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  • replied
    Is it possible to opt for overlapping checks for gripping a lever by overriding VRLever Component and setting a flag or interface value / tag? Currently using a cylinder as a lever, but the player doesn't grab when the hands are inside the mesh. Checked out the steering wheel, but it didn't have any special configuration.

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  • replied
    Ah... I'd forgotten that there was a WMR plugin that had to be enabled <cheesy grin>

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  • replied
    Originally posted by ioFlow Studios View Post
    Heya mordentral, trying to use the demo project with a mixed reality headset... can't teleport, no widget, no movement, any suggestions?
    Answered in discord but it looked like you were trying to use the thumbstick in a pre 4.24 version without the wmr plugin enabled. WMR thumbsticks weren't supported in legacy input. Though in 4.24 mappings did entirely change and the auto mapping for steamvr isn't currently working perfectly, so it takes some custom mapping sometimes in the overlay.

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  • replied
    Heya mordentral, trying to use the demo project with a mixed reality headset... can't teleport, no widget, no movement, any suggestions?

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  • replied
    Originally posted by CatalinFuca View Post

    Same thing O.O It only removes the left controller
    Then you have the ShowDisplayModel ticked on the right controller component itself.

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  • replied
    Originally posted by mordentral View Post

    Yes, connect the input to where the output goes
    Same thing O.O It only removes the left controller

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  • replied
    Originally posted by CatalinFuca View Post

    I was not able to find a loading timer. I found a SetTimerbyEvent returning a value set in the variable ControllerTimerHandle. Deleting those only removed the controller on one hand. Is that what should be removed?
    Yes, connect the input to where the output goes

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  • replied
    Originally posted by mordentral View Post

    Remove the controller loading timer in the big red box in the event graph of the character. That is there because it can be used in multiplayer while the built in controller visualization cannot.

    As for enable collision with the world with hand meshes, you'll have to simulate the bone chain since you are using full body IK and use the physical animation component, that or sweep your effectors or simulate them and have the actual effectors be blocked by geometry.
    I was not able to find a loading timer. I found a SetTimerbyEvent returning a value set in the variable ControllerTimerHandle. Deleting those only removed the controller on one hand. Is that what should be removed?

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  • replied
    Originally posted by Byrkoet View Post

    Wouldn't simulating physics on a cylinder be way more inferior than the enhanced physics interaction of the VehicleWheel from the PhysxVehicles module? Or are you implying I use the same class for the wheels? Also, applying forces to the wheel Is currently done by the SimpleVehicle component's SetTorque or w/e. Would I have to manually rotate them to accelerate or something? Appreciate your suggestions btw, you're a lifesaver.
    Wasn't aware that you were trying to do this with an actual vehicle class to ride on, that does change things a bit as then you have to work with the approximated forces that it uses. You can likely get something working with setting torque with a physics wheel, however it would actually be perfectly possible to move an actual wheel and 1:1 map the radial distance of its rotation to linear movement, blending between the two sides for direction.

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  • replied
    Originally posted by mordentral View Post

    You can use PerBoneGripping and actually physically simulate the wheels, using a physical grip like manipulation or interactive_with_physics you could directly apply forces to the wheel then. Logically though, you don't need a lever, you can just use any collision object that you want and a CustomGrip type and track how you want the wheel to mirror the hand movements.
    Wouldn't simulating physics on a cylinder be way more inferior than the enhanced physics interaction of the VehicleWheel from the PhysxVehicles module? Or are you implying I use the same class for the wheels? Also, applying forces to the wheel Is currently done by the SimpleVehicle component's SetTorque or w/e. Would I have to manually rotate them to accelerate or something? Appreciate your suggestions btw, you're a lifesaver.

    Originally posted by lukasliti View Post
    Hello friends, I really need your help with multiplayer on this plugin. Everything works great, me and my friend can connect to each other server, but how can I change level for both of us? Lets say we are in lobby together and want to start a level how can this be done? BTW I am using 4.23.1 unreal version.

    I'm really looking forward for your help
    Server travel would be your best bet https://docs.unrealengine.com/en-US/...ing/index.html

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  • replied
    Hello friends, I really need your help with multiplayer on this plugin. Everything works great, me and my friend can connect to each other server, but how can I change level for both of us? Lets say we are in lobby together and want to start a level how can this be done? BTW I am using 4.23.1 unreal version.

    I'm really looking forward for your help

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  • replied
    Originally posted by Byrkoet View Post

    Since then, I've tried the lever approach, with SetDriveTorque on the specific wheel being moved. But it doesn't work well, so I looked into your suggestion, but I'm not sure what is meant by simulate grip and base movement. Like attach cylinders (with phys mat) using constraints to the base mesh and simulate physics? Currently I have the entire wheelchair as a skeletal mesh, which made me think the initial approach made more sense.
    You can use PerBoneGripping and actually physically simulate the wheels, using a physical grip like manipulation or interactive_with_physics you could directly apply forces to the wheel then. Logically though, you don't need a lever, you can just use any collision object that you want and a CustomGrip type and track how you want the wheel to mirror the hand movements.

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  • replied
    Originally posted by mordentral View Post

    You could do it that way if you wanted too, but it would also be possible to actually physically simulate it and grip and base movement on that if you wanted too as well.

    As for the discord, I been back and forth over that recently, the original intention was to distance myself a bit as I wasn't getting things done using all of my spare time answering questions. I haven't decided yet.
    Since then, I've tried the lever approach, with SetDriveTorque on the specific wheel being moved. But it doesn't work well, so I looked into your suggestion, but I'm not sure what is meant by simulate grip and base movement. Like attach cylinders (with phys mat) using constraints to the base mesh and simulate physics? Currently I have the entire wheelchair as a skeletal mesh, which made me think the initial approach made more sense.

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  • replied
    Originally posted by Mouniryssf View Post
    My laptop has the older version thats all. I didnt know that would make a difference. Even if they are packaged builds?
    Yes, very much so, there could be vast differences in the packets and net serialization, not to mention the gameplay assets and code itself. Sessions check for compatible build number by default.

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  • replied
    My laptop has the older version thats all. I didnt know that would make a difference. Even if they are packaged builds?

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