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    Okay I got it working (I think) without crashing the client (the transition game mode needs to be an empy one for the same reason you destroy the character before traveling, supposedly), but I'm gonna test with multiple players this week.

    However, if for some reason the clients crash (empty battery or something ) the client crashes upon joining the server.
    The player is spawned, but it crashes right after it (screen freezes).

    Do you have any idea what it could be?

    Thanks in advance,

    Marcel

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      Originally posted by MarcelEissens View Post
      Okay I got it working (I think) without crashing the client (the transition game mode needs to be an empy one for the same reason you destroy the character before traveling, supposedly), but I'm gonna test with multiple players this week.

      However, if for some reason the clients crash (empty battery or something ) the client crashes upon joining the server.
      The player is spawned, but it crashes right after it (screen freezes).

      Do you have any idea what it could be?

      Thanks in advance,

      Marcel
      That could be a million things, you'd have to check their crash log.


      Consider supporting me on patreon

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

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        Feels like a silly question - anyone know how to "click" the "host server" button in the example level using Vive controllers? None of the interactions that I can find seem to allow me to do anything in the HUD.

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          Originally posted by FurrieBunnie View Post
          Feels like a silly question - anyone know how to "click" the "host server" button in the example level using Vive controllers? None of the interactions that I can find seem to allow me to do anything in the HUD.
          Turn on the laser beam to interact with it, I assume you are on 4.24 where all of the mappings are different, you can check the input settings in the project and the LaserBeam_Left / Right actions toggle it. The vive controller is bound to the system button by default.


          Consider supporting me on patreon

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            Ya been playing with that for a while just now. The left system button no longer brings up the laser pointer. Apparently Steam decided to "improve" SteamVR with some new settings, and that coupled with 4.24 screwing all the mappings makes it so the default config no longer has any laser pointer at all.

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              So I figured out that you can change the trigger to activate the laser pointer, however, you have to remove the trigger from "use object" mapping in this case. Neither system nor menu will work when mapped to the laser for some reason, which I suspect is an interaction with this new Steam VR client and the profiles it has built-in.

              I'm able to start a host and, on a second computer, I can "find servers" and see the host started on the first computer, however, I cannot select the server. The "click" event on the ServerInfo widget never fires and thus cannot select the panel.

              This never happens...

              Click image for larger version

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              Has anyone else gotten 4.24 with HTC Vive to work in multiplayer generally?

              The session management documentation is so scant in UE4. The only reason I'm trying to use it is so that I can have replicated physics. Example - two players passing a ball back and forth in VR.

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                Originally posted by FurrieBunnie View Post
                So I figured out that you can change the trigger to activate the laser pointer, however, you have to remove the trigger from "use object" mapping in this case. Neither system nor menu will work when mapped to the laser for some reason, which I suspect is an interaction with this new Steam VR client and the profiles it has built-in.

                I'm able to start a host and, on a second computer, I can "find servers" and see the host started on the first computer, however, I cannot select the server. The "click" event on the ServerInfo widget never fires and thus cannot select the panel.

                This never happens...

                Click image for larger version

Name:	Capture.PNG
Views:	291
Size:	57.2 KB
ID:	1705497

                Has anyone else gotten 4.24 with HTC Vive to work in multiplayer generally?

                The session management documentation is so scant in UE4. The only reason I'm trying to use it is so that I can have replicated physics. Example - two players passing a ball back and forth in VR.
                Actually that one is my bad, during the conversion I made that the system button, looking back at the mappings it should have been the menu buttons instead as they don't allow mapping to the system button. I fixed the default template and it is updated with the correction.


                Consider supporting me on patreon

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

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                  Ok cool will try again this afternoon.

                  The end goal here is to create a simple game that allows two people to pass a ball back and forth. I hit the ball and it rolls along the floor towards the other player, who then hits it back, etc. Simple soccer if you will...is that something that is generally achievable in UE4 with a dedicated server? It's still not clear to me how the client/server setup knows which authority to trust regarding the position of the ball, calculating bouncing off walls, or the impulse applied by clients. Most of the games I have seen involve shooting where all of the projectiles clearly belong to one player (e.g. another player cannot "catch" the projectile). Server-side physics seems to be a topic of much interest and debate and somewhat implementation specific.

