Make sure you have windows 8.1 components installed when you install it, you can add it after the fact too.
I was able to resolve issue using a different uninstaller that removes all stale installations of VS2015 and earlier.
A new problem I am experiencing, when replacing my current VR Pawn with the VRCharacter, the height of the character is much larger than the previous version. How can I set the default height to be lower than what it is currently set to? I played with some of the settings that all had to deal with height, and nothing changed. Is there something I am missing to adjust the default player height?
Don’t offset the hmd/controller root at all, my VRCharacter places your roomscale feet at the zero point of the actor itself, so you don’t need to do the offset that the Epic template uses.
If I just place the VRCharacter into the level, the HMD location is positioned much higher than the Epic VRPawn (my head is clipping through the roof), and it spawns in a random location within the level. I placed a “Player Start” actor into the level, which fixes the spawn location, but the HMD height is still making me clip through the ceiling.
In the pictures attached, I have to sit down in order to not clip through the ceiling. If I adjust the “Player Start” to be lower, it lowers the spawn position of the HMD, but if it is lowered below the floor at all, the player will be spawned in a random location on the map, even with collision checking to always spawn in desired location.
Again…The epic VR pawn you are manually moving the camera down for by the half height of the capsule, my pawn you aren’t, it should be using your actual height in the tracked space. Offset from the VRRoot capsules location. Make sure that the NetSmoother scene component is at 0,0,0 and not offset (just changing base class can leave some components offset).
Also make sure you are using “VRCharacter” and not “VRBaseCharacter”. You can check out the template for examples, but generally it should function just like a normal character.
You should also fall with gravity after spawning, if the player is stuck floating because the spawn point is offset then you have the movement mode wrong or are not possessing it or are stuck inside of collision.
Edit Just judging from that screen shot btw, the elevator appears to be mis scaled), that or it is very very very small.
Where i can now Download the 4.18 Template?
How i can Deactivate Climbing on many Meshes for examples Walls?
The commit right before the 4.19 merge is the 4.18 template, I don’t keep back versions because I want to be able to delete the repository history since its working with large binaries.
As far as climbing, there is a function CanObjectBeClimbed, override it and return true/false depending on whatever you decide to use as the criteria.
I cant find can give me a link?
I dont understand where is the Download Link?
“The commit right before the 4.19 merge is the 4.18 template”
if i try new template start in 4.18 have many errors
does anyone still have the original zip?
Just follow tutorial: https://bitbucket.org//vrexpansionplugin/wiki/Retrieving%20specific%20commit%20version%20of%20the%20plugin%20or%20template
Easy way is to just tell all the meshes to ignore VR trace channel. Actually just default channel setting to ignore then set it to block on SM you want to climb in the collision settings. and obviosly on anything you want to interact with
Like I promised, 4.19 patch notes (not including the ones I listed in last patch notes). 4.19 Took a lot of base code changes so I stepped in and started modifying some of how the character works on a fundamental level. Eventually will continue farther, I am looking at overhauling a significant part of it.
Fixed a crash Epic introduced with their new OnControllerUpdated event, they were calling it in the
render thread as well causing a crash. will effect all default motion controllers, need to report it.
Also converted the motion controller tracking source to use the setter so that the Mixed Reality
plugin is initialized correctly.
Adding bSupports depth back to stereo layer widgets
Added override for the grippable static mesh actor to allow turning off relative location
repping on its root component.
lets you set the root component to replicates (fixes some issues with how they replicate
attachment and the like) while avoiding the extra overhead of also replicating its relative locations.
Also left the new component in so people can use it for their own uses (non grippable static mesh
component overrides with movement rep off optional, ect).
Setting sub component replicate movement to true by default for grippable actors.
Added movement replication controllable component to the skeletal mesh actor as well.
Fixing a problem with my floor offset for PhysFalling where it could slow down
the ending floor detection when transitioning to walking.
Now I am checking for a valid landing spot when the floor find is within that
offset as well.
