jinzay
(jinzay)
August 5, 2019, 5:27pm
599
[USER=“1110051”]Luqman Surreal[/USER] in setting handposes you have to only mess with these settings:
one for each hand side. It’s less user friendly than messing with sockets on skeletal meshes, but it’s the way I found to interface with the Avatar hands.
Should work well, since we use this technique in many apps. Think I should do a video to show that.
@Kingslayer_j Important to replace the original OculusAvatar plugin with mine in runtime/plugins/oculus. If not you’ll get build errors for many reasons, since I refer to a few custom functions I put in OvrAvatar.cpp, and I use OvrAvatarManager as an FClass instead of an UObject.
@jinzay Not sure about black borders? I’m not sure I see any.
[USER=“176719”]Beyond Matter[/USER] That’s strange that you RMotionController is pending kill, the only reason for that is if you are in DebugMode in MainMenuPC; LMotionController is also destroyed when using Go
@n3fox You should ensure that your chaperone is set OK and that SteamVR is correctly detected. You can see that in output log when beginning game.
Your template and any implementiations to other apps adds a black Vignette at the corners of both eyes that is similar to the FFR Mask. Its cool on darker maps but on a white map its totally obvious and something that does not occur on empty projects.