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    Originally posted by mordentral View Post
    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.
    Ah you mean like in mirror example, put a texture on a scope... Thank you its better approach. I will try.

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      im using your plugin as a base to create my own interactions. Without it I would be lost. Will your plugin become native to UE4? I mean will it become the standard vr template / components?

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        Originally posted by superme2015 View Post
        im using your plugin as a base to create my own interactions. Without it I would be lost. Will your plugin become native to UE4? I mean will it become the standard vr template / components?
        No it won't, for multiple reasons.


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          Pushed a new commit to the template/ plugin

          Code:
          Template
          RIP motion now uses all three tracked objects for velocity smoothing, a few exposed variables control how much smoothing is applied. 
          This prevents random head motion from causing forward movement when holding the move button.
          
          Re-organized the templates folders to place all ExpansionTemplate content under one master folder.
          
          Now using the new NonAuthorityMinimumAreaRectangle) node from the ExpansionLibrary in the teleport controllers to fix room bounds in multiplayer.
          
          Plugin
          
          FBPGripInteractionSettings struct now manually NetSerializes the bitfield booleans as a packed byte, saving 7 bytes on replication.
          (I do not NetQuantitize the FVectors and FRotators in this struct as there may be a case where someone wants the full precision for these).
          
          Grippable actors / components still do not default to replicating this structure, as in some cases it is useful to have it client sided.
          
          Added a wall sliding scaler variable the the VRBaseMovementComponent, it multiples the wall sliding effect by this float scaler when colliding with geometry.
          In VR it is significantly more dissociating to have the back and forth seesaw slide that the default movement component creates when impacting directly into a wall.
          Should this variable prove to not be good enough I may just re-write the slide function entirely, but so far it feels a lot better with values of 0.5 - 0.1.
          
          Added a non server authority MinimumAreaRectangle (NonAuthorityMinimumAreaRectangle) node to the ExpansionLibrary. I can't think of why this is a server sided
          node on Epics end but its useful for their teleport system and breaks it in multiplayer otherwise.
          Last edited by mordentral; 02-21-2017, 12:01 PM.


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            Pushed a new commit to the template

            Code:
            Added a retriggerable delay prior to setting up the widget interaction components.
            This checks the player state for validity and only once it returns valid does it continue on and
            set up the interaction.
            
            Since player state takes a while to replicate to the client if you call that function right away
            it could be invalid and never set up the correct variables for the player ID on the interaction component.
            Last edited by mordentral; 02-23-2017, 12:35 PM.


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              So I imported a project that I'm working on into the template, but for some reason, I can climb anywhere in my level, even in thin air, I didn't mess with any of the climbing settings, and it still works as intended on the Example level. Any idea why this might be happening?

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                The gripping and movement and things should all work in multiplayer with the template, but the items with custom logic haven't been worked over yet for multiplayer and I am not running any checks for if other players are holding objects yet.
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                  Originally posted by PDanforth View Post
                  So I imported a project that I'm working on into the template, but for some reason, I can climb anywhere in my level, even in thin air, I didn't mess with any of the climbing settings, and it still works as intended on the Example level. Any idea why this might be happening?
                  You probably aren't ignoring your actor in the trace and/or it is set to collide with your trace channel and you are climbing on your own hand.

                  Originally posted by kaufenpreis View Post
                  The gripping and movement and things should all work in multiplayer with the template, but the items with custom logic haven't been worked over yet for multiplayer and I am not running any checks for if other players are holding objects yet.
                  ? Did you mean to have more to this?

                  Also I added some helper functions for others gripping the same object through the interface now, the newer template versions have it in them.


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                    How would I enable or disable deny gripping through blueprints?

                    Click image for larger version

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                    Also found the Deny Gripping node but not sure how to set the return value?

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                      Originally posted by superme2015 View Post
                      How would I enable or disable deny gripping through blueprints?

                      If its a grippable object, just set the boolean in the GripInterfaceSettings struct to true/false.

                      If its a custom object that doesn't come from that, then you can either directly set it in that interface function you pulled up in the first image, or attach a variable to the output and set that variable in your code, then every time someone tries to grip the object it returns the value of that variable. (Add a boolean, Get it and attach to that output node, set that boolean anywhere you want).

                      That is essentially what the pre-made grippable objects do, they hold a structure with a bunch of variables and just return those variables in the interface for you.

                      For that specific door actor though, the Door component itself also implements the interface, and since it does it gets checked first.

                      Image below has two different ways of setting deny gripping on that door specifically. *Edit* Image looks a little different because recently I changed how the door works so that it behaves in multiplayer correctly....simulating replicated components have to be the root component).

                      Last edited by mordentral; 02-25-2017, 01:07 PM.


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                        Originally posted by mordentral View Post
                        If its a grippable object, just set the boolean in the GripInterfaceSettings struct to true/false.

                        If its a custom object that doesn't come from that, then you can either directly set it in that interface function you pulled up in the first image, or attach a variable to the output and set that variable in your code, then every time someone tries to grip the object it returns the value of that variable. (Add a boolean, Get it and attach to that output node, set that boolean anywhere you want).

                        That is essentially what the pre-made grippable objects do, they hold a structure with a bunch of variables and just return those variables in the interface for you.

                        For that specific door actor though, the Door component itself also implements the interface, and since it does it gets checked first.

                        Image below has two different ways of setting deny gripping on that door specifically. *Edit* Image looks a little different because recently I changed how the door works so that it behaves in multiplayer correctly....simulating replicated components have to be the root component).
                        I think I almost got it, what you just showed me I never seen before. What is the node between the "Door" and the "Set members in BPInterfaceProps" ?

                        Click image for larger version

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                          Originally posted by superme2015 View Post
                          I think I almost got it, what you just showed me I never seen before. What is the node between the "Door" and the "Set members in BPInterfaceProps" ?
                          Quick update, worked out it was a getter "get VRGrip Interface Settings" it requires an actor and I have a component, not sure if I can convert a component to an actor? here is my project screen shot:

                          Click image for larger version

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                            Originally posted by superme2015 View Post
                            Quick update, worked out it was a getter "get VRGrip Interface Settings" it requires an actor and I have a component, not sure if I can convert a component to an actor? here is my project screen shot:
                            Just pull out a line from locker door and search in the context menu for VRGripInterfaceSettings, it doesn't require an actor, its referencing the one in the object and you just pulled the one for the actor instead of for the component so it expects the actor.


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                              Originally posted by mordentral View Post
                              Drive the animation graph off of the velocity of a parent relative attachment or the HMD itself then instead of the input vector.
                              get velocity return 0 for all components, I'm not able to get hmd speed to animate my character

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                                Originally posted by Curs0 View Post
                                get velocity return 0 for all components, I'm not able to get hmd speed to animate my character
                                Get physics velocity, not component velocity, failing that, calculate velocity by CurPosition - Lastframeposition.
                                Last edited by mordentral; 02-25-2017, 10:52 PM.


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