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Not necessarily the most important thing, but I am trying to make my game as handicap accessible as possible, so I was attempting to add a sort of simulated crouching toggle feature similar to what exists in Boneworks (except a toggle as opposed to smooth crouching) for people like my father who are wheelchair bound and unable to fully "crouch" in a game. Currently I'm able to change the VRCapsuleOffset Z Value and scale the root capsule to get an effect similar to what I want, but I wasn't sure if this is the best way to achieve this and what sort of issues this may create. I'm not too worried about players using this function to cheat as my game will be single player or co-op. I'd appreciate anyone's input.
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Originally posted by Lone_Rebel15515 View PostNot necessarily the most important thing, but I am trying to make my game as handicap accessible as possible, so I was attempting to add a sort of simulated crouching toggle feature similar to what exists in Boneworks (except a toggle as opposed to smooth crouching) for people like my father who are wheelchair bound and unable to fully "crouch" in a game. Currently I'm able to change the VRCapsuleOffset Z Value and scale the root capsule to get an effect similar to what I want, but I wasn't sure if this is the best way to achieve this and what sort of issues this may create. I'm not too worried about players using this function to cheat as my game will be single player or co-op. I'd appreciate anyone's input.
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Hi, I have a skeletal mesh of a right hand and I just apply a setworldscale (1,1,-1) to create my left hand. Everything is working perfectly fine in the VR preview editor, but in my packaged game the left hand mesh doesn't follow the rotation of my motion controller (https://streamable.com/9wtgi). I tried a different mesh and it doesn't change anyting. I don't understand why it occurs only in the packaged game. I am using UE4.23. Any clues ? Thanks
Last edited by Batlord; 02-05-2020, 11:57 AM.
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Originally posted by Batlord View PostHi, I have a skeletal mesh of a right hand and I just apply a setworldscale (1,1,-1) to create my left hand. Everything is working perfectly fine in the VR preview editor, but in my packaged game the left hand mesh doesn't follow the rotation of my motion controller (https://streamable.com/9wtgi). I tried a different mesh and it doesn't change anyting. I don't understand why it occurs only in the packaged game. I am using UE4.23. Any clues ? Thanks
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Originally posted by Jokerminator View PostTL;DR
How I rotate smooth with the motion controller(s) in the playable demo build ?
or if it isn't multiplayer, you can be safe just calling SetActorRotationVR with whatever you want.
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Hey i got this when i try to upload on Oculus Store:
ERROR: The package contains DLL libraries that are known to cause issues when running on the Oculus platform. These files must be removed prior to uploading:
F:\Users\Nathan\Downloads\Pétanque VR\WindowsNoEditor\Engine\Binaries\ThirdParty\OpenVR\OpenVRv1_5_17\Win64\openvr_api.dll
F:\Users\Nathan\Downloads\Pétanque VR\WindowsNoEditor\Engine\Binaries\ThirdParty\Steamworks\Steamv142\Win64\steam_api64.dll
F:\Users\Nathan\Downloads\mordentral-vrexppluginexample-a6382dd206df\Plugins\VRExpansionPlugin\OpenVRExpansionPlugin\Binaries\Win64\UE4Editor-OpenVRExpansionPlugin.dll
F:\Users\Nathan\Downloads\mordentral-vrexppluginexample-a6382dd206df\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\OpenVR\OpenVRv1_5_17\Win64\openvr_api.dll
F:\Users\Nathan\Downloads\mordentral-vrexppluginexample-a6382dd206df\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\Steamworks\Steamv142\Win64\steam_api64.dll
Can anyone help me?
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Originally posted by POWERGAMER PRO View PostHey i got this when i try to upload on Oculus Store:
ERROR: The package contains DLL libraries that are known to cause issues when running on the Oculus platform. These files must be removed prior to uploading:
F:\Users\Nathan\Downloads\Pétanque VR\WindowsNoEditor\Engine\Binaries\ThirdParty\OpenVR\OpenVRv1_5_17\Win64\openvr_api.dll
F:\Users\Nathan\Downloads\Pétanque VR\WindowsNoEditor\Engine\Binaries\ThirdParty\Steamworks\Steamv142\Win64\steam_api64.dll
F:\Users\Nathan\Downloads\mordentral-vrexppluginexample-a6382dd206df\Plugins\VRExpansionPlugin\OpenVRExpansionPlugin\Binaries\Win64\UE4Editor-OpenVRExpansionPlugin.dll
F:\Users\Nathan\Downloads\mordentral-vrexppluginexample-a6382dd206df\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\OpenVR\OpenVRv1_5_17\Win64\openvr_api.dll
F:\Users\Nathan\Downloads\mordentral-vrexppluginexample-a6382dd206df\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\Steamworks\Steamv142\Win64\steam_api64.dll
Can anyone help me?
Oculus does not allow steam binaries in submitted games.
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We are running into an issue when utilizing the Oculus Rift S. With the Oculus touch controllers there is a difference in the transforms of the motion controllers between the client and the server. The client notices no discrepancy but the server (and other clients) observes a significant delay in the transforms. This is noticeable as any item that the client holds in their hand does not suffer from the delay which results in the item being offset from the hand. This issue is not experienced when using the Samsung Odyssey + HMD. Although the Samsung Odyssey does suffer if even one client is using the Oculus Rift S. The Unreal Engine version is 4.22.
