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    Originally posted by mordentral View Post
    Thats a packaged EXE, the "Example Template" that you can download is what it is packaged from and can be opened from the editor.
    I made a new project with the VR template and installed your OpenVR to "Plugins" folder in the new project but I'm not sure what to do now

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      Originally posted by Phoenix85 View Post
      I made a new project with the VR template and installed your OpenVR to "Plugins" folder in the new project but I'm not sure what to do now
      Follow the setup tutorial linked in the OP


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        Originally posted by mordentral View Post
        Follow the setup tutorial linked in the OP
        I did and I'm still lost I just want the gun that you can hold with 2 hands at certain points of the mesh.

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          Originally posted by Phoenix85 View Post
          I did and I'm still lost I just want the gun that you can hold with 2 hands at certain points of the mesh.
          Well you can use the pre-compiled binaries, but the step by step of compiling is going to make things easier in the end with packaging and upgrading with engine versions.

          Also I'm afraid to say that this plugin isn't totally without a learning curve / barrier to entry due to being far more complex than the built in template and containing source instead of being entirely blueprint.


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            Hello mordentral,
            I love the work you've done on this plugin. truly fantastic.

            In the VR Template, the collider on the VRRootComponent follows the X and Y movement of the HMD. This makes sense, as it is a cylindrical "full body" collider by default.
            Is there a way to have it follow the HMD's Z movement as well, for a spherical "head only" collider?

            I would normally just put the collider as a child of the camera, but I do want to block the head from moving through walls.

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              Ooooh. Well now I feel silly.

              That does make things a lot easier. However, it seems that in certain situations that doesn't quite work. I found that if the trace fails and it falls back on the "overlap" method, it will use the "ComponentOverlapComponents" function. It'll pick the first value in that array and ignore everything else, and this component might be the one set to not be blocked by VRTraceChannel. I found that this means it'll grab onto these components away if they're attached to something that implements with VRGrip Interface. For example, if you have an actor consisting of a smaller static mesh surrounded by a larger collision box, you can grab onto the larger collision box on the event of an initial overlap despite it being set to ignore VRTraceChannel due to the fact that it'll still implement VRGrip Interface.

              My solution was pretty similar to the last one. Rather than picking the first object in the array, I removed any objects that ignored VRTraceChannel. After checking if anything is left, it'll then pick the first object in the array. Probably not the best solution, so feel free to let me know if I'm being dumb again, but it seems to work just fine.

              Also, since it was my first post I'm pretty sure the site made it invisible until it made sure it wasn't spam. Probably why you missed it.
              Last edited by MevNav; 07-10-2017, 02:44 PM.

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                Originally posted by MevNav View Post
                Ooooh. Well now I feel silly.

                That does make things a lot easier. However, it seems that in certain situations that doesn't quite work. I found that if the trace fails and it falls back on the "overlap" method, it will use the "ComponentOverlapComponents" function. It'll pick the first value in that array and ignore everything else, and this component might be the one set to not be blocked by VRTraceChannel. I found that this means it'll grab onto these components away if they're attached to something that implements with VRGrip Interface. For example, if you have an actor consisting of a smaller static mesh surrounded by a larger collision box, you can grab onto the larger collision box despite it being set to ignore VRTraceChannel due to the fact that it'll still implement VRGrip Interface.

                My solution was pretty similar to the last one. Rather than picking the first object in the array, I removed any objects that ignored VRTraceChannel. After checking if anything is left, it'll then pick the first object in the array. Probably not the best solution, but it seems to work just fine.

                Also, since it was my first post I'm pretty sure the site made it invisible until it made sure it wasn't spam. Probably why you missed it.
                Hmm, your edge case is correctly bugged then and your solution is useable, I had not considered bounding geometry around the overlap attempt. However instead of directly denying it there I made a new function "IsValidGrabOverlap" so that the filtering can be overridden further. Newest version of the template has it corrected.

                However what it does is loop through overlaps and returns with the first one in order that collides/overlaps VRTraceChannel.

                I had forgotten that the grab sphere now overlap with all geometry not just vrtracechannel, this behavior was caused by that.

                Originally posted by Astrea337 View Post
                Hello mordentral,
                I love the work you've done on this plugin. truly fantastic.

                In the VR Template, the collider on the VRRootComponent follows the X and Y movement of the HMD. This makes sense, as it is a cylindrical "full body" collider by default.
                Is there a way to have it follow the HMD's Z movement as well, for a spherical "head only" collider?

                I would normally just put the collider as a child of the camera, but I do want to block the head from moving through walls.
                Currently? No, that actually would involve a surprising amount of re-coding of the entire character system, due to how ingrained floor detection and offsets are it would be even more of an overhaul than the VRCharacter already is. Let alone trying to handle cases like the head moving over an object that is below the neck and deciding if it should be the new floor for the player or not.

