Originally posted by OG0x
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Originally posted by Si1weri View PostHow can I access custom event on currently grabbed actors?
I would like to fire custom event on grabbed item from vive_pawn_character event graph
If its an actor that you have gripped you can also directly bind to the player controllers input and sample inputs in it if you are just trying to pass inputs on.
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Originally posted by mordentral View Post
Sounds like you didn't port the trace channel over and its defaulting to a normal channel and trying to grip the grasping hands components or something.
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Originally posted by OG0x View Post
That was one thing, also the gameplay tags didn't migrate over. So now I copied the gameplay tags, added in the channels, went through the vive pawn character and set all the gameplay tags up to what they are in the template, but I still can't grip the cubes. I've been stepping through with the debugger to try and find out what's wrong and different, I'm sure I'll pin it down. Thanks for the tip, it led me to those two issues, hopefully I'll get this going soon.
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Originally posted by mordentral View Post
`Would be better off re-doing the process with the gameplay tags and trace channel in before you open
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Originally posted by OG0x View Post
I actually tried adding the tags and channels and re-migrating from the template with my project closed and idk why but it didn't seem to work. I _just_ got everything working, by going through the template (searching for 'gameplay tag') and adding all the values to the nodes in my project, and now it's all working. If nothing else I learned a lot about how to do things (I'm pretty newbie to ue4 in general), and it taught me how I should go about doing some things I'll want to do next. All in all it was a great learning exercise. Again thank you, you really did point me in the right direction there - getting me looking for references to the trace channel made me realize the gameplay tags weren't filled in either (and I'm sure both things were an issue), which made me learn about channels and tags (ideas that make sense now but I had no idea they existed before).
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Originally posted by mordentral View Post
GetGrippedObjects and message it, or when the controller fires off its "OnGrippedObject" event, usually you would use an interface. The grip interface still has the OnInput message which you can fire off to act like a custom flag as well if you want to.
If its an actor that you have gripped you can also directly bind to the player controllers input and sample inputs in it if you are just trying to pass inputs on.
Could you please take a look below?
Here I have the Vive pawn character blueprint and I'm trying to fire the custom event "Get and set ammo" on another blueprint actor, if it's currently gripped when the event fires on Vive pawn character. The another blueprint "AK47 is a copy of the "Gun Base" blueprint.
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Originally posted by Si1weri View Post
Thank you for your help, but I still can't figure this out.
Could you please take a look below?
Here I have the Vive pawn character blueprint and I'm trying to fire the custom event "Get and set ammo" on another blueprint actor, if it's currently gripped when the event fires on Vive pawn character. The another blueprint "AK47 is a copy of the "Gun Base" blueprint.
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Originally posted by Si1weri View Post
As for why you couldn't call your event, you would have had to cast to a base class of yours that contains it, grips are stored as UObjects since they can be both components and actors. This is why I suggested that you create an interface that you add to your objects to allow cross type communication.
OnUsed kind of provides that cross communication, however its generally supposed to be an actual use event and not setting a var, however suites you is fine though.
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Originally posted by mordentral View Post
Its perfectly fine to trigger OnUsed on things, curious why you are setting ammo directly from the character in the first place though.
As for why you couldn't call your event, you would have had to cast to a base class of yours that contains it, grips are stored as UObjects since they can be both components and actors. This is why I suggested that you create an interface that you add to your objects to allow cross type communication.
OnUsed kind of provides that cross communication, however its generally supposed to be an actual use event and not setting a var, however suites you is fine though.
The reason I'm doing it this way, is because it was the only way I could think of as a UE4 newbie coming from Unity. I thought the player character would be the best place to store ammo for different types of guns and update the total ammo count on gun with running custom event on gun to check ammo on player character. I'm trying to think of suitable solution to get this working with multiplayer, where every player has own ammo on them and will be used by gun they pick up.
So I might be on very wrong track here, but it works. I can't find next to any tutorial for things I plan to do for Unreal Engine and just trying my best to get things working.
