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    I'm receving these errors when packaging for Development x64. I'm not using the VRSimpleCharacterMovementComponent in the project, and I was able to package fine just a day ago. Makes me think the errors are because of something else and not actual errors?

    Code:
     ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(819): error C2027: use of undefined type 'AVRSimpleCharacter'GetUserPrivilegeCallbackProxy.cpp
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: 
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar\VRSimpleCharacterMovementComponent.h(22): note: see declaration of 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(819): error C2227: left of '->VRSceneComponent' must point to class/struct/union/generic type
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(819): error C2227: left of '->SetRelativeLocation' must point to class/struct/union/generic type
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(821): error C2027: use of undefined type 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar\VRSimpleCharacterMovementComponent.h(22): note: see declaration of 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(821): error C2227: left of '->GenerateOffsetToWorld' must point to class/struct/union/generic type
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(836): error C2027: use of undefined type 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar\VRSimpleCharacterMovementComponent.h(22): note: see declaration of 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(836): error C2227: left of '->VRReplicatedCamera' must point to class/struct/union/generic type
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(1201): error C2027: use of undefined type 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar\VRSimpleCharacterMovementComponent.h(22): note: see declaration of 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(1201): error C2227: left of '->VRMovementReference' must point to class/struct/union/generic type
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(1203): error C2027: use of undefined type 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar\VRSimpleCharacterMovementComponent.h(22): note: see declaration of 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(1203): error C2227: left of '->VRMovementReference' must point to class/struct/union/generic type
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(1203): error C2227: left of '->AdditionalVRInputVector' must point to class/struct/union/generic type
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(1204): error C2027: use of undefined type 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\SimpleChar\VRSimpleCharacterMovementComponent.h(22): note: see declaration of 'AVRSimpleCharacter'
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(1204): error C2227: left of '->VRMovementReference' must point to class/struct/union/generic type
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ...\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Private\SimpleChar\VRSimpleCharacterMovementComponent.cpp(1204): error C2227: left of '->RequestedVelocity' must point to class/struct/union/generic type

    Comment


      Originally posted by Fantasifall View Post
      I'm receving these errors when packaging for Development x64. I'm not using the VRSimpleCharacterMovementComponent in the project, and I was able to package fine just a day ago. Makes me think the errors are because of something else and not actual errors?
      Might want to "clean" and "rebuild" your project, I just ran a package to make sure since that is two in a row packaging issues and it completed without issue.


      Consider supporting me on patreon

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

      Comment


        "
        Added in auto deletion of physics handles for pending kill objects,
        ensured that grips are removed on pending kill objects."

        Great idea, thank you!
        Outer Planet Studios
        http://outerplanet.webflow.io/

        Comment


          Maki-san and i got our build to package successfully but run into a critical failure when launching the .exe. We've been able to launch and play it before but for some reason it doesn't work with our latest build

          Here is the past bin: http://pastebin.com/fVn2bEpr

          I'm not sure where these errors are coming from

          Comment


            Originally posted by Shanowzer View Post
            Maki-san and i got our build to package successfully but run into a critical failure when launching the .exe. We've been able to launch and play it before but for some reason it doesn't work with our latest build

            Here is the past bin: http://pastebin.com/fVn2bEpr

            I'm not sure where these errors are coming from
            The errors are missing textures/materials that didn't package out from your project, the Critical Error (important one) is a bad memory address and could be caused by a ton of things, log doesn't really help there. I've seen it caused from the steamVR plugin before when the room setup is incorrect and it throws a bad matrix for the controllers, however it generally warns of a NAN matrix before that so I doubt that is what caused it.

            Could be anything that caused that, if you said it worked fine before then it is likely to be something you recently changed.


            Consider supporting me on patreon

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

            Comment


              Committed new branches to the template and the plugin - 4.15 Alpha

              Due to systematic engine header changes and a few other things I will be locking the 4.14 version to its own branch at the last update and then moving the plugin forward with 4.15 and up when it is more stable (out of preview).

              *Edit* Also appears that the nativization of blueprints with plugins interaction has been fixed in 4.15, so finally can package out with that option selected and using a code plugin.....really good news for blueprint logic VR applications as it drops that 10x overhead querying the blueprint graph from c++.

