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    Originally posted by mordentral View Post

    What do you mean auto animation? It opening for you? Just use a door that isn't simulating physics, or stop it from simulating physics, then your timeline should work fine.
    physics is fine, indeed I thank you.
    but I'm trying to implement the possibility of having it open by an NPC, so I wanted to open the door automatically, but the door rotates on itself if I apply a rotation.

    The physics I need to open the door is beautiful, but my NPC needs an automatic door xD

    Comment


      Now I am following some constraint guide, and I managed to apply an automatic force, but the door opens automatically only if I lower the handle ...
      I tried to set the variables:

      Gripped TRUE
      Locked FALSE
      Closed FALSE

      But nothing ...
      if I do not lower the handle the automatic rotation does not work


      I know I'm disturbing, also because mine is a plus, sorry and thanks anyway for the support of this splendid plugin

      Comment



        Ok, I solved it,
        I set up an Angular Motor at Constraint,
        I enabled the simulation in "Set Simulate Physics"

        and now the door opens automatically.

        Thanks anyway for your interest.
        Sorry if I disturbed you for a stupid thing

        Comment


          Sorry, still struggling. Thought I had it.
          Have a flight stick for ship (modified "Car"), need to be able to pull trigger on this joystick to fire weapons

          Switched it to a "Throttle", which has an Event for On Was Used
          But not an event for Use Stopped, which means trigger has to be pulled constantly rather than held down

          Different way to approach this?

          Comment


            Originally posted by joelbenjamin View Post
            Sorry, still struggling. Thought I had it.
            Have a flight stick for ship (modified "Car"), need to be able to pull trigger on this joystick to fire weapons

            Switched it to a "Throttle", which has an Event for On Was Used
            But not an event for Use Stopped, which means trigger has to be pulled constantly rather than held down

            Different way to approach this?
            All grippables have an OnUsed and OnEndUsed in side of them, you would just have to throw public events from your child class to notify outside classes about it. And make sure that it has used flags set of course if using the template.

            Alternatively, you could also directly bind to input in the actor and sample inputs yourself.


            Consider supporting me on patreon

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

            Comment


              Hi,
              i am struggleing with getting buttons to work with remote objects, in my example a door in another BP. I am trying this with one of the Buttons that is already in the demo scene which has the VRButtonComponent already set up. Then i have a door BP for which i added the "Electrical Object" interface under "Class Settings" -> "Implemented Interfaces". I also added the "Event Current State Change" to the door's Event Graph. So as far as i understand, i should now be able to add the door object (placed in the level) to the "Electrical Targets" array in the Button object (also placed in the level):
              Click image for larger version

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              However the slot won't accept the door object as "Electrical Object" for some reason.

              I also checked the example in the demo level where the Button object is connected to the MirrorActor object.
              Click image for larger version

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              I can't see the difference between this setup and the one i have with my door, since the only thing the MirrorActor does is to implement the "Electrical Object" interface, but obviously i am missing something here. Strangely, if i add a new MirrorActor to the level (which should be the exact same thing as the one already put in the level by you) then this newly placed MirrorActor will also be NOT accepted as electrical objects by the Button objects. So do you have any hints on why this would be or even better s short explanation on how to set this up correctly?
              Cheers!

              Comment


                Originally posted by Qianfulong View Post
                Hi,
                i am struggleing with getting buttons to work with remote objects, in my example a door in another BP. I am trying this with one of the Buttons that is already in the demo scene which has the VRButtonComponent already set up. Then i have a door BP for which i added the "Electrical Object" interface under "Class Settings" -> "Implemented Interfaces". I also added the "Event Current State Change" to the door's Event Graph. So as far as i understand, i should now be able to add the door object (placed in the level) to the "Electrical Targets" array in the Button object (also placed in the level):

                I can't see the difference between this setup and the one i have with my door, since the only thing the MirrorActor does is to implement the "Electrical Object" interface, but obviously i am missing something here. Strangely, if i add a new MirrorActor to the level (which should be the exact same thing as the one already put in the level by you) then this newly placed MirrorActor will also be NOT accepted as electrical objects by the Button objects. So do you have any hints on why this would be or even better s short explanation on how to set this up correctly?
                Cheers!
                its working fine for me, adding the interface to the gun in the level and implementing the function, then adding a new element in the buttons array and selecting the gun.