Fixed movement base being set for climbing movement mode (grabbing on to something while on a moving platform could
have you still follow the thing you are standing on, no longer happens).
Updated stereo widget component a bit, problems in UE4 with orientation with stereo layers for steam
are prevelent, unsure how to fix, pretty sure Epic is incorrectly converting the rotation from
ue4 FTransform to OpenVR Matrix. May find the fault and submit a bug report some time.
Set stereo widget to tick during physics (post movements) so that the player movement doesn't apply a
visual stutter to it. Will transition entirely over to Epics world locked when it eventually works correctly...
Added prelim slider snapping implementation
Slider now auto sets parent if the parent attachment is a spline
Slider also now has a "SetSliderProgress" node that will set the progress to whatever
you pass in to it 0.0 - 1.0
Simplified the spline following and made it follow scale "more" correctly than before.
Added GetIKMesh function to VRBaseCharacter, lets us use epics new optimization during
move combining with skeletal meshes.
Entirely optional, but if there is an IK mesh, it would be best to override the function and
pass in your IK mesh.
Cleaned up teleport, moved the teleport grips to the TickGrip instead so we use the final transform.
also prevents multiple calls from breaking it and forces it to come in after all move actions and movement
is performed.
Added support for movement actions to be queued up with multiple in a frame instead of limited
to 1. There is no longer a limitation on them.
Changed it so that ClientSide_Authoritive grips pass up the objects velocities on release.
They were not doing so before so throwing behavior could feel off.
Added bRunControlRotationInMovementComponent If true will run the control rotation in the CMC instead of in the player controller
puts the player rotation into the scoped movement (perf savings) and also ensures it is properly rotated prior to movement.
is the prefeered setting currently, someday I may remove control rotation entirely from the movement system to fix a bunch
of issues, but for now helps.
Added scoped movement to many more sections of the character, significantly saving perf (over and above default engine characters even).
Hi, I’m trying to use your latest example project with 4.19 engine.
Anyway I found a bug in the 'MotionControllerMap,umap file (the MotionControllerMap).
On line 46 there is value: DropType.DropOnRelease
I think it was removed in (or renamed from) the Game tags and therefore it now generates an warning.
I think it might be related to the Car that is placed in the map, since the text before the DropOnRelease is ‘DriverRearExitLocation_GEN_VARIABLE’.
However when I go over all the properties of the Car in the Map and no field contains the DropOnRelease.
The GEN_VARIABLE seems to indicate that it might have come from c++, however I can’t find it in any c++ file.
So I perhaps to fix the car has to be removed and readded, however I guess problem might occur in the future again when something changes.
Is there a more permanent solution to fix ?
Cannot resolve the cset
Yeah that is a stale tag, it doesn’t actually effect anything as it was the default button anyway. I don’t add gameplay tags anywhere in c++ so its purely a blueprint thing.
I just haven’t gotten around to finding it and removing it since it doesn’t hurt anything and is only in the sample content.
I put up a 4.18 locked branch for now because others were asking, you can download that one.
Hello . Could you point me right direction if I want to create a system, where the location of the picked up object only follows XY plane and not the Z. Basically I want to be able to push and drag things with me, without them going above the ground or starting to rotating with Z plane… I have been trying to look your code and find out correct place, but there are so huge amount of code that eventually I got lost. Thank you very much!
Well to start, you can actually use a VRSlider for that and set/min X/Y and leave Z at 0 and it will follow your hand on X/Y with no rotation and no Z influence.
If you want hand directional input for rotation as well then its likely going to be a custom setup for you with a custom grip. I was playing with it but there are too many options for how people would want things rotated.
So for that case you would want to look at the Custom grip tutorial I put up and some some of the shortcut nodes to make a slider that you control the rotation of manually. The basics are a leveled forward direction that the object is placed in (relative transform to) and zero out the Z axis, you really need to make sure that the transform you create for the hand is a leveled one though (projected onto 2D Plane) or the object will receive some offset due to hand rotation.
Edit and if you want it to be unbound, the same setup as the slider but with no clamping would do