Has anyone set this up for networking? Giving it a go but struggling at the moment
I set one up for my personal project, I just attached a motion controller to the hands of a firstperson sample character and walk around and point at things and mouse click to pick them up and interact.
Its not hard to implement, you’ll just want to detect an active HMD in your gamemode and switch the default player controller depending on the result.
@JTLR soon, I’ll need networking features in my own projects too
@Imsopov be sure there’s no SSR in pp volume. Archviz love SSR, VR hates it.
@mechanicalsnowman From my experience with Vive, once you disable hmd, you cannot enable it again?
@slam937 did you copy the plugin folder as well?..
@Diem 1.9.1 should fix it
So here 1.9.1. It should fix most bugs now, while I do the hands, 3d menu, and change of environment for 1.10. Files on the drive at Microsoft OneDrive - Access files anywhere. Create docs with free Office Online. – tomorrow
1.9.1 - UE4.11.2 - May 27, 2016.
Fixed
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Lightsaber: on/off left hand [FIXED]
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Lightsaber: glowing light same color as blade [FIXED]
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Grab function: drop problem when both hands are grabbing objects at the same time [FIXED]
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Disable Analytics and Substance plugin [FIXED]
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Some scalability and ppv volume adjusted
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Attention: Grab function has changed within picked up objects blueprints (added “Released” interface)
New input mapping
Press Right Grip on/off to trigger chaperone corners with poles
Press Left Grip to teleport on/off matinee platform
New features
- Teleport: Adjustable “safe” value to teleport on uneven surfaces
- Chaperone bounds spawn poles, retriggerable
- Teleport/Exit matinee platform
Next in 1.10
- Vehicle: Vehicle will rotate with controller input
- Penguin’s TD menus
- Rotate playground in teleportation
- Animated hands with 3-4 poses
Now the big question: Should we go with the Oculus Unreal Renderer for next iteration? Or wait to see if there will be a 4.12 version of it? It could theoretically boost performances incredibly: https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/
That’s an open question. I’ll try it out in the next few days…
will be adjusted tomorrow with correct branching.
Thank you for your work I’m in a hurry to test the 1.10
I really think you should wait for 4.12. Thanks for all your work on this, a big help!
That certainly sounds very interesting.
It presumably would be an optional rendering mode, and not something that needed any fundamental changes to this template? (I.e. it’s independent of the workings of the template).
Nick Whiting just announced at the unreal summit in Seoul that the official is coming in the fall. So still a ways out.
I’ve packaged the 1.9.1 version with the Oculus Forward Renderer under “Oculus Renderer Test”. Just try it by hitting SteamVR_1_9_1_OR_C.exe: Microsoft OneDrive - Access files anywhere. Create docs with free Office Online.
For people unease with compiling from source, I could provide instructions if needed. The templates files work well with this version, although you have to recompile the VRGRip plugin for your specific build before importing the project map.
If you had performance problems please try it! As I already hit 90fps with the standard version I don’t really see a difference, but it “feels” faster. Try teleporting on platform with grip button and please comment on performance. It should be theoretically way faster!
I have a super complex project in which I barely attain 90 fps, so I’ll try it later with this version but I’ve great hopes of crazy increases in performance.
Note: was resetted (master branch is now 1.9.1) and from now on proper branching will be used for additions / modifs.
adress is now is https://.com/ProteusVR/SteamVR_Template
I can’t get this to work. Tried installing it as a template by putting the folder in G:\Epic Games\4.11\Templates (had to create the ‘Templates’ map my self as it was not there. The template pops up when I start a new project, but after I’ve chosen it I get an error reading ‘Error adding shared resources for ‘G:/Epic Games/4.11/Templates/SteamVR_Template’.’. So I tried installing it as a project instead (removed the ‘TemplateDefs.ini’ as instructed). When I launch the project I get a pop up reading ‘This project requires the GameAnalytics plugin. Would you like to download it from the the Marketplace?’, so I click yes which takes me to a page in the marketplace that cannot be found. If I go with no, I don’t want to download the plugin I get a message reading that I won’t be able to use Substance, I guess that’s why everything in the scene only has single colors as it can’t pick the texture or something?
