Single/Multiplayer, Touch & Vive blueprint only Template

  1. In MotionControllerBP in the RepNotify function OnRepShowDebug you can select the debug line hand there. Remove the Switch on HandEnum or plug both hands there.
  2. Also in AvatarMaster link the WidgetInteraction Function to the button/controller you want

I will investigate this further but I don’t think that’s the problem. Maybe exploring doing a simple plugin enabling VOIP via directIP could be the way for now.

: Any update about the Oculus Avatars replication?

Hello, I’ve got connection problems between host and client over simple Lan. The client sees the host match and I can join, but upon clicking “Launch” the menu disappears and the Host level isn’t loaded (this should happen right???). Have a Vive -PC and an Oculus-PC as participants. No matter which is host and client, the client don’t load the map. Using your " Template 3_2_2_Packaged" (after I thought it’s my faulty application based onto ) and have the problem. Please help me, multi user VR is badly needed for my project.

Hi , we’ve seen that, once a client leaves, their hands are kept on all other clients (and server) in their last position.
We’ve added the following events in AvatarMaster and MotionControllerBP assets and now the client correctly disappears once gone.


Furthermore, I also would ask if there are any news about Oculus Avatars.
Thanks!

Hi, I’m not sure if anyone else is having this problem but I ran into a packaging issue.

Creating and packaging a project using the newest template works fine.

However, running the application of that packaged project yields the following error. I was wondering if anyone else ran into this problem.

Someone please help. What could hinder the level loading? Is mixed usage of Vive and Oculus the problem? Disabled my firewall. Both PC run Windows 10, as I said even your packaged app don’t load the map. Did I misunderstood something? I need help.

Which version of UE4 are you using? You may want to add the MainMenu map in the project settings in Project->Packaging->List of maps to include in a packaged build

I’ve manged to get 2 Vives and test it, still to no avail. Nothing happens after finding LAN-host by the client and clicking Launch. No map load whatsoever. The default 3.2.2 packaged and the default 2.2 doesn’t work either.

Now I’m trying a quick solution with the simple “open Map?listen” and “open serveripadress” console commands. While “open Map?listen” works and loads the map, the client -side “open serveripadress” does nothing. Does somehow forbid making a server or a client this way?

SOLVED

Ok sorry for the cryout, Steam was not showing an tray-icon but was running on one of the maschines. With Steam closed it runs perfectly.

I will meet the Epic guys at OC4 and from there I plan to update it to the new Oculus unified plugin, sinced everything changed since 4.17

Happy to see that the problem is resolved. Usually before releasing a new update I test it extensively with at least 2 HMDs. From what I’ve tested, Steam has to be closed (but not necessarily SteamVR) to use LAN or direct IP. You can still use Oculus Avatars and Oculus network even if Steam is on. I’ve never tested it with ReVive so I don’t know with that.

Thanks for that. Will put it in the next update. For the avatars, I already worked in an update for 4.15 but since 4.16 everything changed Oculus-plugin side. Will update this following meeting Oculus-Epic guys at OC4.

,

I have issues with the Clients Motion Controllers. The Log says “Accessed none trying to read property MCLeft”. I spawn them like this:

And every time I try to get a reference to the MCs it returns NULL. I really don’t know how to fix this.

Edit: Forgot to mention that the error occurs when I give Input to the Motion Controller, where the Input Events are in the PlayerPawn and replicated to the Server.

Not sure what it could be but there’s the logic:

The BPMotionController are spawned only on the server, whether by the authority (listen-server) player or by each authority,not locally-controlled (i.e. clients).

Controller inputs are received by each locally-controlled machine. I then send these inputs to the server to interact with the BPMotionController above, which are finally replicated to the other players.

It could also be just because you did not referenced properly the BPMotionController in the PlayerPawn?

Ok there’s and update on my various curated templates for Unreal:

1) Template for HTC Vive and Oculus Rift

2) SteamVR Template

  • This template was developed with the Vive Pre, before Oculus Touch and Epic VR template came around. Not sure it would be useful to update it now.

3) Hololens Template

  • It’s no secret that Microsoft team is working around the clock to prepare a version of Unreal using the Windows Mixed-Reality Headsets. Hope they will be ready for the 17. However, it seems that Hololens integration (i.e. holograms and spatial mapping) is not the priority right now. Latest builds by the team broke Hololens compatibility while improved WMR HMDs integration. I’m monitoring closely the advancement of the team, I’ll update this template when more Hololens features will have been added.
  • For now, I sadly recommend to develop on Unity even if I’m not a big fan of C#.

4) Windows-Mixed Reality Template

  • Waiting for my Samsung Odyssey to arrive, as well as the October 17th update to adapt the Template for the WMR headsets.

5) Magic Leap Template

  • Maybe as a Christmas gift?

Finally, anybody going to OC4 to geek around Oculus integration within Unreal?

Hey ,
hope the connect went great for you! Totally missed the chance to meet there.

Just an Idea for the Future. Wouldn’t it be great to have child blueprints for most of your blueprints so in the future it gets easier to update?
I work with a very old version and have changed almost everything. Now I like your improvements on the initialization and other things. Would have to find all my changes and reapply it or update the parts you improved, which takes a long time for every update you do :smiley: ( too bad we can’t merge blueprints )

I’m going to try that on a small multiplayer project I started.
Can also confirm that with my version 4.18 works perfectly.

Also: Have you tried working with lowering the bandwidth in the config and fixing multiplayer interaction with prediction and smoothing?
Currently looking into that too - will report.

First, thanks so much for this awesome tool!

I have this visualization project where I need to dynamically change the camera height, from a child perspective, to adult man, woman etc. Is there a preferred way of doing this? I’m a bit new to Unreal and whenever I think I found a solution the camera resets back to default. I don’t need to change the capsule in anyway, just offset the camera Z (and have it keep that value thru teleportation etc).

Thanks in advance!

​​​​​​​//Adam

Hello ,

I am using your template since 5 months and am impressed by the progress you made and the features you are implementing. Thank you very much for that!

However, I ran into an issue what I’d like to figure out.
While teleporting around my map, the pawn is placed ontop the navmesh. I feel a little bit above the ground. How would I fix this? is there any way to reduce the height of the navmesh?

Greetings

Yes I though about having child blueprints – I did that with my previous SteamVR template. However not sure it would be simpler or easier to update. I know it’s recommended to not have big classes, but I’ve find it easier to have all Avatar functions in one class, and all motioncontroller functions in another.

I’m in the process of revisiting every functions – if you have insights about optimizing interactions it will be more than welcome.

I would love having a template which could integrate both Vive+Oculus, Oculus+Avatars, Gear/Oculus Go, Windows MR, and Hololens. In the present state, these 5 implementations of the template requires 5 different builds over 4 Unreal versions: The next version will probably have some parent-child features, but I’m even not sure it will be user-friendly. Working on it!