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Originally posted by SAFGEN1 View PostWe are running into an issue when utilizing the Oculus Rift S. With the Oculus touch controllers there is a difference in the transforms of the motion controllers between the client and the server. The client notices no discrepancy but the server (and other clients) observes a significant delay in the transforms. This is noticeable as any item that the client holds in their hand does not suffer from the delay which results in the item being offset from the hand. This issue is not experienced when using the Samsung Odyssey + HMD. Although the Samsung Odyssey does suffer if even one client is using the Oculus Rift S. The Unreal Engine version is 4.22.
Are you trying to use full body or arms? It may be mismanaged tick ordering on your animation graph.
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Hi everyone, i'm having an issue with gripping objects. I was following Raven's videos to setup gripping, however i can't grip any object. The have objects have grippable static mesh actor as base class, i also tried to migrate objects over from the example projects( like the potion) i can't grip it either. The line trace breaks on the objects, from there i check the if it implements the vr grip interface. It's true, so i get to the Grip Object by Interface function. I can't debug it any further from BP, any help would be apprecieted, it's driving me crazy haha
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Originally posted by Eanir View PostHi everyone, i'm having an issue with gripping objects. I was following Raven's videos to setup gripping, however i can't grip any object. The have objects have grippable static mesh actor as base class, i also tried to migrate objects over from the example projects( like the potion) i can't grip it either. The line trace breaks on the objects, from there i check the if it implements the vr grip interface. It's true, so i get to the Grip Object by Interface function. I can't debug it any further from BP, any help would be apprecieted, it's driving me crazy haha
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Thank you for putting together this VR plugin with multiplayer capability which resolved many problems we faced. It was working in single-player scenarios without any issue but in multiplayer we ran into a recurring issue that has been randomly causing a crash. The call stack for the crash is below along with the parameters we use for gripping as the issue appears to be caused by gripping/dropping. We are using the 4.23 plugin.
Code:VRMULTIPLAYER.exe!UObjectBase::IsValidLowLevel(void) C++ VRMULTIPLAYER.exe!FBodyInstance::GetSimplePhysicalMaterial(struct FBodyInstance const *,struct TWeakObjectPtr<class UPrimitiveComponent,struct FWeakObjectPtr>,struct TWeakObjectPtr<class UBodySetup,struct FWeakObjectPtr>) C++ VRMULTIPLAYER.exe!ComputeMassProperties(struct FBodyInstance const *,class TArray<struct FPhysicsShapeHandle_PhysX,class TSizedDefaultAllocator<32> >,struct FTransform const &) C++ VRMULTIPLAYER.exe!<lambda_b4d83c49273524519a7aea54c54c84b3>::operator()(void) C++ VRMULTIPLAYER.exe!FPhysicsCommand_PhysX::ExecuteWrite(struct FPhysicsActorHandle_PhysX const &,class TFunctionRef<void >) C++ VRMULTIPLAYER.exe!FBodyInstance::UpdateMassProperties(void) C++ VRMULTIPLAYER.exe!<lambda_b4d83c49273524519a7aea54c54c84b3>::operator()(void) C++ VRMULTIPLAYER.exe!FPhysicsCommand_PhysX::ExecuteWrite(struct FPhysicsActorHandle_PhysX const &,class TFunctionRef<void >) C++ VRMULTIPLAYER.exe!FBodyInstance::UpdatePhysicsFilterData(void) C++ VRMULTIPLAYER.exe!FBodyInstance::PostShapeChange(void) C++ VRMULTIPLAYER.exe!<lambda_b4d83c49273524519a7aea54c54c84b3>::operator()(void) C++ VRMULTIPLAYER.exe!FPhysicsCommand_PhysX::ExecuteWrite(struct FPhysicsActorHandle_PhysX const &,class TFunctionRef<void >) C++ VRMULTIPLAYER.exe!FBodyInstance::Weld(struct FBodyInstance *,struct FTransform const &) C++ VRMULTIPLAYER.exe!FBodyInstance::SetInstanceSimulatePhysics(bool,bool) C++ VRMULTIPLAYER.exe!UGripMotionControllerComponent::SetUpPhysicsHandle(const FBPActorGripInformation & NewGrip, TArray<UVRGripScriptBase *,TSizedDefaultAllocator<32>> * GripScripts) Line 4324 C++ VRMULTIPLAYER.exe!UGripMotionControllerComponent::NotifyGrip(FBPActorGripInformation & NewGrip, bool bIsReInit) Line 2344 C++ VRMULTIPLAYER.exe!UGripMotionControllerComponent::HandleGripReplication(FBPActorGripInformation & Grip, FBPActorGripInformation * OldGripInfo) Line 344 C++ VRMULTIPLAYER.exe!UGripMotionControllerComponent::OnRep_GrippedObjects(TArray<FBPActorGripInformation,TSizedDefaultAllocator<32>> OriginalArrayState) Line 504 C++ VRMULTIPLAYER.exe!UGripMotionControllerComponent::execOnRep_GrippedObjects(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 134 C++
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