Originally posted by juliusD
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Originally posted by ioFlow Studios View PostHey 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?
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.
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?
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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Originally posted by Si1weri View PostHow 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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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 PostThank 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 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.
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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/tXRUnkZyjOwLast edited by Si1weri; 02-05-2021, 03:53 PM.
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Originally posted by Si1weri View PostWe 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
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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 PostHow 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.
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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