Single/Multiplayer, Touch & Vive blueprint only Template

Thanks for this project. I wonder has anyone used a WMR headset with it and had success?

you wouldn’t have a christmas present for us, would you? :stuck_out_tongue:

If I’ve already spent time getting going on a game and I started with the VR template, would this template be of any use to me? I want to look into multiplayer.

Teased me quite well here a month ago. Any news? We are well stuck with the issue that voip is not really working between 4 people without avail. Would love to hear more!

, when will you release your updated template (please)?

I’m in here just to bump up about update! Is it comming one day? Should i wait or should i go?

##edit
I’m addicted to checking this post!

###edit
I’m still addicted… Checking it daily…

DEV Missed In Action?

I am having trouble setting up the template on github can someone please help

Warning: Long, but maybe interesting!

Hi everybody! here. Long time. First, I would like to announce that we received an Epic MegaGrant! https://www.linkedin.com/feed/update…3832506318848/

Second, some words on the development of the template. I started (alone) the template in January 2016, when I had been tinkering with the Rift DK2 for a while. At the time, there was no official in Unreal, although you were able to make it work with a few hacks. In Jan 2016, we received a prototype HTC Vive (what was the name, again?) and began seriously working with it. Again, there was no official in Unreal (no “VR Template” yet). So in winter 2016, on a snowy night I sat on the floor, trying to implement the “room-scale” concept withing Unreal, including using Vive’s motion-tracked controllers, and it did not worked well. So it’s during this winter I decided to throw a message in a bottle on the forum asking for a “SteamVR way of handling VR, someone?” or kinda.
Slowly, but surely, people such as Mitch, mordentral and others helped me solving concepts such as “playground”, teleportation and motion controllers tracking. Because Unreal wasn’t officially documenting the usage of VR, I took it on me to bring to the community (strength of many!) some kind of template to use and re-use. For few months, me and mordentral worked on the same template to bring VR closer in dev hands. In April 2016, we received both consumer Vive and Oculus Rift. So much excitation, Red Bulls, sleepless nights and vodkas mixed then you could imagine! I spent so much time in the Valve lab throwing sticks at the dog, you can’t imagine!

Fast forwarding a few months, Mitch and mordentral went their own way (mordentral is a very good plugin check it out!), I met a lot of devs at Oculus Connect 3 in San Jose (that I met the previous year in Hollywood at OC2). Shortly after in fall 2016 we received prototypes Oculus controllers – boy we played Dead and Buried – against other devs! But rapidly, I wanted to bring to the community – before Oculus controllers consumer official release in Christmas 2016 – the way to incorporate Touch Controllers capacitive functions (in addition to Vive controllers).
So I sat down one night around Christmas 2016 (remember working under the lights of the Christmas tree – which caused problems with Constellation), and patiently reversed engineered Oculus Avatars’ hands gestures into a matrix – using the Toy Box as a sandbox anyway that’s what we had access since OC3 – a matrix I put in Maya then UE4. The day the Touch Controllers went to market I was relieved with my NDA, I published an update to the “SteamVR template” to incorporate the Oculus Touch controllers, including finger animation based on my reversed-engineered matrix. To this day, we still use this matrix!
Fast forward a few months, we brought some adjustments/updates to the “SteamVR template” and we pushed forward that VR should be a multiplayer experience, and we aimed to bring our “Steam VR template” into the multiplayer realm. Again, we had to go the hard way. 2017 saw a countless sleepless nights with 2 -3 computers, each with their 2-3 sensors Rift setup (thanks Oculus for providing us at this time plenty of headsets and sensors!!!) and we tried, and tried, and tried, with small success every night. At the end, we succeeded in providing a framework which was working in multiplayer (listen-server model, such as Oculus Store). I was so proud. So proud that I left the “SteamVR template” UE4 forum thread with like 100k views and created another one, the “ template, no fuss, only blueprint template” such as this one. Because I believed in education, and that every devs, noobs to pros, would benefit from our trys and don’ts.
When Oculus Avatars when brought, we spend another round of countless nights make our template work with the newly created Oculus Avatars, including 2.0 lipsync and Quest compatibility (from Oculus engineers in OC6: forget Quest and Avatars! – news: it worked!)

Short story long: In a short matter of time last year, mainly during OC6 in San Jose, I met with a lot of Oculus people, especially the one from the newly created “Oculus for Business (OfB)” branch. By this time we had and open-source, mainly working multiplayer template using Oculus Avatars (or not). As our primary clients are big companies, they will use OfB and the latter is not compatible with Oculus network, Avatars, and Oculus Platform in general. Alarm!!!

As I wanted to by compatible cross-platform, including consumer Quest and Quest for Business, I decided to do a big stern move and by our platform to a dedicated server, Avatars-crossplatform, no recourse to the Oculus Platform ever, all platforms compatible focused (i.e. Rift, Rift S, SteamVR, Quest, Quest for Business). By this time (last fall) some big bucks became in play, and I decided to leave this forum and continue to iterate with my team of devs on the platform. They took it, flipped it, changed it, iterated it, and today probably 10% is still in used on the platform.
Anyway, I decided to leave it the way it was the day I set foot in OC6 last fall on github. All the principles are there, with a few bugs/unnecessary cycles yes/ but a very good start for any dev.
For me it’s true I wasn’t present for the last 10 months, but I should be there more now, re-itering my for the community. Sorry to not meet in person fellow devs at OC7 in a month; I’ll be opffering a big round of drinks of people on person at OC8 [FONT=Segoe UI Emoji]

Welcome back, we’ve missed you. It sure is an interesting read, never guessed you had such close contact with Oculus. Now the big question remains: will there be an updated template…?

Welcome back and thanks for all your work. I think your template was one of the best and easiest to use back in 2016 and really helped a lot of people. The work of mitchemmc was also really good i remember as well. Though the plugin by mordentral was sadly a bit unwieldy and lacked proper tutorials for small creators to use without difficulty.

It’s great you got an epic megagrant. Do you think now you’ll be able to make some updates and improvements ready for UE5?

I suspect we’ll see a lot more new creators coming to vr. Id really like to see a modern half life alyx based template including easy setup and options.

I have been researching your VR template on GitHub. I’m having issues getting OSS to create a session with UE 4.25. I recently had to agree to data privacy on the Oculus developer app manager, as it was blocking OSS functionality altogether. The create session function seems to be the only one broken, even though the code is getting the proper data but communication to the server seems broken. Seems like an Oculus issue. I have also contacted them about it.

I also am curious how to test multiple–unique–Oculus users in PIE. For now, they all direct to the single admin account, even though I have multiple test users properly setup. It must be limitations of the Oculus desktop app linked to a single account?

Would like to gain from your wisdom.

Thanks!

Please mention me with my name tagged. I will most likely not check my UE forum’s DM so well.

Hi, can’t try the template, downloaded also 4.22 UE4 version but can’t compile, maybe not compatible with Visual Studio 2019?

Hi all. I downloaded the latest template and also tried to open it on Unreal 4.22, but this message always shows up:
image

Then when I set to rebuild, this happens:

image

So what’s going on? How do I open it? I haven’t find anything about this anywhere but here, and looks like no noobs like myself have success on trying it out.
Can someone help me?