I'm currently working on some survival shooter prototype, that will have few different kinds of ammo types stored on player character and bunch of different kinds of guns in game. I'm just loving how this is coming up with this excellent plugin of your! Absolutely awesome! The tools you've provided are next to perfect.
Last edited by Si1weri; 01-11-2021, 03:24 PM.
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Originally posted by Si1weri View Post
Thank you.
The reason I'm doing it this way, is because it was the only way I could think of as a UE4 newbie coming from Unity. I thought the player character would be the best place to store ammo for different types of guns and update the total ammo count on gun with running custom event on gun to check ammo on player character. I'm trying to think of suitable solution to get this working with multiplayer, where every player has own ammo on them and will be used by gun they pick up.
So I might be on very wrong track here, but it works. I can't find next to any tutorial for things I plan to do for Unreal Engine and just trying my best to get things working.
I'm currently working on some survival shooter prototype, that will have few different kinds of ammo types stored on player character and bunch of different kinds of guns in game. I'm just loving how this is coming up with this excellent plugin of your! Absolutely awesome! The tools you've provided are next to perfect.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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Posted new accumulated patch notes (I forgot to mention the last ones here as well).
https://vreue4.com/4-26-patch-notes?...ges-12-27-2020
https://vreue4.com/4-26-patch-notes?...nges-1-11-2021
Also added a couple new games to the projects page.
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Hello Community
I like this plugin but i encounter a problem during packaging:
********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: E:\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe Archipel Win64 Development -Project=F:\VRExpPluginExample-master\Archipel.uproject F:\VRExpPluginExample-master\Archipel.uproject -NoUBTMakefiles -remoteini="F:\VRExpPluginExample-master" -skipdeploy -Manifest=F:\VRExpPluginExample-master\Intermediate\Bu
ild\Manifest.xml -NoHotReload -log="C:\Users\Antoine\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_4.25\UBT-Archipel-Win64-Development.txt"
LogSlate: Took 0.000202 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
UATHelper: Packaging (Windows (64-bit)): Parsing headers for Archipel
UATHelper: Packaging (Windows (64-bit)): Running UnrealHeaderTool "F:\VRExpPluginExample-master\Archipel.uproject" "F:\VRExpPluginExample-master\Intermediate\Build\Win64\Archipel\Development\Archipel.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Antoine\AppData\Roaming\Unreal E
ngine\AutomationTool\Logs\E+UE_4.25\UHT-Archipel-Win64-Development.txt" -installed
UATHelper: Packaging (Windows (64-bit)): Reflection code generated for Archipel in 5,1240963 seconds
UATHelper: Packaging (Windows (64-bit)): Writing manifest to F:\VRExpPluginExample-master\Intermediate\Build\Manifest.xml
UATHelper: Packaging (Windows (64-bit)): Building Archipel...
UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2019 14.28.29336 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333) and Windows 10.0.18362.0 SDK (F:\Windows Kits\10).
UATHelper: Packaging (Windows (64-bit)): Building 30 actions with 20 processes...
