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    First of all, thank you for the plugin. I'm currently testing out the plugin and, if I end up using it in my game, I will for sure send you some money.

    My question is about the use of the LeverActor. When I add the LeverActor to my level and use it at the default angle, which is to have the base on the bottom and the lever point upwards, everything works fine. When I rotate the lever 90 degrees, so that the base could be mounted on a wall with the lever sticking out away from the wall, I am no longer able to move the lever. I'm suspecting that there are some calculations somewhere that are not taking into account the relative position of the lever, as if it's always assuming the lever is in the default orientation of base on the bottom.

    Where should I look, how can I modify the actor so that it would work when mounted on a wall, or any other orientation?

    Comment


      Originally posted by AlfornoOne View Post
      First of all, thank you for the plugin. I'm currently testing out the plugin and, if I end up using it in my game, I will for sure send you some money.

      My question is about the use of the LeverActor. When I add the LeverActor to my level and use it at the default angle, which is to have the base on the bottom and the lever point upwards, everything works fine. When I rotate the lever 90 degrees, so that the base could be mounted on a wall with the lever sticking out away from the wall, I am no longer able to move the lever. I'm suspecting that there are some calculations somewhere that are not taking into account the relative position of the lever, as if it's always assuming the lever is in the default orientation of base on the bottom.

      Where should I look, how can I modify the actor so that it would work when mounted on a wall, or any other orientation?
      I wouldn't bother with that lever yet, while I had made it work correctly with rotations the c++ version is nearly done and is better in just about every aspect (the template lever isn't actually part of the plugin, just example content).

      The blueprint lever actor was a basic example of functionality, the new c++ lever (component) is fully featured and is not an actor so it can be used at will (like the c++ button component).

      It should be added early next week after I run some quality passes over it (its functional but not perfect yet).
      Last edited by mordentral; 07-30-2017, 03:31 PM.


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        Originally posted by mordentral View Post
        I wouldn't bother with that lever yet...
        Understood. Thanks for the reply.

        Comment


          Pushed a new commit to the plugin master branch and sync'd it to the 4.17 branch

          Code:
          Replaced some overzealous uses of FORCEINLINE with inline instead. One instance in particular was causing some massive stalling when
          UBT was compiling the precompiled headers for some reason. 
          
          Thanks to: Makoto Nokata
          For taking the time to run down what was causing UBT to stall during initial precompiled headers compilation in engine.
          This commit should significantly speed up initial compilation.
          
          
          VRLeverComponent is now fully functional, still would like to clean up angle calculation
          some and reduce overhead on it but it is useable in its current state so i'm pushing it live.
          Further optimizations and features will be added over time to it now.
          
          (this component took longer than expected due to REALLY wanting perfection for the most part).


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            Is there a way to make the player pawn collide with the root component of an object if they are gripping a grippableStaticMesh component of the same object?

            For example - the desk in the example project by default has custom collision which has pawn set to Ignore. If I set the pawn checkbox to block, the player can no longer walk through the desk - but they still can if they are holding onto a drawer. Is there some other setting i'm missing?

            Comment


              Originally posted by MagusShade View Post
              Is there a way to make the player pawn collide with the root component of an object if they are gripping a grippableStaticMesh component of the same object?

              For example - the desk in the example project by default has custom collision which has pawn set to Ignore. If I set the pawn checkbox to block, the player can no longer walk through the desk - but they still can if they are holding onto a drawer. Is there some other setting i'm missing?
              Its because of this

              Code:
              OwningPawn->MoveIgnoreActorAdd(root->GetOwner());
              On grip currently by default the gripped object is auto ignored for movement. This is to prevent the character from colliding with objects he is holding and moving around since they aren't attached to him (ie: the fling yourself into the air syndrome).
              It also turns off collision with just the held component but obviously if others are attached to it in the actor they could still collide with the character without that line.