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                    So the selection still doesnt work with the laser and I had to change the mapping to trigger again as the system button would not do anything, although this may be related to my local steam config. This new version 1.9.16 introduced some kind of profile screen that I have not seen before. Anyway still doesnt seem to be working as intended with HTC vive.

                    Comment


                      Originally posted by FurrieBunnie View Post
                      So the selection still doesnt work with the laser and I had to change the mapping to trigger again as the system button would not do anything, although this may be related to my local steam config. This new version 1.9.16 introduced some kind of profile screen that I have not seen before. Anyway still doesnt seem to be working as intended with HTC vive.
                      You likely need to regenerate your bindings now that it has been changed yes. There is a big steam button on the taskbar now that lets you regenerate your action manifest.

                      A Soccer ball being passed back and forth is "possible" but you are going to have to do some prediction work to make it clean, or accept latency.


                      Consider supporting me on patreon

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

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                        Hello, thankyou very much for this plugin. It is an amazing resource and your support and dedication is truly admirable.
                        What does the future hold for this plugin in regards to the chaos physics? I remember you talking about using that system but is it even in 4.24 yet?

                        Comment


                          Originally posted by jimcaw View Post
                          Hello, thankyou very much for this plugin. It is an amazing resource and your support and dedication is truly admirable.
                          What does the future hold for this plugin in regards to the chaos physics? I remember you talking about using that system but is it even in 4.24 yet?
                          Not in any usable form as far as gripping goes. They only have the fracturing part done so far really.

                          They have the framework for everything else in place (empty functions) but I doubt it will be any time soon that we see a really stable simulation scene constraints and all.


                          Consider supporting me on patreon

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

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                            Hi there! So for the life of me I can't seem to figure this out. I've followed both your text and Raven's video tutorial on gripping, and I've tried searching to see if there was a solution in this thread but I can't seem to get the grip to work at all on anything "grippable" (g.static mesh, g.actor, etc.). The VR Slider on the cube from Raven's video works fine, but the grippable static mesh sphere doesn't. It'll register the hit, but then drop immediately as if I let go. I have a print set up after the GripObjectByInterface, and it gets through to that just fine. Tried doing a fresh project for the plugin as well as trying 4.24; I'm currently using engine ver 4.23.1.

                            Thanks for your time!

                            Comment


                              Hello, thank you for creating this plugin, and for your ongoing support.

                              I'm trying to install this plugin according to the directions here. I'm using UE4 4.23.1, VS 2017, and a blank template blueprint project. Everything was going fine until step 12, building the solution in VS. My build failed with 49 errors, shown below:

                              Click image for larger version

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                              Most of the errors seem to be repetitions of the same two errors, something about the == operator. The final error, as you can see, has something to do with permissions?

                              Any idea what is causing these issues and how to resolve them? Thanks

                              Comment


                                Hi mordentral, I support you on Patreon now and the answer to this question is more than likely that I need to learn replication, but I thought I'd ask nonetheless.

                                On my VR character, I'm using line trace every tick to highlight any items I'm pointing at with my hand. I'm highlighting the items by showing/hiding a special mesh at the appropriate time, and I have that working very nicely. For some reason, though, it is replicating to all players even though I disabled the Component Replicates option on the mesh I'm hiding/showing. Am I misunderstanding something here? It almost looks as if the VR character is forcing replication of a mesh that isn't configured to replicate. I only want the player to see their own targeted items highlighted and not those of other players'. I tried moving my "make item highlighted" function over to my item instead of doing it from the character but that yields the same result.

                                What makes this all even stranger for me is that my force grab movement ISN'T being replicated despite being handled within the same function. I want to understand how this replication is behaving really well at this stage.
                                Last edited by Nostrildumbass; 01-09-2020, 02:08 AM.

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