my own first question - I was missing one of the input events, I'm an idiot)
2nd --
I THINK I have a solution for this but trouble-shooting.. and it's not quite getting me there...
Can I force-call a grab on a controller?
The example- I want to use a secondary Grip for a 2-handed weapon. However, that grip also needs to be a slider (shotgun pump, in this case).
My thought was - have the Grip action go to the secondary grip socket for the weapon. Then, on TRIGGER pull for the second hand, actually use the Blueprint to force the grip over the slider (which would be in the exact same spot, so visually the hand wouldn't move), to allow for the Slider to move... then when the TRIGGER is released, for the grip back to the Secondary Grip socket.
Thanks in advance, I realize it's not always easy to find time to answer questions!
As for manually gripping, call GripObjectByInterface from the controller and pass in the object you want to grip.
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Originally posted by mordentral View Post
If you are secondary gripping the object anyway then its kind of a waste to also grip the slider, if you don't want to run custom logic to move the slider though with it then yeah its a viable method.
As for manually gripping, call GripObjectByInterface from the controller and pass in the object you want to grip.
I'm fine doing some custom logic, but am not sure how to approach simultaneously use secondary grip... but then ALSO allow the slider to be used as a shotgun pump while keeping the secondary grip active. Does that make sense?
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