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    Originally posted by mordentral View Post
    honestly I would try deleting the "- Copy" part of the projects file path and trying again

    manually restart steamvr / their computer


    Renamed the folder, restarted the computer... everything works. Thanks so much!

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      Any idea when the melee script will be completed. Is there a way to get access to the experimental sample project show melee and IK arm?

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        Originally posted by Sooth View Post
        Any idea when the melee script will be completed. Is there a way to get access to the experimental sample project show melee and IK arm?
        Current 4.24 template has the melee script on the swords, its just set to not activated as its not entirely stable yet and is feature incomplete.

        The arms I wouldn't suggest testing until they are stable enough for me to put the test live, I won't guarantee that they will even hit the plugin unless I get the stability to where I want it (the papers demo wasn't stable enough to my liking(.


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          Is the stabbing part in the current template. I did not see the dummy you had setup in the video?

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            Originally posted by Sooth View Post
            Is the stabbing part in the current template. I did not see the dummy you had setup in the video?
            Dummy is in the project files somewhere, like I said, I turned everything off until it is complete enough to feature. I have to work in new feature dev between bug fixes and engine ports. 4.24 came out very quickly and has been a rough version to dev against so far.

            The blueprint stabbing part of the mockup is on the swords though as is, currently the script is detecting the zone collisions and blueprints are handling the stabbing for fast iteration. I am doubtful that I would ever fully bake stabbing into the script itself as that would lower flexibility over it, it will likely end up being a balance between the two.
            Last edited by mordentral; 01-23-2020, 04:08 PM.


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              Okay, I'll see if I can figure out how you have it working. I really liked what I saw. As for the IK arms or even full IK. I have not found any solution I like either. All are wonky in some way.

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                Originally posted by Sooth View Post
                Okay, I'll see if I can figure out how you have it working. I really liked what I saw. As for the IK arms or even full IK. I have not found any solution I like either. All are wonky in some way.
                Which is exactly why I won't make promises or release them until/if I am happy with them, I never wanted to make an arm IK setup, I just haven't found one that I felt was good enough yet. The melee script, stabbing is actually one of the lesser features, it is fairly easy to do manually for people. I was more looking into specifically some of the other stuff that can be added to ease the mechanic.

                I did make a custom constraint component in engine that makes the stabbing setup considerably easier though, the default one is missing a ton of QOL features.


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                  BTW: I thought of trying to use the 'ue4 control rig plugin' which is relatively new . Introduced in 4.23 I think. Just have had no time to look at using it to make better IK.

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                    A question.. After upgrade to UE4.24 some BP's with Grippable Static Mesh have the issue that "Event On Child Grip Release" is called immediately after gripping, but only when I grip >100 units from the origin point (I'm grabbing a large object, a door to be precise). Any idea how this can happen?

                    To elaborate: It's easy to reproduce.
                    - Create a new Actor BP,
                    - Add a Grippable Static Mesh Component,
                    - Assign a large mesh
                    - Place in a level
                    - Observe that you can only grip the Actor in a +/- 1m range of the origin

                    Edit: hang on.. In the Example Project this doesn't happen, meaning it probably has to do with the Pawn.. But not sure where to look.
                    Last edited by Warner V; 01-30-2020, 11:15 AM.

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                      Originally posted by Warner V View Post
                      A question.. After upgrade to UE4.24 some BP's with Grippable Static Mesh have the issue that "Event On Child Grip Release" is called immediately after gripping, but only when I grip >100 units from the origin point (I'm grabbing a large object, a door to be precise). Any idea how this can happen?

                      To elaborate: It's easy to reproduce.
                      - Create a new Actor BP,
                      - Add a Grippable Static Mesh Component,
                      - Assign a large mesh
                      - Place in a level
                      - Observe that you can only grip the Actor in a +/- 1m range of the origin

                      Edit: hang on.. In the Example Project this doesn't happen, meaning it probably has to do with the Pawn.. But not sure where to look.
                      Sounds like the auto drop is happening from going out of range from the grip point.

