Hi, the template is awesome and I’m using it in a project. After moving to 3.1.1, I can’t for the life of me get the motion controllers to appear or function. I’m using a Vive on Unreal 4.16 & 4.17 preview 3 (neither work). The last version 2 of the template works perfectly.
@PatimPatam@potatoBlanket Strange I tried it before sending sending it. I will make sure tonight everything is allright. I know also there was one connection missing to animate the touch controllers mesh.
Damned it’s not easy to not break anything when making changes!
Just trying the template for the first time (4.16.3 new project from template) and I couldn’t get Oculus Touch controller models to animate or do teleportation, but the Hands and Vive models worked fine.
Found out that Touch wasn’t hooked up to the rest of the controller initialization logic in MotionControllerBP
I call them beta because I only extensively tested them single player and I’ll test them multiplayer monday, but I don’t expect any problems.
3.2 Logchanges:
Bugs fixed, mainly with VRSettings struct
Fixed animation of the Vive controller trigger
Fixed HMD switch in 4.17
Added a validity check in Server ON Teleport function in MotionControllerBP to prevent errors if trying to teleport before the blueprint is fully initialized
Added a 4.17 preview 3 version
Tested with Rift and Vive
For the curious there’s a slight change between 4.16 and 4.17; the rift is identified as OculusRift in 4.16, but as OculusHMD in 4.17:
: Thanks, will try it out next week. Is avatars network replication implented in this version?
Going to check out also the hololens template soon, thanks a lot!!
I’ve also added a section “How to install it in a current project” (valid for version 2.3b4 and up):
Template
Open “.uproject”
Inside the editor, right-click on the folder “Proteus_Multi” and select Migrate
Migrate everything inside the folder to your project, inside the folder your project/Content/
In your project
If needed, adjust Project settings (see “What are the best Project Settings for VR in the docs?”)
Ensure that ProjectSettings/Maps & Mode/Game Instance Class/GameInfoInstance is selected
Select your starting map as Editor Starting Map and Game Default Map
Select MainMenuGM as GameMode
Don’t forget to put a navmesh bound volume to allow teleportation!
Pawn will spawn at playerstart (placed on the floor) and will teleport on navmesh
In Project Settings/Collision, Ensure that VRCollision is there within presets. It is used to fade out vision when going through meshes which has this type of collision
If using multiplayer, ensure that the file /Config/DefaultEngine.ini is correctly configured. You can use the one found in /Oculus or /Steam folders as needed.
In the control panel found in MainMenuPC, select the options you need. That’s it!
@xN31 I’ll will add in the Hololens thread the commit I’m working on:
I did the Hololens 1.0 template based on the commit 9462825, pushed on July 31, 2017 by Pilley, software development engineer at Microsoft
The latest commit, 5418fb3, pushed on August 1, 2017 by Angela Hillier, another software engineer at Microsoft, presently fails to compile.
For now I continue to use commit 9462825
After a year of stalling, the project Hololens-UE4 is now developing fast. Welcome in the train!
BTW, the client side slow down seems to come from the teleporter splines not being destroyed properly. We just turned the splines off completely for testing and it fixed the problem. Previously we could just keep teleporting around the level and within a couple of seconds we could get the client draw time up to 130ms. Easy fix thankfully.
Also, thanks for creating this plugin! We’ve started prototyping a simple MP game with it.
I still, with the latest update can’t get the vive controllers to show up, even just using the basic template and none of my code at all. It’s weird - I can use the controllers to interact with 3D umd menus, but no meshes for them show up.
trying to use the latest version on 4.16.3, created a new project, did all doc says abouy configuring project, and then after cooking, trying to use it, i cannot go further than selection player (after i build my lan session) …
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
What are the main difference between the templates in 4.16.3 and 4.17.0?
Get HMD Device Name returns a different name (Oculus only):
&stc=1
The command vr.MirrorMode has been replaced by Set Spectator Screen Mode:
&stc=1
Vive Trackers are not of “invalid” type but now of “other” type
&stc=1
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
NB: For Oculus, your Guardian boundaries have to be correctly set up to see the controllers!