[=walldiv;190477]
I’ve read on here many times about the HydraPlayerController bp setup and when I open my COMPONENTS section of the newly created controller blueprint, it crashes the engine 100% of the time. I can create a brand new project, both 4.5.1 as well 4.6 have been tested… and the latest version of the Hydra plugin (0.7.4) and copy both the binaries & plugins folders to the project directory… All help is greatly appreciated.
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Gave a check and you were right, something I changed earlier has caused to crash. Pushed an update 0.7.6 with the fix. In general I recommend using the Hydra Component + Hydra Interface setup introduced in 0.7 rather than the convenience player controller/actor but your use case will now work properly. Thanks for catching the bug!
[=asperatology;190424]
I’m a student working on a virtual reality assignment in a team of 3 that uses Razor Hydra and Unreal Engine 4.3.1.
We’re having some troubles with shipping our project out. We mostly did our project in Blueprints only, but we wanted to try and ship the project, so that it can be played on a different computer with no Unreal Engine 4 installed. In case, it’s our podium computer in our Immersive Human-Computer Interaction classroom located in another department of our campus, where the technical specs is lower than our department’s lab computers.
Note that we are not expert in programming.
We’re using Unreal Engine 4.3.1 with Razor Hydra v0.6.3. We cannot use the latest Unreal Engine 4.5.1 and up, as well as the newer Razor Hydra plugin due to compatibility issues with the lab computers. I have no explanation and no log messages, but the Unreal Engine 4.5.1 crashes upon loading a brand new project with Razor Hydra 0.7.4 plugin.
I looked up the Wiki on setting up the Razor Hydra plugin, as mentioned. I don’t understand the Shipping Build Instructions, so I have some questions:
The first instruction just says, “As of UE4.3, your project needs code.” What code is this, and where can I see code, like an example code not from the live tutorial video?
The wiki isn’t really helpful at all, the live tutorial helped a bit, but it’s not clear. I wished to update it myself so that it becomes relevant for people like me who are new to Unreal Engine 4 C++ programming. We just need an example code to look over, so that we can at least start scratching the surface. We have not made a single progress when it comes to shipping and packaging a project with Razor Hydra plugin, and it’s frustrating to see that there aren’t any additional information that can be found because of the lacking example code, other than the live tutorial.
I’m having red lines here and there in the editor, so I think I need to come back after I cleared off my mind for a bit.
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How ironic is this.
You don’t need any code at all.
What I did was I created a brand new “Code First Person C++” project. And then copy/paste our blueprint UASSET files from our old project to the newly created project, and start packaging it. And that is it. There is no code needed to type in Visual Studio 2013.
UPDATE #1:
Going to verify if Shipping is working or not. I’m getting the Address = 0x0 error, so it means that I didn’t put the DLL in the correct folder location.
UPDATE #2:
Placed/copied the 32-bit and 64-bit DLL in all subfolders throughout the WindowsNoEditor folder, but it’s still showing Address = 0x0 error. I don’t see any log files. Where is that located? Maybe it’s because I don’t have the code set up?
UPDATE #3:
Okay, so the code that is required is basically an empty default-generated code of any class object from Unreal Engine 4. Literally. It just needs to somehow link PDB files with Unreal Engine 4 in order to correctly start the game after the game has been shipped and packaged.
And I just now realized the Wiki is outdated… If only that warning is more obvious.
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The video was from when the plugin was initially released (0.5) and a fair number of things mentioned there are now outdated, back then shipping wasn’t supported, that only came in v0.6.3.
I do apologize for the outdated wiki, unfortunately I am just one person doing for no financial gain so I do not have the resources to keep two separate sets of documentation up to date. I have cleaned it up and forwarded links to the github repository. Please refer to that readme for all detailed instructions as only that location is guaranteed to be up to date.
I understand you’re using 0.6.3 which is the first version that contained the shipping instructions. Just following those instructions should work. Specifically, the code part has been expanded to explain in more detail
Projects require code for shipping in order to include the plugin, add an empty class and compile your project module. You simply do File->Add Code to Project and it can be anything so I usually just pick None->Create Class and then it will ask you to open visual studio where you just hit compile (Build solution). If you haven’t added code before follow the unreal engineprogramming Quick Start guide. Essentially it boils down to downloading the free Visual Studio Community and changing a few small configs.
The code requirement for plugins is currently an engine limitation because shipping/packaging causes the plugin DLL to collapse into a single executable, so in order for your game to recognize the plugin in a packaged form it needs the plugin code to be included in the build which is done by adding a simple empty class.
For the newer plugin (0.7.4) problem, it is possible you experienced the same issue as walldiv, where an incorrect null check caused the plugin to crash if you used the HydraPlayerController. has now been fixed in 0.7.6 which is also updated to UE4.6.
I recommend using the 0.7 Component + Interface system moving forward as it gives you the maximum flexibility.
[=Mrob76u;189427]
Thanks . Your work on input plugins is really great. Especially of the VR developers out there like myself. We owe you a lot of drinks 
On a side note I’m also a backer of the new STEM system from Sixence, The vitualizer and the full body capture suit from Perception Neuron. Does anyone else here have any of these devices on order as well?
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Cheers Mrob76u, I won’t turn down a beer if you’re ever in the UK :). Personally backed a full Sixense STEM and PrioVR systems, so maybe those will get some plugins when I get them (if the companies haven’t already made plugins of their own)! Also pushed the 4.6 update, it’s available at the usual location.
Update to 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