For the Template you might not have selected to install it. From the UE4 Launcher click on the arrow to the right of 4.11 and go to “options”. In there you will see a “Templates and Feature Packs”.
For GameAnalytics: In the Marketplace search for “gameanalytics” all as one word and it should show up. Install that.
@JHalper is right. You also opened it right like regular project file. The reference to Game Analytics and Substance: 4 things you can do: 1)turn it off when asked 2)Install it from marketplace it’s free but no point if you don’t need it 3)Edit with notepad the file
SteamVR_1_9_1.uproject and remove refs to the plugin inside. This should look like this:
{
“FileVersion”: 3,
“EngineAssociation”: “4.11”,
“Category”: “”,
“Description”: “”
}
4)Yesterday I reuploaded the files for all versions on onedrive and also and these new files don’t contain anymore references to plugins. You can just redownload and it should be fine.
I just have two questions, when I play in the Vive_Map I have 90fps but my controllers seems laggy, did you noticed this ?
An other one is how to manage the head collision with a wall ? For now my head can go through them and it allow me to see the other side.
@JHalper @Proteus I found the plugin gameanalytics and downloaded it, also downloaded the substance plugin from the marketplace. Seems to be working now Going to test if I can set up the template tomorrow as well, would be nice to have that too.
Thank you again for all the great work, I really enjoy the template. One thing I cant fix. De texture on the controller is having opacity issues. I can see trough the controllers on both sides. I think I tried everything. Do you have any clue how I can fix this? And can you tell me how I can remove the L and R on the controllers, I have no real use for them.
VRVisuals, I see you have walls in your scene how do you manage the head collision ?
- Go to Controller_Vive_MAT
- Disconnect Opacity Controls from Opacity
3)Change Material from Transluscent to Masked - Insert Dither Temporal AA between Opacity Controls and Opacity Mask (see image)
- Resolved. Do that for all controllers skins materials. This will be changed in next iteration as there inherent probs with translucent materials, and that could also explain fps problems.
@Proteus
I’ve a question, I can walk through walls do you know how to fix it ?
EDIT: Mirror create lag issues.
EDIT2: For the latency problem with a freind we noticed that in the v1.9 there is no latency with the head but only with controllers, but in the v1.9.1 there is no latency with controllers but there is with the head.
What do you mean? You can prevent teleporting through walls by adjusting the “safe value” closer to 1 in settings, or by putting blocking volumes.
If you mean physically walking/clipping through walls that’s another thing. Of course, contrary to a non room-scale game we can’t prevent you from physcally walking through walls. see budget cuts, as an example. you can cheat by clipping through walls.
However I see 2 solutions to that problem 1) trigger/blocking volumes on the walls, when triggered fade out hmd view, or any other " you cant do that signal". 2) Adjust teleporting distance from walls based on your chaperone bounds size/orientation. I think its feasible but not simple. However this would necessitate to always be in virtual spaces bgger than your chaperone bounds. Anyway i’ll tackle option 2 soon
@Diem Now I’m on a mission to find once and for all what causes latency. The difficulty is that, with any version of the template, it doesn’t happen on every rigs. I would say that 50% rigs have stable 90 fps with the template, other 50% struggle around 50 fps.
Some may have latency caused by drivers/software, but there’s probably something taxing too much the system. I’ll report back soon.
Thx for your rapidity, We redowload the v1.9.1 and now we dont have any latency issues oO.
For the collision I think I’ll try to make the first solution work but there is a problem: when fade in ?
We would like to make a ‘Myst like’ game so it’s a problem if you can walk through the next room without unlocked it ^^
We found an issue with the right hand that go upside down when we take object (not happend with the book and the lightsaber).