VR Expansion Plugin

Look at any of the other blueprint only templates, they use the basic Look at for two handed interactions. Its probably better anyway for you if you don’t intend to use plugins entire gripping system to use the more basic blueprint only method.

Try Mitches examples, he has a two handed setup in there for something I think and it should work fine on 4.15.

Hmm i am not understand what you mean the Epic Standard Template has one Hand Holding i need exact what is in the Plugin!

Then you’ll have to manually implement the gripping system

GripMotionControllerComponent

The nodes will be slightly different in 4.15 than their current versions but it should be close. The template is a reference for them but generally GripObject/GripObjectByInterface and DropObject/DropObjectByInterface are what you would want to use.

For two handed, AddSecondaryAttachment to an already held object.

Controller profiles!! Awesome!

Hi
First off, KUDOS on the ambitious and valuable research and development. 100 Thanks in advance.

Over the past few weeks, I’ve been looking at the WIKI and the forum, and am slightly confused because of all the options. Would you (or someone else) be so kind as to answer the following n00b questions for me?

  1. I notice on the wiki, the step by step says “If you’re not using the pre-built plugin, you will have to build/compile the plugin yourself.”
    Is there a reason I would not want to use the pre-built plugin? If I use it, does that mean I get to avoid the Visual Studio steps on the how to, or is that a key component of the process?

  2. I notice there are pre-built plugins for version 4.15.1 - 4.18.3. Do you have any suggestions for the best engine choice if starting fresh development (Oculus Touch on W10)? I would assume the most recent is the choice to go with, but I imagine there are some quirks / unique things that may have gotten lost along the way etc.

  3. If you have any other tips for a n00b – maybe things you see people struggle with frequently, I’d love a heads up.

Keep up the great work.

-GL

Replies in bold, and thanks

Edit Actually that BP compilation manager bug appears to have been fixed in 4.19.p3, so the full 4.19 release should have it.

Hey – wow. Thank you for the fast and thorough response. You have already clarified a lot for me. Very valuable information.

I would appreciate a little more info on the following quote:

Based on what you’ve said, 4.16 seems appealing as it avoids the child character bug. But 4.18 seems great for full functionality!

Can you describe a little about the bug and what it complicates, or point me in the right direction? (If it’s all in the wiki and I just need to read more, please don’t hesitate to tell me to do my homework).

It seems there are compelling reasons for choosing both. A little more info on the specific challenges of the bug vs the unique functionality of the newer version (aside from spectator cam) would be amazing.

-GL

Note I edited my post to say that 4.19 appears to fix it, however in 4.17 a bug was introduced that regularly crashes the editor if you compile a BP character that is based on a c++ class and has another BP character as its child.

4.17-18 introduced the character movement re-write, gesturing system, the fully built in seated / car system, the movement action system, and a bunch of helper nodes to the plugin. 4.16 would be missing out on a lot plugin wise.

I’m curious, are you on the list for those Noitom hi5 gloves? It seems like those gloves paired with your plugin would be the ultimate little starter kit for VR developers looking for tools to help jump start their VR programs.

Looking forward to starting with UE 4.19.

Hello everyone, im trying to make a game where ‘hand collsion’ , ‘jumping’ and locomotion are the main moves. I know locomotion is possible, but what about jumping and hand collsion (for smashing stuff)
Next question, whats the work flow implant plug-in into a new game? I watched the example project, but there are a lot of function that i dont need. I prefer a step by step like the Unreal Manuel.

I’m having a hard time finding tutorials how to implant locomotion inside my game on my own.

Kind regards,

Ruben

I’m not on the list for anything, been a little hard getting dev hardware as a plugin dev and not a game creator.

TBH i’m more excited about knuckles controllers though, they would be more in use and accessible.

Thank you for clarification – SUPER appreciated.

-GL

I see. Haven’t read much on the valve knuckles. The workforce we are training must wear hand protection, so the gloves should add another level of immersion.
We’re on the list, so we’ll see. Probably just buy both when they become available, right? :slight_smile:

Is there kind of tutorial how te begin from scratch? I know there is a example but there is to much going on to understand the vcode.

For the very very start, its just spawning a VRCharacter and adding movement like a normal one. The gripping and special considerations come in far later.

Its never going to be the built in template levels of easy though…

– n00b question here, and I know you sort of answered it already… But:

For the rookie, do we still need to download Visual Studio / C++ to use the plugin, or if we download the plugin, can we use it with just the engine version?

Much thanks.

*edit: forgive me, found the info and managed to get the plugin installed. *Now, *I feel pretty dumb, as I can’t do anything. I can’t even find the template / demo etc. I looked here: https://bitbucket.org//vrexppluginexample but couldn’t figure out how to download / load it up.

Any tips on getting going now? I’ve been reading / search for a few hours but no luck.

You installed the plugin by itself, the example is its own project entirely and comes with the plugin packaged with it (so that its always compatible).

https://bitbucket.org//vrexppluginexample/get/default.zip

is the current 4.18.3 master branch download of the example project.

The pre-compiled binaries should work for you as well, you just place the contents of the correct engine version zip in the project/plugins folder. Those will not require visual studio assuming that you stick to the correct engine versions.

Thanks so much for the continued support. I’m amazed at how little I know!

Super helpful to know – so I just download the file above (that you’ve shown) and open it in Unreal?

Great to know about the pre-compiled binaries too… Glad I went through the process following the step by step, but sure I’d be able to reliably do it again on another computer.

Do you have any suggestion for me learning the plugin? Should I just try and read through the 136 pages of thread, or is there documentation on the wiki I’m missing? I’ve been trying to read everything, but even struggling to figure out how to use the plugin – and that the plugin and template were different --has been tricky.

-GL

ps just loaded template… AMAAAAAAZING