@ZeroBytes I have en entirely new version working in 4.19. Will post ASAP @anonymous_user_80eda73a I will attack Avatars in the next few days with the intention of nailing it once and for all
Basically I’ve done the error or iterating the template on the Unreal “simulated” multiplayer mode, because we were moving offices. Long story short, functions behave differently in simulated mode vs real multiplayer, and my new iterations are now thoroughly tested with 2 computers and headsets :))
Definitely appreciate the plenty of feature in your templates!
Currently using the Oculus Avatar VR template with Ubreal 4.18.2 to upload to Oculus store. I am having 2 basic problems that are holding me back, done with all my stuff but can’t pass the VRC test.
a - sound plays in Editor play mode inside Oculus headphones, which is good, but when packaged, the Oculus app plays sound on my speakers instead of on the Oculus headphones.
b - the VRC tester thinks Unreal is an older version of Unity 3D
Ilooked everywhere and posted on Oculus before coming here.
hopefully you’ve seen something like that before, all the best! PG
Hi , just adding to my previous post, I tried to open open my Unreal 4.18.2 project with 4.19.0 (in case my problems were hot-fixed) and it refuses to build and says the following:
UE4Editot-.dll and UE4Editot-OvrAvatar.dll are missing or built with a different engine, best, PG
@Priamixx You try to recompile the Avatar plugin from 4.17 to 4.19. The Avatar plugin should work in 4.18 after minor modifications; however it’s an entirely new game for 4.19. That is, Epic has changed a LOT of things in USkeletalMesh. See conversation at What happened to USkeletalMesh in UE 4.19? - C++ Gameplay Programming - Unreal Engine Forums . If someone wants to contribute to the conversation the new template will finally see the light of day for 4.19
Hi everyone,
playing around with so far and I am amazed how good everything works! Cudos! But I have one question I couldn’t find the answere to in the readme: I made a new level and would like to implement it into the menu. What do I have to do to make that happen?
is there a place to access the 4.19 version of template? i don´t use Oculus avatars, so it´s ok if that part is not working.
I can´t contribute right now because i´m filled with work but I doubt my contribution could be helpfull at all, my C++ is at it´s barebones and I don´t work with Oculus
Single Player & Multiplayer via Oculus Network or LAN
What’s new in version 4.0
Unreal 4.19
Entirely redesigned
More stable
Multiplayer VREssentialKit Map
Rotate player in the direction of playerstart
VOIP component enable VOIP through Oculus Store (Oculus Store version)
I’ll put the Oculus Store version in a few days
I’ll add also an animated skeletal mesh of Windows Mixed Reality Controllers
3)I’ll update Leap Motion version also
4)Problems with Oculus Avatars and 4.19 version; stay tuned
This is a community project, so if you find optimizations / tips, write it in the forum. Open to collaborate on projects!
Hey , thanks for the new update! Downloaded the template and compiled it to check if steam hosting was working, without any success. We tried to use it with a guy in the uk with an oculus running steam and me in Argentina with a vive hosting the server. Then we swap and either two ways couldnt see the server for joining. All the things mentioned on the pdf for steam success were doubled checked.
any ideas? Thanks in advance!
Is anybody working on adding for Google Daydream? I realize it would have reduced capabilities since it’s only got one controller, but assume it should still be possible, right?
@anonymous_user_2854c532 I adapted the template for Oculus Go, so just select correct project settingson this version. I should put it online in a few days, waiting for Oculus to fix updates on my Oculus Go prototype.
For everyone interested in implementing Oculus Avatars: I’ve had confirmation from Oculus Avatar team that nothing more will be done for Unreal and the Avatars as we know them. HOWEVER it has been confirmed that a NEW plugin will be available for SDK 1.26 (currently at 1.24), together with the new flavor of Oculus Avatars. Count on me to test and implement it ASAP. I would expect that somewhere mid-summer.
I’m having difficulty getting the template to work correctly with keyboard in debug mode. Pressing the teleport key works fine, but I can’t navigate through the menu, I can highlight the accept button, but pressing shift to select it does nothing (I assume shift is the correct key, in any case none of the keyboard mapped buttons do anything).
Edit: Correction, even with the oculus attached, using the touch controller, I can rotate them but none of the widgets respond to button presses. Any idea what might be wrong here, seem to have the same issue on all machines tested.
Edit 2: Okay so seems to be the vive menu key rather than the trigger that is configured to do menu interaction, this is unbound on the keyboard (I’m guessing this is not intentional and is a bug). Binding this to a key fixes the issue.