Announcement

Collapse
No announcement yet.

VR Expansion Plugin

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by mordentral View Post

    https://i.imgur.com/BQNQJkd.png

    The relative velocities are updated in one of the tick functions if the movement mode requires them.
    Yeah thanks a lot, i´ll check it out.

    Originally posted by mordentral View Post

    I have a task card to go in and change how armswing handles its facing soon as well.
    Sounds lovely, i´ll let you know if i manage to get something going with that.
    Peacepeace

    Comment


      Originally posted by mordentral View Post

      You should be able to call the normal character crouch commands and then just offset the tracking root (the net smoother) downwards by the difference. Its much easier being single player as that will just work, with multiplayer it would likely have to be a custom move action.
      Any quick guidance/elaboration on the custom move action you mentioned here? Using the regular crouch action and offsetting the netsmoother as you mentioned isn't very viable for MP.

      Thanks again in advanced, and again for the work on the plugin

      Comment


        Originally posted by thelazylion View Post

        Any quick guidance/elaboration on the custom move action you mentioned here? Using the regular crouch action and offsetting the netsmoother as you mentioned isn't very viable for MP.

        Thanks again in advanced, and again for the work on the plugin
        You can do the PerformMoveAction_Custom with a set of parameters that you want. Then when the move action is done (inline with the character movement, so not right at the time of calling it), it will call https://vreue4.com/GeneratedDocs/VRE...Performed.html so that you can perform your custom logic based on the inputs.

        If you know statically what you want the crouch to do, then I wouldn't use any parameters for the custom move action in order to keep network bandwidth optimized.


        Consider supporting me on patreon

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

        Comment


          I have a question; is it possible to have a fully phsyics player, like in boneworks or project TX? Ive tried and tried, but i cant get it working. I realised that the root being a capsule may prevent the full body collisions. Does nayone here know if its possible, or am i wasting my time?

          Comment


            Originally posted by NebulyDev View Post
            I have a question; is it possible to have a fully phsyics player, like in boneworks or project TX? Ive tried and tried, but i cant get it working. I realised that the root being a capsule may prevent the full body collisions. Does nayone here know if its possible, or am i wasting my time?
            Nimsony's work and boneworks are vastly different, boneworks still has a capsule, your legs don't really "collide", it uses mostly physical arms. Nimsony attached a camera to a fully physics driven body mesh and held it together with contraints and drove it with physics forces.

            Sure you "can" do it, going to be a ton of work tweaking to get it in a state that you like. They had a helping hand with a common unity physical animation framework that took a lot of the pain out of it.

            You wouldn't be basing it off of the character class most likely though unless you wanted to ignore the pre-built movement anyway or deal with a lot of custom force application to it.


            Consider supporting me on patreon

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

            Comment


              Just wanted to say thanks to everyone for creating and iterating on the VR Expansion plugin. I read some of the documentation, was pretty upset that I had spent as much time as I did getting arm swinging and snap turn working on my own, then tried out the demo and was pretty blown away by the number of features it lets you try out (not to mention that super clean and smooth arm swinging locomotion). The only thing that was missing was turning settings for using direct locomotion rather than teleporting, but I already saw that it's built-in in the docs, so I'm not worried about that.

              It's really strange to me that this thread isn't stickied to the top of the VR board, though. I struggle to think of a UE4 VR developer that wouldn't benefit from using this plugin. The hand IK/grabbing system alone...

              After messing with the demo, I was able to confidently move about half of my current pending tasks straight into the "done" column. All I have left are features that are maybe a little too unique for a plugin, maps, and things like the UI. I'll be getting on that Patreon right away.

              Thanks again. This work is staggering.

              Comment


                Originally posted by ITNoetic View Post
                It's really strange to me that this thread isn't stickied to the top of the VR board, though.
                I would promote this project to be the VR template for the blank UE4 VR project, instead of being a plugin.

                Comment


                  Originally posted by Eanir View Post

                  I would promote this project to be the VR template for the blank UE4 VR project, instead of being a plugin.
                  If Epic had sense they would arrange for it to be the VR example project for Unreal 5!

