VR Expansion Plugin

Good to know!

By “physics grips” you mean like the “manipulation grip” type?

Manip and interactive with physics, though the latter needs some changes to work really well with it.

Alright, I’ll look into it, thanks again!

Patreon support here and I’ve lost my link to the discord invite. How do I get back into the discord chat channel?

I’m having a problem in multiplayer dropping a gripped object programmatically. In my character blueprint I have a function that will drop the specified held object from my hand. is not using the normal routing because it is triggered via a menu, so not using grip release buttons. My blueprint calls CallCorrectDropSingleEvent and passes in the controller and grip parameters. It works on the client as expected and it works in stand-alone as expected, but the listen server doesn’t work.

I can see in the c++ code where it is failing, but having a hard time resolving the issue. The GripMotionControllerComponent: DropActor call is returning false after outputting the log message “VRGripMotionController drop function was called on the client side with a replicated grip”. I checked the condition that results in that message and found that my listen server is being detected as NM_Client. I don’t see how is possible SinceTryDropSingle is a server RPC and the listen server execution path does indeed call through SinceTryDropSingle when debugging. There is no RPC to client after that, at least not that I can see.

To clarify, I’m not saying that I can’t drop gripped objects using the motion controller buttons. It is only when I call the CallCorrectDropSingleEvent from my own function that I run into problems.

What am I doing wrong?

Message me your discord tag

You totally sure that its not calling “TryDropSingleClient”? Server should never detect as a client

I can debug easier when you enter discord after pming me your tag. Easier to share SS’s, i’ll check tomorrow for your message I am out
tonight with a severe cold.

My problem was in the implementation of a UI component. I had to go over with a fine tooth comb the various places where I’m spawning a UI actor and make sure the UI’s owner was set to the correct player. Somehow the UI was pointed to the remote other player instead of the local listen server player. Anyways, thanks for the response.

Have some update notes coming out week of various bug fixes and additions, been really sick again (nasty winter) so haven’t been able to push any major lately.

Been planning out some possibly architectural changes for the backend though, should be pretty good stuff if I work out a viable method of shoehorning them in to the ECS of UE4.

I’ve got kind of a problem: when I package the template project (or use the last packaged version that you posted here in topic) the starting direction of the pawn is different from the “player start” direction (it points towards my actual “forward direction” that I set during the setup of the Vive), and I can’t understand why. Any ideas?

EDIT: maybe I was a bit confusing. Basically, when I play in VR preview and I look towards my default “forward direction”, it points towards the direction the “player start” actor is facing.

If I play the packaged version and I look towards my default “forward direction”, it actually points in the opposite direction with respect of the “player start” actor.

EDIT 2: Also, in a packaged game, when a user joins a session he actually has the same orientation as the “player start”…

EDIT 3: Actually, it happens even in editor without using VR: if I rotate the “player start” and play with a server + client, the server will point towards the “player start”, while the client will always have the rotation vector equal to 0

I need to add a delay to the client spawn to wait for their tracking information to be correct, just haven’t bothered with it yet. Initially on launch it can be early enough that the game doesn’t have a valid HMD location/rotation so it doesn’t spawn them with the correct rotation offset.

It doesn’t have to do with your calibration direction though, the pawn spawns with a zero transform which is world X forward.

You can go into the player controller and see where it spawns the pawn and modify behavior there, that is just a template setup so that 2D pawns can be used for testing.

Got it, thanks a lot!

Hello, can you help me? I followed official manual and added plugin to my project. After restart (both plugins are enabled) i see only C++ files. How can i get blueprints like people in thread? Did I missed something?

The template has a bunch of the plugin implemented as examples, if you don’t want to reference the template though you can just create blueprints with those c++ classes as their parents (or in grippable component cases, just add them to an actor).

How can I detect/request if an actor is grabbed?

OnGripped and OnGripReleased are two interface events that are called.

