Originally posted by The VoiD
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Ue4.24.3 has a bug where the motion controllers position are offsetted by something around meter on the x axis.(forward) The solution that epic suggested was to download the source version of the engine and add 2 missing brackets in the source code. That fixed the bug. But since your plugin is working without problems in this version i thought that maybe you worked around this bug inside the blueprints.
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Originally posted by The VoiD View PostUe4.24.3 has a bug where the motion controllers position are offsetted by something around meter on the x axis.(forward) The solution that epic suggested was to download the source version of the engine and add 2 missing brackets in the source code. That fixed the bug. But since your plugin is working without problems in this version i thought that maybe you worked around this bug inside the blueprints.
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No they didn't and also the vive trackpads broke. -.-
Oh my bad, they also forgot the "else".
The lines you have to change are around 178.
Quote: https://forums.unrealengine.com/deve...he-wrong-place
This is the official latest from Epic:
We've found a fix for the bug that you should be able to cherry-pick onto a source build of the engine:
Open the source file Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVRInputDevice\Private\SteamVRInputDevice.cpp
In the function FSteamVRInputDevice::Tick look for the following two lines at the end of the function:- CachedBaseOrientation = FQuat::Identity;
- CachedBasePosition = FVector::ZeroVector;
Change those lines to:- else
- {
- CachedBaseOrientation = FQuat::Identity;
- CachedBasePosition = FVector::ZeroVector;
- }
Last edited by The VoiD; 07-09-2020, 12:20 PM.
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Originally posted by The VoiD View PostNo they didn't and also the vive trackpads broke. -.-
Oh my bad, they also forgot the "else".
The lines you have to change are around 178.
However it would only come into effect when resetting Orientation and position, and I do not do that in my template as its fully roomscale. That is the bug I was talking about in my earlier post.
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Hello, I found an interesting document on how the walking dead implemented stabbing and the variable force required during the stab and the withdraw with the use of curves. https://www.unrealengine.com/en-US/t...saints-sinners. Would anyone have any suggestions on implementing this into the melee script?
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Ok, i make a seated game and i reset the location and rotation on begin play. And also via action buttons.
i tried to add the plugin to my project. It builded one and ignored one. Also when i now opening my project now the hand offset bug is back.Last edited by The VoiD; 07-10-2020, 06:04 AM.
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Originally posted by Nathanielbbb View PostHello, I found an interesting document on how the walking dead implemented stabbing and the variable force required during the stab and the withdraw with the use of curves. https://www.unrealengine.com/en-US/t...saints-sinners. Would anyone have any suggestions on implementing this into the melee script?
You can do all of it in BP post the penetration detection, which is why that part was left out of the script itself in the first place, for customization.
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Originally posted by The VoiD View PostOk, i make a seated game and i reset the location and rotation on begin play. And also via action buttons.
i tried to add the plugin to my project. It builded one and ignored one. Also when i now opening my project now the hand offset bug is back.
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Originally posted by The VoiD View PostYeah but i already fixed it. And i can see my changed code is here. But since i added the plugin it broke
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Are there any plans to include the grasping hands or physics grasping hands in any way, outside of the template project? I was hoping it would become a component like the VR lever, but I understand if it will just keep staying an example.
I've been looking through the blueprint and dread trying to move it outside of the example project.
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Originally posted by kaesp View PostAre there any plans to include the grasping hands or physics grasping hands in any way, outside of the template project? I was hoping it would become a component like the VR lever, but I understand if it will just keep staying an example.
I've been looking through the blueprint and dread trying to move it outside of the example project.
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Originally posted by mordentral View Post
In the SetupPhysicsIfNeeded function you would want to make the DisablePhysics node enable instead. You would also likely want to them setup the welded body driver on the non simulating hands as well as I am not since they weren't colliding.
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Originally posted by NebulyDev View Post
I did as you said, but when i grip something the hand becomes huge, around 5 times as large, and becomes practically a physics prop, it is not connected to the held object in any way, and pushing it with my other arm makes it roll away. Are there any other steps i need to do to get it to work. All i want it for, say, a lever to get blocked from completing if my hand is in the way. I thought it wouldn'tbe that hard. I underestimated it lmao.
Also if you are doing it to a VRLever, those aren't physics based and won't be blocked, you would need to make a physics lever for that.
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