Originally posted by michaelwbell
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Added the local only grips as well this morning, I don't want to push anything live until it is tested fully due to how much has been altered at this point so I am not sure when I will merge the changes to the template / the main repository but it will be soon.
Initial local grip is a little messy so I need to clean it up a bit.
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I have put together holsters, but I'm having a bug client side I can't nail down. Occasionally when one weapon is grabbed, it will "grip" from 0,0,0 in the map, colliding on the way and such. The server sees the proper location from holster straight to gripped hand, but client side the weapon acts as if it was grabbed with the force from far away. I can repeatedly do it and sometimes it works as intented.
Using "Force Server Side Movement" instead of Client gives the proper behavior but obviously not a playable one. Attaching to holster/detaching/gripping is all done server side, as well as spawning the weapons. I have gone through my setup countless of times, looking for a point where I could have manipulated the weapons location on client, and not been able to find one.
Update: Changing to "Physics Only" as Grip Type makes it fluid and I can then conclude that it's a collision related issue. My observation is that a larger mesh seems to lag more often than a small one. Although with the small mesh, I occasionally grab it sideways (client, still shooting straight). I can continue to work now but collision would be lovely as it's a great means for cheat prevention (instead of disabling weapon).Last edited by Fantasifall; 01-05-2017, 01:00 PM.
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Originally posted by Dragnar View Postmordentral
I used your example room ( whit the desk and gun and pot )
Wen i add streaming levels ( and stream in a level that has a gun )
If i then unload that streaming level ( while holding the gun from that streaming level in my hand )
The game crashes
Originally posted by Fantasifall View PostI have put together holsters, but I'm having a bug client side I can't nail down. Occasionally when one weapon is grabbed, it will "grip" from 0,0,0 in the map, colliding on the way and such. The server sees the proper location from holster straight to gripped hand, but client side the weapon acts as if it was grabbed with the force from far away. I can repeatedly do it and sometimes it works as intented.
Using "Force Server Side Movement" instead of Client gives the proper behavior but obviously not a playable one. Attaching to holster/detaching/gripping is all done server side, as well as spawning the weapons. I have gone through my setup countless of times, looking for a point where I could have manipulated the weapons location on client, and not been able to find one.
Update: Changing to "Physics Only" as Grip Type makes it fluid and I can then conclude that it's a collision related issue. My observation is that a larger mesh seems to lag more often than a small one. Although with the small mesh, I occasionally grab it sideways (client, still shooting straight). I can continue to work now but collision would be lovely as it's a great means for cheat prevention (instead of disabling weapon).
I haven't had that issue, would you mind posting your gripping blueprint nodes in PM or in here? Is the gripped actor set to replicated and replicated movement?
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Hi,
I'm trying to set the "Min Linear Translation" and "Min Angular Translation" in the "vrgripinterface settings" with a tick
but because you have to set the whole "InteractionSettings" it also sets both the Initial Translations.
I think this causes the object I want to dynamically change the translations of to start going crazy (it's keeps changing between initial position and position I move the object to as fast as every tick)
It would be great if you could just set every translation in the "Interactionsettings" separately.
Thanks!
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Originally posted by Silpher View PostHi,
I'm trying to set the "Min Linear Translation" and "Min Angular Translation" in the "vrgripinterface settings" with a tick
but because you have to set the whole "InteractionSettings" it also sets both the Initial Translations.
I think this causes the object I want to dynamically change the translations of to start going crazy (it's keeps changing between initial position and position I move the object to as fast as every tick)
It would be great if you could just set every translation in the "Interactionsettings" separately.
Thanks!
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
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Hi, thank you very much that you give us this asset for free, I played with vive and easily migrate my project, it works great...
The only thing I couldnt figure it out how inventory works? I see an inventory blueprint inside potion actor, but I dont understand how to use... Beside for that, Is it possible to track motion of component movement, such as putting object in our back(a gesture) will add the object to inventory?
And my last question; I am trying to mixing items together, standart adventure basics, combining two objects together and create new one... Can you or anyone who read this, recommend me a way to do this? just I need a way, I will look the further details. I imagine standart unreal packages or tutorial doesnt work with VR setup, since grabbing and dropping object use different collision methods(Right?). Because I try with event hit - actor has tag(branch) - destroy actor and it doesnt work. Maybe its my fault I couldnt understand, I came from unity.
thank you again.
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Originally posted by mahlukat View PostHi, thank you very much that you give us this asset for free, I played with vive and easily migrate my project, it works great...
The only thing I couldnt figure it out how inventory works? I see an inventory blueprint inside potion actor, but I dont understand how to use... Beside for that, Is it possible to track motion of component movement, such as putting object in our back(a gesture) will add the object to inventory?
And my last question; I am trying to mixing items together, standart adventure basics, combining two objects together and create new one... Can you or anyone who read this, recommend me a way to do this? just I need a way, I will look the further details. I imagine standart unreal packages or tutorial doesnt work with VR setup, since grabbing and dropping object use different collision methods(Right?). Because I try with event hit - actor has tag(branch) - destroy actor and it doesnt work. Maybe its my fault I couldnt understand, I came from unity.
thank you again.
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I am receiving this error and a crash: <ErrorMessage>Assertion failed: Grip.GripMovementReplicationSetting != EGripMovementReplicationSettings::KeepOriginalMovement [File:...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\GripMotionControllerComponent.cpp] [Line: 1232] &nl;&nl;</ErrorMessage>
It occurs at different points during gameplay, so it's hard to replicate.
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Originally posted by Fantasifall View PostI am receiving this error and a crash: <ErrorMessage>Assertion failed: Grip.GripMovementReplicationSetting != EGripMovementReplicationSettings::KeepOriginalMovement [File:...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\GripMotionControllerComponent.cpp] [Line: 1232] &nl;&nl;</ErrorMessage>
It occurs at different points during gameplay, so it's hard to replicate.
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Originally posted by mordentral View PostHmmm, are you manually setting the grip replication type? It doesn't allow it to be OriginalMovement as it overrides it during gripping to what it was originally. That assert checks to make sure that it is correctly set up.
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Originally posted by mordentral View PostI need to know this by the way, I am finishing up the changes tomorrow and if that is a plugin bug I would like to fix it before releasing the revisions to the public.
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Originally posted by Fantasifall View PostI am receiving this error and a crash: <ErrorMessage>Assertion failed: Grip.GripMovementReplicationSetting != EGripMovementReplicationSettings::KeepOriginalMovement [File:...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\GripMotionControllerComponent.cpp] [Line: 1232] &nl;&nl;</ErrorMessage>
It occurs at different points during gameplay, so it's hard to replicate.
Ran with multiple objects set to that in multiplayer and none made it to the assert.
Also cannot replicate your issue with objects moving to 0,0,0 (null transform) on client side pickup at times, have tested with multiple ping times across client and server setups. I would probably need a copy of your project to debug it.
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