Plugin

Hi I have some question about packaged.

When I packaged to project with hydra plugin. I get PackagingResults:Error: Unknown Error.
I’m using Unreal Engine4.10.2
How to fix problem?

[=;470637]
Is there a 4.11 version yet? They finally fixed the bug that has kept my game in single player purgatory!!!
[/]

Once the launcher version goes from preview to release. You have source so you can recompile the plugin at any time, just add code to your project and hit compile.

[=rinonakamura;473997]
Hi I have some question about packaged.

When I packaged to project with hydra plugin. I get PackagingResults:Error: Unknown Error.
I’m using Unreal Engine4.10.2
How to fix problem?
[/]

PM me your logs, will need more information.

When i use 4.11p5 build the plugin,there is some error:

1>D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): error C2259: ‘FHydraController’: cannot instantiate abstract class
1> D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): note: due to following members:
1> D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): note: ‘ETrackingStatus IMotionController::GetControllerTrackingStatus(const int32,const EControllerHand) const’: is abstract
1> D:\ue4\4.11\Engine\Source\Runtime\HeadMountedDisplay\Public\IMotionController.h(47): note: see declaration of ‘IMotionController::GetControllerTrackingStatus’

[=ayconanw;474942]
When i use 4.11p5 build the plugin,there is some error:

1>D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): error C2259: ‘FHydraController’: cannot instantiate abstract class
1> D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): note: due to following members:
1> D:\ue4\project\jgj\Plugins\HydraPlugin\Source\HydraPlugin\Private\FHydraPlugin.cpp(852): note: ‘ETrackingStatus IMotionController::GetControllerTrackingStatus(const int32,const EControllerHand) const’: is abstract
1> D:\ue4\4.11\Engine\Source\Runtime\HeadMountedDisplay\Public\IMotionController.h(47): note: see declaration of ‘IMotionController::GetControllerTrackingStatus’
[/]

Looks like 4.11 added an extra method for Motion Controllers. I’ll add the fix when 4.11 lands.

[=;474971]
Looks like 4.11 added an extra method for Motion Controllers. I’ll add the fix when 4.11 lands.
[/]

Hello ,
I just successfully updated my project and your plugin from unreal engine 4.7 to the latest preview of 4.11, but i can’t get the Hydra to work, i can see the plugin is getting hydra values right (_sixenseAllControllerDataUE is filled), but the virtual methods of HydraDataDelegate implemented in my code don’t get called anymore, because i’m not able to set my class as the plugin’s delegate instance.
In 4.7 i use to call HydraStartup() which did:
“IHydraPlugin::Get().SetDelegate((HydraDelegate*)this)”
so that my HydraDelegate derived class was used to receive the calls instead of the default virtual HydraDataDelegate, but i can’t find that method anymore, it just doesn’t seem to be implemented, i don’t want to add a component in BP, i’d like to do everything from c++ like it once was.

Also, in public classed of your plugin, i can’t include the private ones,
e.g. in HydraComponent.h i have to change
#include “HydraPluginPrivatePCH.h” to #include “…/Private/HydraPluginPrivatePCH.h”
to compile; i might be retarded but i can’t find any solution to this.

Hi there !

I just wanted to pop by and see if you’ve got plans to update the plugin to compile for the VR Editor that’s on Github.
It’d sure help out those of us who have a DK2 and Hydra’s :slight_smile:

Best Regards
MrNexy

[=MrNexy;494850]
Hi there !

I just wanted to pop by and see if you’ve got plans to update the plugin to compile for the VR Editor that’s on Github.
It’d sure help out those of us who have a DK2 and Hydra’s :slight_smile:

Best Regards
MrNexy
[/]

Released a first workable pass!

Grab it and instructions at: https://github.com//hydra-ue4/tree/vr-editor

Steps

  1. Clone the VREditor branch
  2. Download VREditor hydra plugin release
  3. Browse to your cloned engine root folder. Drag and drop Engine which contains the plugin there.
  4. Compile and run the editor! (watch an episode of gdc or House of Cards, will take a while)

Then just do and have fun!

[=;486445]
Hello ,
I just successfully updated my project and your plugin from unreal engine 4.7 to the latest preview of 4.11, but i can’t get the Hydra to work, i can see the plugin is getting hydra values right (_sixenseAllControllerDataUE is filled), but the virtual methods of HydraDataDelegate implemented in my code don’t get called anymore, because i’m not able to set my class as the plugin’s delegate instance.
In 4.7 i use to call HydraStartup() which did:
“IHydraPlugin::Get().SetDelegate((HydraDelegate*)this)”
so that my HydraDelegate derived class was used to receive the calls instead of the default virtual HydraDataDelegate, but i can’t find that method anymore, it just doesn’t seem to be implemented, i don’t want to add a component in BP, i’d like to do everything from c++ like it once was.

