, thanks for your work on this, this is a fantastic basis for VR gameplay!
I’m having an issue with my packaged project, it works fine on Vive but I’m jsut getting a black screen on Rift (the audio plays, but Rift and screen mirror just show a black screen).
Only having a Vive to develop with, I’m having real trouble nailing down the cause for this as I can only go off external user reports.
Vive inputs are disabled for clients. This is probably related to the “Is Oculus” boolean, found in the pawn and motioncontrollersbp. I’ll find another way to assess rift/Vive there are other ways to do that.
Update rates not high enough
@scragnogg Not sure what the problem is. I test the template iterations with both Vive and Rifts and it works. If I understand your problem you do your project with a Vive, but when someone test it with a rift it doesn’t work?
When you connect as a client with a Rift, it can take few seconds before inputs work. Not sure I’ll be able to find a fix to that since it seems network related.
Also: 4.15.1 hotfix fixed 2 problems I had with the template:
Fixed! UE-42576 Oculus crash on “stereo on” when the proximity sensor is not triggered.
Fixed! UE-42253 Enum Element Names Reset on Project Upgrade
If you had these problems they should work with 4.15.1 now
Yeah that’s right. It’s not a great idea to be developing in the dark anyway, so I’ve kinda dug my own hole here.
Some Rift users have reported that if they run the executable in compatibility mode for Windows 7 and as administrator, it does launch in the Rift, but then those same users are reporting broken lighting. It’s so weird as I can’t replicate any of that stuff on the Vive.
Good news I’ve now fixed the client Vive bug. I’ve tried it Rift-Rift, Rift-Vive and Vive-Vive, client-server vice-versa and everything works.
I’ve still a mini bug to explore is that the Vive trackpad seems to not work client side but it’s probably no big deal. Expect a 2.2 version tomorrow .
Very impressed with the Template so far, I’ve battled the last month to try to get to the point you appear to have reached, Looking forward to your 2.2
The ownership problem of the controllers did you solve it within the engine blueprints or did you have to use some c++ ? Just curious as its been a while since I got so frustrated with a problem like this. I’ve cloned from git but not had chance yet to look at your solution.
FYI testing wise, I have reasonable access to 4 Vives on the same network I can use for testing. Your 2.1 Template Works great with 3 Vives I tested over the weekend aside from the known issue of the clients not reading the motion inputs.
Looking forward for the new version. do you have any update about the voice chat issue?
Did you have a chance to test it also with the Oculus and Null subsystems? Disabling push to talk with Steam the chat seem to work at times, but not on both sides and just for few seconds each time…
, I am trying a Rift - Rift LAN setup and can report that I am able to connect locally and hands are tracked on player 2, but no hand tracking as there is on player 1, and no teleport. Been following this project for a while, thank you so much!
Sorry I’ve been working on that very late yesterday. Some unexpected issues, but also the solution should arrive today I hope. I simplified all inputs.
The tricky thing is the cross-platform. I think I’ll go for the solution as spawning different pawns depending on Vive or Oculus. Plus, HMD detection doesn’t work client side but I’m detecting the presence of an Oculus profile instead.
Also, when that will be done my next target is enabling Oculus Avatars. To that, I’ll have to adapt the Subsystem login to the Oculus. For now Avatars work as a plugin, but I would like it better only in blueprints. We’ll see.
VOIP is also on the menu, I’ll also check that since it’s obviously very important.
Working hard on that stay tuned I’m going through each reported problem
[FIXED] Oculus/Vive cross-platform
[FIXED] Vive controller not responding
[FIXED] Avatar selection in the menu corresponds to Avatar spawned in the MultiMap
[FIXED] VR Settings
[FIXED] Player Settings are saved every game
[IMPROVED] Now inputs are 100% working server and client side
[IMPROVED] Big reduction on lag client-side
[IMPROVED] All blueprints have been revised and functions optimized
[NEW FEATURE] Added a Vive Tracker. If you have a Vive Tracker detected, it will automatically spawn in the Main Menu Map
I just added the Vive Tracker last minute, so it works only in the Main Menu Map, but I’ll enable it for the multiplayer map in a day or 2.
Let me know if it fixed all your problems (it should). There is still room for optimizations, working on it.
I’ll now integrate Oculus Avatar and VOIP as a next step.
I’m about to download and move our project over to 2.2. I guess I’ll grab my work machine tomorrow so I can do some extensive Vive multiplayer testing from home. Thanks for all your work Preteus!
I’m curious if anyone else is doing any VR work that makes extensive use of sequencer for multiplayer situations. I’ve had mostly good experiences with with OpenVR, but was experiencing a strange client side crash the second time I’d run a sequence. Curious how this update will run the same situation.
I’ve never used sequencer multiplayer so I don’t know. The last time I used it was for a train sequence, in which you are inside a moving train in VR (the train was moved by the sequencer).
It worked well but multiplayer that could earn a try. Let me know.
Awesome. Thank you for all your hard work, this is an extremely helpful template. Very excited for voice integration.
One thing… I’m using your template from the project file and I made a level by replacing all the actors in your default 1 map. If I download the updated version, how do I transfer the map I was working on/create a new map that will work with the networking? What are the requirements (preferences/actors/blueprints) required to make a map that works for your template and is available for selection in the main menu lobby? Thanks again for everything.