                      I did recently change some logic around the drop distance where if the grip type is setting the pivot point then it will distance drop if the pivot point is too far away. That being said you generally shouldn't be gripping at the pivot point on a door but instead at the hand location. It sounds like your origin is your root for that grip and it really shouldn't be, you should be using GripAtController if its physical, not GripAtCOM, otherwise the door behavior will be off.

                      Some of the new logic may be bugged as well, i'll do some more tests.

                      *Edit* lol yeah, found a bug in an if statement that i was using, thanks for bringing it to my attention
                      Last edited by mordentral; 01-30-2020, 12:02 PM.


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                        Originally posted by mordentral View Post

                        Sounds like the auto drop is happening from going out of range from the grip point.

                        I did recently change some logic around the drop distance where if the grip type is setting the pivot point then it will distance drop if the pivot point is too far away. That being said you generally shouldn't be gripping at the pivot point on a door but instead at the hand location. It sounds like your origin is your root for that grip and it really shouldn't be, you should be using GripAtController if its physical, not GripAtCOM, otherwise the door behavior will be off.

                        Some of the new logic may be bugged as well, i'll do some more tests.
                        Thanks for the pointer there.. In my case it was set at COM Default (which seems to set to COM Grip at Controller Loc?). However, this is causing the Auto Drop. If I use "COM Set and Grip At" there's no Auto Drop.

                        So still there seems to be a bug somewhere.

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                          Originally posted by Warner V View Post

                          Thanks for the pointer there.. In my case it was set at COM Default (which seems to set to COM Grip at Controller Loc?). However, this is causing the Auto Drop. If I use "COM Set and Grip At" there's no Auto Drop.

                          So still there seems to be a bug somewhere.
                          Yeah I found it, I flipped the constraint frames a bit ago so that I could do some funky orientation things with grip scripts. I forgot to also flip it where it checks the constraint length so it was pulling the wrong distance.

                          Both repo's have a fix uploaded, the if logic was an unrelated bug that I ran into when testing this out from a very recent change, so still thanks for that as well.

                          TL;DR: Fixed it, re-download 4.24
                          Last edited by mordentral; 01-30-2020, 12:35 PM.


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                            hey mordentral, love the script. thanks for your efforts.

                            i'm having some issues that others were having with the laser pointer and interacting with the find/join/host server widget. i cannot click any of the buttons or ui elements with the laser pointer activated.

                            i tried opening your latest example project, but i have the same issue there interacting with the server widget.

                            running 4.24.2, and tried regenerating the server bindings but think i'm missing something.

                            also, i'd vote for setting up a discord community. while you could spend a lot of time there answering support questions, it also presents the opportunity for other users to help each other, which could ultimately save you time.

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                              Originally posted by jayoh View Post
                              hey mordentral, love the script. thanks for your efforts.

                              i'm having some issues that others were having with the laser pointer and interacting with the find/join/host server widget. i cannot click any of the buttons or ui elements with the laser pointer activated.

                              i tried opening your latest example project, but i have the same issue there interacting with the server widget.

                              running 4.24.2, and tried regenerating the server bindings but think i'm missing something.

                              also, i'd vote for setting up a discord community. while you could spend a lot of time there answering support questions, it also presents the opportunity for other users to help each other, which could ultimately save you time.
                              What button are you attempting to use? By default its just using the grab button which is grip for rift and index, I can't rebind keys dynamically anymore as of 4.24 so I need to add some more input actions to the template, hadn't gotten around to doing it yet is all.

                              *Edit* I took some time this morning and added a dedicated laser beam interaction to the template and mapped it to trigger on all devices.
                              Last edited by mordentral; 02-02-2020, 12:08 PM.


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                                mordentral - I just wanted to say thank you. We are a small studio and we spent weeks writing logic and then we finally just tested your plugin ... so much of the core logic is done so well in your plugin that we decided to adopt it. Aside from that, I was highly amused by your "VR Expanion 02 - Gripping Fundamentals" video tutorial, specially the part where you said, "Oh, well, bye sphere, ok". Maybe I am just a geek but I laughed hard. Thank you.

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