Originally posted by Andrea Avellino
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Pushed a new commit to both the plugin and the template
Plugin Changes
Code:12/07/2016 Added new grip type, Custom Grip, it does not perform any movement logic and sends an interface event called TickGrip every tick with the motion controllers delta since last frame. TickGrip can be enabled for ALL grip types as a boolean in the motion controller component if so wished but leave it off otherwise, interface calls have a slight perf hit. Fixed a couple minor bugs Change main tick function into a switch statement Moved interface checks before all logic in tick and set booleans to prevent having to check for the interface multiple times. Deleted a ton of commented code in the motion controller that isn't going to be used in the future.
Code:12/07/2016 Fixed potion actor issue in stand alone where it wasn't welding the stopper correctly. Fixed fps char not setting boolean to grip without motion controllers and assigned them hand enums. Updated to latest plugin version with multiple bug fixes and the Custom grip type.
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My Open source tools and plugins
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Originally posted by mordentral View PostPushed a new commit to both the plugin and the template
Plugin Changes
Code:12/07/2016 Added new grip type, Custom Grip, it does not perform any movement logic and sends an interface event called TickGrip every tick with the motion controllers delta since last frame. TickGrip can be enabled for ALL grip types as a boolean in the motion controller component if so wished but leave it off otherwise, interface calls have a slight perf hit. Fixed a couple minor bugs Change main tick function into a switch statement Moved interface checks before all logic in tick and set booleans to prevent having to check for the interface multiple times. Deleted a ton of commented code in the motion controller that isn't going to be used in the future.
Code:12/07/2016 Fixed potion actor issue in stand alone where it wasn't welding the stopper correctly. Fixed fps char not setting boolean to grip without motion controllers and assigned them hand enums. Updated to latest plugin version with multiple bug fixes and the Custom grip type.
This might be incredibly cheeky but any chance you could add a climbing mode to the template if you have the time. Even with the help you gave me its way above what I can do in Unreal and unless I can see the BP I have no hope of getting it to work. If you don't have the time thats cool. You're doing incredibly work for the VR community and I'm sure you have a list of priorities you need to get through that will benifit the community as a whole.
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I was able to migrate over my room scale setup to work with the new SimpleVRCharacter. Everything worked without a hitch even the replication, which is much faster than my old blueprint replication setup so thanks a million.
I have one question though. Are you doing something to reset world origin, or tracking orgin inside SimpleVRCharacter?
I noticed that after migrating to the simpleVRCharacter class my hmd location in game is reset to the playerstart location. My setup is a fairly strict vive roomscale setup where i interact with physical objects in the room so my playerstart is always at 0,0,0, but then i just position the character to where the hmd is via a similar setup to your parent relative attachment.
I noticed I was getting the error "VRExpansion Library couldn't get tracked Devices" so I delayed the "stereo on" command until after the character class returns valid, and the hmd is positioned correctly as it originally was before the character class change.
Of course there's still the chance it's something with my setup, but thought I'd just ask if there's any reset happening first before digging around more.
If there is some reset happening, also wondering if it can be made optional. Even with my current workaround for a launched game, if I use 'VRPreview' I get the same reset of my playspace to my HMD location since there's no way to tell that to wait until after character class has loaded before running the "stereo on".
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This plugin works brilliantly with my Vive, but now I have Touch controllers and it just crashes when I run a packaged game with the Touch on. Switching back to Vive allows it to run.
I don't know if this makes any difference, but the game starts with non-VR menus and then enables the HMD once you've connected to a game. It's when I try to use the VR pawn that it crashes.
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Originally posted by alltrueist View PostI was able to migrate over my room scale setup to work with the new SimpleVRCharacter. Everything worked without a hitch even the replication, which is much faster than my old blueprint replication setup so thanks a million.
I have one question though. Are you doing something to reset world origin, or tracking orgin inside SimpleVRCharacter?
I noticed that after migrating to the simpleVRCharacter class my hmd location in game is reset to the playerstart location. My setup is a fairly strict vive roomscale setup where i interact with physical objects in the room so my playerstart is always at 0,0,0, but then i just position the character to where the hmd is via a similar setup to your parent relative attachment.
I noticed I was getting the error "VRExpansion Library couldn't get tracked Devices" so I delayed the "stereo on" command until after the character class returns valid, and the hmd is positioned correctly as it originally was before the character class change.
Of course there's still the chance it's something with my setup, but thought I'd just ask if there's any reset happening first before digging around more.
If there is some reset happening, also wondering if it can be made optional. Even with my current workaround for a launched game, if I use 'VRPreview' I get the same reset of my playspace to my HMD location since there's no way to tell that to wait until after character class has loaded before running the "stereo on".
So you would either want to account for that and move the actor itself in game based on the HMD location, or use the VRCharacter instead which just has the collision follow the HMD instead.
In UE4 your tracked space is centered on the actor holding the HMD/Controllers.
Originally posted by MrCheese View PostThis plugin works brilliantly with my Vive, but now I have Touch controllers and it just crashes when I run a packaged game with the Touch on. Switching back to Vive allows it to run.
I don't know if this makes any difference, but the game starts with non-VR menus and then enables the HMD once you've connected to a game. It's when I try to use the VR pawn that it crashes.Last edited by mordentral; 12-08-2016, 10:02 AM.
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Pushed new commit to ease development time
Code:Added GetIsInVRPreviewOrGame blueprint node, returns true if the world is the in editor VRPreview or is a non editor build. Otherwise returns false (normal editor previews / play in editor).
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This may be a dumb question, but will the VRExpansionPlugin work in Unreal Engine on a MAC? When I try installing (following instructions) and opening up the project, it says it cannot open the plugin and closes Unreal Engine all together. I have to remove the plugin to open the project back up. When I looked in the Binaries of the plugin I noticed it only had Win32 and Win64 in it.
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Originally posted by JasmineJasmine View PostThis may be a dumb question, but will the VRExpansionPlugin work in Unreal Engine on a MAC? When I try installing (following instructions) and opening up the project, it says it cannot open the plugin and closes Unreal Engine all together. I have to remove the plugin to open the project back up. When I looked in the Binaries of the plugin I noticed it only had Win32 and Win64 in it.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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Just pushed a minor update to fix FPS pawns with the new node, also the newest SteamVR update that came out an hour ago flipped the mesh data for the controllers for some stupid reason, I temp rotated the procedural mesh components to correct for the offset but I don't know if they will revert that change in the future or not....
If they don't I will do it in the generation function instead eventually.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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