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    Thanks for the fast response! I'm using 4.22..
    The reason I posted this here was because before I added the VRE plugin to my Quest project, servertravel was working fine with no apparent issues. It was only after I replaced my character with one that inherited from the plugin.
    I will setup a new project today with 4.23 and see if that resolves the server travel issue for me. Thanks!

    Comment


      Hi,

      i followed the instructions but can´t see the your stuff in my project after building it in Visual studio 2017. Do you have an idea why?
      The other option for me is waiting for the example template repoity for 4.23.

      i downloaded
      4.23 – Full Binaries and Source Package
      and now I have a problem with the installation.

      Normally I downloaded the example template reposity but this time I wanted to try out the new version.

      1. I downloaded unreal version 4.23
      2. I created a new VR Project
      3. I opened it and added a none c++ class.
      4. I close it and created a plugin folder and unpacked the stuff I downloaded.
      5. I opened Visual studio 2015 and see this error:
      -------------------------------------------------------------------------------------------------------------------------------------------------------------------

      C:\Users\-------\Documents\Unreal Projects\MyProject\Intermediate\ProjectFiles\MyProject.vcxproj : warning : The build tools for v141 cannot be found. Install v141 to build using the v141 build tools.

      C:\Users\-------\Documents\Unreal Projects\MyProject\Intermediate\ProjectFiles\MyProject.vcxproj : error : Exception from HRESULT: 0x80042003

      C:\Users\-------\Documents\Unreal Projects\MyProject\Intermediate\ProjectFiles\UE4.vcxproj : warning : The build tools for v141 cannot be found. Install v141 to build using the v141 build tools.

      C:\Users\-------\Documents\Unreal Projects\MyProject\Intermediate\ProjectFiles\UE4.vcxproj : error : Exception from HRESULT: 0x80042003

      ---------------------------------------------------------------------------------------------------------------------------------------------------------------------
      6. then I tried to build in in Visual studio 2017 and there I got this:
      ========== Build: 1 succeeded, 0 failed, 0 up-to-date, 1 skipped ==========

      after pressing build - Configuration manager - and making a sign at UE4/Build
      and then building it: I got this message:

      ========== Build: 2 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

      7, Now the thing I don´t understand: I opened the projekt and there I got the message that I got new Plugins.
      In the List I could see your Plugin, but if I start the presentation I could only see the normal presentation.

      8. I am sure I made something wrong because its not working: Do you have an Idea what? I don´t know very much about Visual studio^^

      Click image for larger version

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      Attached Files

      Comment


        Hey mordentral.

        Is it possible that the vrexppluginexample repo didn't get fully updated to 4.23? I see that the last "merging 4.23" commit updates VRExpansionPlugin code, but none of the asset changes from the 4.23 Beta branch are in there. And the VRExpPluginExample.uproject is still set to 4.22.

        Thanks!

        - Dave
        Latest Demo, Turtle VR: http://www.turtlevr.com
        Mobile VR Jam 2015 Entry: Circumpaint
        VR game, Here Come The Dead: http://www.herecomethedead.com/
        Main web site: http://www.gnometech.com/

        Comment


          Originally posted by Gnometech View Post
          Hey mordentral.

          Is it possible that the vrexppluginexample repo didn't get fully updated to 4.23? I see that the last "merging 4.23" commit updates VRExpansionPlugin code, but none of the asset changes from the 4.23 Beta branch are in there. And the VRExpPluginExample.uproject is still set to 4.22.

          Thanks!

          - Dave
          Yeah, actually there appears to be a mixup there, I was half done porting to github and must have missed some things. I'll sort it tonight.

          *Edit* Fixed


          Originally posted by SvenIstel View Post
          Hi,
          Visual Studio 2015 is deprecated now, visual studio 2017 works as you found out.

          As for the "content", those are all example template blueprints, they don't come with the source version. You should be able to move the new prepackaged binaries into your current project though without re-downloading everything or making a new project.

          I do need to recompile those though tomorrow to ensure they have the changes that were missing as per above.
          Last edited by mordentral; 09-11-2019, 08:29 PM.


          Consider supporting me on patreon

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

          Comment


            Originally posted by mordentral View Post

            Yeah, actually there appears to be a mixup there, I was half done porting to github and must have missed some things. I'll sort it tonight.

            *Edit* Fixed
            .
            Yup, that did it. Thanks!

            - Dave
            Latest Demo, Turtle VR: http://www.turtlevr.com
            Mobile VR Jam 2015 Entry: Circumpaint
            VR game, Here Come The Dead: http://www.herecomethedead.com/
            Main web site: http://www.gnometech.com/

            Comment


              I'm using UE4 4.22.3.
              Problems occur when packaging is finished and running as VIVE PRO.
              My eyes are on the floor. ​​​​​0 z-axis.
              There is no problem in Oculus. be completely normal.
              This is a problem arising from the rarely modified VR Expansion Plugin.
              I'm trying many things, but I can't guess yet.
              I added [Reset Orientation and Position] node. Can this cause a problem?
              What else should I check?
              Last edited by Gunim; 09-15-2019, 10:08 PM.

