Steam VR Template

I think this happens if you do not add the empty c++ class. Check the pdf manual for more info on this!

Fantastic template! For some reason when i use the vehicle the player isnt aligned with it and is usually off to the side or sometimes a few feet infront of the vehicle. I also cannot exit the vehicle as the left menu button does nothing, Any ideas why this might be happening? The controllers and the ‘head’ stay in the same place as i was when i activated the vehicle.

Thanks

@rayan_12 I’m looking at the same thing, if you found how to solve this problem could you tell me pls ? :slight_smile:

Hi,

Anyone know how i would make an object grabbable but restrict the movement to a surface/plane? I want to move something like a fridge magnet along the surface of the fridge only and have it stay after I let it go. Apologies if the question is too open ended and thanks for the template.

HI all,

is it possible to decrease ratation speed of vechicle proton?

Thank you for answer

Ok I’m back here’s what I propose:

Release a 1.11 version early next week. This version would

address/fix all bugs/questions since a month;
have a very thorough documentation on how to migrate pawns and many other things
use full functions of latest @'s expansion plugin
have a rotationable playground at teleport

The only reason I did not release a new version is that I’ve been trying to solve the multiplayer (with the invaluable help from @) function. As of tonight it doesn’t work yet but I propose we solve it together as I think mp will be very valuable for sharing vr experiences, education, etc.

@Proteus or someone else

Maybe someone know how I can do that. I’ve created an “house” but when I come near to a certain room my fps drops to 64. (I dont use reprojection to test my fps drops) how can I know what cost me this lack of ressources ? Is there an easy way ?

@Diem Try this thread: VR Profiling and performance thread! - VR and AR Development - Unreal Engine Forums!

I’ll send tonight a 1.11 packaged version for Oculus Forward Renderer and another for NVIDIA mutli-res. Try then and give me your results!

If you are using standard transparency for the windows it will cause large perf costs in VR.

@Proteus @ thx I’ll check these links :slight_smile:

Just have a question that maybe you should answer, I don’t know if it’s too long to explain but I’m looking for a drawer, so I checked the VR template but I dont understand how he did that. Maybe someone can explain me step by step if it’s not too long or maybe give me a tutorial ? :slight_smile:

Thanks !

Version 1.11 – UE4.12.5: 27, 2016

  • Updated to 4.12.5
  • Now using VRExpansion plugin
  • Multiplayer ready…or almost
  • Playground rotation or locked when teleport
  • Lot of small fixes

Onedrive ( tomorrow): Microsoft OneDrive - Access files anywhere. Create docs with free Office Online.

Fully tested for stable 90fps (GTX1080FTW), cooking & packaging Windows 64

Notes

  1. Now using VRExpansion plugin. also added cool new features, go to https://bitbucket.org//vrexpansionplugin/overview for all features list/explanations
  2. It is multiplayer ready, all the network logic is there. The only thing is…the menus are on 2D widgets. It doesn’t work yet in VR (without pulling some stunts), but VR widgets are supposed to be ok in 1.13. Anyway I’ll find a workaround but it will take some time to do that. Probably with a line trace until 1.13 is out. Anyway for anyone wanting to use multiplayer you just to enable menu navigation and it works.
  3. Don’t want to use the plugin? Migrate the Vive_Pawn_Simple, it doesn’t uses it.
  4. The initial level is at MultiPlayer_Vive_Map, you can set it to Vive_Map if not multiplayer

Roadmap:

 v1.12: Full multiplayer support through widgets
 v1.13: Oculus Rift with Touch Controllers integration (if NDA allows it – not sure)
 v.1.14: Leap Motion integration
 v1.15: Camera passthrough integration
 Interactive menus à la Minority Report (waiting for UE4.13 for 3D widgets…)

That’s it for now, regular, Oculus FR and NVIDIA multi-res packaged versions to follow soon for testing.

Ninja edit: To change the pawn, don’t change it in the Game Mode but within the SteamVR_Player_Controller, under SpawnActor top function

@Diem check how I enabled teh transparency on controllers. Transluscent materials is very costly in VR. Sometimes it’s ok and sometimes a simple window can drop you to 50 fps, dunno why.

A drawer. Do you mean like a desk drawer? If it’s that a trace from the hand colliding with the drawer or handle, and once you grabbed it maybe a simple move constrained on the z axis?

@alfon_

Just add a value between MotionController Thumbstick X and Create Vector from Yaw Pitch in the Vehicle blueprint. i.e. you want to decrease to 50% rotation speed value is 0.5:

With the new component grip in the plugin intractables are 10x easier, can grab a component that is physics constrained and pull it using the purely physics grip. With the old way a drawer would have to be it’s own actor or attached to an invisible actor. You just assign physx limits on objects and the physics engine does the rest basically, it is how all of the interactable systems are being in Unity currently I believe.

This is pretty much why I have 6 grip styles in the plugin currently (hybrid is still buggy), you want physics enabled gripping for intractables, but might not for something like a sword.

For non plugin pawns they could use a physics grip or a constraint directly to get mostly the same thing.

IE: Put a drawer on sliders / constrained to a single axis with limits, make the knob a grippable component attached (welded to the drawer), when gripping the knob with pure physics grip it should pull it as expected, could just grip the drawer itself as well.

Edit Proteus now that you have moved the project over i’m going to close and re-direct the original bitbucket for the controllers, I was waiting for the project to move over first so that people wouldn’t get stuck without the download.

Also for the plugin pawn I would suggest using the VRRootComponent now that it is stable. Even without using movement components it is still nice to have the capsule collision around the headset.

@Proteus and @ , you guys are rock stars! Any way the community can support you guys while you work on these awesome tools for us?

What should I be doing once I have made the Mesh Socket and Socket Name variable in the model blueprint when trying to setup a grab function?

It just gives me a compile error saying ‘Error The property associated with Use Mesh Socket could not be found’

Thanks for any help!

After testing for about an hour, I suddenly can only teleport on certain surfaces with Transportation Method 1, Method 2 causes me to move backwards. Trying on a basic flat floor and tables around. Checked the collision meshes, everything is fine. It was working totally fine (aside from grabbing) yesterday with 1.10 so not sure what exactly is “broken”? It was teleporting for the first hour along with grabbing. I can still grab objects, but no longer teleport (properly?).

This is such an incredible project- I’m so grateful for this! Is there a straightforward way to get the velocity of the controllers? I am not having any luck when I query velocity from the GripController component or any of it’s child components. Thanks!

I’m having a weird issue with break points. If I check the headset velocity is not zero before doing anything on a tick event, breakpoints after that never get hit. Even though the code is clearly being run it just never triggers the breakpoints. If I put a breakpoint on the if node, it always get’s hit and the Z velocity is always zero. See below for what I mean , the second breakpoint never ever triggers.

@Proteus @
Thanks for your awsome work and your help I going to check this towmorrow :slight_smile: