This package is great, thanks so much for sharing it with the community. Right now I’m stuck with LeapMotion on Rift as I have no real physical motion controllers as of yet. I’m trying to substitute the LeapMotion with the Vive inputs you have designed and I’m pulling my hair out a bit over it!
Any chance you could share any details about using the LeapMotion controller with this series of tutorials?
Hope all’s been well the past few months. I have used your VR Content examples in a project and just migrated the project to 4.13 to see what would happen.
I noticed all the physics objects seem to have insane gravity. It’s pretty funny! It’s as if the gravity is 6x less than usual. The “interactable cartridges” dont seem to inherit any velocity from the motion controller movement when they are released.
Trying to work out what has caused this, just thought i’d post here to see if you or others had also noticed this.
I am sorry!I’m not good at English. I can not pack, you need to install visual studio prompt appears, follow the prompts to install, and then there would be no packing tips, but an error occurs, ask what it is?Thankyou!
Hey , awesome job on everything, man.
I’ve been trying to toss in a new event for the world interactor - a ‘turn’ or ‘rotate’ event. The idea being that you can interact with a knob and using a twisting motion (while pressing an assigned button), be able to turn it. I have the basics working ok but I’m having issues with 180 degree flipping. I have an interactable knob blueprint which implements the updated world interactable interface and uses events from the updated world interactor component. In the blueprint i call an OnTurnStart event ( added to the worldInteractor) that grabs the interactor’s world rotation as well as the relative rotation of the interactable knob. Then I have an OnTurn event that fires while the turn happens. In there I use the delta of the interactor rotation vs. the on turn start rotation and from that set relative rotation on the knob. My issue is that at certain interactor angles (when my controller is hovering over the knob and I hit the assigned button for turning) the knob flips 180 degrees then starts to follow the controller rotation. Have you tried setting something up similar to this and encountered issues like these? Again, thanks so much!
Fantastic update again with your VR Content examples! I’ve just tried out the latest version. The whiteboard is really fun! love the eraser. Now trying to merge the updated pawn into a current scene I was trying to make. I am…in essence…an idiot. Fingers crossed it will work haha! A big thanks again for sharing so many different ideas and techniques with the community. Really appreciated. I will be using the donate button on your site asap!
Nice work feels very polished now! Your pickup is the closest to the lab so far. You can more intuitively manipulate objects with both hands. There’s a few physics issues though when stacking cubes and trying to lift the lot from the bottom.
Trace interaction is good but it might be better to make use of the button above the pad for that instead of the teleport beam?
Hey , I’m noticing that in editor the trace teleport works as expected, but if you build out a package (currently only tried win64 so far) the trace teleport breaks. After building with the VR_World_Interaction level as the start level, you’re able to click the thumb button down and see the parabola trace go out but the teleport zone doesn’t light up with the blue grid lines and you can’t teleport. Doing some digging to see now if I can find anything. Thanks!
-p
update - So it looks like if you begin the level with the ‘visualize’ bool set to true on the TeleportArea asset, you’ll be able to use the teleport area as expected. Otherwise it will never become visible or usable to you after packaging up the game.
Check out this video from Epic that solves a similar issue, basically you may have to rotate your values by 22.5 to account for the 0-360 flip
Thanks!
Thanks, would the physics issues be due to the late update, as in objects can intersect if you move fast enough?
And I would move to the top button but unfortunately the Touch doesn’t map to that button and I want the content examples to be cross platform
Good catch, thanks for that, a fix has been pushed and it’ll be in the next release
, probably I’m missing something pretty basic here, but why are all the functions implementing the TraceInteractionInterface const? Is it possible to change this?
Otherwise, how can you change a state variable in the TraceInteractionActor e.g. on TraceDown?
Umh this really puzzles me! The TraceDown implementation is (const) and the TraceUp one is not. Both are not const in the declaration of the interface… weird
I originally wanted it to be as performant as possible, so I decided to pass the hit by reference (because you can’t edit them anyway so whats the point in making a copy), unfortunately in blueprints to do this you need to make the function const. This was on all of the interface functions, however after working with it a little bit I quickly realised that it was a bad idea (because of the reasons you mentioned) so I disabled const for all of them (except TraceMove which I conceded because it gets called every frame and I didn’t want that overhead). Unfortunately though UE4 didn’t agree with me and just randomly turns const back on for some reason so feel free to disable it, it won’t effect anything
Hi ,
your whiteboard is pretty awesome, thanks and well done !
However is there a way to change the color of the board into white instead of that grey ?
The grey color is exactly the same as the shadows of the scene, and that makes the writing a bit uncomfortable since we can’t accurately evaluate the distance between the pen and the board whithout the shadows.
For now I succeeded in turning it into black - but the result is the same.
Thanks !
EDIT : the problem is that your “Board” element is a box with a 0.0001 X scale. Setting up 0.001 solves the problem (probably a shadow bias or so).
Glad you found a solution, I’ll fix that scale in the next update Just for anyone else wishing to do a similar thing there is a material called WhiteBoardClearMaterial you will be able to change that material and the whiteboard will change color
Hmm, what engine version / Oculus runtime version are you using?
Yeah I’ve ran into that before, as far as I can tell the only way to fix it is to delete the blueprint and re implement it in another new blueprint, although you could try migrating it out then back and see if that works
Hi ,
In your VR Example project, do you know why the “On Drag End” event doesn’t fire anything at any moment ? I’m trying using your drawer blueprint with my own Pawn but this makes me tear my hairs out…
I’m unable to fire something, even print string, using this event. Looks like the “release trigger” is not detected.