GoogleVRControllerInputComponent in branch 4.13-google-vr ?

in which file do you see that line of code?

Ah it’s in the function library? I guess we need to compile the more of the googlevr plugin to get these latest features - unfortunately everytime I try taking any of the new content I get compile fails :frowning:

Load_-_Level_Blueprint_Editor_2017-01-10_17-45-09.png
It appears to be working. Although I had to modify the plugin a little bit.
I’ll try to get a precompiled version out soon (there are header errors)

I would love it if you could get a precompiled version of the plugin working as I haven’t been able to get around the errors :frowning: (compiling and modifying the source is not my strong point though).

Those BP nodes are exactly what we need! :slight_smile:

Not even the regular GoogleHMD from 4.14 will compile. I can compile the plugin by building from source but that seems a bit overkill :frowning:
edit I built from source last night, I don’t have time to test but here it is: GoogleVRHMD.7z - Google Drive
edit 2 I accidentally built unreal 4.12 and thought it was 4.14 .-.

Thanks for the 4.14 compiled plugin. When I enable Arm Model, it works great when Playing on desktop, but crashes app when deployed to Pixel phone? Anyone else getting this?

What is the error? My builds work perfectly fine. I did compile in 4.11.1 so I don’t know if 4.11.3 makes a difference :expressionless:

Yep, for me also it works great andI moved to my proper Unreal 4.14 version.
Now I have to figure how to interact with my 2D UI menu by projecting them on a plane.

Have you tried with a level containing only a few cube first ?
By default the controller cast ray at each tick…with all geometries.

Do not hesitate to post your error or crash log.

My level has a pawn (containing a GoogleVRMotionController) and a cube. Its as basic as it gets. I have the controller emulator installed on my phone. When I click Play on my desktop, the daydream static mesh shows and the pointer and everything works great. Its only when I package and deploy to the Pixel phone that there’s a problem. As soon as I attach Set Arm Model Enable (true or false) to Begin Play, the app will crash when running on the phone. The app appears to start (black screen), then message is “App stopped, GoogleTestProject has stopped” - not very helpful. Its like the underlying daydream library is not being included in the deployed package.

Its a Blueprint project (not C++). The deployment type is Android_ASTC. According to the documentation it should work.
Can anyone post a basic project that is working for them?

Not working for me I get the following header error:

{quote}

Error C1853 ‘U:\UnrealEngine\GitHub\UnrealEngine-4.14\Engine\Intermediate\Build\Win64\UE4Editor\Development\SharedPCHs\UnrealEd.h.pch’ precompiled header file is from a previous version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa)U:\UnrealEngine\GitHub\UnrealEngine-4.14\Engine\Plugins\Runtime\GoogleVR\GoogleVRController\Intermediate\Build\Win64\UE4Editor\Inc\GoogleVRController\GoogleVRController.generated.cpp: fatal error C1853: ‘U:\UnrealEngine\GitHub\UnrealEngine-4.14\Engine\Intermediate\Build\Win64\UE4Editor\Development\SharedPCHs\UnrealEd.h.pch’ precompiled header file is from a previous version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa) UE4 U:\UnrealEngine\GitHub\UnrealEngine-4.14\Engine\Plugins\Runtime\GoogleVR\GoogleVRHMD\Intermediate\Build\Win64\UE4Editor\Development\GoogleVRHMD\Module.GoogleVRHMD.cpp 1

Error C1853 ‘U:\UnrealEngine\GitHub\UnrealEngine-4.14\Engine\Intermediate\Build\Win64\UE4Editor\Development\SharedPCHs\UnrealEd.h.pch’ precompiled header file is from a previous version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa) UE4 U:\UnrealEngine\GitHub\UnrealEngine-4.14\Engine\Plugins\Runtime\GoogleVR\GoogleVRHMD\Intermediate\Build\Win64\UE4Editor\Inc\GoogleVRHMD\GoogleVRHMD.generated.cpp 1

{quote}

Could someone provide a basic step-by-step on how to compile the 4.13googlevr plugin branch with the 4.14 source?

I will try to upload a working project later today.
Also try connecting your phone with logcat and checking the error.
Lastly you can compare what you did with GVR4UR

Well I compiled in the 4.14 folder but the plugin is marked as engine version “custom” so ill see what i can do to make it a 4.14 plugin. (The plugin I uploaded I know causes errors at build time.)

Thanks nesrak1, excellent documentation. It made me take a fresh look at what I’d done. I missed one of the settings, moving the plugin to my project and disabling other Input plugins got me to a working app. The following link is a basic 4.14 project with all correct settings that deploys correctly to a Pixel phone and shows a working day dream controller. Hope it helps someone get started.

https://drive.google.com/file/d/0Bw4fPqzB5L4xc042X1B4REdEMm8/view?usp=sharing

Sorry for the large download. The paths to the Android SDK might need setting to your own environment.

Now onto building a level I can interact with.

