VR Content Examples

4.12.5 and Oculus Runtime sdk 0.7.00 ( version 0.8 cause issues with the DK2 )

Hey , i have been trying to get traditional locomotion to work with room scale. The problem i have had is that collision can only happen in the center of the play space which is obviously not going to work. What i want is for the collision capsule to move with the player as they walk around their space.

I have failed to find a solution and i am wondering if you have any solutions?

Currently i am just using capsule casts and teleporting the player tiny distances to fake traditional locomotion. This way works but doesn’t allow for actual physical collision, and you cant slide along walls.

Thanks

Hi ,

What’s the correct way to create a regular rotating door you can grab by the handle and push/pull to open/close?

I tried two different ways of adapting your VR Examples.

First I tried to use the lever example. When I pull the trigger the door snaps to the max open position.

Then when I try to grab the handle to pull the door back to close it it keeps pulling back to max open position and then animating back just a little… by ResetRotation I set up in the timeline.

This does not seem to be the right way to go about it anyways since I only want to door to move like the sliding drawer does…only when you are trying to move it while grabbing the handle.

The 2nd way I tried was to try and alter the sliding drawer example.

Here too the door just suddenly snaps to max open position when I try to use the trigger to push the handle.

When I try to close the door it just rotates slightly and just gets stuck there.

What am I doing wrong?

Umm their are a few possibilities, I haven’t implemented it personally but if you attach a collision component to the camera it should stop people artificially walking into walls, but I don’t believe it would stop them from the positional tracking colliding with the environment. I believe the Steam VR Expansion plugin on the forum has a FPS style control that does collision, so you could check that out.

Um the second approach won’t work, just because you’re trying to put a relative space location into a Rotator so there’s no real connection there. The first approach is on track but you will need to put the X and Y in to the atan2, as that allows you to base your rotation off of the forward and right axis and not the up and forward axis like is done in the lever (I would suggest you have a look into atan2 if you haven’t seen it before). Anywho if you’re still having problems let me know (I do explain the how to make a lever in detail in my upcoming book) I’m in the middle of exams though so my answers may not be extremely detailed, sorry.

A book?! Great. I’m pre-ordering. Best of luck with your exams!

Hello,

I have version EU 4.12, using Oculus DK2, when I execute any demo project in VR mode. The screen goes black … But the LED of the DK2 if it turns on blue, but also shows nothing … If you run the sound and actions. But does not show anything

Does anyone know why this happens ?? HELP PLEASE

Hey guys,

Take a look at this VR Tour (accessible via any web, Android, iOS or GearVR device)

I don’t want the player to collide when they are physically moving. I want artificial collision to work regardless of where they stand in the play space. If I attach a collider to the camera and use artificial locomotion I will only collide with dynamic objects. Static objects (IE. the environment) will let me move right through them (again this is artificial locomotion). Collision with static objects ONLY seems to work if you use the character component, unfortunately with that the capsule collider doesn’t follow the player around their playspace (it stays directly in the middle, so artificial movement is worthless.

I cannot for the life of me figure out why epic doesn’t allow capsule colliders attached to components to collide with static geometry. If you need a quick example, attach a capsule to a hand in vr and notice how it goes straight through static geometry but collides with dynamic.

Its absolutely maddening.

The plugin he mentions (mine) does just that, it re-positions the physx thread and sweep position of the capsule component to the play space relative location of the player every tick and uses a custom character movement component to properly handle the offsets in local and multiplayer environments (just changing capsule location isn’t enough).

Hands are another thing, hands are player authoritative (you can’t tell the tracking system that the hand is blocked), if you wanted hands to be blocked by geometry you would need to separate the hand from being directly attached to the motion controller and have it follow it instead. That is also perfectly possible if it is your intention to block hands, it would just be annoying to the end user and is generally better to block held items instead.

The reason that Epic doesn’t currently have the movement system handle locally offset collisions is because it doesn’t logically mesh directly into how the component system currently works. There used to be an option for custom movement offsets prior to 4.11 but It was removed, likely due to being mostly unused and an additional check that could slow down AI.

My method slightly breaks intended engine behavior and took a lot of overrides to achieve but it works well.

That being said my plugin is intended as a more advanced VR setup for the engine’s blueprint solutions are more accessible to generic users and unless you specifically need full world collision and advanced gripping and replication options, you would be better off sticking to it or epics template.

Edit I will note that the VRRootComponent I am talking about can be used without the custom character and movement component I built around it. It would just take more personal work as it would have to be with a floating movement component.

Ahh i see. Is it possible to get your plugin by itself? I have completely written my own advanced VR system so I don’t need the rest of the template. Just the locomotion stuff. You also do a plugin for object in hand collision as well right? Or is it all the same plugin?

Hey, so I also have a DK2 - but for the last while I haven’t been able to get it to work with Windows 10 or Unreal Engine >4.12.

What drivers are you using ??

It is sad that Oculus abandoned the DK2 - or so it seems?

Anyone else have any suggestions on what drivers/versions of UE4?

Its here: VR Expansion Plugin - XR Development - Epic Developer Community Forums

Specifically this: https://bitbucket.org//vrexpansionplugin/wiki/VR%20Character%20Actor

I would suggest reading the wiki and if you have any additional questions about it asking in the thread for the plugin itself. I don’t want to clutter up 's support thread any.

But yes, it does support gripping objects including multiple methods for world interactivity with them.

Anybody has found a way to get when a textbox is focused? Nothing I try works. I want to spawn a virtual keyboard when a textbox is focused

Edit: A workaround is to check every textbox if it is hovered on click

Hi,
I have turned VRContentExamples into UE4.14 version.But when I pack it,I can’t teleport.Do you known why?
Have a goodday!

Hello, have you got the latest update from https://.com//VRContentExamples/commit/d01459818b863e0eff86844bb7f10b8e2a8956d8?

4.13 is the latest version?

Nah I mean that commit I referenced, it will make it into the next release but for now the change is just in Master

Hey , do you have plans to integrate an interactive door in the examples? I just bought the Vive and I was wondering what is the best way to create something like that, which I guess it’ll be a modified version of the drawers setup.
Looks like that in 4.14 some features do not work, but I haven’t tested the version yet.

I cannot decipher how do you control the browser mouse with the motion controllers and how do you enable this control, I assume that you should be inside some collider or something similar, but I can´t find this in the BluePrints.

Can someone help me figure this out?

Cheers!

Yep just added one in the latest release :slight_smile: its not physics based to I doesn’t have momentum (this can be added if needed) but it will be predictable unlike a physics based solution

No colliders really needed, the web browser is a UMG widget and the Trace Interaction component uses a Widget Interaction component to pass interaction into any UMG widget so it works from that :slight_smile: