Steam VR Template

Hello,
I have downloaded the latest SteamVR template (v2.0) and added it as a template for 4.13. we’re using HTC Vive
And i still encounter the same nonfunctional issues as with the former templates and since they seem to work for everyone else i assume i have missed some important things.
This is what works:
Looking around with Vive headset, controllers work, teleportation only, pickup works.
What doesnt work:
Changing to other pawns so that other controllers are visible (Vive for example), changing how i move within the level, i want use ghost mode.

I have installed VisualStudio 2015 and i have added a blank C++ class so that the VRplugin gets compiled (any more instructions on how to do that? in case i managed to do it wrong).

I have selected the pawn in the level and changed the pawns and controller settings but nothing changes in play…

Please help!

@Proteus @ Nice work I’m in a hurry to test it but when I downloaded the steamVr template 2.0 for the 4.13 version and installed it as a project I got this : https://gyazo.com/c5b76039201ce9e6cd1187f1317e5049
this : https://gyazo.com/bfae61ef6d3b6b8f424e19a5b973f3b9
And then It crash and it wont open.

(I deleted the template.ini file)
Do you have an idea?

Updated to 13.0 official release
@Diem I know exactly what the problem is

The plugin was compiled for version 4.13 preview 3 and not 4.13.0 official version.

2 ways to solve the problem

1)Easiest: Re-download the SteamVRTemplate 2.0 as I rebuilt the plugin to 13.0, 5 minutes ago : Microsoft OneDrive - Access files anywhere. Create docs with free Office Online.

2)Less easy: Create a 13.0 C++ project, compile it, close it. The, add the plugin that doesn’t work to the project. Open the project, rebuild the plugin. Copy this re-build plugin in the template.
@ seems to be in the process of making some adjustments for 4.13 for the plugin: https://bitbucket.org//vrexpansionplugin

@JuanGauthier

First, re-download the template for 4.13.0 if you updated to official version launched September 1st.

To change pawn, you have to go to VRPlayerController_P and change it there (in the upper section). Be sure to select one of the VRpawns listed in the docs

For the rest, check under Settings variables into the pawn selected. There you have the option of changing controller mesh.

You will need to add a blank C++ class only when you’re ready to package, and only if you’re using the pawns/character requiring the plugin.

When you’re ready to package, just add the blanck C++ class. VS015 will open and initialize the project. When , in UE4 just click update project code. You are now ready to package.

So when working only in the editor in VR preview mode, you don’t need to add code yet.

And finally, remember that timings and events can fire differently in a packaged game vs. in editor mode.

Feel free to ask more questions!

Thanx for your reply Proteus!

It worked! :slight_smile:

JG

@Proteus, thanks it works perfectly :slight_smile:

Yeah sorry about that, but I am adding a feature that requires extensive changes and I might have to lock 4.12 out of that update due to 4.13 changing most of what I have going, so I am keeping that branch separate for now. The main branch is still 4.12.5 I think actually, I was attempting to keep it to the last release for as long as the previews were up, but the code is all 4.13.0 compatible.

I need to decide how I want to handle engine versions that are different enough that I really can’t do backwards support from them.

@JuanGauthier I updated the doc with further explanations:

**Ok, I opened it. How do I use it?
**First choose if you’ll use the VRExpansion plugin or not.

a. If you use it, assign the gamemode as VRGameMode_P
b. If you don’t use it, assign the gamemode as VRGameMode

&stc=1

Choose the pawn you need or want to test. Set it in the VRPlayerController_P or VRPlayerController under “Spawn actor from class”. In the upper function you select the actor you’ll control when using the Vive or Rift. In the lower function you’ll select the actor you control when no Rift or Vive is detected.

&stc=1

For the Vive/Rift actors, the choices are:

a. With the plugin:
i. VRPawn_P
ii. VRCharacter_P
iii. VRPawn_Teleport_P
iv. VRPawn_Pickup_P
v. VRPawn_Vehicle_P
vi. VRPawn_Platform_P
vii. VRPawn_Jedi_P

b. Without the plugin
i. VR_Pawn
ii. VR_Teleport
iii. VR_Pickup

c. No Rift/Vive lower function
i. No_HMD_Character
**
Why can’t I simply select the pawn in the Game mode blueprint?**
Selecting you controlled actor in the PlayerController allows easier integration of multiplayer function, as well as early HMD detection and assignation to HMD/no HMD player at game start.
@ Don’t worry you’re doing a fantastik job. As you’re working on it I would like to report that when I try to change something (i.e. capsule height) in the VRCharacter, program crashes. I tried it also in a blank project same result. That’s why I didn’t not explored yet the VRCharacter further. :slight_smile:

When you change it in the settings on the right or through blueprint? I don’t crash changing it at either location but I want to know what you are doing.

