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VR Expansion Plugin
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Originally posted by ksieburg View Post
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Hi mordentral
We seem to be getting a ton of rubber banding in multiplayer when using the VRMovement component, even in the editor just testing 2 clients or running as a dedicated server, the clients are popping around all over the place. All other objects replicate fine even on clients with high ping so im not sure whats causing this in this component.
This keeps showing in the log
LogVRCharacterMovement: Recovered move from OldTimeStamp 2.526060, DeltaTime: 0.010276
LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
LogVRCharacterMovement: Recovered move from OldTimeStamp 3.590748, DeltaTime: 0.308742
LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
LogVRCharacterMovement: Recovered move from OldTimeStamp 5.472024, DeltaTime: 0.011180
LogVRCharacterMovement: Recovered move from OldTimeStamp 6.035486, DeltaTime: 0.011590
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Originally posted by Rareden View PostHi mordentral
We seem to be getting a ton of rubber banding in multiplayer when using the VRMovement component, even in the editor just testing 2 clients or running as a dedicated server, the clients are popping around all over the place. All other objects replicate fine even on clients with high ping so im not sure whats causing this in this component.
This keeps showing in the log
LogVRCharacterMovement: Recovered move from OldTimeStamp 2.526060, DeltaTime: 0.010276
LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
LogVRCharacterMovement: Recovered move from OldTimeStamp 3.590748, DeltaTime: 0.308742
LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)
LogVRCharacterMovement: Recovered move from OldTimeStamp 5.472024, DeltaTime: 0.011180
LogVRCharacterMovement: Recovered move from OldTimeStamp 6.035486, DeltaTime: 0.011590
There are a ton of things that you could be doing wrong though to cause that, keep in mind that the VRCMC is just a modified character movement component, the only major difference is it has some extended capabilities and the rotation is also server rollbacked by default which isn't how the normal CMC handles rotation.
Not knowing what you are doing specifically with your setup though means I cannot give you an actual answer. You can feel free to PM me here or message me in discord about how/what you are handling movement with.
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Got it working, and you where indeed right, was a missmatch in the versions.
But I am realy stuck on one problem, when I spawn ingame (on oculus quest) the camera defaults on the floor, so i gotha lie down with the headset on, reset camera and then stand up, been googling and searched on the forums here. But seems like people are using blueprints with the plug in, but i just got C++ files in the project, so i am not able to find the "track from eyes" and not "from floor". Tried moving the camera as a quick fix, but it resets to the floor when i start the game.
Other then that, this plugin have been a lifesaver
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Originally posted by WideBoy View PostGot it working, and you where indeed right, was a missmatch in the versions.
But I am realy stuck on one problem, when I spawn ingame (on oculus quest) the camera defaults on the floor, so i gotha lie down with the headset on, reset camera and then stand up, been googling and searched on the forums here. But seems like people are using blueprints with the plug in, but i just got C++ files in the project, so i am not able to find the "track from eyes" and not "from floor". Tried moving the camera as a quick fix, but it resets to the floor when i start the game.
Other then that, this plugin have been a lifesaver
Alternatively you could also just
Code:if (GEngine->XRSystem.IsValid()) { GEngine->XRSystem->SetTrackingOrigin(EHMDTrackingOrigin::Floor); }
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mordentral Is it possible to apply vr grip interface to skeletal meshes? I want to make a bow but at the beginning I cant grab the object with skeletal mesh or is it wrong?Last edited by mahlukat; 12-09-2019, 10:55 AM.
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Originally posted by mahlukat View Postmordentral Is it possible to apply vr grip interface to skeletal meshes? I want to make a bow but at the beginning I cant grab the object with skeletal mesh or is it wrong?
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All repositories master branches have been moved over to 4.24, patch notes for 4.24 are here: https://vreue4.com/4-24-patch-notes?...al-patch-notes
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Hello, I ve just started to explore the VREP for a few days (Thank you for that !).
I ve an issue to snap a sword to the hand at the socket location on the object. I watched the videos and read the https://vreue4.com/basic-gripping tutorial and it only works when I grab the "perfect" location of the VRGripP1. Is is possible to extend the snap to the entire sword ? Thanks !
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Originally posted by Batlord View PostHello, I ve just started to explore the VREP for a few days (Thank you for that !).
I ve an issue to snap a sword to the hand at the socket location on the object. I watched the videos and read the https://vreue4.com/basic-gripping tutorial and it only works when I grab the "perfect" location of the VRGripP1. Is is possible to extend the snap to the entire sword ? Thanks !
#1. Override GetClosestSocketInRange function in the sword itself and always pass out the socket location and true no matter what. This will make it always snap to the location. You can use the same setup to pass out component locations or find the closest point on a spline to use instead, ect.
#2. Increase the socket range of the primary grip on the interface settings to be much higher, even up to the full size of the entire object. Its currently in local space so scaling won't effect it.
#3. Use any method that you wish using a custom interface or components to handle passing the transform to the grip function, you can change anything you like, like adding a "Grip zone" component to it and checking for one when going to grip and using that instead,Last edited by mordentral; 12-10-2019, 10:30 AM.
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Originally posted by 147258369a View PostIs this plugin support character hand ik collision with physic object? like boneworks,thank you .
Keep in mind that a good setup will take a lot of tweaking and iteration on limits and forces.Last edited by mordentral; 12-11-2019, 09:39 AM.
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Originally posted by Batlord View PostThank you ! I tried the first solution and it run perfectly !
Any clue ? Thanks
Edit : It works when I use component instead of mesh sockets for snapping. Any idea why ?
Last edited by Batlord; 12-11-2019, 12:15 PM.
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