              I can add a toggle for it to the advanced physics settings? 99% of the time its best as is. You found one of the few times it isn't.

              *Edit* I am loathe to reverse default behavior because of how many setups it could break and I really do think that turning capsule collision off to the actor on grip is what people would want most of the time.
              So I just added a boolean for it to the AdvancedPhysicsSettings and enabled it by default to the doors and drawers in the level.
              Last edited by mordentral; 08-01-2017, 03:34 PM.


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                Pushed a new commit today, the above MoveIngore change was added in as I was pushing changes anyway

                Code:
                Added calling controller capability to the GetClosestSocketInRange interface functions.
                Can be used in overridden versions to check the hand / other info about what/who is checking
                for a socket in range. - Will require c++ changes in anything that manually implements the interface
                
                Defaults to a nullptr, but a motion controller can be passed in and used on the implementation side.
                
                Template will have it filled in.
                
                
                Made bHadRelativeMovement publically readable in blueprints
                While misnamed, is true if we collided with a wall/obstacle due to the HMDs movement in this frame (not movement components)
                
                
                Removed MotionControllerLocDelta from TickGrip
                Not only can you manually calc it (and probably should) with custom grips.
                But being in worldspace the offset could be wrong due to character movement.
                
                Better to let items calc it themselves and store the variables for more advanced use instead.
                I don't think it had much use in its current state.
                
                
                Now I am only calling move ignore actor if the held
                object is an entire actor. If the grip is on a component only it does not perform
                it for the entire actor, just for the held component.
                
                If for whatever reason someone needs an entire actor to be uncollidable with a component
                grip they can do it themselves.
                
                Added somewhat working dial component - needs full testing
                Last edited by mordentral; 08-01-2017, 06:52 PM.


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                  You know what, I had a better idea regarding that move ignore setup. I'll be reverting the new boolean tonight and just setting it only on actor grips instead. That makes a lot more sense and should work as is.


                  *Edit* Changed today's commit as per below



                  Code:
                  Removed DoNotMoveIgnoreEntireHeldActor
                  
                  I had a better solution come up. Now I am only calling move ignore actor if the held
                  object is an entire actor. If the grip is on a component only it does not perform
                  it for the entire actor, just for the held component.
                  
                  If for whatever reason someone needs an entire actor to be uncollidable with a component
                  grip they can do it themselves.
                  Last edited by mordentral; 08-01-2017, 06:52 PM.


                  Consider supporting me on patreon

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                    I did a quick search and didn't see it mentioned anywhere, but how would one go about combining this with the "weapon master VR" kit from the market place. I want all the movement from you plugin with all the gun mechanics from his. Also I heard that combining them was in the works already. Any news?
                    Consider supporting me on patreon

                    Weapon Master and VRE Merge TUT

                    Life Art Studios | Discord | End of Days - VR Zombie Survival

                    Comment


                      Originally posted by Starkium View Post
                      I did a quick search and didn't see it mentioned anywhere, but how would one go about combining this with the "weapon master VR" kit from the market place. I want all the movement from you plugin with all the gun mechanics from his. Also I heard that combining them was in the works already. Any news?
                      Lots of manual work, I know of "two?" people combining them already in my support discord. It doesn't work right out of the gate because the version that they (weaponmaster devs) use for themselves using my plugin isn't the marketplace version. Also they don't have any multiplayer support so if you want that then it will take a decent amount of re-factoring to get working correctly.

                      That being said if you don't care about physics based grips or the replication/multiplayer you can just literally use the weapon pack with the movement parts of the plugin and ignore all of the interaction stuff that the plugin provides. Its not mandatory to use the GripMotionControllers special features, or even use a hybrid where it uses their stuff for guns and the grip controllers for other things.





                      Honestly I really wish that some of the gun pack devs would just start making generic interfaces for their systems so that they could tie into anyone's interaction systems. Out of the three (or four) weapon systems on the marketplace / available none of them provide generic interfaces to tie into systems people already use, instead they all rely on straight coding in the interactions themselves, I feel like this is a major mistake that they are all making as if it was done correctly someone could make a pack that could tie in with any project already in the works.


                      Consider supporting me on patreon

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

                      Comment


                        Originally posted by mordentral View Post
                        You know what, I had a better idea regarding that move ignore setup. I'll be reverting the new boolean tonight and just setting it only on actor grips instead. That makes a lot more sense and should work as is.


                        *Edit* Changed today's commit as per below



                        Code:
                        Removed DoNotMoveIgnoreEntireHeldActor
                        
                        I had a better solution come up. Now I am only calling move ignore actor if the held
                        object is an entire actor. If the grip is on a component only it does not perform
                        it for the entire actor, just for the held component.
                        
                        If for whatever reason someone needs an entire actor to be uncollidable with a component
                        grip they can do it themselves.

                        You are awesome! Thanks!

                        Comment


                          Originally posted by Starkium View Post
                          I did a quick search and didn't see it mentioned anywhere, but how would one go about combining this with the "weapon master VR" kit from the market place. I want all the movement from you plugin with all the gun mechanics from his. Also I heard that combining them was in the works already. Any news?
                          I was one of two that did the conversion (I think Im the only one that completed it so far). It takes a bit of work because the toolkit has some functionality pushed through the pawn to weapon, and some from controller to weapon. When it was all said and done the toolkit ended up just being a reference point for setting up gun modularity but the interactions need to all be re-done from scratch, new inputs, and you gotta add that new collision channel. The way interaction is done is just so different, but it ended up much cleaner after the conversion. I also went with trace shooting instead of actual projectiles because I want it multiplayer.
                          In League

                          Comment


                            Originally posted by FatMoth View Post
                            I was one of two that did the conversion (I think Im the only one that completed it so far). It takes a bit of work because the toolkit has some functionality pushed through the pawn to weapon, and some from controller to weapon. When it was all said and done the toolkit ended up just being a reference point for setting up gun modularity but the interactions need to all be re-done from scratch, new inputs, and you gotta add that new collision channel. The way interaction is done is just so different, but it ended up much cleaner after the conversion. I also went with trace shooting instead of actual projectiles because I want it multiplayer.
                            what I'm working with right now is sort of like nazi zombies meets left for dead and dead rising. So i do need multiplayer and replication, i need the guns to work, and I want the locomotion from the plugin. Trace shooting seems fine for me too.

                            So how would you recommend I do this? I'd be willing to throw some money down on getting a bare bones copy of what you have.
                            Consider supporting me on patreon

                            Weapon Master and VRE Merge TUT

                            Life Art Studios | Discord | End of Days - VR Zombie Survival

                            Comment


                              Originally posted by Starkium View Post
                              what I'm working with right now is sort of like nazi zombies meets left for dead and dead rising. So i do need multiplayer and replication, i need the guns to work, and I want the locomotion from the plugin. Trace shooting seems fine for me too.

                              So how would you recommend I do this? I'd be willing to throw some money down on getting a bare bones copy of what you have.
                              Just rebuild the guns using the example gun in the plugin, and write the logic from the toolkit in there. Just need to do it once because all other guns are just child actors you can change settings on like in the toolkit.
                              In League

                              Comment


                                Pushed a new commit to the plugin repository tonight.

                                Thanks to SlimeQ for being annoyed enough to report it and make me look into it, sometimes that is just the motivation I need.


                                Code:
                                New UpdateOverlaps override, should correct multiple issues / problems with how
                                overlaps have been working with the VRCharacter Capsule.
                                
                                Some things like overlap spam on character capsule and overlap offset have been around for a long time but were mostly forgotten about.
                                
                                Thanks to SlimeQ for bringing them up again so I remembered to look into it.


                                Consider supporting me on patreon

                                My Open source tools and plugins
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                                VR Expansion Plugin

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