Also, in public classed of your plugin, i can’t include the private ones,
e.g. in HydraComponent.h i have to change
#include “HydraPluginPrivatePCH.h” to #include “…/Private/HydraPluginPrivatePCH.h”
to compile; i might be retarded but i can’t find any solution to this.
[/]

I normally don’t do but, check out the plugin github releases for 4.11 VR preview version of the plugin. You should be able to use the 4.11 version in C++ since it has the correct HYDRAPLUGIN_API definitions. Just include it as a dependency in your project build.cs

Thank you ! :slight_smile:

Edit: I got it sorted , you’re awesome !

Yoohoo 4.11 is released! Waiting for plugin :slight_smile:

[=ipas;503325]
Yoohoo 4.11 is released! Waiting for plugin :slight_smile:
[/]

Had the preview version ready earlier so time it’s a fast update :slight_smile:

Update to 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

Grab the latest update here: https://github.com//hydra-ue4/releases/tag/0.8.8

Let me know if you run into any issues!

Thanks !!

4.12 Version

Great work , do you plan on supporting Oculus 1.3 and Unreal 4.12 eventually, since the VR Editor is already included in 4.12.

Thanks

Hi
thanks a lot for your plugin!
I am working on Project called “In the Shade” www.intheshade.info together with Ziegler who did the programming.
Its is my Bachelor thesis at the School of Fine Arts HBK Saar and we used your plugin to start project.

http://static1.squarespace.com/static/571d1f9286db43188992f7f0/57262fdf1d07c02f9c278ec9/572630407da24f738c4407c3/1462120518469/4.jpg?format=1500w

[=jllabelle;520758]
Great work , do you plan on supporting Oculus 1.3 and Unreal 4.12 eventually, since the VR Editor is already included in 4.12.

Thanks
[/]

The editor itself should support Oculus 1.3 as the Hydra doesn’t interact directly with it. No changes in the plan to continue releasing updates on each major engine release, but only after it has graduated from preview.

[=redhead;530537]
Hi
thanks a lot for your plugin!
I am working on Project called “In the Shade” www.intheshade.info together with Ziegler who did the programming.
Its is my Bachelor thesis at the School of Fine Arts HBK Saar and we used your plugin to start project.


[/]

You’re most welcome and that looks awesome! Looking forward to seeing develop :slight_smile:

Can’t wait to try out the 4.12 VR editor with the Hydra’s - hopefully is updated sooner than later - thanks in advance!

Update to 0.8.9
-Merged compile fixes for 4.12
-Updated binaries

Grab latest at the usual: https://github.com//hydra-ue4/releases

If you want to use the hydra as your vive wand for e.g. vr editor I highly recommend you use the Steamvr hydra driver: Home · betavr/steamvr_driver_hydra Wiki · GitHub which will have wider support for other apps and games too.

Wow, thank you so much!

The 4.12 plugin works great, but I have a rather big problem. I am building a VR project and it currently support the SteamVR motion controllers and controller. When I do not have my Hydra plugged and I am using the HTC Vive motion controllers the relative position of the motion controllers stays at zero. I fact my Vive controllers ( and I think any other motion controller ) will not function when the plugin is active. was not the case with 4.11. Is it possible to fix this ?

[=ipas;553359]
The 4.12 plugin works great, but I have a rather big problem. I am building a VR project and it currently support the SteamVR motion controllers and controller. When I do not have my Hydra plugged and I am using the HTC Vive motion controllers the relative position of the motion controllers stays at zero. I fact my Vive controllers ( and I think any other motion controller ) will not function when the plugin is active. was not the case with 4.11. Is it possible to fix this ?
[/]

Not sure why the hydra plugin is taking precedence though maybe it has to do with the compile fixes for 4.12 (https://github.com//hydra-ue4/commit/e2d595eac663f383c6d70bfbe6f4ae373d64fcdd). I’m away from my vr setup for a few weeks so you may have to investigate yourself on load orders and things. Perhaps detecting the hydra being unplugged would require it to come back with not tracked in https://github.com//hydra-ue4/blob/master/Source/HydraPlugin/Private/FHydraPlugin.cpp#L314 and https://github.com//hydra-ue4/blob/master/Source/HydraPlugin/Private/FHydraPlugin.cpp#L339 linking it to the function call which detects hydra plug in/unplugged https://github.com//hydra-ue4/blob/master/Source/HydraPlugin/Private/FHydraPlugin.cpp#L453

The hydra controllers needs to be on the base-station for the Vive controllers to function again. When the controllers are not on the basestation or the Hydra USB is unplugged, the motioncontrollers remains on 0.0.0 position. leaves me kinda stuck in 4.11 at point.