Still not working for me, it shows the splash screen as if it had no alpha and it disappears after half a second only to leave me to the darkness with my pointer
later: I had to use the clear daydream bp node and also make the alpha black and it works fine now
You didnāt have to use clear daydream loading splash texture right?
Hey nesrak1 - Iām getting a strange crash if I build with āfor distributionā and OBB file (so include everything in apk unticked) I say strange crash because if you dismiss it the game starts anyway. It happens on every start - are you seeing the same? When I compare on the 4.14 binary I do not get this crash.
Well I have a weird problem, I have a 25% chance of having it run smoothly and a 75% chance of an error popping up. The second time I do it, it runs fine.
Something about line number 0 or something.
btw I deleted my sdcard unreal files and it fixed the splash screen .-.
I hope this gets implemented into 4.15 without all of thisā¦
I ended up going back to the stock 4.14 as I needed to submit already. My game uses the controller in a way where I could get away with using the standard motion controller - however I guess this will not work for most titles by design. The google submission review did not say anything negative about the loading screen being smack bang a few cm from the eyes Iāve a few other things to tweak though before Iām allowed to publishā¦
It shouldnāt be too hard for them to do it themselves⦠Just copy paste the plugins from google-vr4.13 to 4.15, replace all, then edit like 3 lines of code and youāre doneā¦
Unfortunately I tried importing my project into it then exporting to the device and I only get a black screen after the loading screen - anyone getting this?
Trying to trace from GoogleVRMotionControllerās GetWorldLocation and GetWorldLocation as described in video doesnāt work. Trying this in 4.15 Preview 3 with controller emulator. In video, you stated that you havenāt tested this approach because you had no Android SDK installed at the moment. Could you please provide images of tested and 100% working blueprints of picking objects with GoogleVRMotionController?
If this is not a big hassle for you, could you please publish blueprints of object picking/tracing from 4.13-googlevr branch too?
I can build and run 4.15 Preview 3 project on my phone, and controller works. Just canāt figure out how to trace objects with it.
I never posted that video, I just said someone made a video with the same method, which you donāt even need to use if you say that the 4.15 branch is updated.
I have a lot of example bps including JOYSTICK MOVEMENT
Connect the below to an event tick.
FINDING OBJECT BEING POINTED AT (This is what you want?)
Connect the below to a begin play, and use the variable āCurrent Actor Selectedā to get the actor selected.
If you want to click to select an actor, then use a MotionController Thumbstick Pressed and then use the variable.
UI INTERACTION
**EDIT: **You donāt need this because in 1.2 its built in
Connect the below to an event tick.
If you want to click to click on UI, then use a MotionController Thumbstick Pressed and Unpressed and connect them to Press Pointer Key and Unpress Pointer Key (Left mouse button)
Nope - it seems to have something to do with the First Person character - if I remove the character it works. Unfortunately in my project my main character is based off the First Person Character so removing it is not an option
The problem does not occur with the 4.14 googlevr branch - itās only with the 4.15 binary. Iād prefer to stick with the binary version if possible (since I always have plugin problems when trying out source branches and to save time in workflows).
Actually I donāt really pass it at all - There is a camera component in the first person character which is all Iāve ever really used for this project. How should it be passed to the level blueprint? Never knew this was required? Even if I remove the camera component from the first person character I still get the same problem.