Single/Multiplayer, Touch & Vive blueprint only Template

Version 3.2.2
August 29, 2017

What’s new in version 3.2.2?
UNREAL 4.17

2 important fixes:

  • “NavModifiersVolume (NavAreaNull) have inconsistent behaviour since Unreal 4.16. For now I ditched the NavMesh and teleport on static mesh, deny teleportation with floor angle and CustomNavArea NavModifierVolume, until Navigation is more stable in Unreal.” [NOW FIXED]
  • *“**I’ve had the same teleportation direction issue through all of the versions of the template I’ve tested. For me the forward direction seems to be the “right->” direction of my playspace. Any luck reproducing the issue with teleport rotation on the vive? There are times it seems like I’m 90-180 degrees from where I’m supposed to end up and its really confusing sometimes. **I haven’t been able to figure it out myself » ***[NOW **FIXED]

What I recommend: Try the 4.17 packaged version on the OneDrive (Template 3.2.2). If there is problem there, it’s on your side, probably setup based.

@finn7390 That should solve the Vive teleport position problem.

I’ve greatly simplified the teleport functions. Note that the HMD position problem within playground is still there with Oculus, an inherent problem since 4.17
Deleted all NavMesh agents, seems to solve the navmesh teleport problem but I recommend playing with RecastNavmesh settings for fine-tuning.
Fixed only the 4.17 version, PM me if need the 4.16 fixed version.

KNOWN BUG WITHOUT A FIX (FOR NOW)
No VOIP through Direct IP Connection: I’ve tried many tricks / solutions, nothing works (yet). Maybe using Advanced Session Plugin? I’ll try that. If someone has a trick for enabling VOIP through direct IP give me a shout.
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.
Oculus Avatars Version : Remote Avatar is not controlled by Remote Player : Working on it.

BUGS WITH NO FIX
Affecting ONLY version 4.17, and ONLY Oculus Rift**:** UE-48260 Play area bounds are offset so that the player’s spawn position is at the center of the player start Unreal Engine Issues and Bug Tracker (UE-48260)

Affecting Unreal 4.16.3 and 4.17.0: UE-44947 Extra Sphere collision is shown when setting it to not be hidden in game for the MotioncontrollerBP
Unreal Engine Issues and Bug Tracker (UE-44947) You can resolve this by unchecking “Instanced Stereo” in Project Settings, but doing that could decrease VR performance.