mordentral
(mordentral)
July 10, 2017, 8:53pm
1347
Thank you for the swift reply, That’s exactly what I’ll do, as there won’t be any ground based movement.
On an unrelated note, After implementing the plugin into my project (following the instructions on page) https://bitbucket.org//vrexpansionplugin/wiki/How%20to%20add%20the%20plugin%20to%20a%20blueprint%20only%20project%20-%20Step%20by%20Step )
I can open my project once just fine, but from then on encounter the following error upon opening:
“The following modules are missing or built with a different engine version:
UE4Editor-OpenVRExpansionPlugin.dll
Would you like to rebuild them now?”
Which upon selecting yes, has yet to succeed (Although I haven’t given it longer than 20 min or so)
I’m currently using 4.16.
Is an issue that you’ve seen before?
The launcher does not correctly compile plugins, you’ll have to launch from the compiler and compile it.
I got someone to test for me, it was to see if the automatic oculus / vive check on BeginPlay when running under steamVR was working correctly.
So far it is, I wouldn’t mind some ModelIDs from people though for their hardware though:
https://drive.google.com/file/d/0B5cM3oP2O4-UU1gzT1hiWWs0MzQ/view?usp=sharing
Left controller should say the model ID of the HMD, right should say the model ID of the controllers. I’m curious as to if all current gen Vives say the same model designation as mine and what the touch controllers print out.