Plugin

@dmorgan, have you tried the test application that comes with Sixense Motioncreator (you can launch it from Motioncreator itself)? It will show you for sure if your left Hydra is working or not.

Awesome thanks. I ran the tool and simple3d and yes the left controller does move. I have 2 hydra units and both are acting the same in unreal. They work with a unity plugin and with unity. It is strange how others have working while I have 2 units that I am having issue with. I must be missing something. Have not had success in getting both controllers to work with any tutorial. Does anyone have a sample project or template they can upload somewhere that works for them without any configuration?

Only thing I can think of at point is you should take a video/screen recording of your UE4 setup so that it will be a little easier to debug.

I did nothing new or different today, but when I turned my system on and opened my project, both controllers now register movement and buttons correctly. Thanks for helping. Though im not sure what the problem was now in case it happens again.

BTW for anyone who can’t seem to get the hand rotations right, it seems like the easiest way to fix it is to set the rotation to “Copy Target” (if using FABRIK) and then to use the Transform (Modify) Bone node along with an additive rotation after that, in bone-space, which you’ll need to figure out the right axis and rotation to correct for yourself. The way I did it was to hook up rotator variable in my character so I could change the input rotation to the Transform (Modify) Bone node while in game until I found the value I needed, and then hardcoded that into the rotation.

Because of the major 4.11 improvements for VR, I’m really looking forward for a 4.11 version of plugin :slight_smile:

[=ipas;462087]
Because of the major 4.11 improvements for VR, I’m really looking forward for a 4.11 version of plugin :slight_smile:
[/]
me too, please update

Hi , thank you very much for developing plugin and the one for the Leap Motion. Fantastic work.

I’m a little late to the party, having only acquired a Hydra last week. While I mainly purchased it as a stopgap for testing while I wait for further developments on the STEM system, I’m really interested in your IK hands/arms that you demoed a few pages back. However, it seems that the HydraPlayerController is no longer part of the plugin. IS there any you’re planning to update that workflow for newer versions?

I followed the two videos at the beginning (Weevilman) and have all of that working, so I could certainly attach hand meshes and call it good enough, but it’s the whole IK package I’m after.

Thanks in advance!

Has anyone tried launching a standalone multiplayer game on a single pc with the hydras connected? For me it keeps crashing. Maybe what Im doing is not possible? Also if anyone is experimenting with a multiplayer VR motion controlled game/experience what is your process of testing in multiplayer? Is it possible to test on one computer or do I need to test with 2 computers?

[=ipas;462087]
Because of the major 4.11 improvements for VR, I’m really looking forward for a 4.11 version of plugin :slight_smile:
[/]

[=zhuchenghao;462593]
me too, please update
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I don’t compile for preview versions of the engine. A new binary will be usually available within a week of a release version. If you can’t wait that long you can easily recompile the plugin for 4.11 yourself:

If you are using a blueprint only project, 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 engine programming Quick Start guide. Essentially it boils down to downloading the free Visual Studio Community 2015. To recompile a plugin, switch your project to 4.11, right click your project file and generate visual studio project files then open the visual studio solution you just created/updated and hit compile.

[=Fundytech;462615]
Hi , thank you very much for developing plugin and the one for the Leap Motion. Fantastic work.

I’m a little late to the party, having only acquired a Hydra last week. While I mainly purchased it as a stopgap for testing while I wait for further developments on the STEM system, I’m really interested in your IK hands/arms that you demoed a few pages back. However, it seems that the HydraPlayerController is no longer part of the plugin. IS there any you’re planning to update that workflow for newer versions?

I followed the two videos at the beginning (Weevilman) and have all of that working, so I could certainly attach hand meshes and call it good enough, but it’s the whole IK package I’m after.

Thanks in advance!
[/]

Page 3 and onward in thread is where we discuss setting up IK for hydra, all the hydra specific functionality is still available from the new HydraPluginComponent and you forward your data to your animation blueprint and hook up the IK pointers.

If you’re still confused there may be a solution coming soonish™. I am trying to find time to make the BodyState plugin which should add convenience rigged characters/hands/etc support for all VR style input plugins (motion controllers, IMUs and image based plugins like leap/kinect). More on later as it gets built!

[=;463153]
Has anyone tried launching a standalone multiplayer game on a single pc with the hydras connected? For me it keeps crashing. Maybe what Im doing is not possible? Also if anyone is experimenting with a multiplayer VR motion controlled game/experience what is your process of testing in multiplayer? Is it possible to test on one computer or do I need to test with 2 computers?
[/]

Haven’t tried this, pm me your logs and post some more context to the setup and maybe the bug will appear clearly.

