give me 24h it will be
Hey guys I am trying to copy over the grip BP to my VRPawn but I am getting stuck on some of the components. I don’t have a clue how to remake these in my project.
This is what I tried to recreate
and this is in the original project
You can see events under this one so it was made in a completely different way to the way I did it. Which was click on +Variable
Edit: Added info
I believe that you need to add it as a plugin:
Here it is:
https://bitbucket.org//ue4-vr-grippable-motion-controller-plugin
Hi Guys,
I’m currently running 1.8 on 4.11.2. Everything is working well on this project I’m working on.
But now I’m trying to load the project in 4.12.0, and it doesn’t seem to allow that. It seems like the main problems are the Substance Plugin, and the VRGripMotionControllerPlugin.
These are the messages I get:
So I disable the plugin, and then:
After that, the engine just shuts down.
I’ve tried removing the vive/vehicle/environment folders, and it continues to have the same problem.
Is there a way to upgrade my project to 4.12.0 with the steam VR template?
Is there a way to remove the steam VR template from my file?
How do I upgrade the template from 1.8 to current version?
same problem
The error produced from here.
https://.com/ProteusVR/SteamVR_Template/blob/master/SteamVR_Template/Plugins/VRGripMotionControllerPlugin/Source/VRGripMotionControllerPlugin/Private/GripMotionControllerComponent.cpp#L438
Engine Class removed MotionControllerDevices
Yeah alot of the plugins and market place content is currently incompatible with 4.12. I don’t have enough experience to know when it will become compatible nor what is required to make them compatible. I rebuilt my project in 4.12 without the gripmotion plugin. Maybe someone with more experience can chime in.
Epic changed the core method of querying the motion controllers in 4.12 so the 4.11 plugin won’t compile in 4.12. However I corrected it the day after 4.12 came out, if you download a new zip or pull the last commit from the plugins subversion the plugin will work again.
i also wrapped the changes in engine checks so the 4.12 compatible plugin should in theory still be compatible with 4.11 and prior.
Its been working for awhile now, you just have to update, this generally shouldn’t be a problem with the grip plugin but they re-worked a significant portion with this version (how to check the controller totally changed). Assuming no further interface changes it should survive intact through future engine versions with no issues.
TLDR: Re-download plugin, it was updated days ago.
Awesome, good work man!
Thanks @ you’re the man.
Version 1.9.3 – UE4.12.0 : June 6, 2016
- Updated to 4.12.0
- Updated grab plugin
- Removed Settings in Struc table and put within Vive_Pawn / Level Blueprint / Lightsaber BP
- Updated docs
Fully tested for stable 90fps (GTX980), cooking & packaging Windows 10 x64
Onedrive & synced
Reminder
To package your project: Don’t forget to File/New C++ class, None, Create Class before packaging, if not the plugin won’t follow. Be sure to have a working copy of Visual Studio 2015 enabled.
Proteus, has an all blueprint pickup system working well enough that I would encourage you to drop the plugin and do something simular. It is functionally very close to the plugin (aside from the OnHit node working) and is entirely in engine. So unless the OnHit event is very important to you it would be a cleaner solution for the example template (wouldn’t require a plugin which people seem to have problems using and adds another step).
https://.com//VRContentExamples/releases/tag/V1.2
Interactive world example in his project.
He has the pawn set up a little differently which allows the welded attachment to work correctly for held object to world collision.
Thanks I’ll probably make an hybrid of the 2 templates since there’s interesting things in both projects; furthermore there seems to have a certain drag behind objects? is very good and dedicated we’ll probably continue to develop the template internally for our projects. Thanks!
Oh I wasn’t suggesting replacing the template, just that his pickup solution is 90% of the plugin without the problems of having people have to update to the plugin (held collision has the normal physx jitter and there are no hit event triggers, but otherwise it works). There were quite a few people unsure of what to do after 4.12 came up and multiple others that had problems installing the plugin in the first place.
I need the plugin for my projects but I feel that most users won’t have that requirement.
@nearbyboar Not sure what it can be, I tried to install it on 2 computers as templates and project files and it works. Try opening it as a project file (after deleting the template ini file).
I noticed also that UE4 is installed under (x86) folder. Maybe I’m wrong but the editor requires 64 bits, maybe the program should be under Program Files not (x86), but common sense tell me it doesn’t matter. Does you computer meets UE4 requirements?
Hi, thanks for making this! Sorry if this is a noob question, it’s my first week with UE4.
When it says in the pdf “Don’t forget to enable it before in Settings, with Menu buttons = 2 (UltraMan)” - where are these settings? Looking in world and project settings but can’t find anything. Should I connect something in the pawn blueprint?
Its at the Vive_Pawn Event Graph:
After the Update to Unreal Engine 4.12.1 today, its not possible to change the Transport mode to Tranpsort Mode 2 without crashing of the Unreal Editor.
@ As I remember (can’t check right now), in your content browser there is a folder named Vive, you will find a bp called Settings. I think it’s what you are looking for.
@Diem I found it - opening the Vive_Pawn blueprint and scrolling down on the right side in the ‘details’ tab.