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    Originally posted by mordentral View Post

    The remote grab is in the 4.25 beta branch, as for the grasping hands migration, just migrating their folder should be fine, you'd have to handle spawning them then.
    I'm just trying to migrate the template pawn into my project, to make sure it works there, but I'm getting some error messages, because I don't use SteamVR or the OpenVR plugin. I get an error message in the Load Controller Models function, the Get VRDevice Model and Texture node doesn't exist. If I just disconnect from the entry pin, I can go and grab things, but the hand models are not visible. Can I make this work without SteamVR and the OpenVR plugin? I test multiplayer with the oculus subsystem, so I need to be able to upload to their store channel .
    Thanks
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      Originally posted by Eanir View Post

      I'm just trying to migrate the template pawn into my project, to make sure it works there, but I'm getting some error messages, because I don't use SteamVR or the OpenVR plugin. I get an error message in the Load Controller Models function, the Get VRDevice Model and Texture node doesn't exist. If I just disconnect from the entry pin, I can go and grab things, but the hand models are not visible. Can I make this work without SteamVR and the OpenVR plugin? I test multiplayer with the oculus subsystem, so I need to be able to upload to their store channel .
      Thanks
      The big red box in the character has the openvr exclusive stuff, you can straight bypass it and load the oculus controller profiles and ignore everything else.



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        Hello! I started to do my project in the VRMotionController template. Version UE 4.22.3. I did not like the teleport mode, and I changed it to smooth movement. But terrible collision problems arose. I just walked through walls and doors. I started looking for a solution to the problem on the Internet. And so I found your plugins. I started to learn your lessons. Everything works on an empty template. But when I began to apply this in my project, there is no result. Nothing works. Can you tell me what the problem may be and how to solve it? For a very long time, this project will be re-assembled again on an empty template.
        Thank. Regards Konstantin
        I am new to UE and VR. (I think the problem is this))

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          Originally posted by mordentral View Post

          Did you assign a skeletal mesh? That is a fairly obscure report
          my bad, the skel mesh needed the physics file assigned. Thank you for the help.

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            Originally posted by mordentral View Post

            The big red box in the character has the openvr exclusive stuff, you can straight bypass it and load the oculus controller profiles and ignore everything else.
            I still cannot spawn the grasping hands without SteamVR. I can grab in game, but the hand mesh itself is not visible. It doesn't spawn on your example map either without SteamVR enabled. Just tried a fresh pull from the repo, disabled SteamVR, bypassed OpenVR nodes, hands don't spawn. They are not even visible in the content browser. Any suggestions? Thanks

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              Originally posted by Kost_in View Post
              Hello! I started to do my project in the VRMotionController template. Version UE 4.22.3. I did not like the teleport mode, and I changed it to smooth movement. But terrible collision problems arose. I just walked through walls and doors. I started looking for a solution to the problem on the Internet. And so I found your plugins. I started to learn your lessons. Everything works on an empty template. But when I began to apply this in my project, there is no result. Nothing works. Can you tell me what the problem may be and how to solve it? For a very long time, this project will be re-assembled again on an empty template.
              Thank. Regards Konstantin
              I am new to UE and VR. (I think the problem is this))
              Typically just using a VRcharacter and running the movement logic should work fine?

              Are you trying to port the example template to your project instead?


              Consider supporting me on patreon

              My Open source tools and plugins
              Advanced Sessions Plugin
              VR Expansion Plugin

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                Originally posted by Eanir View Post

                I still cannot spawn the grasping hands without SteamVR. I can grab in game, but the hand mesh itself is not visible. It doesn't spawn on your example map either without SteamVR enabled. Just tried a fresh pull from the repo, disabled SteamVR, bypassed OpenVR nodes, hands don't spawn. They are not even visible in the content browser. Any suggestions? Thanks
                Check the animbp for compilation errors, I had to pull out the steamvr hand curl mock up from the animbp because even just being in there unhooked was screwing over quest packaging. A brand new pull of the repo shouldn't have that issue though.

