I got the project to open in 4.15 only but I can't do anything with the project. I am unable to set the gamemode to SteamVR and I get the blueprint error codes and template map error you mentioned I can't open anything. Is there a way to fix it?
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Hey Mordentral. Steam voice works great and your 90,000 tri microphone is looks cool.
Am having trouble with one Vive client's microphone but just need to tinker with SteamVR or Windows recording settings I think.
Is it possible to make the voice output play from a specific actor's position? I.e I speak in my mic in a far-away room and my friend hears my voice through a speaker in the ceiling.
Easy voice chat is a very useful and unexpected bonus of using your code.
Many thanks.
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Originally posted by ryan326 View PostI got the project to open in 4.15 only but I can't do anything with the project. I am unable to set the gamemode to SteamVR and I get the blueprint error codes and template map error you mentioned I can't open anything. Is there a way to fix it?
Re-download the project AS IS, run under 4.15 after compiling, it should be fine.
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Originally posted by IslandPlaya View PostHey Mordentral. Steam voice works great and your 90,000 tri microphone is looks cool.
Am having trouble with one Vive client's microphone but just need to tinker with SteamVR or Windows recording settings I think.
Is it possible to make the voice output play from a specific actor's position? I.e I speak in my mic in a far-away room and my friend hears my voice through a speaker in the ceiling.
Easy voice chat is a very useful and unexpected bonus of using your code.
Many thanks.
You can run a custom build of the engine and provide access to the AudioComponentStream array (move it from private to public) or create a generic subsystem function to retrieve that array so you can run audio processing on it. The back end array stores voice information including the audio component reference in a Map with the UniqueNetID as a Key.
*Edit* Thats a free use microphone by the way, which explains the polycountI should probably make my own in something to replace it.
Last edited by mordentral; 03-14-2017, 02:30 PM.
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Originally posted by mordentral View PostIf it works like a typical widget then yes, you just use Epics widget interaction components, the template has an example for base functionality with them.
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Originally posted by Magneto View PostI've been using mitchemmc's vr examples which works somewhat but the browser i think makes it difficult to work with in blueprints. I was wondering if you may be able to improve on vr interaction as your plugin seems to go further into the code as far as i can tell. Obviously if you have time it would be a great feature to have for all sorts of vr projects. Maybe you could take a look at mitchemmc's works and see whats possible? Thanks.
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Originally posted by mordentral View PostSadly no, there is no way to access the AudioComponents used by VOIP for subsystems through a plugin currently (everything to do with them is locked in private structures and functions in the voice engine). I have high hopes that post the 4.16 overhaul of the audio engine that they may open this up more but from all presentations I have seen so far they haven't mentioned it (it is constantly asked for by the community).
You can run a custom build of the engine and provide access to the AudioComponentStream array (move it from private to public) or create a generic subsystem function to retrieve that array so you can run audio processing on it. The back end array stores voice information including the audio component reference in a Map with the UniqueNetID as a Key.
*Edit* Thats a free use microphone by the way, which explains the polycountI should probably make my own in something to replace it.
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I get error codes:
C1083
C1083
C3861
MSB3075
And a empty one saying "Failed to produce ""item ""\plugins\VRExpansionpluginVRExpansionplugin\Binaries\Win64\UE4Editor-VRExpansionPlugin.dll"
When trying to build the project through the "project".sln
I download the zip and extract everything inside the folder "mordentral-vrexpansionplugin-4e05f510c1bf" to project main folder\Plugins\VRExpansionPlugin
I then add VRExpansionPlugin to PublicDependencyModuleNames on my project build.cs inside the folder source\"projectName"\Project.build.cs
And then build the project from the SLN file.
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Originally posted by micaka View PostI get error codes:
C1083
C1083
C3861
MSB3075
And a empty one saying "Failed to produce ""item ""\plugins\VRExpansionpluginVRExpansionplugin\Binaries\Win64\UE4Editor-VRExpansionPlugin.dll"
When trying to build the project through the "project".sln
I download the zip and extract everything inside the folder "mordentral-vrexpansionplugin-4e05f510c1bf" to project main folder\Plugins\VRExpansionPlugin
I then add VRExpansionPlugin to PublicDependencyModuleNames on my project build.cs inside the folder source\"projectName"\Project.build.cs
And then build the project from the SLN file.
Otherwise I would have to see the errors themselves, not the codes
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Originally posted by mordentral View PostC1083 is "cannot file file" which can be thrown from bad includes, i'm going to assume that you are using the wrong engine version / plugin combination as 4.14 - 4.15 had a header file change for the engine.
Otherwise I would have to see the errors themselves, not the codes
I am trying the plugin on a new blank project on engine version 4.14.3
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Originally posted by micaka View PostThe error says: "Cannot open include file: 'SteamVRPrivate.h': No such file or directory
I am trying the plugin on a new blank project on engine version 4.14.3
https://bitbucket.org/mordentral/vre.../?tab=branches
has the 4.14 version, I highly suggest 4.15 though as it has the climbing and some more features.
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Originally posted by micaka View PostOh okey then i understand!
Any other major changes? As i want to use this on a current project which is deep in development and i am only interested in basic functions such as walking in vr with a gamepad joystick and grabbing physic objects
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Originally posted by mordentral View PostI'm not entirely sure what you are asking for......a keyboard implementation?
VR-Content-Examples
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