Announcement

Collapse
No announcement yet.

VR Expansion Plugin

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by jonathan_eiger View Post
    I'm a bit of a noob but defintely loving this plugin. Trying to figure out how to use this VR Character and get it in the level. I duplicated the SteamVR motion controller pawn and changed the Parent Class to the VRCharacter Pawn (Not sure if this is how you set it up?). I had to change the Auto Posses Player to Player 0, because it wouldn't use the VR Pawn/camera as the start point, but now my hands in VR are offset a bit and I'm not sure how to fix it.
    You can literally just open it up in the template and right click -> migrate to another project. That being said I like to warn people that its generally best to remake it to suite your gameplay plans and use functions from the template as a reference for how to do some things, its not exactly set up for a full scale project due to wanting it to be as generic as possible.


    Consider supporting me on patreon

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

    Comment


      Hey Mordentral,

      Great plugin! Is it compaitble with Oculus CV1? Asking because you've mentioned OpenVR in the title. Thanks!

      Comment


        Originally posted by maxzerr View Post
        Hey Mordentral,

        Great plugin! Is it compaitble with Oculus CV1? Asking because you've mentioned OpenVR in the title. Thanks!
        It has a few OpenVR specific functions but they now compile out in incompatible platforms. It should work for any VR build that Epic allows currently, also for the record CV1 still works with OpenVR anyway ;p

        *Edit* that being said I didn't upgrade my dk2 to a CV1 (went vive instead) so if you DO run into issues let me know so I can fix them.
        Last edited by mordentral; 01-30-2017, 01:41 PM.


        Consider supporting me on patreon

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

        Comment


          Pushed a new commit to the plugin and the template (includes yesterdays ones)



          Template Change Log
          Code:
          01/30/2017
          (Template is now under 4.15 due to incoming version lock because of engine changes, these changes are up on the current 4.15 alpha branch)
          
          Updated to latest plugin version
          
          Added a basic climbing system to the template (as a movement mode) (currently only on the STD VR Character, simple will get it added soon)
          
          Added a fallback overlap detection to the grip trace to cover when the trace fails because of initial interpenetration.
           This keeps the traces better detection of fast moving objects but covers its weakness when interpenetrating. 
          This requires that objects have "OverlapEvents" ticked on in collision properties for the fallback to work (otherwise is just the trace).

          Plugin Change Log
          Code:
          01/30/2017
          Added AddCustomReplicatedMovement node to the character movement components, this adds a vector that will be processed during the next CharacterMovementComponent tick and apply as an actor offset (swept movement) and is replicated with the movement sub steps. I had this as a velocity injection but that ended up unsuitable for climbing due to rubberbanding, I may extend this in the future due to swept movement not handling floor detection on its own.
          
          Fixed a name conflict that was caused while implementing the above
          
          Fixed a random bug that I can't remember anymore......long weekend.


          *Edit* Btw the fallback was added because I was flinging myself around with the climbing system and kept having my hand fly through walls and not grip, plunging me to my death
          Last edited by mordentral; 01-30-2017, 01:37 PM.


          Consider supporting me on patreon

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

          Comment


            Originally posted by D_Petrov88 View Post
            @mordetral Impressive work so far One question, is it possible vr hands (default one ) to collide with static meshes instead of clipping, go through a static meshes ? I will really appreciate a solution for this one! Have a nice day.
            Yeah, you can use a physics constraint on the mesh and constrain the meshes to the controller component. I don't know how much you want to do that considering the "wrist breaking" effect, I would normally suggest just denying gripping while interpenetrating. (you would also want to add the controllers to the additional late updates array that I added to the controllers so that they wouldn't lag behind when moving fast).

            You could also "grip" the meshes using the controllers and skip the first grip during operations, one of the grip types (Interaction Physics with sweep) would just stop on the wall when trying to go through and wouldn't have all of the physics jittering and flattening to the wall that you would get otherwise.