@

Ok forget it. It was in the right bp settings. I’ve had this problem last week, but now I’m unable to replicate the error. Probably because I’m now using the latest commits.

My next update by the way is full client side navigation in VR…ie: point at ground and click and the character walks there so that you can do other things on the way.

Its also replicated to the server :p, pretty sure that is something a lot of people have been trying to get working outside of VR with characters. They changed a lot of the navigation code in 4.13 so I have been working over how best to handle 4.12 and 4.13.

Ok so I’ll wait for next update to nail the multiplayer version in 4.13
I’ll set the Touch meanwhile

I’m upgrading the plugin to 2.0 in a new 4.13 version of my project.
How should I go about removing the older vive related blueprints and and pawns and other related files from version 1.11 of this plugin in my 4.12 project?
Or should I just migrate the new pawns and controllers and gamemode into the project and not worry about the older 1.11 related files?
BTW thanks for the plugin.

When I use VRPawnPlatform_P, the simple platform moves, but I am unable to ride along. Does this have something to do with using NavMesh now in the new 2.0 template?

@proteus Is there a special blueprint script I need to put in to change levels?
I’ve created another level with the Vive pawn, and used a standalone “open level” node in the level blueprint.
It all works when I test in the editor, but when I after building the game, the new level would start loading but immediately jump back to the original level. You wouldn’t even see the new level.

I tried this:
49036a4dc15ef7c65f0d8d17ae9717f87bfbf77e.jpeg

But the same thing happens.

should multiplayer work in 4.13 with 2.0 plugin ?
it seems like there are only 1 pair of motion controllers in my game

Hi, I’ve been using this template for a near complete project and it’s great but I’ve came across this reproducible bug which causes objects to stick to the hand. It can be dropped with another trigger press, but as I use PostTeleportMoveGrippedActors the dropped object will re-appear in the hand again after the next teleport.
Video of issue https://youtu.be/in84xQyFBBY

This seems to happen when a held object is dropped onto the other hand while it is making a sphere trace at the same time.

It’s also causing crashes if the object that gets trapped in the hand is used as an overlap on a trigger box

Access violation - code c0000005 (first/second chance not available)

UE4Editor_VRExpansionPlugin!UGripMotionControllerComponent::DestroyPhysicsHandle() [c:\users\morde\documents\unreal projects\voxeltesting\plugins\vrexpansionplugin\source\vrexpansionplugin\private\gripmotioncontrollercomponent.cpp:1051]
UE4Editor_VRExpansionPlugin!UGripMotionControllerComponent::TickGrip() [c:\users\morde\documents\unreal projects\voxeltesting\plugins\vrexpansionplugin\source\vrexpansionplugin\private\gripmotioncontrollercomponent.cpp:1009]
UE4Editor_VRExpansionPlugin!UGripMotionControllerComponent::TickComponent() [c:\users\morde\documents\unreal projects\voxeltesting\plugins\vrexpansionplugin\source\vrexpansionplugin\private\gripmotioncontrollercomponent.cpp:786]

Any suggestions?

Hello guys,

I am struggleing again with the teleporter system. Well actually I think it’s a bug in UE4.13. I have migrated my level into a new vr_template project to use the blueprints.

I think I have everything working except the teleport won’t work because my NavMesh keeps dissapearing when reloading level, trying to play in vr etc. I finnaly found this by checking while PIE on console : Show Navigation. It’s just not there and obviously the teleport won’t work.

I have tried all the settings I could find, from RecastNavMesh to Force Rebuild on Load (on and off) , from project settings same option (on and off) , from Project files> engine > config> Default engine and set the same option to true or false.
8fb32c5800.png

Any idea why it keeps dissapearing ?

Fixed with lowering the minimum agent radius from 35 to 15 in the project settings>Nav system> Agents>Adding a new element.

Hello again!

I use for 3D modeling, AutoCAD and 3dsMax is easy and fast.
I wanted to leave a video that I made.
I used the vr template that includes version 4.13 and have also included htc vive controls the template that you made.

This demonstration, have with a graphics card gtx 1080

As I told you once, I am only a simple architect. I have no programming skills, but thanks to people like you, everything is much easier.

:slight_smile: Thank you very much again for your excellent work and help.

[video]https://youtu.be/Ot5CsfUcTh4[/video]

I know I still have to improve a lot, aspects such as lighting quality and optimization for VR. The truth is that I can not spend more time than I would like to spend.

http://www.estudiobarrera.com