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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.
Thanks again in advanced, and again for the work on the plugin
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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
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.
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Originally posted by NebulyDev View PostI 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?
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.
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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.
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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?
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Originally posted by Teklarit View PostI 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?
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
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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.
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.
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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.Last edited by Teklarit; 05-18-2020, 01:34 PM.
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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.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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