[=;463813]

Haven’t tried this, pm me your logs and post some more context to the setup and maybe the bug will appear clearly.
[/]

Regarding multiplayer, not really the same situation, but I noticed that if I put a separate instance of the player object in the game and start using the Hydras, the other character instance will get the same motion control input as the one I’m actually controlling.

Separately but similar, if I’m detached from the character, it still gets motion control updates (buttons do not get fired though).

I get the same issue as well n0085410t. My game spawns two instances of myCharacter which has both motion controllers so what ever movement happens on one controller happens to that same controller on the other character. mentioned that he ran into same bug in their last VR twitch stream.

Were you able to figure out a fix for issue?

Honestly I’m not sure where to even begin on a fix for that, that’s kinda why I wanted to mention it to @, hopefully he has some ideas about it :stuck_out_tongue:

Yea I’ve been stuck on problem for a bit and my game relies on multiplayer with hand controls :confused:

Hey, just want to start by saying thank you for making plugin, it is pretty darn convenient and has worked well -so far :stuck_out_tongue:

I’m having a packaging problem. I have never successfully packaged a project with working hydra stuff. I’ve started a new project to make sure it’s nothing else. The project packages fine when the hydraplugin-containing actor is not in the level, but as soon as I add one, the program starts crashing on start, giving nothing but an empty UE crash reporter (another project gives an empty “Fatal error!”, though it is maybe-possible that that is due to something other than hydra).

I’ve done the “compile with an empty class” and “add the dll to Binaries/Win64” thing. Any suggestions?

[=;464062]
Yea I’ve been stuck on problem for a bit and my game relies on multiplayer with hand controls :confused:
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mentioned today on the Twitch chat that you should be able to fix it by checking authority (switch has authority) where you’re doing input. For the actual motion controller component’s movement, might mean having to set a var on tick or something instead of using them directly, though.

When I try to launch a standalone player I get this :frowning:

Access violation - code c0000005 (first/second not available)

“”

UE4Editor_HydraPlugin_9096!FHydraPlugin::DataDelegate() [c:\unreal\secondexperimentbackup\plugins\hydraplugin\source\hydraplugin\private\fhydraplugin.cpp:854]
UE4Editor_HydraPlugin_9096!UHydraPluginComponent::InitializeComponent() [c:\unreal\secondexperimentbackup\plugins\hydraplugin\source\hydraplugin\private\hydracomponent.cpp:21]
UE4Editor_Engine!AActor::InitializeComponents() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:3743]
UE4Editor_Engine!AActor::PostActorConstruction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2599]
UE4Editor_Engine!AActor::FinishSpawning() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2578]
UE4Editor_Engine!AActor::PostSpawnInitialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:2534]
UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\levelactor.cpp:430]
UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\levelactor.cpp:267]
UE4Editor_Engine!AGameMode::SpawnDefaultPawnFor_Implementation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:1272]
UE4Editor_Engine!AGameMode::execSpawnDefaultPawnFor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\classes\gameframework\gamemode.h:67]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1046]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\actor.cpp:580]
UE4Editor_Engine!AGameMode::SpawnDefaultPawnFor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\intermediate\build\win64\ue4editor\inc\engine\engine.generated.1.cpp:4659]
UE4Editor_Engine!AGameMode::RestartPlayer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:461]
UE4Editor_Engine!AGameMode::HandleMatchHasStarted() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:589]
UE4Editor_Engine!AGameMode::SetMatchState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:721]
UE4Editor_Engine!AGameMode::StartMatch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gamemode.cpp:582]
UE4Editor_Engine!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\world.cpp:3050]
UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\unrealengine.cpp:9667]
UE4Editor_Engine!UEngine::Browse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\unrealengine.cpp:8742]
UE4Editor_Engine!UGameInstance::StartGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gameinstance.cpp:321]
UE4Editor_Engine!UGameEngine::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\gameengine.cpp:503]
UE4Editor!FEngineLoop::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2095]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:136]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

[=hamishtodd1;470415]
When I try to launch a standalone player I get this :frowning:

Access violation - code c0000005 (first/second not available)

[/]

I’m working on debugging today. I see you are running 4.9, i had made some the last couple of pull requests to solve some of the errors in the 4.9 branch for 4.10. However, there are still issues with standalone. Mainly they seem to stem from the input devices being created after BeginMatch() is called. I’ll report back if I find anything

So I seemed to have solved my problem without any code changes to the current github plugin. Essentially CreateInputDevice is not called until after BeginMatch() happens, so in my case I was setting a base offset for the hydra off a blueprint Pawn BeginMatch event which caused a crash. By moving the offset into tick (with a branch making sure its only called the first tick()), things in my project worked, even in shipped/cooked configs.

Is there a 4.11 version yet? They finally fixed the bug that has kept my game in single player purgatory!!!