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    Originally posted by mordentral View Post
    The template is kind of already a non video tutorial. Its hard to put large quantities of blueprints into text posts honestly.
    Yeah I will think it over some more and spend some time with the wiki.

    Just to check, is the current Master Branch to be used with UE 4.15?

    Comment


      Originally posted by superme2015 View Post
      Yeah I will think it over some more and spend some time with the wiki.

      Just to check, is the current Master Branch to be used with UE 4.15?
      Yes, master branch is 4.15 only as of last night


      Consider supporting me on patreon

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

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        Originally posted by mordentral View Post
        Yes, master branch is 4.15 only as of last night
        Thanks for the info. I just tested out the VR Simple Character Actor, should it have controllers and be able to teleport?

        Comment


          Originally posted by superme2015 View Post
          Thanks for the info. I just tested out the VR Simple Character Actor, should it have controllers and be able to teleport?
          I'm finding it much easier to modify the template to my requirements.

          Comment


            Just did a final patch today to fix a bug with the RIP and armswing velocity function.


            Consider supporting me on patreon

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

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              Its probably a problem with my setup but posting just in case someone knows the problem.
              Hands are separate actors in my game that are grabbed with this plugin. If a dual gripped weapon is attached in one hand I add a secondary attach point to root (invisible box collision) of the other hand.
              This works with the first hand that dual grips the other hand but when I grab the same weapon with the other hand and try to dual grip, the grabbed actor lags behind with movement.

              Comment


                Hello trying to compile the example project. I had done this successfully before but after much experimentation i managed to break the entire level so decided to download the level again. However, the engine wont build it like it did last time and when i still to build it inside of VS i get
                "
                1>------ Rebuild All started: Project: VRExpPluginExample, Configuration: Development_Editor x64 ------
                1> Cleaning VRExpPluginExampleEditor Binaries...
                1> Compiling game modules for hot reload
                1> Creating makefile for hot reloading VRExpPluginExampleEditor (no existing makefile)
                1> Compiling game modules for hot reload
                1> Performing full C++ include scan (no include cache file)
                1> Parsing headers for VRExpPluginExampleEditor
                1> Running UnrealHeaderTool "C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\VRExpPluginExample.uproject" "C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\Intermediate\Build\Win64\VRExpPluginExampleEditor\Development\VRExpPluginExampleEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
                1> Reflection code generated for VRExpPluginExampleEditor in 20.5315337 seconds
                1> Performing 16 actions (9 in parallel)
                1> [6/16] Resource PCLaunch.rc
                1> [9/16] Resource ModuleVersionResource.rc.inl
                1> [7/16] Resource ModuleVersionResource.rc.inl
                1> [8/16] Resource PCLaunch.rc
                1> AdvancedSessions.generated.cpp
                1> Module.VRExpansionPlugin.cpp
                1> Module.AdvancedSessions.cpp
                1> VRExpansionPlugin.generated.cpp
                1> PCH.VRExpPluginExample.h.cpp
                1> [10/16] Resource PCLaunch.rc
                1> [11/16] Resource ModuleVersionResource.rc.inl
                1> VRExpPluginExample.cpp
                1> EmptyClassForProject.cpp
                1>C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\VRExpansionFunctionLibrary.h(19): fatal error C1083: Cannot open include file: 'SteamVRPrivate.h': No such file or directory
                1>C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\VRExpansionFunctionLibrary.h(19): fatal error C1083: Cannot open include file: 'SteamVRPrivate.h': No such file or directory
                1> [14/16] Link UE4Editor-AdvancedSessions-2395.dll
                1> Creating library C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\Plugins\AdvancedSessions\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-AdvancedSessions-2395.lib and object C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\Plugins\AdvancedSessions\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-AdvancedSessions-2395.exp
                1>ERROR : UBT error : Failed to produce item: C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\Plugins\VRExpansionPlugin\Binaries\Win64\UE4Editor-VRExpansionPlugin-230.dll
                1> Total build time: 260.50 seconds
                1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(46,5): error MSB3073: The command ""C:\Program Files (x86)\Epic Games\4.14\Engine\Build\BatchFiles\Rebuild.bat" VRExpPluginExampleEditor Win64 Development "C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\VRExpPluginExample.uproject" -waitmutex" exited with code -1.
                ========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========