UATHelper: Packaging (Windows (64-bit)): [1/30] Default.rc2
UATHelper: Packaging (Windows (64-bit)): [2/30] PCH.OceanPlugin.cpp
UATHelper: Packaging (Windows (64-bit)): [3/30] Module.OceanPlugin.cpp
UATHelper: Packaging (Windows (64-bit)): F:/VRExpPluginExample-master/Plugins/OceanPlugin/Source/OceanPlugin/Private/OceanManager.cpp(116): error C2440: 'static_cast'�: impossible de convertir de 'ElementType *' en 'FColor *'
UATHelper: Packaging (Windows (64-bit)): with
UATHelper: Packaging (Windows (64-bit)): [
UATHelper: Packaging (Windows (64-bit)): ElementType=uint8
UATHelper: Packaging (Windows (64-bit)): ]
UATHelper: Packaging (Windows (64-bit)): F:/VRExpPluginExample-master/Plugins/OceanPlugin/Source/OceanPlugin/Private/OceanManager.cpp(116): note: Les types point�s n'ont aucun rapport entre eux�; conversion n�cessitant reinterpret_cast, cast de style C ou cast de style fonction
UATHelper: Packaging (Windows (64-bit)): [4/30] Module.OceanPlugin.gen.cpp
UATHelper: Packaging (Windows (64-bit)): [5/30] SharedPCH.Engine.ShadowErrors.cpp
UATHelper: Packaging (Windows (64-bit)): [6/30] Module.OpenVRExpansionPlugin.gen.cpp
UATHelper: Packaging (Windows (64-bit)): [7/30] Module.OpenVRExpansionPlugin.cpp
UATHelper: Packaging (Windows (64-bit)): [8/30] Module.VRExpansionPlugin.gen.9_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [9/30] Module.VRExpansionPlugin.gen.1_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [10/30] Module.VRExpansionPlugin.gen.6_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [11/30] Module.VRExpansionPlugin.gen.2_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [12/30] Module.VRExpansionPlugin.gen.3_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [13/30] Module.VRExpansionPlugin.gen.4_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [14/30] Module.VRExpansionPlugin.gen.7_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [15/30] Module.AdvancedSessions.gen.2_of_2.cpp
UATHelper: Packaging (Windows (64-bit)): [16/30] Module.VRExpansionPlugin.gen.12_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [17/30] Module.AdvancedSessions.gen.1_of_2.cpp
UATHelper: Packaging (Windows (64-bit)): [18/30] Module.VRExpansionPlugin.gen.8_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [19/30] Module.VRExpansionPlugin.gen.5_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [20/30] Module.VRExpansionPlugin.gen.10_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [21/30] Module.AdvancedSessions.cpp
UATHelper: Packaging (Windows (64-bit)): [22/30] Module.VRExpansionPlugin.gen.11_of_12.cpp
UATHelper: Packaging (Windows (64-bit)): [23/30] Module.VRExpansionPlugin.4_of_4.cpp
UATHelper: Packaging (Windows (64-bit)): [24/30] EmptyClassForProject.cpp
UATHelper: Packaging (Windows (64-bit)): [25/30] Archipel.cpp
UATHelper: Packaging (Windows (64-bit)): [26/30] Module.VRExpansionPlugin.3_of_4.cpp
UATHelper: Packaging (Windows (64-bit)): [27/30] Module.VRExpansionPlugin.1_of_4.cpp
UATHelper: Packaging (Windows (64-bit)): [28/30] Module.VRExpansionPlugin.2_of_4.cpp
UATHelper: Packaging (Windows (64-bit)): Took 126,8589676s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Antoine\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UE_4.25\UBT-Archipel-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
Hope you can help me!
Thank you.
[
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Originally posted by antoinepavia View PostHello Community
I like this plugin but i encounter a problem during packaging:
UATHelper: Packaging (Windows (64-bit)): F:/VRExpPluginExample-master/Plugins/OceanPlugin/Source/OceanPlugin/Private/OceanManager.cpp(116): error C2440: 'static_cast'�: impossible de convertir de 'ElementType *' en 'FColor *'
UATHelper: Packaging (Windows (64-bit)): with
UATHelper: Packaging (Windows (64-bit)): [
UATHelper: Packaging (Windows (64-bit)): ElementType=uint8
UATHelper: Packaging (Windows (64-bit)): ]
UATHelper: Packaging (Windows (64-bit)): F:/VRExpPluginExample-master/Plugins/OceanPlugin/Source/OceanPlugin/Private/OceanManager.cpp(116): note: Les types point�s n'ont aucun rapport entre eux�; conversion n�cessitant reinterpret_cast, cast de style C ou cast de style fonction
UATHelper: Packaging (Windows (64-bit)): [4/30] Module.OceanPlugin.gen.cpp
Hope you can help me!
Thank you.
[
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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Hay, so I'm working on a multiplayer game using the VR expansion.
in the game i an trying to add a real-time scoreboard.
if one of the players places an actor he/she is holding on the right trigger Box a point is added to that player on the scoreboard for him and every other player to see.
for that i need the server to know what player controller held the actor when it was placed on the right trigger.
How do I get the Player controller from the "IsHeld" Node?
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