I also have an FPS template where you can move the “joystick” to move around and some title screen templates, maybe I could clean them up and release them.

Well about compiling the plugin,
Bad news: Impossible to update directly, because the branch also has a lot of other modifications to other files to make it work. There’s no way other than to manually update a 4.14 branch and use it instead.
Even more bad news: Even the plugin without modifications straight from the engine won’t build an app :frowning: same errors from last time

**** so that means UE4 stays forever with this unreleasable version of the Daydream plugin? And Google stays with 4.13? Really not sure what to since my project is 4.14 and I already tried unsuccessfully to downgrade it 4.13 :frowning:
Would be great to get some Epic attention on this …

https://answers.unrealengine.com/questions/546872/google-vr-plugins-are-outdated.html
I just wanted them to update it in the engine but all I’m being asked is why compiling it isn’t working for me, which is actually a good question.

Just compiled the plugin with 4.14 branch (note this took me about 3-4 days .-.) and am actually using the 4.14 editor (I was able to easily right click → change engine version and be able to use it there ) with GoogleHMD and GoogleController 1.1!!! (I may have to do a pull request or something)

https://github.com/nesrak1/UnrealEngine
Remember the plugin doesn’t compile for 4.14, just this specific build :frowning: so you will have to recompile…

Anyway, I’m going to try to add a bunch of improvements to it so that it can be all good:

  1. Dynamically change vrcontroller model (for example, in my game to change from gun to hand) edit: already exists
  2. Dynamically offset vrcontroller (for gun recoil ) edit: possibly exists already?
  3. Automatic enabling of daydream splash before the first scene has even loaded
  4. When moving around, the black circles try to move around with you, so I’ll try to remove it altogether and replace it with a static image???
    I know there were some other things I was thinking of adding that I don’t remember now.

edit 2: https://youtu.be/VErMT_vwrk4?t=585 We have a video now for the plugin method :slight_smile:

Many thanks nesrak1 for figuring that out! If epic don’t do this on their own then would be great to submit as a pull request. :wink:

I hope to test this out in the next 1-2 days lets hope it runs fine on the device! or did you already test this?

A few follow up queries:

  1. What is meant by:

“4. When moving around, the black circles try to move around with you, so I’ll try to remove it altogether and replace it with a static image???”

What are these black circles are you talking about?

  1. Why does it require a separate version of the engine? Were any engine files also modified or is it actually just modified plugin files over a pure 4.14 source engine?

Great.

Indeed there is a lot of stuff to be done to get a proper VR application from it.

It was working fine until today and it decided not to package any asset files. There are no errors or anything it’s just not including assets anymore…
It gives me a popup saying these assets don’t exist or whatever.
EDIT: like 5 minutes after saying this I deleted all the files from my sdcard and then relaunched and it fixed -_-
Anyway I can 100% say it is working now :smiley:

Not in game, it’s like the eye part, the black you see when your eyes look to the very left or right. On my phone at least with performance mode on, it moves way too much.

Because the plugin depends on dependencies that are in the engine, and that code is usually not available in the launcher edition, or the paths aren’t even correct because the plugin can say …/…/…/Source/blah blah, but that relative path is incorrect since we are in my documents and not where the engine actually is.
The good thing is, they also modify the ThirdParty google sdk, but those are raw files and not compiled so we can just copy those into the vanilla engine just fine.

Modified plugin files, but even if you compile vanilla, it still won’t work :frowning:
I’m sure there’s a way to compile it as the launcher version.

Don’t forget about examples n such.
It took me a long time before I got pointer UI working.

It is indeed working! Many thanks again for figuring out how to do that :slight_smile:

But now I’m seeing a new problem with this newer google plugin - I’m unable to get the same high resolution I could get with the old version of the plugin :frowning:

I used to be able to set r.MobileContentScaleFactor=0 in the device profile but now it crashes on startup. As a result I set it to 2.0 for the Pixel XL phone however it is still not nearly the resolution I’m getting in the old plugin and I believe it has to do with the googlevr GVRHMDRenderTargetScaleFactor node which I set to the max of 1 as per the docu here: https://developers.google.com/vr/unreal/daydream-in-unreal#rendering_resolution

Anyone able to get full resolution on a Pixel XL phone with the new plugin? Cause it currently looks terrible in comparison to the old :frowning:

Here’s the logcat:

This 1848 x 1082 res set by the google vr node: set GVRHMDRender Target Scale is obviously not correct but can’t see how to increase it :frowning:

I’m using a regular Pixel, and I just set mobilecontentscalefactor to 2, mobileonchipmsaa never made a difference for me ( I had a toggle and a before and after pic and they were exactly the same )
mobilecontentscalefactor on 2 seems to be fine for me. I never used 0 for that.

BTW I just totally forgot to include the new google vr sdk inside of that fork :open_mouth: I doubt that has anything to do with it, but if you want to update it its at Engine\Source\ThirdParty\GoogleVR\