As for request that it be gripped, GripObjectByInterface will grip it with the settings that it wants.

Great plugin! Excited to use the multiplayer replication feature.

When I was attempting to build the solution file, the build fails and gives me error. Any insight?

2>ERROR : UBT error : Failed to produce item: C:\Users\Documents\Unreal Projects\AssetTesting 4.18\Plugins\VRExpansionPlugin\VRExpansionPlugin\Binaries\Win64\UE4Editor-VRExpansionPlugin.dll

Just adding some more output from the logs, in case it helps.

Here is some information from the “Output”.


1>------ Build started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
2>------ Build started: Project: AssetTesting, Configuration: Development_Editor x64 ------
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Cpp.props(31,3): warning MSB4011: "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Makefile.props" cannot be imported again. It was already imported at "C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.cpp.props (31,3)".  is most likely a build authoring error.  subsequent import will be ignored. [C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\Intermediate\ProjectFiles\UE4.vcxproj]
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Cpp.props(31,3): warning MSB4011: "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Makefile.props" cannot be imported again. It was already imported at "C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.cpp.props (31,3)".  is most likely a build authoring error.  subsequent import will be ignored. [C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\Intermediate\ProjectFiles\AssetTesting.vcxproj]
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Cpp.props(31,3): warning MSB4011: "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Makefile.props" cannot be imported again. It was already imported at "C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.cpp.props (31,3)".  is most likely a build authoring error.  subsequent import will be ignored. [C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\Intermediate\ProjectFiles\UE4.vcxproj]
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Cpp.props(31,3): warning MSB4011: "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Makefile.props" cannot be imported again. It was already imported at "C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.cpp.props (31,3)".  is most likely a build authoring error.  subsequent import will be ignored. [C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\Intermediate\ProjectFiles\AssetTesting.vcxproj]
2>Distributing 6 actions to XGE
2>--------------------Project: Default-------------------------------------------
2>UE4Editor-VRExpansionPlugin.dll (0:00.39 at +0:00)
2>LINK : fatal error LNK1181: cannot open input file 'ws2_32.lib'
2>
2>Error executing C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\amd64\link.exe (tool returned code: 1181)
2>---------------------- Done ----------------------
2>
2>    Rebuild All: 0 succeeded, 1 failed, 0 skipped
2>
2>
2>
2>
2>ERROR : UBT error : Failed to produce item: C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\Plugins\VRExpansionPlugin\VRExpansionPlugin\Binaries\Win64\UE4Editor-VRExpansionPlugin.dll
2>Total build time: 1.49 seconds (XGE executor: 0.00 seconds)
2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.18\Engine\Build\BatchFiles\Build.bat" AssetTestingEditor Win64 Development "C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\AssetTesting.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run  command.
2>Done building project "AssetTesting.vcxproj" -- FAILED.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Here is some information from the “Error List”


Error    MSB3075    The command ""C:\Program Files\Epic Games\UE_4.18\Engine\Build\BatchFiles\Build.bat" AssetTestingEditor Win64 Development "C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\AssetTesting.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run  command.    AssetTesting    C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets    41    
Error        Failed to produce item: C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\Plugins\VRExpansionPlugin\VRExpansionPlugin\Binaries\Win64\UE4Editor-VRExpansionPlugin.dll    AssetTesting    C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\Intermediate\ProjectFiles\ERROR    1    
Error    LNK1181    cannot open input file 'ws2_32.lib'    AssetTesting    C:\Users\Deadline PC\Documents\Unreal Projects\AssetTesting 4.18\Intermediate\ProjectFiles\LINK    1    


Your compiler is installed incorrectly, there are no plugin errors in that, just it having problems with a base dll.

Pushed 4.19 live with pre-packaged binaries

I’ll make a list of patch notes later, a little busy atm.

So do I just uninstall it and re-install it again? I have done twice already. I followed the exact same installation steps for UE4 and on your wiki.