Single/Multiplayer, Touch & Vive blueprint only Template

Version 3.2 - August 8, 2017

What’s new in version 3.2?
· Many bugs fixed, extensively tested, single & multiplayer + Vive trackers
· 2 versions: Unreal 4.16.3 and 4.17.0
· Fixed animation of the Vive controller trigger
· Added a validity check in Server ON Teleport function in MotionControllerBP to prevent errors if trying to teleport before the blueprint is fully initialized
· Shows Oculus Guardian boundaries when showing 4 poles corners
· Destroy Session called when ESC key is pressed

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GitHub at GitHub - ProteusVRpublic/ProteusTemplate: Single/Multiplayer VR Template for Touch/Vive Controllers and Avatars

What are the main difference between the templates in 4.16.3 and 4.17.0?

  1. Get HMD Device Name returns a different name (Oculus only):

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  1. The command vr.MirrorMode has been replaced by Set Spectator Screen Mode:

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  1. Vive Trackers are not of “invalid” type but now of “other” type

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Known bugs – IMPORTANT!
**Oculus only, and only in UE 4.17.0: When starting game, the center of playground is wrongly and automatically set to HMD 2D position. This will affect player position inside his playground, as well as teleport position. This bug has been reported, is not encountered with Vive nor version 4.16.3. **Topic at Oculus center of play area wrongly assigned to HMD in 4.17.0 - Rendering - Unreal Engine Forums

Extra Sphere collision is shown when using debug shapes including the debug line for the widget interaction component. This is an issue since the 4.16.0 version. By disabling Instanced Stereo the bug goes away. This has been logged as UE-44947 at Unreal Engine Issues and Bug Tracker (UE-44947) .

VR Essential Kit won’t work with clients in multiplayer mode. I’ll have to review/rethink @jamis ‘s excellent work to enable interactions with clients.

Physics objects: It’s normal to experience client-side lag on physics objects (i.e. Interactive Objects). Many tricks exist to fix that problem; search for “multiplayer physics objects”. This would be an entire different topic and is not specifically related to VR.

@malcriado and others: I’m confident that all bugs have been fixed; I passed several hours today testing everything, single and multiplayer, Vive and Oculus :cool:

NB: For Oculus, your Guardian boundaries have to be correctly set up to see the controllers!