            Consider supporting me on patreon

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

            Comment


              Originally posted by mordentral View Post
              You can literally just open it up in the template and right click -> migrate to another project. That being said I like to warn people that its generally best to remake it to suite your gameplay plans and use functions from the template as a reference for how to do some things, its not exactly set up for a full scale project due to wanting it to be as generic as possible.
              Thanks so much! I don't know why I didn't think of doing this before. One more thing, when I add a vr pawn to my map and click to preview in VR, it doesn't use that pawn as the starting point and instead puts me wherever I am in the preview window. I checked my game mode and it is set to use that vr pawn by default in both world and project settings.

              When I change it to posses player 0 under the pawn settings, it seems like it fixes it but it also seems like its offset for some reason. Am I approaching adding a VR pawn the wrong way? I've followed numerous tutorials on how to do this, but none of them really explain on starting you off where the pawn is placed.

              Comment


                You may have already fixed these, but a few bugs I found the other day
                4.14 version

                -I noticed that the gun collides with something as you try to walk through an open doorway.
                -you can walk through the door if it is open, even if your hand isn't effecting it (I haven't looked at how you did the door but I assume it is supposed to be physics driven right?)
                -The drawer labeled as physics doesn't seem to conserve momentum when you let go (maybe this is on purpose?).

                I'll try the 4.15 version here in a bit!


                edit: I tried out the 4.15 version and the climbing is excellent! Do you have plans on handling the "Getting up on top of things" part of climbing? With a teleportation mechanic this solves itself, but with traditional controls you will need some sort of button press or combination movement? I have been able to get up on things sometimes by using both hands and slinging myself into the air. I wouldn't recommend anyone that is susceptible to motion sickness try that though. :P
                Last edited by OneShotGG; 01-30-2017, 08:01 PM.
                Heavy Diesel Softworks, LLC - Owner
                Twitter: https://twitter.com/TheRedfoxx777
                Weapon Master VR Tutorial Stream Every Monday 2:30pm to 5pm CST.https://www.twitch.tv/redfoxx777
                Assets:
                Weapon Master VR

                Comment


                  Originally posted by OneShotGG View Post
                  You may have already fixed these, but a few bugs I found the other day
                  4.14 version

                  -I noticed that the gun collides with something as you try to walk through an open doorway.
                  -you can walk through the door if it is open, even if your hand isn't effecting it (I haven't looked at how you did the door but I assume it is supposed to be physics driven right?)
                  -The drawer labeled as physics doesn't seem to conserve momentum when you let go (maybe this is on purpose?).

                  I'll try the 4.15 version here in a bit!


                  edit: I tried out the 4.15 version and the climbing is excellent! Do you have plans on handling the "Getting up on top of things" part of climbing? With a teleportation mechanic this solves itself, but with traditional controls you will need some sort of button press or combination movement? I have been able to get up on things sometimes by using both hands and slinging myself into the air. I wouldn't recommend anyone that is susceptible to motion sickness try that though. :P
                  Getting on top of things is generally easier with proper level layout, if I had the direct movement not using sweeping then it would naturally find the floor with the movement components tick but I was noticing rubber banding then due to kickback with interpenetration. I am likely going to go over it more in the next few days now that it "works" in multiplayer and refine things.

                  Yeah the door frame doesn't have proper collision, it is one large simple collision box and blocks simulating objects, I never bothered to fix that.

                  The drawer is set to un-simulate on release, if you remove that from the OnRelease event it will retain momentum, Its all up to preference really.

                  The door itself turns on player collision when it stops simulating, I don't have it on during simulation just to avoid annoying banging, that is also something that is easy to adjust to your liking.


                  Consider supporting me on patreon

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

                  Comment


                    Originally posted by jonathan_eiger View Post
                    Thanks so much! I don't know why I didn't think of doing this before. One more thing, when I add a vr pawn to my map and click to preview in VR, it doesn't use that pawn as the starting point and instead puts me wherever I am in the preview window. I checked my game mode and it is set to use that vr pawn by default in both world and project settings.

                    When I change it to posses player 0 under the pawn settings, it seems like it fixes it but it also seems like its offset for some reason. Am I approaching adding a VR pawn the wrong way? I've followed numerous tutorials on how to do this, but none of them really explain on starting you off where the pawn is placed.
                    I wouldn't leave one in the level, I would spawn one where you want it and possess() it.


                    Consider supporting me on patreon

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

                    Comment


                      Originally posted by mordentral View Post
                      Getting on top of things is generally easier with proper level layout, if I had the direct movement not using sweeping then it would naturally find the floor with the movement components tick but I was noticing rubber banding then due to kickback with interpenetration. I am likely going to go over it more in the next few days now that it "works" in multiplayer and refine things.

                      Yeah the door frame doesn't have proper collision, it is one large simple collision box and blocks simulating objects, I never bothered to fix that.

                      The drawer is set to un-simulate on release, if you remove that from the OnRelease event it will retain momentum, Its all up to preference really.

                      The door itself turns on player collision when it stops simulating, I don't have it on during simulation just to avoid annoying banging, that is also something that is easy to adjust to your liking.
                      Cool, yeah I already tweaked things and it works great. Does the door frame need the simple collision or can I use multiple boxes for it. Just curious if it is somehow involved with stopping the door.
                      Heavy Diesel Softworks, LLC - Owner
                      Twitter: https://twitter.com/TheRedfoxx777
                      Weapon Master VR Tutorial Stream Every Monday 2:30pm to 5pm CST.https://www.twitch.tv/redfoxx777
                      Assets:
                      Weapon Master VR

                      Comment


                        Originally posted by OneShotGG View Post
                        Cool, yeah I already tweaked things and it works great. Does the door frame need the simple collision or can I use multiple boxes for it. Just curious if it is somehow involved with stopping the door.
                        It isn't involved in stopping the door at all, the door actually isn't set to collide with it. The physics constraint stops the door and when it comes to rest the blueprint un-simulates it and gives it player collision.


                        Consider supporting me on patreon

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

                        Comment


                          Hello [MENTION=4285]mordentral[/MENTION], thanks for your plugin, it is very useful.
                          I have a question: I have a bow and arrow that I want to manipulate using the VRGripInterface. I really want an event for OnSecondaryUsed - kind of like event OnSecondaryGrip/OnSecondaryGripRelease - any hope for getting this as well? That way I can both double grip with left and right grip button and can also use left and right trigger button to manipulate objects.

                          Comment


                            Originally posted by dkoding View Post
                            Hello [MENTION=4285]mordentral[/MENTION], thanks for your plugin, it is very useful.
                            I have a question: I have a bow and arrow that I want to manipulate using the VRGripInterface. I really want an event for OnSecondaryUsed - kind of like event OnSecondaryGrip/OnSecondaryGripRelease - any hope for getting this as well? That way I can both double grip with left and right grip button and can also use left and right trigger button to manipulate objects.
                            I can add it to the interface, just keep in mind that its manually called in the blueprints so you don't really need it, its a convenience node. The plugin itself never calls that event, its called in the blueprint script for gripping and could be replaced with any other interface event or just calling a function on the item.

                            Since its simple and probably useful I will add it in though.


                            Consider supporting me on patreon

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

                            Comment


                              [MENTION=4285]mordentral[/MENTION] - Is there a way to get at the SteamVR user environment models, similar to how you do for the controller models? I would like to make it so that users can use the SteamVR environment in my VR audiobook player, since then people can do stuff like listen to Star Wars novels or whatever on the Death Star or LotR in a Hobbit house etc.
                              Storyteller - An immersive VR audiobook player

                              Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                              Comment


                                This is such a good plguin, how have I only found out about this when already made most of these interactions?! I must say the way your handled VR pawn collision is incredibly smart, hats off to you and so much thanks for giving this away.

                                Comment

                                Working...
                                X