@xN31 Yes finding sessions is trivial of I guess, many things. With the same packaged version, most of the times there’s no problems but sometimes I cannot find sessions. Also, by enabling a VPN in other countries often it solves the problem.
My guess is variable traffic using app 480. I have a laptop on which Windows Firewall is sometimes a problem with Steam, don’t know why.
For the SSR I did not try post-process effects since a while, but from earlier test I had problems with SSR. Usually SSR is not your friend in VR, but maybe it’s better now with latest Unreal versions.
Finally, for the Avatars I’ve already done it for the Avatars themselves I’m just finishing a way to retrieve a list of friends sessions like Steam. This functions has been recently updated with 4.16 so I’ doing that. Give me a week!
A minor quibble. I’ve always had some issues with the widgetInteraction components debug lines appearing when they shouldn’t. I ended up hijacking it in my own version where I didn’t use the debug, but a custom cylinder with and fx material on it. In 3.0, when in the default menu, there seems to be a debug line (black) that has some constraint to the HMD.
@MPC- I think you have the same problem stated for the debug line: " Extra Sphere collision is shown when using debug shapes including the debug line for the widget interaction component. This is an issue currently related to the 4.16.1 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) ."*
Try turning off instanced stereo. If it resolves the problem, welcome in the boat waiting for UE-44947! Problem specific to 4.16
Is there a set of export/import tricks to get new hand meshes to work with this? I used your maya file, placed my own custom mesh into it, messed with the joints a bit to align them, skinned the hand, keyed updated poses and exported. When I import your fbx and my fbx into a clean maya scene (both with their own animations) they align quite nicely.
However when I import them into UE4 (I’m importing by going to the CVR_Hand and Hand_Anim, changing the asset to my new asset and re-importing keeping the rotation import settings in-tact 90 in x), the hand goes awry, and fingers are rotating in the incorrect axis. I certainly didn’t rotate any joints that severely.
In my previous tests, I replaced the BP_MotionController entirely, so I wasn’t using many of the features. But this one, I’d like to maintain all the features, just replace the hand mesh with my own.
Hey , as always i keep checking out your frequent updates.
As of your latest updates you made a lot of design choices i would consider bad. Here are my thoughts ( sorry for no screenshots ):
You added a teleport angle setting - by default this renders teleportation almost unuseful in reallife situations. (small holes dents objects block out the teleport and make it flicker) I couldnt find a working setting so i disabled it. I would set these kind of things trough the nav mesh!
You dont consider the nav mesh anymore. The Project point to navigation was not connected to a nav mesh and you dont use the corrected nav location. This enables you to teleport anywhere. Is this intended? (it makes creating teleport locations easier)
**3. Work on fixing all the delays upon a game start! **- this is horrifing to look at Why not chain the actors in a way so there wont be any lookups before creation? It is strange that my fast computer has to wait almost 20seconds even tough everything is loaded in 2s.
I would love if you could even combine the mainmenu and multi gms and controllers - seems like a hastle to check settings and stuff in both.
Didn’t quite understand the testpawn and didnt get it to work - feels like it now clogs all the bp
edit:6. also you can not reconnect to a game as a client - also a significant feature for long term usability.
I can confirn the increased stability and performance in mp. Keep it rolling!
For me the true game changer would be if you manage to get the oculus network/matchmaking to work for a template. It is really hard to get into and would make new projects easier to set up.
Hi!
I’ve been testing and working with this plugin for the last 2 weeks and it’s awesome! So good job !
I do have a problem with the VOIP though. I’m using version 2.3 and the VOIP works fine on LAN but not on direct connect through IP. I know it’s not working for the Oculus network on 2.3 but should the VOIP work for direct connect?
I would prefer not to change to 3.0 right now as it’s just a small demo project and I don’t have the time to redo the project. So if VOIP for direct connect over IP works in 3.0 then I would very much appreciate some information on what I can change in 2.3 to make it work, if possible.
Hi Everyone, I’m not a hard core Unreal Engine user but have been working with it for a while to illustrate my buildings and interior designs with Unreal and HTC Vive.
I have always used the templates in Unreal but for a while i was working with blueprints to make my work Network ready to use two Vive head sets, with very poor results
So this template is what i’m looking for but i can’t make it work. Working with the template and tweek some parts to fit my ideas work fine but i can’t create a package.
I’m not sure if its about VB settings or maybe plugins? But i get a error early in the process. I have not done anything with the template just start it up and added the maps to be included.
Tried to open the files as Project and Template, but same problems.
If some one have time to figure out what my problems are (except my low experience in VB in Unreal ) i would be greatful.