                Other than that, nothing related to steamvr with those hands, so should work fine.


                Consider supporting me on patreon

                My Open source tools and plugins
                Advanced Sessions Plugin
                VR Expansion Plugin

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                  Hi again,

                  Just a quick question: What is the current status of the "Grippable skeletal mesh"? In the past you could grab only the root bone, then I vaguely remember reading that there was an update on this, but I can't find the post. Is it possible to grab per bone now? If so, is everything controlled by the same VRGrip Interface settings?

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                    Originally posted by mordentral View Post

                    Check the animbp for compilation errors, I had to pull out the steamvr hand curl mock up from the animbp because even just being in there unhooked was screwing over quest packaging. A brand new pull of the repo shouldn't have that issue though.

                    Other than that, nothing related to steamvr with those hands, so should work fine.
                    The anim bp compiles fine. This is the grasping hand bp with no steamvr. :/

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                      I removed the pawn that was in the default template. And in my project, I began to repeat your lessons from the very beginning. I installed a new start player. Created VRCharacter .... etc.
                      Everything as you show in your lesson.
                      First, I repeated your lessons in an empty template and everything worked out for me. The controller captures both the cube and the ball without any problems.
                      But when I repeat the same thing already in my project, it does not work.

                      I deleted all the blueprints previously created in the VR template. And he transferred the project from a successfully created lesson. And hallelujah!
                      But then I understand that I will constantly face new problems.

                      It is a pity that everything that I studied earlier in UE, this does not work in VR.
                      I would really like to talk more with a person like you. And get invaluable experience in the work of VR. What is needed for this?
                      I have been working as a computer graphics artist for 30 years (3D max mainly). I make various visual effects for television and advertising. Engaged in industrial design. And to be honest, I'm a little bored. Half a year ago, I first put on my VR helmet and I literally fell in love with this thing. I devote all the time to this business and I even got into trouble at work))

                      (I am not at all familiar with programming, but I consider myself a good artist))
                      Thank. Regards Konstantin

                      Comment


                        Hay!

                        Im currently messing around with the example scene, at least i try though..
                        By default i have no hands, but the index knuckles. I tried to get them dang hands back by setting up the Vive_Pawn_Character. I am able to possess the vive hands, but they keep being offset from the knuckles i actually controle insinde the scene.
                        So now i have 4 hands..actually kinda nice though..

                        Can someone give a brief instruction on how to get the standard UE template hands with all of their functions please? or even better: how to get the nicer hands (vr_glove models) from the examplescenecontent?
                        I went through some pages now with no results, so just a page no. or some keywords would be great, if solved already.

                        Thanks in advance!

                        Best,
                        Dave
                        Last edited by delphe_01; 04-30-2020, 06:29 PM.

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                          Instead of using the Vive_Pawn, create a new blueprint class, inherit from VRCharacter. Open the blueprint and add a Skeletal Mesh to the Left and RightMotionController components. Set this skeletal mesh to any hand model. Start here:
                          https://vreue4.com/tutorial-videos?section=intro-setup

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                            Nice, thanks man! Somehow missed out on that one...
                            Hace a nice day!

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                              Ok, i watched the video but still cant figure out how to make my controllers interactive.
                              I copied the character BP from the video, so that it can grab things, but i doesnt work.
                              beside that, there is a function in this video i cant get to show up:
                              Attached Files
                              Last edited by delphe_01; 05-01-2020, 11:23 AM.

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                                Originally posted by delphe_01 View Post
                                Ok, i watched the video but still cant figure out how to make my controllers interactive.
                                I copied the character BP from the video, so that it can grab things, but i doesnt work.
                                beside that, there is a function in this video i cant get to show up:
                                You can just hook up the execution pins of the 'get gripped objects' node after the branch, it should work. What do you mean by it doesn't work? Are you not able to grab objects?

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