Steam VR Template

I noticed this as well plus the ground height seems to be off a bit?

There’s a more serious issue with tracking latency being off slightly which some might not initially notice but in vr terms is pretty important.

While running at full performance in an empty map i can see the world doesn’t update solidly with the chaperone grid. You can easily see this if you look at the grid near the ground. Swaying your head back and forth shows it up and i always felt very slightly uncomfortable in unreal compared to other games and i think this is why.

I hope the devs here and at epic take a look at tracking latencies and objects scales to make sure everything aligns precisely because it makes a real difference. Playing steam and unity games feels better than unreal and this is after making sure everything’s running well.

No, those two issues are not connected.
If you take a look at the video I posted in this thread I’m guessing that’s the issue you describe?

It doesn’t look to be a tracking issue, because it kind of floats slowly to where it’s supposed to be. Like it’s being lerped or something.

@ I’ll try to rescale and reorient controllers in Maya with precise measures we’ll see if it will be better
@Magneto I would think the problem is more with Vive setup than anything else. I already saw many threads see https://www.reddit.com/r/Vive/comments/4gzvfv/request_for_floor_calibration_that_can_be_reset/ Floor Re-Calibration :: SteamVR General Discussions and We need a quick 'calibrate floor' button. [Workaround Found] :: SteamVR General Discussions

The “wavy” chaperone: Yes, it’s a reality in UE4, no matter the complexity of your scene. We should open a ticket on this one.
@ExtinctGames: The chaperone corners are situated at the four corners of your play area (red dots), which is a rectangle.

However, the chaperone grid is delimited by your available space, which can take any shape and is usually larger than your play area. That’s why you can have the impression that corners are not at the right place but they are.
Also, if you enable Spawn Particles at Chaperone Corners, please fix the function within Vive_Pawn BP or you’ll have serious lag issues:

Finally, I’ve completed the grab function based on interfaces for both hands. So no more messing within Vive_Pawn bp. The only thing to do will be to enable the interface and drag and drop a macro inside objects to grab.

Nice work so far by the way. I was just thinking about the current grabbing setup and was wondering if perhaps it might be better to go with default vive controllers?

I know it’s just an early version but hands generally don’t work well in vr and feel kind of awkward. You get a much better sense that you’re holding a controller when you see is as it is instead something else.

Options are good of course but a proper default everyone knows what to expect and can just add to a project would be nice. Something like what this guy has created seems to work well.

e2M1cXGsx-0

So I upgraded to 4.11.2 last night, and just downloaded this template ver 1.8, and put the folder into the Unreal Template folder.
Created a new project using the 1.8 template, and then this comes up

I continue anyway.

I then drop the vive_pawn onto the map, and then hit Play>VR Preview
And this error message comes up.
Capture02.JPG

I click “Yes”, and it launches fine with head tracking. But Vive controllers are no where to be seen.

What am I doing wrong or not doing?

I’m sorry but I have to disagree with you because as I said the chaperon doesn’t show up anywhere near where it is showing up, in ANY other VR game I play. Using your files the chaperon is showing up WAY too early. It’s most certainly something to do with your files as it’s not like this in any other game.

Its working fine for me

Its missing my plugin. He worked it into the template by default.

So how do I fix it?
And will that allow the controllers to show up? Or do I have to do something else?

Follow his installation instructions, you need to download the plugin (there is a download zip option) and place it in the “Plugins” directory.

Mmm, if someone could fork this project, and make both the Rift, GearVR, and “MasterVR” templates, we would be in great shape :slight_smile:

The master template would basically combine the templates into one, with the pawn being selected by the user’s current platform.

Thanks. The template is working now. Fantastic job guys! But when I teleport on to the moving platform, I can’t seem to teleport off it.

Sorry guys, I have more noob problems… This time I’m trying to use the vive on my existing project.