                Keep in mind that this whole electrical thing is just part of that one buttons blueprint, its not related to the plugins buttons. Its a construct added to show something useful that you could do with a button.


                Consider supporting me on patreon

                My Open source tools and plugins
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                Comment


                  Originally posted by mordentral View Post

                  its working fine for me, adding the interface to the gun in the level and implementing the function, then adding a new element in the buttons array and selecting the gun.

                  Keep in mind that this whole electrical thing is just part of that one buttons blueprint, its not related to the plugins buttons. Its a construct added to show something useful that you could do with a button.
                  This is rly strange. I tried this and found, that i can add the gun object "as is" to the button array even without adding the interface "Electrical Object" to the class settings of GunBase BP, nor the event "EventCurrentStateChange", nor the function "CurrentStateChange" to it's event graph...

                  So let's try this with an empty virgin BP:

                  1. Create BP of type "Actor" (BP_Test) and add the interface
                  Click image for larger version  Name:	VirginBP.png Views:	0 Size:	270.1 KB ID:	1780165

                  2. Add the event to the event graph

                  Click image for larger version  Name:	VirginInterface.png Views:	0 Size:	189.3 KB ID:	1780166

                  3. Place BP_Test in level and try to add it to the Button array --> Fail.

                  Would you try to reproduce that?

                  Edit: In the meantime i found that most of the actors that are lready in the demo scene, e.g. the Barrel, the Door, the gripable cubes, ... can be added to the button's electric objects array "as is". No need to add the interface or function whatsoever. However creating my own actor, putting it into the level and trying to add tht to the array wont work. What makes those actors already placed in the demo scene different from mine?
                  Last edited by Qianfulong; 06-24-2020, 11:06 AM.

                  Comment


                    Originally posted by Qianfulong View Post

                    This is rly strange. I tried this and found, that i can add the gun object "as is" to the button array even without adding the interface "Electrical Object" to the class settings of GunBase BP, nor the event "EventCurrentStateChange", nor the function "CurrentStateChange" to it's event graph...

                    So let's try this with an empty virgin BP:


                    3. Place BP_Test in level and try to add it to the Button array --> Fail.

                    Would you try to reproduce that?

                    Edit: In the meantime i found that most of the actors that are lready in the demo scene, e.g. the Barrel, the Door, the gripable cubes, ... can be added to the button's electric objects array "as is". No need to add the interface or function whatsoever. However creating my own actor, putting it into the level and trying to add tht to the array wont work. What makes those actors already placed in the demo scene different from mine?
                    Well yeah...its just a tarray of object references that it tries to call the interface on. If they don't implement the interface than it just won't do anything.

                    Try compiling and saving your edited level, there is no difference, it is just the editors actor selection ui.


                    Consider supporting me on patreon

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

                    Comment


                      Originally posted by mordentral View Post

                      Well yeah...its just a tarray of object references that it tries to call the interface on. If they don't implement the interface than it just won't do anything.

                      Try compiling and saving your edited level, there is no difference, it is just the editors actor selection ui.
                      Thx! I saw that, however, since it didn't work i thought you might have implemented something under the hood that'd make sure only an object of a certain class which also has the interface implemented might be accepted into the array slots. Quite new to Unreal and just made the move from Unity, so excuse my lack of knowledge. That said i found the problem. It didn't work because i dropped the objects on a level layer different from the button objects. That's why the editor wouldn't accept a reference to one of those newly created objects... Note to self: Never forget to set your working level layers after reopening the editor. So thx again and sorry for my stupidity. Cheers.

                      Comment


                        Originally posted by mordentral View Post

                        All grippables have an OnUsed and OnEndUsed in side of them, you would just have to throw public events from your child class to notify outside classes about it. And make sure that it has used flags set of course if using the template.

                        Alternatively, you could also directly bind to input in the actor and sample inputs yourself.

                        Maybe I got it
                        Added to the Throttle child class...
                        Click image for larger version  Name:	lever.jpg Views:	0 Size:	539.3 KB ID:	1780336
                        Last edited by joelbenjamin; 06-24-2020, 03:53 PM.

