This definitely helped a bit, but for some reason I still can’t get it working. Right now in my animation blueprint the model only animates when I change ThumbPosition, but not for the other two variables. And in addition to that, the whole hand animates instead of just the thumb like in your template.
As far as I can tell I’ve set up everything the same as you have it, the only difference is that I’m using our own hand model & animations. When you export your FBX, are you doing anything special? I believe we baked the animations in our export, and I’m wondering if that might be the problem. Thanks again for the help!
You’ll have VR_Hand_Anim (5 frames). With frames 1 to 3 (4 frames) you have all the possibilities of all Avatar fingers.
So with frames 0 to 3 you make an animation of 1 frame : Create Animation/From Current Pose
You obtain VR_hand_Idle, VR_Hand_Frame2, 3 and 4 as I named it.
You then make a 1D blendspace for each set of fingers: Index, Thumb, and 3 other fingers. You’ll have HandIndexBS, Hand_ThumbBS and Hand_HandBS. Note that the Hand_HandBS uses only Frame 0, 2 and 3 because it has 3 poses (4 for the other). Don’t forget to name tour X AxisLabel and do 3 divisions.
There it is now the rest is in the AnimBP, driven by values in the BP_MotionController, which are themselves driven by input values in the MotionControllerPawn.
I’ll reupload the VR_Hand.fbx right now in case there was a problem.
If not you can send me your project I see what I can do.
Wow, when uploading I just realized that the file Avatar_Hand.fbx was the wrong one. It was an earlier version of the hand which was an exploratory one (9 poses - too much).
So please use VR_Hand.fbx it’s the good one (4 poses) and better rigging/skinning. Very sorry I just realized it. You should now be able to follow previous steps.
99.9% packaging errors are due to
3)Overlooking settings in Project/Maps & Mode;
4)Overlooking options in Project/Packaging
Curious is any one else is having packaging issues. I’ve been doing sanity checks this morning. I did a successful build of a completely blank project (4.13, so I know my install of UE is working) and then re-downloaded a fresh copy of the template and tried to perform a build which fails. I’m trying to build for Windows 64bit, and it looks like I’ve got everything set correctly. But I can’t get a build for the life of me. I’ve attached my settings below, if anyone gets a chance to take a peek. Thanks!
UPDATE - Ok, if anyone else has the same issue. I was able to get a build after copying the assets into a fresh project and changing the gamemode. For whatever reason the downloaded project will not compile for me. (Even after removing the template file.)
That was my guess as well. I spent the better part of the morning trying to figure out what that was, but I couldn’t track anything down. I’m just going to migrate my old project over to a fresh project. I just thought I’d throw the warning out for anyone else like me who just built on top of the downloaded project.
For some reason when I import that new FBX into Maya 2016 the animations are really messed up, but when i bring it into Unreal it all seems good. Regardless, I’m still having trouble so I made an example project with essentially the same setup as I have in my real project. Here’s the link: https://drive.google.com/file/d/0B8JcGY3ljAF1ekswUjBtenRwLXc/view?usp=sharing
When you open it, just open up Hand_AnimBP and mess with the values to see the problem I’m talking about. You should see that ThumbPosition is the only variable having an effect and the other two do nothing. So basically the Base Pose in the Layered Blend per Bone node is working but none of the others are.
@Guidolatry I didn’t have time to try it but I uploaded the maya file for the Hands (5-frames animation of VR_Hands). Food for thoughts: Your hand is left and not oriented the same way / I imported it in Maya and skinning/weights seemed off… I’ll try it with the Touch ASAP.
thanks for creating this template - works really well for what i want to do with it!
The only problem i encounter is that when i start my packaged App, it crashes the moment it wants to switch to VR view at the start. Im not getting any errors while packaging or compiling. Im using 4.14 and a GTX 1080 with the driver version 378.66.
I got the same problem with the template file provided.
When i start the game through the editor it works, but produces the error in the “background”. Also when i start the app without the oculus connected it will start aswell.
thanks for your fast reply.
During compiling there was no error.
I downloaded your packaged version and got a crash after opening the .exe aswell.
Can i contact you directly for the logs?
Hello , really nice work. I am however having trouble setting up multiplayer functionality and wondering if I missed something as I took 1.01 template and build it and have one computer as a server and others with vive as a client.
@Ataverti Everything works now. The thing with the motioncontroller is that eventually the line change didn’t work. Anyway having to change source code is always a bad idea in my opinion, cause it’s a p** in the a** to implement it to different versions and builts of UE4. The good news is that now it should work with vanilla 4.15
So what I’ve done is that I’ve put back the 2 motioncontroller components within the pawn, so everything works now.
I’m in the optimization phase for the template now. I just received today judicious advices from @PenguinTD, so I’ll incorporate these and I’m already working on the docs.
I just want to release a template that won’t be laggy. If everything continue that way I’ll deliver thie w-e.
Quick question from a beginner, I am using the Oculus Touch and I’ve been searching hours for a blueprint that can add different locomotion options (similar to the OpenVR expansion plugin) to the motion controller. I’d love the option to teleport + move/glide. Can this be implemented in this template? Or whats the best way for this solution?
I did not revisited the OpenVR plugin since a while, but basically you can map anything to the Touch controllers. There is the simple move/rotation I put in the template:
really looking forward to testing out multiplayer setup. Was wondering what’s your testing environment. Are you doing multiplayer with two different stations/vives or just a single one. Once you’ll release the template I can test it out with two separate Vive stations in one or separate networks.
My testing environment: 2 different systems, with each a rift and a Vive. I test different combinations (rift-rift, vive-vive and rift-vive).
I’ve been stuck since 2 days on a problem due to latest 1.12 Oculus runtime update. Seems that packaged builts don’t work anymore with the Rift. Continue to works well with Vive. The problem arose exactly after upgrading to 1.12.
Same packaged builts who ran well 2 days ago don’t work anymore. I’ve tried many things, including using latest Oculus-UE4 and Epic-Master source builds, but the builds crash when the Rift initialize. I’m sending a ticket to Epic right now.
The problem seems that latest Oculus runtime broke something with Unreal. Builds with 4.14 and 4.15 do the same.
Was able to get the locomotion blueprint working. I am running into an issue when I migrate the blueprints to another project. I am unable to get the teleporter to respond correctly. It looks like its being clipped on something but I can’t figure out what? I followed all of the proper settings and placed the player start within my level. I do have complex collision boxes so I thought that may be an issue. I then just drew a box outside of my level and placed the player start there and I am still experiencing the same issue. Any ideas?
How can you incorporate collision to the pawn? Since I have altered the locomotion, I can move through objects.