I copied and pasted the Vive folder into my project’s “Content” folder.
Then copied the “Plugins” folder into the project’s root folder.
Started Steam VR and then UE4 from launcher.
Then I drag the Vive Pawn into the map.
Then click preview in VR.
Then this happens:
Capture.JPG

When I continue anyway, the game launches fine with normal headtracking, but no controllers.

So I edit the Vive_Pawn blueprint, and when it loads it shows an error icon on the compile button.
I hit compile and this is the log:

From my limited blueprint experience, my guess is that my character isn’t configured to use the vive controllers?

First I wanted to congratulate you for your great contribution .

Everything is going perfect, but when compiling for windows 64 I get this error:

MainFrameActions: Empaquetado (Windows (64-bit)): Running AutomationTool…
MainFrameActions: Empaquetado (Windows (64-bit)): Program.Main: 2016-05-07T13:30:50.1663738Z: Running on WindowsHostPlatform as a 64-bit process.
MainFrameActions: Empaquetado (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=C:/Users/ESTUDIO/Documents/Unreal Projects/MyProject25/MyProject25.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/ESTUDIO/Documents/Unreal Projects/
MainFrameActions: Empaquetado (Windows (64-bit)): MyProject25/MyProject25.uproject -cook -stage -archive -archivedirectory=C:/Users/ESTUDIO/Desktop -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
MainFrameActions: Empaquetado (Windows (64-bit)): Automation.Process: Setting up command environment.
MainFrameActions: Empaquetado (Windows (64-bit)): WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
MainFrameActions: Empaquetado (Windows (64-bit)): Automation.Process: Compiling scripts.
MainFrameActions: Empaquetado (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\ESTUDIO\Documents\Unreal Projects\MyProject25\MyProject25.uproject
MainFrameActions: Empaquetado (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Empaquetado (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject25 Win64 Development -Project=“C:\Users\ESTUDIO\Documents\Unreal Projects\MyProject25\MyProject25.uproject” “C:\Users\ESTUDIO\Documents\Unreal Proj
MainFrameActions: Empaquetado (Windows (64-bit)): ects\MyProject25\MyProject25.uproject” -remoteini=“C:\Users\ESTUDIO\Documents\Unreal Projects\MyProject25” -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Empaquetado (Windows (64-bit)): UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
MainFrameActions: Empaquetado (Windows (64-bit)): CommandUtils.Run: Run: Took 1,4190812s to run UnrealBuildTool.exe, ExitCode=0
MainFrameActions: Empaquetado (Windows (64-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject25 Win64 Development -Project=“C:\Users\ESTUDIO\Documents\Unreal Projects\MyProject25\MyProject25.uproject” “C:\Users\ESTUDIO\Documents\Unreal Proj
MainFrameActions: Empaquetado (Windows (64-bit)): ects\MyProject25\MyProject25.uproject” -remoteini=“C:\Users\ESTUDIO\Documents\Unreal Projects\MyProject25” -noxge -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Empaquetado (Windows (64-bit)): UnrealBuildTool: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that “Common Tools for Visual C++ 2015” was selected when installing Visual Studio 2015.
MainFrameActions: Empaquetado (Windows (64-bit)): UnrealBuildTool: Creating makefile for MyProject25 (no existing makefile)
MainFrameActions: Empaquetado (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (no include cache file)
MainFrameActions: Empaquetado (Windows (64-bit)): UnrealBuildTool: ERROR: Windows SDK v8.1 must be installed in order to build this target.
MainFrameActions: Empaquetado (Windows (64-bit)): CommandUtils.Run: Run: Took 3,1091779s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Empaquetado (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): C:\Program Files\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject25 Win64 Development -Project=“C:\Users\ESTUD
MainFrameActions: Empaquetado (Windows (64-bit)): IO\Documents\Unreal Projects\MyProject25\MyProject25.uproject” “C:\Users\ESTUDIO\Documents\Unreal Projects\MyProject25\MyProject25.uproject” -remoteini=“C:\Users\ESTUDIO\Documents\Unreal Projects\MyProject25” -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool-2016.05.07-15.30.
52.txt’
MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary2 EnvVars)
MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 En vVars) MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary2 PlatformEnvVars) MainFrameActions: Empaquetado (Windows (64-bit)): en Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask) MainFrameActions: Empaquetado (Windows (64-bit)): en BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.BuildCommand.Execute() MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands) MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.Automation.Process(String] CommandLine) MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.Program.MainProc(Object Param) MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.InternalUtils.RunSingleInstance(Func2 Main, Object Param)
MainFrameActions: Empaquetado (Windows (64-bit)): en AutomationTool.Program.Main()
MainFrameActions: Empaquetado (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Empaquetado (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Empaquetado (Windows (64-bit)): copying UAT log files…
MainFrameActions: Empaquetado (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

