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    Originally posted by juliusD View Post
    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?
    The Holding controllers array has the motion controller, which if you get the owner of is the containing pawn.


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      Hey Everyone,

      I'm trying to figure out how to change the height of the VR character but not having any luck (I'm just in the example project).

      I found Camera > Crouched eye height and Base Eye Height in the Vive_PawnCharacter but nothing changes when I adjust them.

      Any suggestions?

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        Originally posted by ioFlow Studios View Post
        Hey Everyone,

        I'm trying to figure out how to change the height of the VR character but not having any luck (I'm just in the example project).

        I found Camera > Crouched eye height and Base Eye Height in the Vive_PawnCharacter but nothing changes when I adjust them.

        Any suggestions?
        The vrcharacter uses the tracked floor as the root, if you want the player to be non realistically leveled, you can either lower the base component (net smoother), alter the capsule offset upwards which effectively lowers the players perspective (likely the best method for something like a crouch), use eye level VR / reset orientation and position, or change world to meters scale.

        Just keep in mind that if you are artifically lowering someone that that won't prevent their relative space tracked devices from clipping into the raised floor unless it is by changing world to meters.


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          New patch commit: https://vreue4.com/4-26-patch-notes?...anges-01-28-21


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            Originally posted by mordentral View Post

            You may want to specifically attach the character to the train in this case, character movement components "catch up" to moving objects they are standing on and due to things not ticking at the same time the hands would be brought out of overlap with the button. While in the cabin going high speeds you look like you are mostly stationary, so if you treat it like the SeatedMode of the example car you should move "with" the train and not be brought out of overlap.

            Another solution would be to handle the overlaps with a delay before de-interacting, or to use a physically simulating button instead which would be brought back in line before the physics thread is ran.
            Hello mordentral,
            As I want to make the player to be able to move in the cabin, how would I make the buttons to be physically simulated?
            I believe that it would be more robust to do it using physics than delay or you would disagree? If so how should I pursue adding the delay?

            Furthermore I did try to make it work with attachToActor, but the character became faster than the train so I did as per one of your suggestions to change from walking mode. I was not sure how to do that, so I disabled movement, but I got the same result. Is there anything else I would need to do?

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              Originally posted by Plenty10 View Post

              Hello mordentral,
              As I want to make the player to be able to move in the cabin, how would I make the buttons to be physically simulated?
              I believe that it would be more robust to do it using physics than delay or you would disagree? If so how should I pursue adding the delay?

              Furthermore I did try to make it work with attachToActor, but the character became faster than the train so I did as per one of your suggestions to change from walking mode. I was not sure how to do that, so I disabled movement, but I got the same result. Is there anything else I would need to do?
              SetMovementMode : None

              attaching with a movement mode active is going to cause issues.

              As for physical buttons, just constraining a cap to a base and detecting it bottoming out via an overlap zone or manual checks against the constraint linear position works fine.


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                How should I approach on upgrading my project from ue4.25 to ue4.26?
                I have already created bunch of dirrefent kind of guns and modified the vive_pawn a lot on ue4.25, but there's few oculus related things in ue4.26 that I would need.
                ​​​​​​

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                  Originally posted by Si1weri View Post
                  How should I approach on upgrading my project from ue4.25 to ue4.26?
                  I have already created bunch of dirrefent kind of guns and modified the vive_pawn a lot on ue4.25, but there's few oculus related things in ue4.26 that I would need.
                  ​​​​​​
                  You follow: https://vreue4.com/4-26-patch-notes?...igration-notes

                  I'll note that 4.25 - 4.26 is a harder than normal upgrade as some interface changes were made to prep for ue5. You don't have to worry about the BP changes coming from an established project if you don't want to deal with that part of it, those changes were made to clean up the example template going forward.


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                    Thank you for your help on previous problem.

                    I do also have one minor another problem too.
                    If I have started the listen server on one computer and joined the session with another computer and moved around the guns, when I connect third pc to session, the guns seem to float in air on that new client approximately at the points, where they were dropped (released grip) and cannot be picked up. I'm guessing they stop replicating, when released, but they do fall from the release position to ground after that. Is there simple way to replicate the current position to other clients?
                    I can take a video of the problem if it's unknown until now..?

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                      Originally posted by Si1weri View Post
                      Thank you for your help on previous problem.

                      I do also have one minor another problem too.
                      If I have started the listen server on one computer and joined the session with another computer and moved around the guns, when I connect third pc to session, the guns seem to float in air on that new client approximately at the points, where they were dropped (released grip) and cannot be picked up. I'm guessing they stop replicating, when released, but they do fall from the release position to ground after that. Is there simple way to replicate the current position to other clients?
                      I can take a video of the problem if it's unknown until now..?
                      You just need to get your replication settings correct, don't "Load on client" objects that you want in their initial positions, make sure that replicated and replicate movement is true and make sure that you don't have them set as static (there are issues with collision and moveable static components in multiplayer).

                      You just have something misconfigured, objects don't "stop replicating" when released unless they never were to begin with, on release the plugin restores their original replication settings.


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                        Originally posted by mordentral View Post

                        You just need to get your replication settings correct, don't "Load on client" objects that you want in their initial positions, make sure that replicated and replicate movement is true and make sure that you don't have them set as static (there are issues with collision and moveable static components in multiplayer).

                        You just have something misconfigured, objects don't "stop replicating" when released unless they never were to begin with, on release the plugin restores their original replication settings.
                        Thank you. I'll check the replication settings.

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                          We had a blast today at the virtual office with the Team!
                          If I only learn to get the replications set up correctly, then this will be useful!
                          VR Expansion toolkit, advanced sessions and Epic online Services for crossplatform experience!
                          https://youtu.be/tXRUnkZyjOw
                          Last edited by Si1weri; 02-05-2021, 03:53 PM.

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                            Originally posted by Si1weri View Post
                            We had a blast today at the virtual office with the Team!
                            If I only learn to get the replications set up correctly, then this will be useful!
                            VR Expansion toolkit, advanced sessions and Epic online Services for crossplatform experience!
                            https://youtu.be/tXRUnkZyjOw
                            Your net looked a bit saturated in that video, the hands were lagging when moving objects around on the whiteboard.


                            Consider supporting me on patreon

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

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                              How would I go about Grabbing an Actor at the pivot point of the static mesh component of that Actor?
                              when I grip a grippable static mesh actor now, it grabs it at the point where the hand is, I want the actor to snap to the hand at the static meshes pivot or center of object.
                              The reason being that I'm changing the static mesh at the moment of grip, and the new static mesh is smaller so it is not in the hand anymore, its floating under of over the hand depending on where i grabbed the actor in the first place.

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                                Originally posted by juliusD View Post
                                How would I go about Grabbing an Actor at the pivot point of the static mesh component of that Actor?
                                when I grip a grippable static mesh actor now, it grabs it at the point where the hand is, I want the actor to snap to the hand at the static meshes pivot or center of object.
                                The reason being that I'm changing the static mesh at the moment of grip, and the new static mesh is smaller so it is not in the hand anymore, its floating under of over the hand depending on where i grabbed the actor in the first place.
                                The default implementation is to set a socket on the mesh where you want the grip to happen using the prefix name of VRGripP. Then if you wanted multiple locations you would make other sockets with VRGripP2 ect.

                                You can override GetClosestSocketInRange to pass out any location (components, splines, procedural) though instead if you want on the object.

                                As for the scaling, you would need to either do it before the grip initiates, account for it in the grip, or modify the grip transform post grip to account for it. Gripping stores a relative transform that it tries to keep objects too.


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