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VR Expansion Plugin

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    Pushed a new commit to the Template AND the plugin


    Code:
    Changed VRExpansionPlugin to be two seperate modules, one for all platforms, and one for OpenVR
    
    The OpenVRExpansion module just has additional functions that are OpenVR specific.
    
    This way if you want to publish to Oculus Home you can turn off the OpenVR plugin and it shouldn't package out the SteamVR binaries anymore.
    
    This WILL require replacing the VRExpansionLibrary Actor component with an OpenVRExpansion Actor Component if you were using one. Decoupling the 
    standard VR library from OpenVR lets it be just a blueprint library, due to the current version of steam in the engine however the OpenVRExpansionLibrary
    still has to be an actor component to allow for correctly loading / unloading OpenVR across its lifetime (has to manually load DLLs).


    Consider supporting me on patreon

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    Advanced Sessions Plugin
    VR Expansion Plugin

    Comment


      How do I add the VRExpansionFunctionLibrary to a Pawn? Isn't it supposed to be a component? I can't access the functions.

      Click image for larger version

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      Last edited by Sleeper.; 03-08-2017, 09:47 AM.

      Comment


        Originally posted by Link_AJ View Post
        How do I add the VRExpansionFunctionLibrary to a Pawn? Isn't it supposed to be a component? I can't access the functions.
        Open up the pawn, add component, OpenVRExpansionFunctionLibrary.

        As of the last update the VRExpansionLibrary is a blueprint library only as the only reason it was a component was because of SteamVR features. Now the OpenVRExpansionLibrary is a component and handles the OpenVR specific functions.

        This way if you ever want to totally remove OpenVR (for say Oculus Home) you can just disable the plugin for it separately.

        *Edit* Judging by your screenshot you have the new module either not enabled or not compiled. It should enable by default, so I assume you did that on purpose. In that case you should be able to find the VRExpansionLibrary functions without a reference as they are all static blueprint nodes (right click on blueprint editor, search VRExpansion or the name of the node). If you wanted the OpenVR specific stuff you'll have to re-enable the plugin and add the component.
        Last edited by mordentral; 03-08-2017, 11:21 AM.


        Consider supporting me on patreon

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

        Comment


          I think I missed the OpenVRExpansionPlugin folder, as I only have the VRExpansionPlugin installed. Let me check that.

          Comment


            Originally posted by Link_AJ View Post
            I think I missed the OpenVRExpansionPlugin folder, as I only have the VRExpansionPlugin installed. Let me check that.
            It is inside of it now, there are now two sub modules inside of the OpenVRExpansion folder.


            Consider supporting me on patreon

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

            Comment


              First off, thanks for the great plugin! Very fun to test around ideas. I would have question about multiplayer part with the "Plugin Example Template". When trying to search servers we get "No servers found", is there anything on config files we need to tweak? We both have tried to "host server" button, but still results into "no servers found".

              Comment


                The example DrawerBaseActor's physics drawer (drawer1 with the physics constraint) only works correctly with a Zrot of 180 degs. Not a criticism, just thought I'd point it out as I spent some time puzzling why it didn't work as expected.
                Thanks for this amazing plugin.

                Comment


                  Originally posted by IslandPlaya View Post
                  The example DrawerBaseActor's physics drawer (drawer1 with the physics constraint) only works correctly with a Zrot of 180 degs. Not a criticism, just thought I'd point it out as I spent some time puzzling why it didn't work as expected.
                  Thanks for this amazing plugin.
                  Locally or in world? If it is locally you would need to adjust the physics constraint, if it is in the world than yeah, that shouldn't happen.


                  Consider supporting me on patreon

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

                  Comment


                    Originally posted by mordentral View Post
                    Locally or in world? If it is locally you would need to adjust the physics constraint, if it is in the world than yeah, that shouldn't happen.
                    In world coords. If you simply drag a DrawerBaseActor into the world the physics drawer doesn't work. It only works correctly at a rotation of 180 just like it is in your example map.
                    Hope I explained that clearly. I'm not sure why the physics constraint seems to not rotate with the actor. My UE4 inexperience probably!

                    Comment


                      Originally posted by IslandPlaya View Post
                      In world coords. If you simply drag a DrawerBaseActor into the world the physics drawer doesn't work. It only works correctly at a rotation of 180 just like it is in your example map.
                      Hope I explained that clearly. I'm not sure why the physics constraint seems to not rotate with the actor. My UE4 inexperience probably!
                      Ah, it was because of some custom logic I ran on setup for that component.

                      I fixed it and uploaded the fix to the template.

                      Thanks for reporting 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
                        Ah, it was because of some custom logic I ran on setup for that component.

                        I fixed it and uploaded the fix to the template.

                        Thanks for reporting it.
                        Nice one. I see the rotation transform you omitted.

                        Not only is your plugin great but learning to use it is a cool and fun tutorial in using UE4.

                        Cheers.

                        Comment


                          Originally posted by mordentral View Post
                          It is inside of it now, there are now two sub modules inside of the OpenVRExpansion folder.
                          Got it working now, thanks mate

                          Comment


                            Pardon me iam very new to the community, and i am struggling
                            Firstly thanks for your great plugin. Luved it. I am using your plugin to create a architectural walkthrough. The problem is i am a total noob in blueprints and coding. I brought everything into your template scene.
                            Appart from some wall collision area everything is working. Please suggest some ways or share thoughts on the following.

                            1) The teleportation orientation now seems not working with the trackpad buttons, Please suggest how it can be changed from HMD to trackpad

                            2) When I bought the floor to the scene the teleportation accuracy is a bit off

                            4) Please also suggest an easy way to copy the door dynamic interaction and the drawer interaction

                            5) Also in my visualization i have to slide a window up. i hope that will work if i use the slider on your example in a vertical way

                            But i dont know what all things need to be copied exactly..

                            i know a bit of unity3d but i have only a month of experience in unreal. Please help.

                            Also if u have a video tutorials related to this great plugin please shre

                            Thanks a ton

                            Comment


                              Hi [MENTION=7998]j[/MENTION]omax3d, and welcome to the forums dude!

                              Have you tried looking at the Unreal Video Tutorial section yet? You can find it here https://docs.unrealengine.com/latest/INT/Videos/

                              Also there are a ton of really good tutorials to be found on YouTube, i have just started learning UE4 in the last month so you are not alone lol. Goodluck
                              Peace
                              D

                              Comment


                                Hey Mordentral,

                                Still enjoying the plugin, Question though. How would you detect the release of for example the drawer? So whenever I pull the drawer out then release the drawer I can make something else happen?
                                Event on grip release is for the whole blueprint isn't it? There are a couple of drawers in the blueprint and the event is just a single event.
                                Any thoughts?

                                Cheers!

                                Comment

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