Originally posted by mordentral
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Originally posted by UE4Hobbyist View PostIs there any work around for multiplayer games that need the player to spawn with objects already held? E.g. in most multiplayer fps shooters the player respawns with a gun held.
I have some ideas of improvements to make on my todo list, maybe i'll add a secondary gripped array that doesn't replicate so you can run some logic fully locally. The reason the main array is replicated by the server is to prevent multiple players trying to grip the same thing at the same time and locally picking it up when someone else holds it.
Hmm, in fact i'll probably just do that, add a secondary grip array that only acts locally, could just merge them before processing then. Then you could spawn props locally and grip them in a multiplayer enviroment.Last edited by mordentral; 01-01-2017, 11:53 AM.
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Originally posted by maki-san View Post[ATTACH=CONFIG]123427[/ATTACH]
Do you know what this error is? Should I be concerned?
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Originally posted by mordentral View PostI mean you can just make sure the item is replicated over first, the main issue is that currently gripping is server authoritative to regulate actions. Calling the grip on client side adds to the currently gripped array which is replicated down from the server.
I have some ideas of improvements to make on my todo list, maybe i'll add a secondary gripped array that doesn't replicate so you can run some logic fully locally. The reason the main array is replicated by the server is to prevent multiple players trying to grip the same thing at the same time and locally picking it up when someone else holds it.
Hmm, in fact i'll probably just do that, add a secondary grip array that only acts locally, could just merge them before processing then. Then you could spawn props locally and grip them in a multiplayer enviroment.
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Originally posted by UE4Hobbyist View PostA mixed aproach by allowing local grabbing sounds great. By using a rep notify actor variable each client can perform the grab locally when that actor finally gets replicated.
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Hey Mordreal, first of all many many thanks for this Plugin !
I unfortunately have a hard time compiling it though, no matter what i try i always end up getting these errors:
1>C:\Users\test1\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar/VRSimpleCharacter.h(68): error C2143: Syntaxfehler: Es fehlt ";" vor "*"
1>C:\Users\test1\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar/VRSimpleCharacter.h(68): error C4430: Fehlender Typspezifizierer - int wird angenommen. Hinweis: "default-int" wird von C++ nicht unterstützt.
1>C:\Users\test1\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar/VRSimpleCharacter.h(68): error C2238: Unerwartete(s) Token vor ";"
1>C:\Users\test1\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar/VRSimpleCharacter.h(68): error C2143: Syntaxfehler: Es fehlt ";" vor "*"
1>C:\Users\test1\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar/VRSimpleCharacter.h(68): error C4430: Fehlender Typspezifizierer - int wird angenommen. Hinweis: "default-int" wird von C++ nicht unterstützt.
1>C:\Users\test1\Documents\Unreal Projects\MyProject\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar/VRSimpleCharacter.h(68): error C2238: Unerwartete(s) Token vor ";"
1>ERROR : UBT error : Failed to produce item: C:\Users\test1\Documents\Unreal Projects\MyProject\Binaries\Win64\UE4Editor-MyProject-2231.dll
It might be something really simple but i just cant figure it out, im trying for 3 days now and just cant find a solution
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Hi, I noticed that the teleport function only seems to be working from the listen server machine, and not from client only machines.
On client only I'm always teleported to the origin.
Just checking if this is expected behavior for the current state of the template before I try to fix it.
( I'm working on a modified copy of the template from 11-30-2016 )
Update: Fixed. This was something broken only in my copy of the template. Issue due to an insufficient navmesh.Last edited by MagicBots; 01-04-2017, 11:26 PM.
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Originally posted by alltrueist View PostHi, I noticed that the teleport function only seems to be working from the listen server machine, and not from client only machines.
On client only I'm always teleported to the origin.
Just checking if this is expected behavior for the current state of the template before I try to fix it.
( I'm working on a modified copy of the template from 11-30-2016 )
Originally posted by lenne0815 View PostHey Mordreal, first of all many many thanks for this Plugin !
I unfortunately have a hard time compiling it though, no matter what i try i always end up getting these errors:
*snip*
It might be something really simple but i just cant figure it out, im trying for 3 days now and just cant find a solution
I'll add
#include "ReplicatedVRCameraComponent.h"
after
#include "ParentRelativeAttachmentComponent.h"
In the header to ensure that it compiles it but it shouldn't be required.
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Thank you very much for your reply, im really out of my depth on this one, im unfortunately not even sure if it really doesnt work or if i misjudged it.
This error is thrown while compiling when i go to add new / add c++ / show all / vrsimplecharacter - in that case building fails with the mentioned error. if i just add it via place it turns up and seems to be working correctly now ( it adds the camera and the sphere and i can spawn the vr preview there even though the motion controller do nothing at the moment but i suspect that might fix itself once i watched your videos )
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I fully converted the plugin over to being UObject based today instead of Actor/Component. It was a long time coming after I made the generic uobject grip nodes.
I will need to test it for awhile due to how much was changed for it, hopefully I will have a new build out tomorrow with some improvements, that change, and the local only sided gripping.
When I push it live it WILL require some node changes, I held back on this change for so long because it will require revisions to already working functions, but the plugin is better off with the change made.
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Hey
I still haven't managed to get the small box working.
I have imported the GunBase from your project and didn't change a thing and it just didn't work. Not even sure where to begin troubleshooting.
Here is a video of it: https://www.youtube.com/watch?v=TfvAXRsuqnQ
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Originally posted by thomja View PostHey
I still haven't managed to get the small box working.
I have imported the GunBase from your project and didn't change a thing and it just didn't work. Not even sure where to begin troubleshooting.
Here is a video of it: https://www.youtube.com/watch?v=TfvAXRsuqnQ
First things first I would break on grip object if the passed in object to grip is a component and see if it ever triggers.
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Originally posted by mordentral View PostI fully converted the plugin over to being UObject based today instead of Actor/Component. It was a long time coming after I made the generic uobject grip nodes.
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