Steam VR Template

@anonymous_user_cbbf1f5c in the Vive_Pawn blueprint, look under ‘settings’ and you should find ‘Alternate Mesh R’ and ‘Alternate Mesh L’. Untick both of them and you got the Vive controllers. You can also change the skin of the controllers with a setting just underneath.

Excellent, thank you for the quick reply.

For others, in the version I had downloaded the options are labeled as :
Alternate Mesh R
Alternate Mesh L

Unchecking both of these gave me the Vive controller models.

Ohhh, new version!
Gotta try it out - I’m still using 1.9.
This is my first time using unreal engine, so I’m learning how to do things. I feel really lucky that all these VR features come for free thanks to your hard work.

Thank you~~~

Hi Proteus,
Just a quick word of thanks. I’ve been using your template since 1.6 and This new version (1.10) is definitely a great improvement. Cleaner test space, no more nag screens on launch (plugins), compiling without error. Really nice. It feels solid and has matured well.

I couldn’t have this demo whithout your template.

Quick question: I have tested it with 50+ people and noticed that:

  • most are confused at first by the linear “laser” teleportation system. Do you plan to implement a “stone throw” option like on the vive demo?
  • About 25% find the floating hand uncomfortable, whereas the controller option is immediately accepted.

Again, thanks so much for putting the hours and sharing your hard work with the community.

@suisso : for the floating hand, you have to change it’s position because your hand is not flat on the controller like it is in this template, but more inclined on the side of the controller. To help you find the sweet spot to feel the floating hand more “right” you can activate the camera of the vive, then launch your game, clic on the steam menu button and now you can see your real hand and the in game hand. With this you can try to rotate and move the hand in the vive_pawn to match your hand better.
I still didn’t have time to do this so I’m interested in your results because I was planning to do this soon.

I’m getting a unknown packaging error. Any one have guidance of how to solve this?

PackagingResults:Error: Error Unknown Error

Good tip on calibrating thehand position. Do you perhaps also know how to solve the issue that the hands go back to their default position after grabbing something?

I’m running into a problem since 4.12. My packaged builds are slightly blurry. Its like the resolution is lower or something. everything looks fine in the editor, but after I package, its slightly more blurry. Anyone else have this problem?

@ : My first guess would be to change this :


In the vive_pawn under “grab”, all the values under the rotation and location should be the same as your hands, but I don’t know if there is something else going on too.

If i wanted to use your grab/drop and motion controller options in my own game. Do I just copy the blueprint and assets to my game or would it be wise to use the system you have in place to build from? i.e build my game with your template as a starting point?

edit: I just saw a post on the first page referring to copying the pawn to another project. Could you make a video of this process. I’m having a tough time following exactly what to do? I appreciate what you have and are doing for the VR community. It’ll continue to grow and inspire new developers because of the efforts from people like you.

I’ve narrowed it down to this
ERROR: No modules found to build. All requested binaries were already part of the installed engine data.

Anyone ever seen that error? It appears to be a problem with the plugin. Is there something special I need to do?

I’ve never seen that specific warning on any project with any plugin, you should probably run a clean and then recompile (I assume you have a source project as that shouldn’t come up otherwise).

Also if you didn’t already, source builds need to define the modules they make use of in their Target.cs file or they won’t package out with the project. You would need to add “PublicDependencyModuleNames.AddRange(new string] { “VRGripMotionControllerPlugin” });” to have it package.

I have packaged blueprint only and c++ projects with the plugin without a problem, UE4’s build system has some quirks though and I often have to delete intermediate directories and rebuild to get it working again across new versions.

Hi, . I finally found the problem (user error) I needed to do this:

@Proteus

Nice work man :slight_smile: I just have a question for you, I would like to create a new animation for your hands : point the index. But I dont know how I can create a new animation using your hand ?

Dear Proteus and Team

Fantastic work. This Template is great and help a lot. I’m using it and it is fantastic.
Could you help me in just in a little detail? How do I change from “Hands” to “Vive Controllers” in the Pawn Vive actor.
Sorry but I’m new in this area (UE4 and Blueprint) and I can not find where should i chose the controllers geometry.
Thank you in advance for your help.

Best regards,

I actually prefer the simple free point to point teleport you made but it’s good to have options and some like the lab style more. The budget cuts style is easy to include from the unreal training videos if you want something extra.

**
Is anyone else getting jitter and crashes since moving to 4.12?**

Everything works smooth in steamvr stuff but unreal has become a problem. This is in a clean project and i don’t think it’s template related.

Edit: Just tested and disabling low latency on motion controls seems to have worked as a temporary solution. Not ideal although it’s surprisingly accurate and quick enough. Now i just need to solve the crashing. Any ideas?

Hi guys

Sorry for the delay there has been a fire just at the office next door, everything is ok but we’ll be relocated to temporary offices for a month. It’s so small, my playground will be very limited! I’m stuck with just an old laptop until monday.
@suisso Thanks for the suggestions. The plan is to move everything in a 2d or 3d menu, so this way you’ll be able to change things in packaged projects. I’ll add more teleportation/pawns soon.

@magneto There is still some little bugs I’ll fix this week as I want to have everything 100% working before adding features. Anyway by doing different pawns we can try different teleport functions.
[MENTION=101267]Nuno Alexandre Antunes[/MENTION] Go to settings in Vive_Pawn, uncheck “use alternate mesh” you should have the vive controllers back + choice of skin
@Diem I’ll put the .mb and .fbx files for the hands monday on the drive. You’ll then be able to easily do new poses with the hands. I’ll put some instructions to do it in Maya.
@ In fact the hands/controller placement relative to the object can be changed within the object blueprint. The object in relation to the hands/controller can be changed via mesh or skeletal sockets. But when you drop the objects, the hands/controllers go back to their default placement. You could keep the placement via supplemental nodes.

Hi, I like how the new update looks, but I’m thinking maybe the UE4 4.12.3 update may have broke a few things with the template. For me the vehicle doesn’t work, UltraMan doesn’t work either, and the teleport for the sequencer is buggy, it puts me in the wrong location sometimes (for example, right in front of the UltraMan booth, and when it works, the platform you teleport to disappears while you’re on it). I wasn’t able to try it with 4.12.2, so I’m not really sure if the update is the cause or not.

If you are using the pickup plugin you need to update, there is a fix for controller jitter, they changed how the late updates are handled in 4.12. If your unreal version is sub 4.12.2 then you need to update to 4.12.3 as they had a bad crash in 4.12.1 that got hotfixed.

Hi Hi.
Is it just me or are grabbed objects and the grabbing hand several inches above your real-world hand?
I’m using a sword with sockets to test it out.

As a workaround, right now I’ve moved the socket up just past the hilt of the sword to get the weapon to be in the correct position relative to my real hand.
I’m then adjusting the right hand placement down in my blueprint so it’s where my real hand is.

-Max