              Actually has major implications for my plugin as it is now significantly cheaper to check interface properties on the back end.
              Last edited by mordentral; 01-18-2017, 01:48 PM.


              Consider supporting me on patreon

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

              Comment


                Originally posted by mordentral View Post
                Committed new branches to the template and the plugin - 4.15 Alpha

                Due to systematic engine header changes and a few other things I will be locking the 4.14 version to its own branch at the last update and then moving the plugin forward with 4.15 and up when it is more stable (out of preview).

                *Edit* Also appears that the nativization of blueprints with plugins interaction has been fixed in 4.15, so finally can package out with that option selected and using a code plugin.....really good news for blueprint logic VR applications as it drops that 10x overhead querying the blueprint graph from c++.

                Actually has major implications for my plugin as it is now significantly cheaper to check interface properties on the back end.
                So are you saying that in 4.14.3, we can't use Nativize Blueprint Asset option with your plugins?
                Website/Portfolio: http://www.VictorBurgosGames.com

                Join me on stream: https://www.twitch.tv/VictorBurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

                Currently looking for exciting new opportunities! Available for work!
                https://forums.unrealengine.com/comm...ars-experience

                Comment


                  Originally posted by VictorBurgos View Post
                  So are you saying that in 4.14.3, we can't use Nativize Blueprint Asset option with your plugins?
                  As far as I am aware you can't in 4.14 with ANY code plugin that isn't engine installed, my advanced sessions and voxel plugins also didn't work with nativize prior to 4.15. Likely due to nativize being in a beta state in prior releases.


                  Consider supporting me on patreon

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

                  Comment


                    Originally posted by mordentral View Post
                    As far as I am aware you can't in 4.14 with ANY code plugin that isn't engine installed, my advanced sessions and voxel plugins also didn't work with nativize prior to 4.15. Likely due to nativize being in a beta state in prior releases.
                    But I just did a test with your Advanced Sessions plugin, nothing crazy, just a few nodes and it packaged out fine... That's why I was wondering what you meant by this.
                    Website/Portfolio: http://www.VictorBurgosGames.com

                    Join me on stream: https://www.twitch.tv/VictorBurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

                    Currently looking for exciting new opportunities! Available for work!
                    https://forums.unrealengine.com/comm...ars-experience

                    Comment


                      Originally posted by VictorBurgos View Post
                      But I just did a test with your Advanced Sessions plugin, nothing crazy, just a few nodes and it packaged out fine... That's why I was wondering what you meant by this.
                      Ah, maybe .3 fixed it then, because I tested sessions on .1 when it first released and it didn't work and I know for sure that this plugin didn't work on .2.

                      don't really care when it happened though, just happy that it did
                      Last edited by mordentral; 01-18-2017, 08:35 PM.


                      Consider supporting me on patreon

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

                      Comment


                        If I want to implement this in my game, do I need to create the blueprints for the pawn from scratch and copy what you did? Or is it somehow possible to migrate into my game? I'm rather new to VR but your example has four things that my game desperately needs, (1) collision with walls, (2) the opening doors mechanic, (3) the movement where the player follows the direction of the touch controller, and (4) the ability to pickup objects.

                        I've been trying to recreate the Simple VR Character but as a beginner to Blueprints I'm having a lot of trouble.

                        Are you available for private tutoring?

                        Comment


                          Originally posted by mordentral View Post
                          Ah, maybe .3 fixed it then, because I tested sessions on .1 when it first released and it didn't work and I know for sure that this plugin didn't work on .2.

                          don't really care when it happened though, just happy that it did
                          FYI, both Advanced Sessions and VR Expansion Plugin compiled fine in 4.14.3 and there was a successful test build (Shipping 64-Bit) on my end. Hopefully this wasn't just a fluke.
                          Website/Portfolio: http://www.VictorBurgosGames.com

                          Join me on stream: https://www.twitch.tv/VictorBurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

                          Currently looking for exciting new opportunities! Available for work!
                          https://forums.unrealengine.com/comm...ars-experience

                          Comment


                            My players when they spawn in spawn in as a Simple Vive pawn.

                            Then when they grab an object and move it, it spawns and possess a pawn.

                            My problem is that I don't know how to have it see which player controller (1 or 0) grabbed which object. Could I cast from the object they gripped and get player controller and then cast it to my level BP?