                I have tried multiple downloads in different location just can't get the ****** to work.
                Please help

                Comment


                  Th
                  Originally posted by UE4Hobbyist View Post
                  Its probably a problem with my setup but posting just in case someone knows the problem.
                  Hands are separate actors in my game that are grabbed with this plugin. If a dual gripped weapon is attached in one hand I add a secondary attach point to root (invisible box collision) of the other hand.
                  This works with the first hand that dual grips the other hand but when I grab the same weapon with the other hand and try to dual grip, the grabbed actor lags behind with movement.

                  Looks like you might be passing in the wrong component to follow with the second grip? If you try the example rifle in the template it doesn't have that issue. That or you aren't clearing one of the grips. I would have it follow the actual motion controller though, not the hand mesh. Due to how the secondary grip works I have an extra check for if it is following a motion controller, if it is then it directly puills the very latest controller location for the double grip calculation. This prevents tick ordering from making the double grip a frame behind and makes it smoother.
                  Last edited by mordentral; 02-18-2017, 05:57 PM.


                  Consider supporting me on patreon

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

                  Comment


                    Originally posted by Malachi93 View Post
                    Hello trying to compile the example project. I had done this successfully before but after much experimentation i managed to break the entire level so decided to download the level again. However, the engine wont build it like it did last time and when i still to build it inside of VS i get b24d9b1b09fd\Plugins\VRExpansionPlugin\Source\VRExpansionPlugin\Public\VRExpansionFunctionLibrary.h(19): fatal error C1083: Cannot open include file: 'SteamVRPrivate.h': No such file or directory
                    1> [14/16] Link UE4Editor-AdvancedSessions-2395.dll
                    1> Creating library C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\Plugins\AdvancedSessions\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-AdvancedSessions-2395.lib and object C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\Plugins\AdvancedSessions\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-AdvancedSessions-2395.exp
                    1>ERROR : UBT error : Failed to produce item: C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\Plugins\VRExpansionPlugin\Binaries\Win64\UE4Editor-VRExpansionPlugin-230.dll
                    1> Total build time: 260.50 seconds
                    1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(46,5): error MSB3073: The command ""C:\Program Files (x86)\Epic Games\4.14\Engine\Build\BatchFiles\Rebuild.bat" VRExpPluginExampleEditor Win64 Development "C:\Users\OmnviVrse-01\Downloads\mordentral-vrexppluginexample-b24d9b1b09fd\mordentral-vrexppluginexample-b24d9b1b09fd\VRExpPluginExample.uproject" -waitmutex" exited with code -1.
                    ========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========


                    I have tried multiple downloads in different location just can't get the ****** to work.
                    Please help

                    You are using the 4.15 version with 4.14, you need to use the 4.14 version, Epic changes how the header files work so the 4.15 won't cross compile. When you go to the downloads, select "branches" at the top and download thew 4.14 locked branch. However the plugin got significant improvements for 4.15.


                    Consider supporting me on patreon

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

                    Comment


                      VRExpansion plugin + template requests

                      Hey again Mordentral! Was chatting to you on YouTube earlier on.
                      Just wanted to post a couple of feature requests for your consideration.

                      1st one was with the template organisation. This link should link to post #422 in this thread:
                      Template Folder Structure
                      I think it would benefit a lot of users and allow migrating the template to be an easy task.