                        Comment


                          Hi - This is probably something simple but I am stumped after a day of trying to work this out - I have created some interactive buttons using the plugin that are working great however they only seem to take collision and movement interaction off the main (palm section) of the hand mesh and the grip collision sphere attached to the hand mesh. It cannot push the button with the fingers themselves - so if you were to index finger push a button, the finger collides and is movement blocked by the button but it does not move the button itself. I have tried adjusting collision settings on the hand mesh and also tried creating a small collision sphere attached to the hand mesh on the Vive pawn character blueprint - but these seem to disappear/have no affect on playing the game.

                          Can someone explain how I can get some sort of collision on the fingertips/fingers of the hand between hand/button? Ideally in fairly beginner terms. Thanks in advance!

                          Comment


                            Originally posted by Fnordcorps View Post
                            Hi - This is probably something simple but I am stumped after a day of trying to work this out - I have created some interactive buttons using the plugin that are working great however they only seem to take collision and movement interaction off the main (palm section) of the hand mesh and the grip collision sphere attached to the hand mesh. It cannot push the button with the fingers themselves - so if you were to index finger push a button, the finger collides and is movement blocked by the button but it does not move the button itself. I have tried adjusting collision settings on the hand mesh and also tried creating a small collision sphere attached to the hand mesh on the Vive pawn character blueprint - but these seem to disappear/have no affect on playing the game.

                            Can someone explain how I can get some sort of collision on the fingertips/fingers of the hand between hand/button? Ideally in fairly beginner terms. Thanks in advance!
                            There are two options for that, since I don't know what everyone will want I left it open ended.


                            1. You can turn on bSkipOverlapFiltering in the properties which will make it just use collision settings for pressing.

                            2. Or you can override the IsValidOverlap function and filter however you want to replace the default functionality of things attached to the controllers or held by them.

                            Default functionality is there to prevent body parts from just pressing buttons all over generally, but obviously yes in cases like yours you would want to change the defaults.
                            Both options can be done in c++ or BP.

                            Code:
                             // Skips filtering overlaps on the button and lets you manage it yourself, this is the alternative to overriding IsValidOverlap
                            UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRButtonComponent")
                            bool bSkipOverlapFiltering;
                            
                            UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "VRButtonComponent")
                            bool IsValidOverlap(UPrimitiveComponent * OverlapComponent);


                            Consider supporting me on patreon

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

                            Comment


                              hi. mordentral.

                              I want to make a more advanced version of the vr physics body.
                              The current plug-in supports body physics and gravity, but I would like to add a hand here.
                              For example, I want to make physics climb possible with just my hands, but I have difficulty developing it.

                              There is a video that shows the ideal result I think. Can I get some advice?
                              https://www.youtube.com/watch?v=Sj3Pnbs2ahU

                              Comment


                                Originally posted by CokeKuma View Post
                                hi. mordentral.

                                I want to make a more advanced version of the vr physics body.
                                The current plug-in supports body physics and gravity, but I would like to add a hand here.
                                For example, I want to make physics climb possible with just my hands, but I have difficulty developing it.

                                There is a video that shows the ideal result I think. Can I get some advice?
                                https://www.youtube.com/watch?v=Sj3Pnbs2ahU
                                In tests those guys were hiding invisible colliding bodies that are constrained to the controllers, then offsetting the pawn based on how far away the body is from its target location on collision, that is probably the easiest method to conceptualize how to go about doing it, then you can move to more stable iterations.

                                Its not a difficult concept to achieve if you think about it. Can do it with locking on to surfaces and reading positional differences as well (their hands lock on to the top of the surface when starting to climb, then they read the positional difference in that video and offset the player, the arms are not physics driven), or running fully simulated arms and reading wrist to controller differences, or for that matter, from held objects being stuck on things and reading where the hand is and where it should be.

                                If you really wanted to get involved you could also make the player based on an actually simulating body that is forced upright and use constraints from the hands to move it around directly when against objects, somewhat like lone echo.

                                Also the plugin doesn't support "physics body / gravity", its a character controller, all interactions are faked. Its not actually simulating on the physics scene, just being moved around in it as a kinematic actor.
                                Last edited by mordentral; 06-25-2020, 08:34 AM.


                                Consider supporting me on patreon

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

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