                I had proto code for adding a second collider only around the head and running additional logic around how both capsules behaved, however the results were inconsistent and not what I was looking for at the time, also without integrated waist tracking I don't foresee them being good enough to spend a large portion of my time on.


                If using only "flight" style movement something of the sort could likely be achieved by setting the capsule height to something very small and adding to the VRCapsuleOffset in the Z direction to center the capsule around the camera. However as soon as a walking / ground based movement was introduced it would break down as it would find the floor off of the new location.



                Originally posted by LCCssumsion View Post
                Super cool template and functionalities!

                So, I replaced the laser activate action in the left-controller, with a hold-pressing to show a VRStereoWidget that I've attached to the HeadMeash ... but it is not interactable with the laser from the right-controller -- like the server menu is (the one on the cube that has the "mirror").

                I understand that VRStereoWidget is alpha now; have you made any headway into its use as an interactable HUD? (I'm pretty sure I'm implementing it incorrectly on the Vive_PawnCharacter.)
                Sorry for late reply, your post got buried. It should already work as an interactible hud, you can directly load the server menu up in one and use the options (that is what I was testing with initially).


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                  Originally posted by mordentral View Post
                  Currently? No, that actually would involve a surprising amount of re-coding of the entire character system, due to how ingrained floor detection and offsets are it would be even more of an overhaul than the VRCharacter already is. Let alone trying to handle cases like the head moving over an object that is below the neck and deciding if it should be the new floor for the player or not.

                  If using only "flight" style movement something of the sort could likely be achieved by setting the capsule height to something very small and adding to the VRCapsuleOffset in the Z direction to center the capsule around the camera. However as soon as a walking / ground based movement was introduced it would break down as it would find the floor off of the new location.
                  Thank you for the swift reply, That's exactly what I'll do, as there won't be any ground based movement.

                  On an unrelated note, After implementing the plugin into my project (following the instructions on this page) https://bitbucket.org/mordentral/vre...ep%20by%20Step)

                  I can open my project once just fine, but from then on encounter the following error upon opening:

                  "The following modules are missing or built with a different engine version:
                  UE4Editor-OpenVRExpansionPlugin.dll
                  Would you like to rebuild them now?"

                  Which upon selecting yes, has yet to succeed (Although I haven't given it longer than 20 min or so)
                  I'm currently using 4.16.
                  Is this an issue that you've seen before?

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                    Originally posted by mordentral View Post
                    Pushed a new commit to the template and plugin - I'm still waiting on someone with touch to test something for me but the rest of it should be ok.
                    We can test it out on Touch, mordentral. What is the test procedure?

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                      Originally posted by Astrea337 View Post
                      Thank you for the swift reply, That's exactly what I'll do, as there won't be any ground based movement.

                      On an unrelated note, After implementing the plugin into my project (following the instructions on this page) https://bitbucket.org/mordentral/vre...ep%20by%20Step)

                      I can open my project once just fine, but from then on encounter the following error upon opening:

                      "The following modules are missing or built with a different engine version:
                      UE4Editor-OpenVRExpansionPlugin.dll
                      Would you like to rebuild them now?"

                      Which upon selecting yes, has yet to succeed (Although I haven't given it longer than 20 min or so)
                      I'm currently using 4.16.
                      Is this an issue that you've seen before?
                      The launcher does not correctly compile plugins, you'll have to launch from the compiler and compile it.


                      Originally posted by tiagovignatti View Post
                      We can test it out on Touch, mordentral. What is the test procedure?
                      I got someone to test for me, it was to see if the automatic oculus / vive check on BeginPlay when running under steamVR was working correctly.

                      So far it is, I wouldn't mind some ModelIDs from people though for their hardware though:

                      https://drive.google.com/file/d/0B5c...ew?usp=sharing

                      Left controller should say the model ID of the HMD, right should say the model ID of the controllers. I'm curious as to if all current gen Vives say the same model designation as mine and what the touch controllers print out.


                      Consider supporting me on patreon

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

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                        Getting this strange green artifacts only when playing in vr preview. When in editor everything looks fine... Click image for larger version

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                          Originally posted by danilchernyh View Post
                          Getting this strange green artifacts only when playing in vr preview. When in editor everything looks fine...
                          Looks like screwed up reflection captures or you have Global Illumination on and bugged.


                          Consider supporting me on patreon

                          My Open source tools and plugins
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                            Originally posted by mordentral View Post
                            The launcher does not correctly compile plugins, you'll have to launch from the compiler and compile it.
                            Ashamed to say, but I don't actually know how to do that. Could you point me towards a set of instructions to launch from the compiler?

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                              Originally posted by Astrea337 View Post
                              Ashamed to say, but I don't actually know how to do that. Could you point me towards a set of instructions to launch from the compiler?
                              The step by step should contain a section for actually compiling.


                              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
                                Looks like screwed up reflection captures or you have Global Illumination on and bugged.
                                Rebuild lightning, and update reflection captures but it doesn't work. No GI

                                When playing in other modes (not VR) everything looks fine Click image for larger version

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