                  Comment


                    I have problem with compilation.
                    (4.24 -> 4.25 migration. VS2019)
                    Grippables/GrippableCapsuleComponent.cpp : 51 row

                    2>Q:\projects\UE\DHC-Visualizer\Plugins\VRExpansionPlugin\VRExpansionPlugin\Source\VRExpansionPlugin\Private\Grippables\GrippableCapsuleComponent.cpp(51): error C2275: 'USceneComponent': illegal use of this type as an expression

                    2>Q:\projects\UE\DHC-Visualizer\Plugins\VRExpansionPlugin\VRExpansionPlugin\Source\VRExpansionPlugin\Private\Grippables\GrippableCapsuleComponent.cpp(51): error C2248: 'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'

                    2> Q:\pf\EpicGames\UE_4.25\Engine\Source\Runtime\Engine\Classes\Components/SceneComponent.h(154): note: see declaration of 'USceneComponent::RelativeLocation'

                    RelativeLocation is really private variable. Can you help, please?

                    Comment


                      Originally posted by Teklarit View Post
                      I have problem with compilation.
                      (4.24 -> 4.25 migration. VS2019)
                      I had that too, trying to compile my 4.24 project with 4.25. Create a project with 4.25 and copy over your content.

                      Comment


                        Originally posted by Teklarit View Post
                        I have problem with compilation.
                        (4.24 -> 4.25 migration. VS2019)
                        Grippables/GrippableCapsuleComponent.cpp : 51 row

                        2>Q:\projects\UE\DHC-Visualizer\Plugins\VRExpansionPlugin\VRExpansionPlugin\Source\VRExpansionPlugin\Private\Grippables\GrippableCapsuleComponent.cpp(51): error C2275: 'USceneComponent': illegal use of this type as an expression

                        2>Q:\projects\UE\DHC-Visualizer\Plugins\VRExpansionPlugin\VRExpansionPlugin\Source\VRExpansionPlugin\Private\Grippables\GrippableCapsuleComponent.cpp(51): error C2248: 'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'

                        2> Q:\pf\EpicGames\UE_4.25\Engine\Source\Runtime\Engine\Classes\Components/SceneComponent.h(154): note: see declaration of 'USceneComponent::RelativeLocation'

                        RelativeLocation is really private variable. Can you help, please?
                        You totally sure you are on 4.25?

                        That line should include my custom replication macro "DOREPLIFETIME_ACTIVE_OVERRIDE_PRIVATE_PROPERTY".

                        If you just ported over without updating plugin then you need to update, if you put the new plugin in but didn't delete the folder first then you need to delete the intermediate directory in the plugins folder to clean out the auto generated stuff.


                        Consider supporting me on patreon

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

                        Comment


                          Originally posted by mordentral View Post

                          You totally sure you are on 4.25?

                          That line should include my custom replication macro "DOREPLIFETIME_ACTIVE_OVERRIDE_PRIVATE_PROPERTY".

                          If you just ported over without updating plugin then you need to update, if you put the new plugin in but didn't delete the folder first then you need to delete the intermediate directory in the plugins folder to clean out the auto generated stuff.
                          Yes, I am sure, that I use 4.25 UE4 version. I copied Plugins folder from your example project. Then I removed Binaries and Intermediate folders. I made clean rebuild.
                          P.S. Yes, I have looked at your macro function "DOREPLIFETIME_ACTIVE_OVERRIDE_PRIVATE_PROPERTY". It wrote error on compilation in several files. : ) Thanks for answers.

                          Comment


                            Originally posted by mordentral View Post

                            You totally sure you are on 4.25?

                            That line should include my custom replication macro "DOREPLIFETIME_ACTIVE_OVERRIDE_PRIVATE_PROPERTY".

                            If you just ported over without updating plugin then you need to update, if you put the new plugin in but didn't delete the folder first then you need to delete the intermediate directory in the plugins folder to clean out the auto generated stuff.
                            Now I am not using UE4 network, so I have compiled without your macro. : )
                            Last edited by Teklarit; 05-18-2020, 01:34 PM.

                            Comment


                              Originally posted by Teklarit View Post

                              Yes, I am sure, that I use 4.25 UE4 version. I copied Plugins folder from your example project. Then I removed Binaries and Intermediate folders. I made clean rebuild.
                              P.S. Yes, I have looked at your macro function "DOREPLIFETIME_ACTIVE_OVERRIDE_PRIVATE_PROPERTY". It wrote error on compilation in several files. : ) Thanks for answers.
                              Are you on linux?


                              Consider supporting me on patreon

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

                              Comment


                                Originally posted by mordentral View Post

                                Are you on linux?
                                No, I use windows. (Last VS2019 updates, last windows updates...)
                                I have already written you in private messages.

                                Comment

                                Working...
                                X