GoogleVRControllerInputComponent in branch 4.13-google-vr ?

EDIT: I redid the steps from: [GoogleVR] No antialiasing at all? - XR Development - Epic Developer Community Forums
and I have full resolution and AA again :slight_smile: I could not get full res and AA to work via the google documented way: https://developers.google.com/vr/unreal/daydream-in-unreal#rendering_resolution

Side note: Seems google made lots of changes in that thirdparty folder for 1.1 not just to the googlevr subfolder :S

Just tested this doing the ini modifications here: https://developers.google.com/vr/unreal/daydream-in-unreal#setup_a_daydream_splash_screen_for_your_application
so not using loading a blank level first to call the blueprint nodes and it worked! :slight_smile:

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 :frowning:

later: I had to use the clear daydream bp node and also make the alpha black and it works fine now :expressionless:
You didn’t have to use clear daydream loading splash texture right?

yeah I just used a transparent tga image and no blueprint nodes at all - did not need to clear or anything like that

There is now an issue out, I don’t know how well it works, but it would be great if we voted :slight_smile: Unreal Engine Issues and Bug Tracker (UE-41051)

Hey nesrak1 - I’m getting a strange crash if I build with ā€œfor distributionā€ and OBB file (so include everything in apk unticked) :frowning: 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 this…

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 :smiley: I’ve a few other things to tweak though before I’m allowed to publish…

Mine is a level editor so I kinda have to :confused:
When 4.15 comes out, for sure I’m updating and going to figure out how to make a pull request.

Hope to finally see some non unity games on daydream :stuck_out_tongue:

FYI: Unreal Engine 4.15 Preview - Announcements - Epic Developer Community Forums
maybe you can get in contact and offer to help? Would be great if we could get that in 4.15 still!

It shouldn’t 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 you’re done…

4.15 Preview 3 has updated GoogleVR plugins.

Nice one!

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 GoogleVRMotionController’s GetWorldLocation and GetWorldLocation as described in video doesn’t work. Trying this in 4.15 Preview 3 with controller emulator. In video, you stated that you haven’t 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 can’t 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 don’t 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 ā€œCurrent 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 don’t need this because in 1.2 its built in :smiley:
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)


(There’s way more but…)


This was tested in my 4.14 branch, not in the 4.15 p3, but it should all work the same :slight_smile:

After trying for many days to get it working I found it was easily reproducible with the firstpersontemplate- filed a bug report here: [daydream] Black screen with FirstPersonTemplate and 4.15P4 - Programming & Scripting - Epic Developer Community Forums

But this doesn’t happen in a blank template?

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 :frowning:

Have you tried the github version 4.14.3 provided by Google ?

Also, I guess you checked this point but how do you pass the viewport camera of your first person character to the level blueprint ?

Hey Sky3,

The problem does not occur with the 4.14 googlevr branch - it’s only with the 4.15 binary. I’d 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 don’t really pass it at all - There is a camera component in the first person character which is all I’ve 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.

Thanks in advance for your help! :slight_smile: