Originally posted by mordentral
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Pushed a new commit to the plugin, 4.16 preview is now out, so besides some minor refactoring of the (unfinished) TrackedDeviceParent stuff I intend to get it ported over to that tomorrow.
Code:Finished Replication overhaul for motion controllers / camera. Now has two selectable levels of quantization at the cost a 1 bit due to replicating which option selected. Default quant level is rounded to 2 Decimals. Added VRAIController, can be the base of an AI controller for a pawn. Overrides the Line of Sight To and GetActorFocalPoint functions so that if it is acting on a VRBaseCharacter it will use the HMD offset location instead of root.
Originally posted by alltrueist View PostAn option to toggle the quantization level would be great to have. Thanks for pointing me to the replication speed setting and smoothing. I hadn't seen those. I switched to 50 hz plus smoothing and that was enough to fix the network hitching I was seeing client side with my testing setup of just two players with 3 trackers each. Smoothing wasn't noticeable. The extreme mode sounds interesting. Curious what you would plan on using there?
Originally posted by LeeGab View PostHi there!
I'm trying to make a rifle that i can hold with two hands. But sadly there are 2 problems. (and I'm using the example template.) Can you help me out?
First problem is when I want to let go of the rifle's forend ('VRGripS1') by releasing the grip button, I still have to toggle the grip button by pressing again. (real problem is 'VRGripP1' - which is the rifle's grip - I managed to make it possible to drop it by just releasing the grip button. So where in the Vive_PawnCharacter blueprint should I look at?)
Second problem is when I let go of the forend ('VRGripS1'), my character drops the whole rifle when I want to still grab it by the forend.
I'm still struggling to figure out how to make reloading mechanism but I'll try to work on that myself as much I can.
I'd be so appreciated if you could help me!
When the primary hand drops the weapon you want to to check if there is a secondary grip on it, if so, call a grip on that hand at its current location, then when the primary goes back into position you can flip it back again. Secondary grips are not full grips, they are just components that are tracked, when the primary grip is ended it also kills the secondary portion of it. Primary grips contain the information for the secondary within them.
This allows for a pretty flexible system but takes some planning depending on how you want to setup your interactions.
From the sounds of it, you are actually approaching things backwards from how I set it up in the template though, you are considering the front grip the primary and the back grip the secondary, if you just renamed the sockets it would solve that for you.Last edited by mordentral; 04-25-2017, 08:22 PM.
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Originally posted by mordentral View PostPHP Code:// Height to auto step up
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VRMovement|Climbing")
float VRClimbingStepHeight;
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Originally posted by MagusShade View PostSorry, back again. Is there a way to do this via blueprint? I found a "Set VRClimbing Step Height" and linked it to the Vive_PawnCharacter VRMovementReference, but it doesn't seem to do anything?
[ATTACH=CONFIG]138569[/ATTACH]
You can directly go in to the movement component properties and set it to 0.0.
*Edit* It uses the default step up function from the character movement component, so it should fail out on 0.0f values.Last edited by mordentral; 04-26-2017, 11:52 AM.
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Originally posted by mordentral View PostIf you are doing this multiplayer, the server and the client have to have the same setting for this.
You can directly go in to the movement component properties and set it to 0.0.
*Edit* It uses the default step up function from the character movement component, so it should fail out on 0.0f values.
*EDIT* waist height in the first person test mode. About knee height while actually using the vive.Last edited by MagusShade; 04-26-2017, 12:13 PM.
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Originally posted by MagusShade View PostThanks! I enabled collision on the desk w/ drawers, and i still have this weird pop-up thing where if im standing against the desk and rotate myself 180 degrees ill now be standing on the desk. This happens with everything waist height or lower. I can probably live with it by making my objects taller though.
Thats the normal character movement step up height variable then. The VRClimbingStepUpHeight is seperate so that you can have a different value when climbing than when walking.
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Originally posted by MagusShade View Posti changed the normal step up value awhile ago, and it made it so I can't walk forwards and get bumped up on top of something, but i can still turn myself and end up on top of ledges and stuff ;D
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Originally posted by MagusShade View Postthe capsule offset is currently -8,0,0. I don't think I've changed it from the default.
There is some popup to do with that when finding the floor, I should track it down. But otherwise I can't replicate what you are talking about.
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i turned the collision on the desk to block so i could jump on top of it.
I can make the same behavior occur by taking a standard cube actor and changing the scale to 0.6, 0.6, 0.6 and placing it on the floor. Then playing without a Vive, just First Person using the engine, if i walk up against that cube and rotate using the mouse, I pop up on top of it. It happens in VR too, but the cube has to be way smaller so its not a big deal at all.
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Originally posted by MagusShade View Posti turned the collision on the desk to block so i could jump on top of it.
I can make the same behavior occur by taking a standard cube actor and changing the scale to 0.6, 0.6, 0.6 and placing it on the floor. Then playing without a Vive, just First Person using the engine, if i walk up against that cube and rotate using the mouse, I pop up on top of it. It happens in VR too, but the cube has to be way smaller so its not a big deal at all.
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