                      2nd one - some Chaperone Components. This should open #421:
                      Chaperone Components
                      Would love to see some functionality like described in post #421 being available in the plugin or if other users of this plugin have any similar requests.
                      Your comments on this were that you wanted to give access to the 'hardbounds', not the 4 point 'safe bounds'. I think either would be awesome, even just safe bounds would be great and offer easier/quicker functionality than what unreal currently exposes to blueprints - just the 4 vectors of the 'safe bounds'.
                      You also flagged that this would only support SteamVR not the Oculus SDK. I think that is totally fine.


                      Also, this is a quote from Post #419
                      Originally posted by mordentral View Post
                      ...also have a note for a component to handle drawing / defining manually areas within the tracked space to set as visual boundaries in game (draw around a chair for example and have it shown in the relative roomspace in game).
                      Is this still on your Trello to explore at some point? I think people would love to see it!

                      Thanks again for the awesome template!
                      Michael Wentworth-Bell
                      Espire 1: VR Operative: Espire1.com
                      Melbourne, Australia

                      Comment


                        Originally posted by mordentral View Post
                        Th

                        Looks like you might be passing in the wrong component to follow with the second grip? If you try the example rifle in the template it doesn't have that issue. That or you aren't clearing one of the grips. I would have it follow the actual motion controller though, not the hand mesh. Due to how the secondary grip works I have an extra check for if it is following a motion controller, if it is then it directly puills the very latest controller location for the double grip calculation. This prevents tick ordering from making the double grip a frame behind and makes it smoother.

                        Thanks! I set the controller component as secondary point and it works great now!

                        Comment


                          Originally posted by michaelwbell View Post
                          Hey again Mordentral! Was chatting to you on YouTube earlier on.
                          Just wanted to post a couple of feature requests for your consideration.

                          1st one was with the template organisation. This link should link to post #422 in this thread:
                          Template Folder Structure
                          I think it would benefit a lot of users and allow migrating the template to be an easy task.

                          2nd one - some Chaperone Components. This should open #421:
                          Chaperone Components
                          Would love to see some functionality like described in post #421 being available in the plugin or if other users of this plugin have any similar requests.
                          Your comments on this were that you wanted to give access to the 'hardbounds', not the 4 point 'safe bounds'. I think either would be awesome, even just safe bounds would be great and offer easier/quicker functionality than what unreal currently exposes to blueprints - just the 4 vectors of the 'safe bounds'.
                          You also flagged that this would only support SteamVR not the Oculus SDK. I think that is totally fine.


                          Also, this is a quote from Post #419

                          Is this still on your Trello to explore at some point? I think people would love to see it!

                          Thanks again for the awesome template!
                          Yeah that folder things is needed, i'll do that monday. The chaparone system I'll looks into, even more so since the default ones tend to break in packaged builds.


                          Consider supporting me on patreon

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

                          Comment


                            Pushed a new commit to the template, I intended to get more done this weekend, but good weather got in the way

                            Code:
                            RIP motion now uses average of all three tracked components to attain velocity average. (allows for head movement when not jogging with button still pressed down).
                            Minimum velocity for motion variable set for RIP motion.


                            Consider supporting me on patreon

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

                            Comment


                              Hi Mordental, I couldnt figure it out how to control camera fov,

                              I tried inside Vive Pawn Character, where you toggle laser beams with shoulder button, I tried with tying up node "set fied of view" but it doesnt work. I need it for sniper rifle's zoom in option.

                              How can I solve this problem?

                              Comment


                                Originally posted by mahlukat View Post
                                Hi Mordental, I couldnt figure it out how to control camera fov,

                                I tried inside Vive Pawn Character, where you toggle laser beams with shoulder button, I tried with tying up node "set fied of view" but it doesnt work. I need it for sniper rifle's zoom in option.

                                How can I solve this problem?
                                You don't set field of view for a sniper in VR, field of view is locked for HMD's. You are supposed to render to a texture on your scope instead and let them actually look down the sight.


                                Consider supporting me on patreon

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

                                Comment

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