An event driven plugin for the . Check out the video for a quick tutorial.
Since version 0.8, the plugin works through both Unreal Engine Motion Controller and Input Mapping abstraction as well as through a convenience component for hydra specific events and functions.
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Only supported in Windows 64 & 32 Platform.
Download Latest
https://img.shields.io/github/release//hydra-ue4.svg
Read the Github readme for the latest documentation,
Older 4.11+
https://github.com//hydra-ue4/releases
Older
v0.8.3 for UE 4.10
v0.8.2 for UE 4.9
v0.7.8 for UE 4.8
v0.7.7 for UE 4.7
v0.7.6 for UE 4.6
v0.7.4 for UE 4.5
v0.6.5 for UE 4.4
v0.6.3 for UE 4.3
v0.5.3 for UE 4.2
v0.5.2 for UE 4.1
Resources
Github - Plugin Source and Documentation
Sixense UE4 Plugin thread
Installation (0.8 or newer)
- Download plugin
- Create new or choose project.
- Browse to your project folder (typically found at Documents/Unreal Project/{Your Project Root})
- Copy Plugins folders into your Project root.
- Restart the Editor and open your project again.
- (Optional) Select Window->Plugins. Click on Installed and you should see a category called Input and a plugin called Hydra Plugin now available. It should be automatically enabled, if not, Select Enabled. The Editor will warn you to restart, click restart.
Use Cases
Input mapping is recommended for Joystick and Button mapping, use Motion Controller Componentsfor x,y,z
How to use it - Motion Controllers
Please refer to the Motion Controller Component Setup unreal documentation as setup is hardware agnostic. Since 0.9 a basic motion controller setup should look like this:
Where visible static meshes are parented to the motion controllers which are in turn parented to a chosen offset, forward by 40cm from the camera in particular example.
No hydra specific component is required, tracking is handled internally and passed to the agnostic motion controller components and the input mapping system. Tracking should defer to other motion controllers if unplugged or docked.
Input Mapping
You can use either the Motion Controller input mapping (IM) events
or hydra specific ones
Other Resources:
Video Series
2-part tutorial series by Weevilman, based on the 0.8.2 for UE 4.9.
Part 1
https://www…com/watch?v=CtWH8pgD-7Y
Part 2
https://.com/watch?v=Vevt7f_sRgM
Changelist
0.9.5
-UE4.15 update
0.9.4
-fixed derived values (acceleration, velocity and angular velocity)
0.9.3
-fix unplugged event not triggering
0.9.2
-No hydra specific components required for full tracking. If you’re using Input Mapping + Motion Controller abstraction, just follow UE hardware abstracted documentation. is the recommended method of using the plugin.
-Optional HydraControllerComponent used to receive 0.8 style hydra specific events and poll for additional data
-Hydra data now encapsulated as a HydraControllerData UStruct and emitted in the custom events
-Historical data removed, use a generalize structure instead
-C++ method should now access data in the same form as blueprints.
-4.14 update
-Input mapping keys renamed to fit closer to how Motion Controller keys are named.
-documentation update for new API
0.8.9
-Merged compile fixes for 4.12
-Updated binaries
0.8.8
-Changed to git flow, look for latest downloads under https://github.com//hydra-ue4/releases
-Uses send controller event for late update only not tick
-added docs url and changed load order
-added world scaling support from vr-editor
-dependencies moved to saner locations
0.8.3
-Updated to 4.10
-Experimental branch merged into master
E0.8.2
-Added ButtonPressed and ButtonReleased events to HydraPluginComponent
-Cleaned up code a bit
-Added ability for the plugin to auto-hide your attached MeshComponents,
see readme for details.
E0.8.1
-Added HydraPluginComponent with Blueprint Assignable Multi-Cast
Delegates. Click the component and click + to add an event subscription
to the current blueprint
-Plugin components and their events are now multi-cast add them wherever
you want
-Added input mapping events for each controller dock/undock
-Fixed PIE crash, seems stable now
-Removed Binaries folder, just drag and drop Plugins. Packaging does
copy the require dll, but may not run.
E0.8.0
-Update to 4.9
-Adds support for UE 4.9 hardware agnostic Motion Controller interface,
both for Input Mapping and Left/Right hand 1:1 motion.
-commit removes past compatibility, wait for stable release if you
wish to have both.
0.7.8
-Update to 4.8
0.7.7
-Update to 4.7
-Fixed a memory leak.
0.7.6
-HydraPlayerController will no longer cause a crash when used in project.
0.7.5
-contains all compile fixes and prebuilt binary for UE4.6
0.7.4
-Changed AnyButtonPressed event into ButtonPressed(enum
HydraControllerButton) and ButtonReleased(enum HydraControllerButton)
allowing for a single event to handle all buttons if desired.
-Reduced controller lag by 1 frame, was introduced in 0.7 due to a
bug from blueprint controller class extension
0.7.3
-Minor code consistency fix
-Added white listing of only supported (windows) platforms
0.7.2
-fixed a crash caused by not having your interface set. will not
longer cause your session to crash, but instead emit log and on-screen
errors.
0.7.1
-Synced folder layout with other plugins. To install you now need to copy both Binaries and Plugins
-Added support for 32bit shipping build, for either packaged or shipping build copy Binaries after packaging has been complete.
0.7
-Updated to UE4.5
-New Component based system using interfaces; now able to extend any
blueprint class to have a Hydra component and receive the HydraInterface
events! See readme or unreal thread for details.
-All events now emit a UHydraSingleController, allowing for easy probe
of additional data at the event state.
-Some compatibility may be broken, but old style C++ extension is still
possible using the old delegate (still retained). New style C++ plugin
extension leads to less code, see convenience actor for details.
0.6.5
-Fixed C++ input mapping, if you’re extending your own project class with the hydra delegate, make sure to copy HydraDelegate.cpp found in the plugin source into your project source; will allow the project to compile for the editor. Remove when compiling for shipping to stop duplicate file error caused by compiler collapsing the dll into single exe.
0.6.4
-Updated to UE4.4
0.6.3
-Added shipping build convenience folder, package and copy the slimmed down Plugins folder to enable the plugin.
-See shipping post, github, or wiki for shipping instructions and troubleshooting.
0.6.2
-Added integrated angular velocity support, updated data, functions, and events to reflect
-C++ class extension needs less filler code, see HydraPluginActor/HydraPlayerController for examples of updated syntax.
-Moved core functionality from the delegate into the plugin
-Historical Data now a pointer to plugin data instead of holding own copy of data.
-Removed Slate dependency from Delegate
-Removed IHydraPlugin.h dependency from HydraDelegate sub-classes
-HydraPluginActor is now added to the input chain if its used by default, allowing it to receive input mapping events.
-Bug Fixes
Older Resources
-v0.7 Quick Setup and How to Use.
-Wiki - Currently Outdated, use github for documentation
-Plugin v0.5 video, still relevant regarding general setup, use with blueprint convenience actors, and C++ class extension.
https://.com/watch?v=zRURG4Zp0Zo**