Every plugin has been updated and send to Epic, Epic just has to publish the update to the marketplace.
I expect this to take a couple days, maybe a week, we’ll see.
Every plugin has been updated and send to Epic, Epic just has to publish the update to the marketplace.
I expect this to take a couple days, maybe a week, we’ll see.
Ah, cool. Thanks
Its been a week, any idea on this ?
I keep getting errors that this lib isn’t installed and that the project ‘needs’ it.
I"ve moved to 4.13 but having a lot of issues.
thx anyone
Epic is having problems with compiling code plugins, caused by an incorrect setup on their side (the filepaths are too long, which causes compile errors).
They are working on fixing it, and after that, they will be publishing the 4.13 code plugins to the marketplace.
:)( How long does it take to fix filepaths, I mean that sounds ridiculous
I admit not to being much of a programmer, but that sounds like silly talk to me.
As far as I know, they have an automatized way of compiling and publishing plugins. This system places code plugin projects in a folder like:
D:\BuildFarm\buildmachine_++Portal+Main\GA\4.13\Plugins\LowEntryCompression\Package\Engine\Plugins\Marketplace\LowEntryCompression
This is what causes the filepaths to be too long.
In order to fix this, they would have to make their system use a different folder structure. I’m not certain how hard this is to do, because I don’t know how their system works, but if it takes them this long to fix it, it’s probably not an easy problem to fix.
I’m enough of a professional to get that ‘it takes however long it takes’, as we’ve all heard that before, but honestly I do know something about programming, and the hardest things to do in programming , faik., have nothing to do with this issue whatosever.
I have no illusions that I could be very wrong, but it would be also nice if epic would weigh in on this instead of keeping us in the dark
ty
Yeah, it’s taking oddly long time
@ Do you happen to have any Oculus VR HMD? (Gear VR or Rift)
The updates have been published to the marketplace not too long ago.
Also, yes, I recently bought a S7 and got a Gear VR with it, haven’t really used it yet.
Ah, cool.
Do you think you could add nodes for losing focus and regaining it? (In VR)
Maybe, I’ll dig through the engine’s source to see what’s possible.
Basically this: [Gear VR] Potential bug with camera re-orientation - Meta Community Forums - 466643
The functionality is already in UE4/Oculus SDK in C++. Just not exposed to BP.
Turns out, it already exists in blueprint, the blueprint is called “Get VR Focus State”.
Here is the blueprint declaration:
/**
* Returns current state of VR focus.
*
* @param bUseFocus (out) if set to true, then this App does use VR focus.
* @param bHasFocus (out) if set to true, then this App currently has VR focus.
*/
UFUNCTION(BlueprintPure, Category="Input|HeadMountedDisplay", meta=(DisplayName="Get VR Focus State"))
static void GetVRFocusState(bool& bUseFocus, bool& bHasFocus);
I couldn’t find any events for VR Focus, but you could just check the VR Focus every tick and make your own events with that.
I’ll ask Oculus about this one, but I don’t think it will be of use. When you enter Universal menu, you need to preserve orientation of the HMD. Then when you return to the game from Universal menu, you need to restore orientation. I don’t see how it can be done with that node.
There are several additional VR blueprints, you can find them in Input -> Head Mounted Display.
There is a blueprint with which you can retrieve the orientation and tracking origin, perhaps that can be used to achieve what you have in mind.
@
Do you think you could add a few things into LE Extended Standard Library ?
I can’t seem to find a way to switch from single-screen to split-screen manually in runtime (and set single or split screen at the beginning of the game)). Is it something possible to add to BP ?
P.S. Probably has something to do with UGameViewportClient | Unreal Engine Documentation
Have you tried using the “Create Player” blueprint? (How do I activate Splitscreen? - Multiplayer & Networking - Epic Developer Community Forums)
@
That’s the thing - I need for 2 players to be on a single screen and then when necessary, switch to split-screen.
Seems like I’ve found something: Any way to toggle the "Use Splitscreen" option during gameplay? - Blueprint - Epic Developer Community Forums
I’ll test it out.
Update: I’ve tested it out and it works. I’ve send the update to Epic.
Sweet! So it will be possible to set single or split screen on player’s spawn and switch between them in runtime ?