Originally posted by HienNguyen27
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Last edited by mordentral; 05-21-2020, 10:06 AM.
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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. I have a task card to go in and change how armswing handles its facing soon as well.
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Originally posted by ITNoetic View Post
By that, do you mean that you would only use the active swinging controller if only one ControllerMovement axis button is being pressed? I'm working on bringing the ArmSwinger locomotion into a different project, and I noticed that Get DPad Movement Facing is always using both controllers' directions.
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Originally posted by mordentral View Post
its only using both if both are set to that movement mode from what I remember.
In any case, I was just curious if that's what you meant, since I'm messing with it right now.
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mordentral Can i use your code in the VR physic constraint component? ah, i suggest you should expose more function like setup the linear stiffness and damping of the linear soft constraint and the angular soft constraint, its pretty useless to use the hard constraint in real project! Anyway, thank you for your suggestion above.
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Originally posted by HienNguyen27 View Postmordentral Can i use your code in the VR physic constraint component? ah, i suggest you should expose more function like setup the linear stiffness and damping of the linear soft constraint and the angular soft constraint, its pretty useless to use the hard constraint in real project! Anyway, thank you for your suggestion above.
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Hi all,
i am just starting with the VR expansion plugin and thus do not rly know my way around yet. So excuse me if my questions seem obvious. I am currently struggeling with how to set up hand poses for grabbed objects. So broadly my question is, how would i go about setting up hand poses for certain objects, e.g. the rifle while using index controllers? I like how the fingers automatically snap around an object like e.g. the grabbable cubes in the example scene. However i would like to set up predefined hand poses for weapons, so that the fingers correctly wrap around gun handle or the bolt of a bolt action rifle for example. So basically i would like to know the following:
1. Is there some place in some BP where i would store predefined hand poses and how would i create the poses in the first place? Can the latter be done in the editor or do i need to do it an external software like Blender?
2. How would i assign those poses to the objects (e.g. gun) which shall use those poses?
3. How would i trigger setting those poses active?
Is there already some kind of tutorial (e.g. one of your Youtube vids) on this or other documentation covering this? I looked through the Wiki but couldn't find anything. I would really appreciate some hints on where to look in the components / BPs / objects and how the overall flow of for hand posing should look like.
So cheers for any feedback!
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Great work on what your doing here!
I'm working on a project with this plugin but I have a question. The template with the Steam VR Controller and Vive Pawn does it work with Oculus VR and the Touch Controllers? I'm currently trying to port over the template to the Oculus Quest.
(Edit: fixed this just had to turn off mobile HDR) Also after quite a few attempts to make the project mobile compatible. The quality isn't changing. I've changed it to mobile and scalable 3D/2D but still hasn't changed,Last edited by IHateLorcanpro23; 05-22-2020, 02:35 PM.
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Originally posted by IHateLorcanpro23 View PostGreat work on what your doing here!
I'm working on a project with this plugin but I have a question. The template with the Steam VR Controller and Vive Pawn does it work with Oculus VR and the Touch Controllers? I'm currently trying to port over the template to the Oculus Quest.
(Edit: fixed this just had to turn off mobile HDR) Also after quite a few attempts to make the project mobile compatible. The quality isn't changing. I've changed it to mobile and scalable 3D/2D but still hasn't changed,
Consider supporting me on patreon
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Hi, this is a nice plugin, thanks for that.
I have a problem with gripping objects.
I tried the example project and there gripping is working.
Then migrated the map to my own project and here, gripping the cubes does not work. The "InputAction PrimaryGrip" gets called by pressing the right button but the object don't gets gripped. But the hand goes in state canGrip if I go near a gripable actor.
Do I have to note something if I want to use it in multiplayer?
The problem also consists if i just start the MotionControllerMap in VR Preview, so I am think I am not in multiplayer mode.
*edit*
What I also have to say, everything else seems to work as expected. I can teleport and move. Also in Multiplayer
*edit2*
Ok I have seen, that DefaultGameplayTags was not in my own projekt so I migrated it and set it in the project settings.
I also inserted the AdvancedSession Plugin that is used by VRGameInstance and VRViewportClass. I also set this two in the project settings but it does not fix the problem
*edit3*
what i found out. the Should Grip should be true here, but it is false.
*edit4*
Ok, finally after some debug I get it. It's not enough to just import the gameplay tags asset. also there have to be set the right gametags on some functions.Last edited by heimspiel; 05-23-2020, 01:02 PM.
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Originally posted by heimspiel View PostHi, this is a nice plugin, thanks for that.
I have a problem with gripping objects.
I tried the example project and there gripping is working.
Then migrated the map to my own project and here, gripping the cubes does not work. The "InputAction PrimaryGrip" gets called by pressing the right button but the object don't gets gripped. But the hand goes in state canGrip if I go near a gripable actor.
Do I have to note something if I want to use it in multiplayer?
The problem also consists if i just start the MotionControllerMap in VR Preview, so I am think I am not in multiplayer mode.
*edit*
What I also have to say, everything else seems to work as expected. I can teleport and move. Also in Multiplayer
*edit2*
Ok I have seen, that DefaultGameplayTags was not in my own projekt so I migrated it and set it in the project settings.
I also inserted the AdvancedSession Plugin that is used by VRGameInstance and VRViewportClass. I also set this two in the project settings but it does not fix the problem
*edit3*
what i found out. the Should Grip should be true here, but it is false.
*edit4*
Ok, finally after some debug I get it. It's not enough to just import the gameplay tags asset. also there have to be set the right gametags on some functions.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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Hello all, Sorry if this has already been asked. I am trying to implement the game play ability system onto the VRCharacter class and I am just not sure if I am understanding it all correctly. I would ideally like to migrate or 'integrate' the VR expansion plugin character with another plugin character that is built and ready with an ability system. The OWS open world starter and 'lets make an MMO in UE4" tutorials have a great RPG character starting point.. I have looked over the plugin and I think I have a vauge idea of what I need to include to the OWS project to make it work but I sure could use some guidance. I may be thinking about this all wrong. Thanks in advance.
_omfgdude
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Originally posted by omfgdude2 View PostHello all, Sorry if this has already been asked. I am trying to implement the game play ability system onto the VRCharacter class and I am just not sure if I am understanding it all correctly. I would ideally like to migrate or 'integrate' the VR expansion plugin character with another plugin character that is built and ready with an ability system. The OWS open world starter and 'lets make an MMO in UE4" tutorials have a great RPG character starting point.. I have looked over the plugin and I think I have a vauge idea of what I need to include to the OWS project to make it work but I sure could use some guidance. I may be thinking about this all wrong. Thanks in advance.
_omfgdudeOriginally posted by Eanir View PostSet the base class of that OWS character to VRCharacter and that's it
Basically yes, I generally tell people to reference the template implementations and create from scratch for their projects anyway. The template is a large set of tutorials more than anything else and people generally won't need the entire framework or all of the extra options.
Setting the base class to a VRCharacter and then building up the movement and gripping from there with what you specifically need is going to be a lot more robust in the end. Also you will know exactly how it all works.
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