I’m having the same problem, informed ART but the have not replied. Care to share the link to your solution?
What changes did you make? I’ve trying to understand how the plugin works so I can adapt the VRPN plugin to work with DTrack in our cave, DTrack->VRPN->VRPNLivelink, but there are problems there also because the LiveLinkVRPN plugin doesn’t handle multiple trackers.
I’m from Lille University, northern France.
Hope it will work for you!
I have a crash on runtime with ndisplay and tracking, but it doesn’t crash without tracking.
Hope it’s not another DTrack issue. I’ll go furter to see what’s wrong.
If it works for you, keep me informed, it can help me too!
Good to hear!
How do you get the signal into unreal, DTrack 2 can only send to a small amount of ip-numbers?
Do you use the multicast option?
I just changed our network so the DTrack signal is going out on the correct subnet, but I still have to get it working with nDisplay. I am thinking that it should be possible to send the signal to one graphics server and then have nDisplay copy it to the other nodes.
Ok I have tried with nDisplay and it crashes. The crash is triggered by DTrack sending tracking data, with DTrack stopped there is no crash, as soon as I start DTrack it crashes.
I tried changing the IP number that the plugin listens on, then it crashes only when I send to the primary node.
Does it work on editor when you change the ip in DTrack output to your pc dev?
yes, I have one output to the master node and one output to localhost on the DTrack/dev machine, both port 5052 so I don’t have to change preset all the time
We had some problems with port 50000, that was already used, so we used localhost ip on the master with another port (127.0.0.1:5042 for example)
Tried it, didn’t get better
It’s important to save the art preset (although it might be obvious, I had the problem)
Yes, I do this
After that, you can package in development and see the logs in the nodes master and cluster to get furthermore information.
getting this error:
The crash I got was because of the code that deals with the flystick, although I don’t have any (flystick).
So I commented some lines on the plugin (not the one I put on the git.
Maybe you can do that as a test.
Comment these two parts on DTrackFlystickInputDevice.cpp
Lines 152-156 are commented out on AR-Trackings branch, and on yours too. I uncommented 152-156 and commented 204-208, now I’m getting input from the buttons.
I have no idea what the commented code does, but seems ok to leave it out for now.
This is fantastic! thanks for the assist! Next step for me is to modify the collab template to work with our ui.
Yeah! Glad it resolved your issue, I know it can be complicated and can take days or weeks to resolve this kind of issues.
You’re on the right track now!
The output data formats in ART-Human include VRPN and 6dj data formats.
How does liveLink receive and parse this data in UE5?
I tried to parse the mocap data with VRPN in UE5,but failed.
Is there any other method to parse the data in ART-Human? Thank you.
I think the good way is to use DTracks plugin to make it work with livelink.
The only thing DTracks plugin handles is the headset and flystick vr.
For ART gloves, I needed to update the plugin to make it work and it can be a bit tricky…