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Originally posted by Eanir View Post
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prebuilts recompiled and uploaded for 4.24.3, also did a quick video going over more additions to the melee script that the community asked for
https://www.youtube.com/watch?v=I5JVvRqqm0g
something not featured in it is the addition of physical material surface types as a penetration qualifier if the end user wants it.
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Originally posted by Arcane View PostDoes this have flying in it already setup ? If not why ? lol flying in VR is the greatest mode - how hard is it to setup ? and to add some momentuem so you can drift- zero-weight for the VR Character capsule and mesh (if applicable),
- setting up VR character movement component accordingly (e.g. flying as default movement or setting up logics to switch from flying mode to walking mode and vice-versa + properly setting braking deceleration flying),
- and think of proper Motion Controller inputs (=with what ergonomy would you like to fly. Personally, since I am accustomed to fly drones with 2 sticks (one for horizontal plane movement and the other for elevation, but there also can be other combinations commanding yaw/pitch/roll/thrust), I would use that combo as Axis inputs, but it's up to you.
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Originally posted by Arcane View PostDoes this have flying in it already setup ? If not why ? lol flying in VR is the greatest mode - how hard is it to setup ? and to add some momentuem so you can drift
That being said, yes, it has both the normal character flight mode, and a low gravity (zero gravity) custom movement mode that you can switch too.
Originally posted by Lawree22 View Post
Never tried but I really don't see why it would not be as easy to set up as in a standard non-VR character. Unless I'm mistaken it just requires 3 "off-the-shelf" things:- zero-weight for the VR Character capsule and mesh (if applicable),
- setting up VR character movement component accordingly (e.g. flying as default movement or setting up logics to switch from flying mode to walking mode and vice-versa + properly setting braking deceleration flying),
- and think of proper Motion Controller inputs (=with what ergonomy would you like to fly. Personally, since I am accustomed to fly drones with 2 sticks (one for horizontal plane movement and the other for elevation, but there also can be other combinations commanding yaw/pitch/roll/thrust), I would use that combo as Axis inputs, but it's up to you.
Last edited by mordentral; 03-03-2020, 09:22 AM.
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I love your plugin, It really is worth the megagrant!
Two questions though:
Is there a way to have the hands show like in steamvr?
And is there a way to create fingerposes for each object as in steamvr?My first Asset: Physics Collision Sound
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Originally posted by kwijibojaner View PostI love your plugin, It really is worth the megagrant!
Two questions though:
Is there a way to have the hands show like in steamvr?
And is there a way to create fingerposes for each object as in steamvr?
They are just using blends between premade poses, I have the robot hands hidden by default in the template but you can show them, or use the steamvr gloves for testing until you get a better pair of hands.
You also have the option of checking out hand poser on the marketplace, for a full hand posing system, hand posing in general will slot in with just about any template, its mechanics agnostic for the most part.
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Potentially newbie question here: Roomscale+joystick locomotion allows the player to simply walk away from their collision capsule, allowing them to clip through whatever they want. What's the best method for updating the CapsuleComponent with the HMD position and keeping the player's head from smashing through walls?
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I'm experiencing a strange behaviour with VRCharacter. I have a class, that spawns enemy AIs on overlap event. If i get away from player start by a certain distance, the AIs don't spawn, when running dedicated server. In offline mode it's all fine, so i guess it's replication related. When using my own VR pawn class or any other pawn class, like the ThirdPersonCharacter, they spawn normally. Starting from the left, the first three spawners work, not the 4th. Same, if start on the other end. It's like after a certain distance, the actors just don't activate, when using VR pawns. I know it's a weird issue, any idea what can cause it?
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Originally posted by Eanir View PostI'm experiencing a strange behaviour with VRCharacter. I have a class, that spawns enemy AIs on overlap event. If i get away from player start by a certain distance, the AIs don't spawn, when running dedicated server. In offline mode it's all fine, so i guess it's replication related. When using my own VR pawn class or any other pawn class, like the ThirdPersonCharacter, they spawn normally. Starting from the left, the first three spawners work, not the 4th. Same, if start on the other end. It's like after a certain distance, the actors just don't activate, when using VR pawns. I know it's a weird issue, any idea what can cause it?
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My Open source tools and plugins
Advanced Sessions Plugin
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Originally posted by OCharloso View PostGood night, is there a way to be able to connect 2 quests through a multiplayer using WAN connection? Or if there is any integration of Vreu with the OSS of oculus. can you help me?
Originally posted by BuggySpaghetti View PostPotentially newbie question here: Roomscale+joystick locomotion allows the player to simply walk away from their collision capsule, allowing them to clip through whatever they want. What's the best method for updating the CapsuleComponent with the HMD position and keeping the player's head from smashing through walls?
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Happy Tuesday all!
I'd like to try and decrease the sensitivity of the teleport feature. Where should I be looking? Is this something on the unreal side of things or within a blueprint from the plugin. If feels like as soon as I place my thumb on the joystick, I'm activating a teleport and I'd like to make it so that I have to press it in a direction first.
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Originally posted by mordentral View Post
Are you walking over to them or locomoting? The only real difference in this character is the offset root. Also is the event not firing at all or is the it just not spawning? Because it could be distance logic based from roomscale walking.
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