I have to agree with FATBACHELOR that the changes for TeleportAngle and NavMesh don’t work as expected. I fixed it for myself by changing TeleportLocation to NavMesh Location to use the NavMesh I created. As for the TeleportAngle it works with the y component of the impact normal vector. I didn’t get why that was used. I changed it to z and changed the query to use 90-TeleportAngle so it works as I am used to by now. If it is working as you wanted it to, maybe you can expand the documentation even if its the most boring part of software development.
Delays are hopefully only a temporary problem and I am glad that you went for the update even with the bugs still in there. @Mathias.C When packaging a project you get errors in the log. Post them after looking them up, if you can’t solve them on your own. A best practice might be to package the template project right away to check if your settings / template have a problem, or your changes / content.
@MPC- Seems that the problem is the orientations of the joints in Maya. Did you check if all joints are at 0.0.0 and y up? So when you import anim and mesh in maya from fbx (and with x 90 rotation) you have 4 frames anim. With these 4 frames you can do 9 different fingers poses, which correspond to the 9 poses of Oculus Avatar hands.
If any interested, I could find my notes and show the relation between frames and poses, but anyway you can deduct them in the blueprints. @FATBACHELOR The reason I put this (angles in teleport) is to save putting navmodifier volumes everywhere. It could be handy if teleport terrain is relatively flat. But you can easily remove this condition in BP or put 90 degrees in the MainMenuPC.
The ProjectPointToNavigation is an updated function in 4.16, and I found that even if you don’t connect it to anything it works well. Yes I still use the navmesh to teleport. Try it on the “no teleport zone”.
Delays: Ok I take notice of that. I could replace that with gates. Will do that.
With the latest version you should just have to check settings in MainMenuPC. Yeah I tried different things but it’s difficult to stay polyvalent and be short and sweet. Usually what I do when I have a specific project (let’s say single player Rift) I delete/remove everything I don’t need. And as usual, the client ask me the week after to make it works for the Vive. Hum.
The testpawn served me well to test pawn replication on a single computer. This way I was able to simulate most of the functions for a 2-4 multiplayer game. Guess that it is of no great use anymore…
Reconnect as a client. I did not think about that, should be easy to do. @davidhiq Ok you unmasked me I’m not sure I tested VOIP over IP direct. I don’t think it could be a problem, I’m checking that.
@Mathias.C There is no plugin (yet) in the template, so you should not have to compile anything in VS. Of course if you add your own C++ code it’s another thing. From what I see in the jpeg maybe you have IOS enabled / as a target? We are working Windows here. maybe also you missed with the structs? Probably a setting in the Project Settings. Did you try to package a blank project? @FATBACHELOR Could you check, when using VR preview in the editor, if the splines created when teleporting are continually destroyed/spawned as it should be? This could be because splines are spawned but not destroyed, creating thousands of splines in no time?
Update #1. I realised that the VR Keyboard spawning function in the AvatarMaster had disappeared mysteriously between 2.3 and 3.0. You can easily recreate it by copy/paste from 2.3 or using this pic:
Update #2. For the Avatars, I attained partially my goals, which were to have an AvatarMaster with all functions except it uses the mesh from the Oculus Avatar; find Oculus Sessions, and uses VOIP over Oculus. I have a last bug that is I can’t connect to listed friends sessions, but it should be resolved soon!
So I got the base anim imported properly, but the individual key poses CVR_Hand_Frame2, 3 and 4 all import without the 90 degree import setting and I cant find a way to fix that.
@xN31 I use the SDK packet recording for hands, head and cylinder. The way Oculus did their SDK it’s easier this way. @MPC- So I checked my .fbx file everything is fine. I can fix your fbx (or better Maya) file if you PM me, no probs.
Thanks, I emailed you. To clarify a bit, I’m simply right clicking on CVR_Hand_Frame2, 3 and 4 and selecting reimport, and choosing my updated hand (same one that works for the skeletal mesh).
quick question! Ive got my blueprints on the level with replacate activated, so when server side for example opens a door, the client sees it without issues, but when clients open a door, there is no replication on the server side, any tip for this? already check every ******* turotial about networking in unreal but no success on this!
I could post some screenshots about this!
Thanks in advance!
@dreiform If you’re talking on latest 3.0 version, everyting is in the MainMenuPC VRSettings under “Is Using Oculus Subsystem”. If you use it you must have Oculus Subsystem plugin enabled. @malcriado When you’re thinking multiplayer the first question you must ask is who is the owner of the object? So you’re opening function is probably owned by each pawn, and if this pawn is a client the function needs to be replicated to server via an RPC. Could you paste your functions?
Update 1: If the gods are with me, should be able to post an Oculus Avatar version tonit.
Update 2: Should also post a video on how to change hand meshes
Update 3: Oculus mixed reality interests me. I think I have everything needed, will give it a try with the template and report. Anyone interested?
Update 5: Issues still unresolved in version 4.17
UE-44947: Extra Sphere collision is shown when setting it to not be hidden in game for the BP_motionController in the VR template