              Comment


                Originally posted by Gunim View Post
                I'm using UE4 4.22.3.
                Problems occur when packaging is finished and running as VIVE PRO.
                My eyes are on the floor. ​​​​​0 z-axis.
                There is no problem in Oculus. be completely normal.
                This is a problem arising from the rarely modified VR Expansion Plugin.
                I'm trying many things, but I can't guess yet.
                I added [Reset Orientation and Position] node. Can this cause a problem?
                What else should I check?
                Yes, ResetOrientationAndPosition will move your view to the floor, that is the point of that node, it sets your current HMD location and rotation to be the zero point. When in roomscale mode that means that you will be "in the floor" after calling it.

                Outside of that node, the only reason for it to be in the floor is if you don't have tracking, other than that the core camera code in engine should be offsetting the camera, I don't change anything about that.


                Consider supporting me on patreon

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

                Comment


                  Unreal engine 4.22

                  Hi I'm not sure if this has been brought up before but I believe that when I ran the test application if you try to move your firing hand off of the two handed gun and continue holding it with the non firing hand that this functionality isn't included. I was just wondering if you plan on implementing this or if you have a workaround I could employ. Thanks!

                  Comment


                    On 4.23, what is the best way about getting basic finger tracking working with the Index/Knuckles controllers?

                    Comment


                      Originally posted by mittens243 View Post
                      Unreal engine 4.22

                      Hi I'm not sure if this has been brought up before but I believe that when I ran the test application if you try to move your firing hand off of the two handed gun and continue holding it with the non firing hand that this functionality isn't included. I was just wondering if you plan on implementing this or if you have a workaround I could employ. Thanks!
                      Regrip with the secondary hand when the primary releases, or run two grips at once and pause the secondary until the primary releases.
                      Originally posted by homsar View Post
                      On 4.23, what is the best way about getting basic finger tracking working with the Index/Knuckles controllers?
                      For basic finger tracking with no hard replication and no full body? The Valve plugin on the marketplace. I have a module to prop up support for other features for now that works alongside it as well.


                      Consider supporting me on patreon

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

                      Comment


                        Hi
                        In your demo project what button are you using to map the button that shows the red trace line from the controller, I'm using a windows mixed reality controller with SteamVR but can not find the menu button in between the touch pad and thumb stick, I wanna use that button to access the menu in game but can't find that button which you using for the red bendy line trace from the controller in your demo.

                        Please help, THANKS.

                        Comment


                          Originally posted by GarthHere View Post
                          Hi
                          In your demo project what button are you using to map the button that shows the red trace line from the controller, I'm using a windows mixed reality controller with SteamVR but can not find the menu button in between the touch pad and thumb stick, I wanna use that button to access the menu in game but can't find that button which you using for the red bendy line trace from the controller in your demo.

                          Please help, THANKS.
                          *edit* oops, misread you originally.

                          My WMR controller profile doesn't override the laser key for WMR controllers so it would be using the projects defaults, picture below.



                          Last edited by mordentral; 09-17-2019, 11:39 AM.


                          Consider supporting me on patreon

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

                          Comment


                            Originally posted by mordentral View Post

                            Yes, ResetOrientationAndPosition will move your view to the floor, that is the point of that node, it sets your current HMD location and rotation to be the zero point. When in roomscale mode that means that you will be "in the floor" after calling it.

                            Outside of that node, the only reason for it to be in the floor is if you don't have tracking, other than that the core camera code in engine should be offsetting the camera, I don't change anything about that.
                            I think it's a problem with ResetOrientationAndPosition.
                            So should I not use it for VIVE?
                            Is there another good way?
                            Last edited by Gunim; 09-17-2019, 12:11 PM.

                            Comment


                              Originally posted by Gunim View Post

                              I think it's a problem with ResetOrientationAndPosition.
                              So should I not use it for VIVE?
                              Is there another good way?
                              You just don't use it if you are trying to do roomscale VR (set tracking origin - floor level) as it zeroes you out on position. If you are doing eye level VR is when generally that node is used. With how it is currently implemented in engine there also is no reversing method to clear an offset you applied (outside of the one that oculus added to its module) so its permanent for the lifetime of the instance.


                              Consider supporting me on patreon

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

                              Comment


                                Originally posted by mordentral View Post

                                You just don't use it if you are trying to do roomscale VR (set tracking origin - floor level) as it zeroes you out on position. If you are doing eye level VR is when generally that node is used. With how it is currently implemented in engine there also is no reversing method to clear an offset you applied (outside of the one that oculus added to its module) so its permanent for the lifetime of the instance.
                                If I don't use ResetOrientationAndPosition, sometimes the player gets stuck in the wall when I move to a different map.
                                That's why I need this function.
                                Is there a another solution?

                                Comment

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