                            Or is there a more simple way to do this?

                            EDIT: Also I am LOVING this plugin, great features Mordentral!

                            Comment


                              Originally posted by Shanowzer View Post
                              My players when they spawn in spawn in as a Simple Vive pawn.

                              Then when they grab an object and move it, it spawns and possess a pawn.

                              My problem is that I don't know how to have it see which player controller (1 or 0) grabbed which object. Could I cast from the object they gripped and get player controller and then cast it to my level BP?

                              Or is there a more simple way to do this?

                              EDIT: Also I am LOVING this plugin, great features Mordentral!
                              When gripped if the object is using the interface it passes in the motion controller gripping it. That motion controllers owner is the character that has it and you can get a player controller from that character.

                              Also there are helper functions if you would rather just check the players manually to see if they hold it (IsHeld() node on motion controllers).

                              There are a lot of reasons I chose to encapsulate gripping logic into the controllers and not into base objects like say the VRtoolkit for unity does, it is more efficient, faster to iterate, and allows for devs to use "dumb" objects that don't tick.

                              The major downside is that to not enforce base types on people going object->holder is less straight forward while holder->object is easy

                              If you are using a non grippable component just adding the VRGripInterface to it and setting defaults for everything (returning the values in the functions) you can just use the passed in motion controller on grip for logic.


                              Originally posted by Novitas View Post
                              If I want to implement this in my game, do I need to create the blueprints for the pawn from scratch and copy what you did? Or is it somehow possible to migrate into my game? I'm rather new to VR but your example has four things that my game desperately needs, (1) collision with walls, (2) the opening doors mechanic, (3) the movement where the player follows the direction of the touch controller, and (4) the ability to pickup objects.

                              I've been trying to recreate the Simple VR Character but as a beginner to Blueprints I'm having a lot of trouble.

                              Are you available for private tutoring?

                              You can directly copy them over, but you would have to keep in mind that they likely offer more features than you need and it would be best to learn what the blueprints do (more so since the template uses RPCs showing basic network setup of the graph). Also the controllers don't need to be with a VRPawn to work, you can just attach them to your own.

                              I would also mention that the collision with walls is done with the collision system for the engine, you can create channels that the pawn doesn't collide with and use view darkening / pull back or whatever you choose for there as well if you wish, the hard pushback isn't best in every situation and many don't like it (I do myself though), the pawns are just a base to allow for it and full movement without fuss.

                              Also I'm afraid that due to a now 5 month old and a full time job working on the plugin during my free time is about all I have time for ATM, I had to drop all of my freelance and tutorial work to account for helping at home, I will answer questions in PMs and here though.
                              Last edited by mordentral; 01-19-2017, 09:43 AM.


                              Consider supporting me on patreon

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

                              Comment


                                this working with 4.14.3?

                                i'm trying without success. In 4.14, the Pluging directory not work in the project directory. I put the Plugin in Engine/Plugin Directory and adding the "VRExpansionPlugin" in PublicDependencyModule... but when compiling, this show an error and not compiling.

                                The error is relacionated with VRExpansion.lib or something...

                                Error LNK1181 cannot open the input file 'C:\Program Files (x86)\Epic Games\4.14\Engine\Plugins\VRExpansionPlugin\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-VRExpansionPlugin.lib' VRTemplate E:\Documents\Unreal Projects\VRTemplate\Intermediate\ProjectFiles\LINK 1

                                Error Failed to produce item: E:\Documentos\Unreal Projects\VRTemplate\Binaries\Win64\UE4Editor-VRTemplate-8716.dll VRTemplate E:\Documentos\Unreal Projects\VRTemplate\Intermediate\ProjectFiles\ERROR 1

                                Error MSB3075 The command ""C:\Program Files (x86)\Epic Games\4.14\Engine\Build\BatchFiles\Build.bat" VRTemplateEditor Win64 Development "E:\Documentos\Unreal Projects\VRTemplate\VRTemplate.uproject" -waitmutex" exits code 5. Verify that you have sufficient rights to run this command. VRTemplate C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 43

                                Sorry for my english.
                                Viar Warfare - My first VR Game
                                I'm Spanish, sorry about my english, i working on it every day.

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