Hi Nicat my Vive is after delivering so hopefully you have yours too Just a quick question is there an easy way you could tell me that I could integrate the Vives tracked controllers in your PUPO or is it a bit more complicated than that and I would have to wait for an update?
Hello, I wish I could say same about Vive but still havenāt been able to buy it (hopefully next month). With current version of PUPO it needs manyā¦ I mean really many changes, however in the upcoming update it shouldnāt be difficult to make it work with VR and Controllers -hopefully- .
About updateā¦ normally it should have been sent to Epic already but there is a LITTLE bug which took few weeks :eek: to figure out and it needs a LITTLE time to be fixed
Hi. How can I disable the crosshair? I removed the texture, turned off the HUD, but still have a red square with some lines (vectors?).
Hey,
Iām getting issues with it on 4.12.
Any ETA on when you will have this fixed?
Thanks,
Minxies
Iām a bit disappointed with this script actually.
I was hoping for something componentized. Instead I got a couple of god objects that operate in global (world) space and tightly bound to the Player Controller, Pawn and Physics Objects.
Code cohesion is also fragmented with related functionality spread amongst these objects.
Also, you have 2 objects, one called PUPOStarter and PUPOMain. This is bad code smell as theyāre seemingly similar objects with abstractions for the sake of abstractions (for little other purpose other than to separately related complexity) These 2 objects are again actors, not rightfully components.
Sorry to rain on your parade. I might recommend checking out SOLID principles (outlined by Robert C Martin) for some ābest practicesā tips.
Iām this critical because, given a finite slice of functionality, you expect that market place item be a stature for reference of good design. This unfortunately is not which can lead unknowing non coders down a dark paths. Iām a bit dismayed that Epic isnāt enforcing these general programming best practices as part of their Marketplace submission guidelinesā¦
That said, it packs some interesting functionality. Incidentally, itās just a shame itās architechted as, like they say, a āball of mudā.
Hello, we are aware of PUPO not working on 4.12 and currently working on an update. Update will be sent to Epic probably before next week or during next week.
First I apologize for messy blueprint in PUPO. In the update many useless nodes are removed and replaced with useful few ones
PUPOStarter and PUPOMain are separated because of Input limitations in blueprints. If it wasnāt done, there would be some problems. For example: if you are holding a gun and have same key for both firing and picking up. While firing a gun if you mouse over an object which can be interacted by PUPO, input would be consumed by PUPO therefore even if you released Fire key, it would still continue to fire because that input key is no more listened by player pawn. We have tried going around Input limitations in many ways but unfortunately only way we could find was to separate Actors and enable/disable input depending on situation.
Note: not trying to put blame on UE4, just wanted to explain why they were separated. And of course there are many things to make better because this is our first product and we have learned many things after publishing this. Also weāll constantly improve PUPO with the feedback we receive from users like you.
Thanks for heads up, will definitely check out those principles.
We are thankful for and always welcome such criticism. As it gives good view of what can be improved.
Hello, I apologize for delayed response. Didnāt get email notification or missed it.
You probably have solved it by now but here is what to do in case someone else needs it. That square is from LineTraceByChannel in PUPOStarter. You can disable it by setting āDraw Debug Typeā to none.
Thank you!
Edit: update is up: Marketplace link
Hey everyone,
Good news is finally here, just sent 4.12 + VR[experimental] + ālots of new featuresā update to Epic.
Thanks to everyone for suggestions, questions and support!
Special thanks to forum member tcla75 for helping out with VR!
PUPO has evolved into PUPI
Finally!!! After a lot of blueprinting (adding tons of new features and fixing bugs), waiting for our HTC Vive to arrive (had some delivery issues ) and getting tons of motion sickness (apparently I get motion sick very easily :mad: ) update has arrived to marketplace. One of the reasons update taking so long was we thought update would get to marketplace after a few weeks of sending it to Epic and wanted to include everything at onceā¦ but boy were we wrong about marketplace staff. They got it in a day
So what are these tons of features you may ask, the most āheavyā ones are: outline, pick up and inspect sounds, slowing time while inspecting, auto-scaling down inspectable to fit screen, few settings to make PUPI work in any type of game including VRā¦ take a look at āGuideā or āSettings spoilerā in first post to see full list. Also with a little blueprinting you can make character slow down depending on picked up object weight (to see how it is done take look at FirstPersonCharacter in Demo->Character->Blueprint->). There is no PUPOStarter and PUPOMain BP actors anymore, there is one PUPI BP actor which has full logic in it(and 13 more for input mappingsā¦ just ignore them ).
Hey thanks for the update! Does this mean you will now be working on PAMMBO?
I noticed thereās a bug when trying to throw an object. Also, when carrying objects they donāt look smooth as before, they look kind of jittery. Is it just me? Thanks again!
is it now suitable for a point & click adventure game ?
( pressing both thumbs like an idiot ā¦ )
You are welcome. Yes we are starting to work on PAMMBO, also might do something else at the same time. To be honest it seems like PAMMBO will have some issues. Depending on speed of door and frame rate, door may not get locked and closing sound may not play. If we canāt find a better way to handle locking mechanism, users will have to keep maximum speed of door limited by setting damping or having minimum limit of frame rate(which sounds very silly). If we canāt fix it, depending on how bad the problem is weāll either have the price reduced or even put it on the forum for free, even though weāve spent lots of time making it. We donāt want to submit something with serious issues.
Throwing bug is solved and sent to Epic. In the meantime this can be done to solve it: In PUPI blueprint search(ctrl+f) for āReset variablesā and remove last two nodes (set GrabbedObject and set InspectObject). Jittery movement is due to UE4.9, it is smooth on later versions.
Well, at least it is possible to use mouse pointer instead of trace and object can be āattachedā to character instead of camera which might be useful for some projects. Still a bit more info about how picking up is going to be implemented would help to give a proper answer.
Itās working perfectly now, this blueprint saved me a lot of development time. Thanks for all your work HeadsAndBrains!
Really glad to hear that You are welcome!
Hi, great pack, Iām having fun with it, I wish input keys were importable files. anyway I have a problem, I can provide screen shot, but before I do that how do I get rid of the tracer and hit sphere visualization? Its great for testing but it interferes with game. I donāt even want the red dot on screen. As long as objects outline illuminate its good enough. thanks for any help
Hi, physics is fun in games
Currently I am not aware of a method to import InputMappings. If there is a way, I would like to know that.
About trace visibility, just updated first post. You can find guide for how to disable trace visibility under Guide spoiler.
Thanks!
I just noticed, At the top of input dialogue screen there is an option to export and import settings. easy install after exporting settings from your sample project. thanks. next update you should add public variable so we donāt have to go into blueprint, more profession. thanks
Hey, thanks for letting know. How did I miss that :eek:? But seems like it overrides existing InputMappings so, this is a good method for projects without existing Mappings or with fewer Mappings than PUPI.
Also, you can change mapping keys from Project Settings, no need to go into blueprints. AFAIK we canāt use variables with Mappings, so how is public variable going to help?
Thanks for awesome feedback and help!