Originally posted by Byrkoet
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Originally posted by mordentral View Post
Remove the controller loading timer in the big red box in the event graph of the character. That is there because it can be used in multiplayer while the built in controller visualization cannot.
As for enable collision with the world with hand meshes, you'll have to simulate the bone chain since you are using full body IK and use the physical animation component, that or sweep your effectors or simulate them and have the actual effectors be blocked by geometry.
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Originally posted by CatalinFuca View Post
I was not able to find a loading timer. I found a SetTimerbyEvent returning a value set in the variable ControllerTimerHandle. Deleting those only removed the controller on one hand. Is that what should be removed?
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Originally posted by CatalinFuca View Post
Same thing O.O It only removes the left controller
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Originally posted by ioFlow Studios View PostHeya mordentral, trying to use the demo project with a mixed reality headset... can't teleport, no widget, no movement, any suggestions?
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Is it possible to opt for overlapping checks for gripping a lever by overriding VRLever Component and setting a flag or interface value / tag? Currently using a cylinder as a lever, but the player doesn't grab when the hands are inside the mesh. Checked out the steering wheel, but it didn't have any special configuration.
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Originally posted by Byrkoet View PostIs it possible to opt for overlapping checks for gripping a lever by overriding VRLever Component and setting a flag or interface value / tag? Currently using a cylinder as a lever, but the player doesn't grab when the hands are inside the mesh. Checked out the steering wheel, but it didn't have any special configuration.
How you define colliding to grip something is in the end up to you, I do not do any of that in the plugin itself as then it would limit you in situations where you want custom logic. If you want to use overlaps, just use them, either alongside traces or instead of them.
If you are based off of the example template and having that issue then you just don't have your collision setup correctly and are not generating overlaps with the VRTracechannel.
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Pushed a commit to both repositories:
https://vreue4.com/4-24-patch-notes?...fixes-01-21-20
Some may have seen the Upper Body IK and melee scripts in videos recently, those are still on experimental branches and not in this commit.
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Hello, I have successfully installed the plugin to my project (4.23.1), but I wanted to take a look at the example template to see how you set it up. I tried downloading it and installing per the directions here, but every time, when I get to building the solution in visual studio, it fails with all these errors:
I have tried building this project with versions 4.20, 4.23.1, and 4.24.1, each one fails the same way. I have also tried downloading the pre-built binary package of the plugin and placing it into the plugins folder as per the directions, but it still fails to build successfully.
What is going wrong, and how can I get this to work? Thank you in advance for your help.
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Originally posted by PSCR_VR View PostHello, I have successfully installed the plugin to my project (4.23.1), but I wanted to take a look at the example template to see how you set it up. I tried downloading it and installing per the directions here, but every time, when I get to building the solution in visual studio, it fails with all these errors:
I have tried building this project with versions 4.20, 4.23.1, and 4.24.1, each one fails the same way. I have also tried downloading the pre-built binary package of the plugin and placing it into the plugins folder as per the directions, but it still fails to build successfully.
What is going wrong, and how can I get this to work? Thank you in advance for your help.
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First time with VRE and 4.24 and I'm dumbfounded. What am I missing? It's something simple, I'm sure...
I followed the instructions of the SteamVR Input plugin: Regenerate Action Manifest, Regenerate Contoller Bindings, Reload Action Manifest.
Trying to reload the action manifest of SteamVR Input produces this error:
LogSteamVRInputDevice: Display: Reloading Action Manifest in: D:/bitbucket/vrexppluginexample - Copy/Config/SteamVRBindings/steamvr_manifest.json
LogSteamVRInputDevice: Display: [STEAMVR INPUT] Registering Application Manifest D:/bitbucket/vrexppluginexample - Copy/Config/steamvr_ue_editor_app.json : VRApplicationError_None
LogSteamVRInputDevice: Display: [STEAMVR INPUT] Editor Application [10964][application.generated.ue.virtual-reality-bp-game-template-10757647.ue4editor.exe] identified to SteamVR: VRApplicationError_None
LogSteamVRInputDevice: Error: [STEAMVR INPUT] Setting Action Manifest Path: Mismatched Action Manifest
What am I missing?
/edit/
VRExpPluginExample, checked out a few hours ago.
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Originally posted by Ben_Cykyria View PostFirst time with VRE and 4.24 and I'm dumbfounded. What am I missing? It's something simple, I'm sure...
I followed the instructions of the SteamVR Input plugin: Regenerate Action Manifest, Regenerate Contoller Bindings, Reload Action Manifest.
Trying to reload the action manifest of SteamVR Input produces this error:
LogSteamVRInputDevice: Display: Reloading Action Manifest in: D:/bitbucket/vrexppluginexample - Copy/Config/SteamVRBindings/steamvr_manifest.json
LogSteamVRInputDevice: Display: [STEAMVR INPUT] Registering Application Manifest D:/bitbucket/vrexppluginexample - Copy/Config/steamvr_ue_editor_app.json : VRApplicationError_None
LogSteamVRInputDevice: Display: [STEAMVR INPUT] Editor Application [10964][application.generated.ue.virtual-reality-bp-game-template-10757647.ue4editor.exe] identified to SteamVR: VRApplicationError_None
LogSteamVRInputDevice: Error: [STEAMVR INPUT] Setting Action Manifest Path: Mismatched Action Manifest
What am I missing?
/edit/
VRExpPluginExample, checked out a few hours ago.
Yeah....the steam input module being core now has been causing a lot of edge cases issues for people, mostly when first launching a new project having to regenerate the manifest or tracking doesn't work.
In your case it can't seem to find the correct relative path to generate the action manifest, honestly I would try deleting the "- Copy" part of the projects file path and trying again. I know that the unity version of the plugin has this issue from mishandling relative paths awhile ago and people were having to manually restart steamvr / their computer to get steamVR out of the last projects relative path when switching back and forth.
Also if you have the marketplace version of their input module installed, I don't think the in engine version correctly closes down to allow it until 4.24.2.
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