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?
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?
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.
If you have any other tips for a n00b – maybe things you see people struggle with frequently, I’d love a heads up.
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.
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.
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.
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?
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).
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.
hey ****,
let me again offer my kudos on the plugin. Navigating around in it last night was so awesome. I can’t wait to learn it more fully.
I’m happy to help with documentation if I can, for people less technically inclined like myself. If there’s any interest in that kind of thing, let me know. I’m happy to try and work with you for a ‘dummy accessible’ version of documentation or whatever you’d like. I’m able to do video captures pretty easy on my end.
Anyway, quick question: In the attached video clip, I’m navigating via the DPadHover-ControllerOrient… is actually the reason I initially was looking for your plugin (to get away from the transporting default) in UE. At the beginning of the clip though (around 2-3 seconds in), I’m unable to re-orient the camera without physically turning around. is a bit tricky for me as I’m on Oculus, and the sensors don’t really allow 360 room scale full turning. Is there a way to have the right thumb stick orients the camera (either in smoothly or in steps) while the left moves it it?
Am I missing something obvious here?
I’m just looking to be able to switch the relative rotation of camera (kind of like in Echo Area if you’ve tried that).
p.s. the automatic action on the space rifle is amazing!
For snap turning hook node up to a button or however you want to trigger it: MovementActionSnapTurn
If you are doing single player only then you don’t even need to worry about that as it is for multiplayer syncing and can just use: AddActorWorldRotationVR
Both methods account for the HMD location and pivot the rotation around it.
Edit also doesn’t look like you realized it yet, but you can grip the front of the gun with your second hand as well.
Also snap turning isn’t in the template because I am showing off so much that I am out of buttons and haven’t put in a menu or radial menu yet.
Man, : you are on some serious dev. work here.
I realize I have a lot to learn before asking too many more questions haha.
Thanks again for the quick and helpful response.
I’m going to go over the wiki in full, brush up on my blueprint skills (I know very little), and come back to the thread in a few weeks.