I have purchased your Vive Mocap Kit, and I’m have the issue of using 4 lighthouses with 3 trackers, and I just tried your patch via your instructions for 4.19.2 and it works when I launch an editor version of my project but if i package my project i get the same error as was mentioned before by DEHIVE. I’ve saved a zip of the log and crash log for the packaged project launch and PM’d you that as well. You had mentioned that 4.19 should be working packaged with the provided patch. As my issue is with having 4 lighthouses and 3 trackers, I was thinking it may be slightly different than DEHIVE’s issue. Was hoping you could shed some light on what might be wrong.
Did you try to launch the project with two lighthouses? Actually, I thought SteamVR doesn’t support more then two lighthouses yet.
Do you use input events from Vive Trackers (Steam Generic Trigger, Steam Generic Grip etc)? If yes, don’t use them via Input mapping. Only direct events in blueprint.
Try to package in Development configurtaion (File -> Package Project -> Build Configuration -> Development). Does it crash too?
Also, try to delete fully SteamVR plugin folder (Program Files\Epic Games\UE_4.19\Engine\Plugins\Runtime\Steam\SteamVR) with all containing files and replace it by this: SteamVR_FullDirectory_Fixed_4192.zip - Google Drive
@YuriNK , thank you so much for your work on this plug in. We had great success with it a few months ago using 4.18.3, but then after not using it for awhile we updated to the Vive Pro HMD and when we came back to it our inputs weren’t working anymore (Steam Generic Trigger, Steam Generic Grip, etc). We tried calling it from the blueprint as well as input mapping and neither worked.
We have now switched to 4.19.2 to try to fix this and unfortunately its still not working for us. I have used the 4.19.2 patches in your first post as well as in your most recent one with no luck.
Anything I can do to help you find the source of this bug? Is it related to the recent change to SteamVR inputs by steam?
Unfortunately, I don’t have a hardware to test input. Can you check if input in thispackaged project works? It should print messages like "TRIGGER’, "GRIP’ etc.
Also, try version of the patch (for 4.19.2) from my previous post.
I didn’t update my SteamVR for a while, but they shouldn’t break backward compatibility.
@YuriNK , thanks for that. I will try that packaged project when I return home. I have already tried the version in your previous post and that didn’t work either unfortunately.
if it helps, my blue prints are also now giving me warnings below the input events in the blueprint. They say:
InputKey Event specifies invalid FKey’Steam_Generic_Trigger’ for Steam_Generic_Trigger
Please, try to download and package this project: ViveMocapGame_TestPatch.zip - Google Drive
It should 1) work with multiple Vive Trackers 2) receive input (Trigger and Touchpad) from Vive Trackers and write messages in the Text Render Component.
The first works for me, the second I can’t test.
The idea is to figure out what cause the problem. If you have crashes with this project packaged (I and don’t), the problem is in distribution of the patch and I need to remove some files from the archive. If it works for you as for me, the problem is somewhere in your projects.
So the issue here just turned out to be with derived files, i deleted all derive files and folders, rebuilt project files, and rebuilt.
Now everything works with the 4 way tracking and my 3 trackers with your patch. So thanks!
Yes, 4 way tracking is working with steamVR. You just need to poke the pinhole in the back of two of the light houses to change the channel to S2 and S3 so they aren’t conflicting with your other two lighthouses until you get all 4 showing up in steamVR… ( of course try at your own risk ).
Not sure why HTC is saying it’s not available at the moment. Maybe because of ongoing issues like this one with unreal’s current steamVR integration etc…
They are starting to enable many more lighthouses than 4 in beta. I think 4 lighthouses is still the max within the same tracking volume at the moment.
@yukiNk, good news, I have reverted from SteamVR Beta to the main SteamVR version and my tracker inputs have returned!
There is also a version of SteamVR beta called ‘openvr-inputemulator-temporary’ and I am finding that the tracker inputs are working on that version also.