Originally posted by jonathan_eiger
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Originally posted by maxzerr View PostHey Mordentral,
Great plugin! Is it compaitble with Oculus CV1? Asking because you've mentioned OpenVR in the title. Thanks!
*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.
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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 deathLast edited by mordentral; 01-30-2017, 01:37 PM.
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Originally posted by D_Petrov88 View Post@mordetral Impressive work so farOne 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.
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.
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Originally posted by mordentral View PostYou 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.
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.
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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. :PLast edited by OneShotGG; 01-30-2017, 08:01 PM.Heavy Diesel Softworks, LLC - Owner
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Originally posted by OneShotGG View PostYou 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
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.
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Originally posted by jonathan_eiger View PostThanks 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.
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Originally posted by mordentral View PostGetting 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.Heavy Diesel Softworks, LLC - Owner
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Originally posted by OneShotGG View PostCool, 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.
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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.
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Originally posted by dkoding View PostHello [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.
Since its simple and probably useful I will add it in though.
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[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
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