UMM!!.

The problem is that I can not compile any game with this version of 4.11.2 .
If I uninstall the engine and I reinstall , if that I can compile other games, but if I try to compile another with 1.8 Steam template the same error occurs.

Any ideas?

Regards.

An idea might be to slow down on the adding new features and stuff. Work a little more on fixing up all the issues instead of just constantly adding more and more stuff with loads of more bugs.

Just as an example more then half of the items that you can pickup are all messed up in rotation. Picking up the lightsaber results in your hand being almost 180 degrees off from default. Teleporting onto the moving platform is almost inpossible to get off of. The jittering of the controllers inside the game (Haven’t had this happen with any of the other vr templates)

Just a bunch of things like that. I understand you want this to be the defacto vr template but it has a very long ways to go before it is even remoting usable.

You should fully read through your build logs.

Thank you Prot and mord. I´ll take your comments to my heart and give you an update on how the grabbing goes! I´ve got some big ideas.

@Magneto Not a bad idea. Specially since there’s now lot of different controllers skins available. I’ve been thinking of doing this with a slider to adjust for controller opacity. This would also continue the purpose of the project of having a basic template, and we could anyway add things like Hands for VR found in the marketplace. Consider it .
@Talismansa it seems you miss the plugin. There’s 2 zip files: one with, and one without the plugin. It seems you downloaded the one without, in this case just add @'s one in the plugin folder.
@SaviorNT Not sure if an universal template would be realist/doable. Because even between the Vive and the Oculus/Touch there is fundamental differences. Plus, the plugin won’t work on Touch without modifications. We should be receivings rifts in 2 weeks and we’ll see there what’s going on. The Gear is even more different.
@Talismansa yes, despite my changes the platform is still hard to move out. Promise next iteration it will be ok or I eat my shoes.
@Talismansa I recommend you to do the inverse, migrate (not copy folder) your project to Steam VR Template, it will be easier.
@estudiobarrera As @ pointed out is seems a problem with VS2015 and/or version of Windows. I work on W10 64 / VS2015 so I do not garantee it will be ok on other platform.
@Toom Yes, the hand being 180 degree off from default is on purpose, if not, the lightsaber was not easily manageable. As I said in my 1st comment, I think I’ll adopt H3VR adjustable-opacity controllers way, and anyone will then be free to add/buy their VR hands animated skeletal meshes. Plus, in next iteration there will be very clear options to adjust mesh (hands, controllers, whatever) in relation to the grabbed object, for every object picked up. The jittering of the controllers? Usually I have that only when my controllers are badly tracked? So you’re right I had the idea of not having really no new feature in next update but streamlined nodes and everything fixed before going further.

:slight_smile: Hi @Proteus and @!

I’ve what you told me and everything returns to work perfectly.

I am eternally grateful for your help.

Note that there are people who are not programmers and do not know much. I for example, am an architect and thanks to people like you, I can now do what I need to architectural visualization.

By the way, the operating system I use in windows 7 64bit

Greetings from Sevilla, Spain.

Thank you very much for your quick help.

Ohh and @Proteus a ELI5 video with adding some fresh things to grab would be really awesome! Not just for me Im thinking it would help others as well!