No, in the actual editor there is a menu item called “Plugins”, it shows visual list of all enabled plugins, you can disable those two in there. Just turn them off and they won’t package out.
Nope, that should be working, what platform are you on that those two aren’t compiling? You can open the uproject and remove the OpenVRExpansionPlugin from the list of modules it uses, and you can delete the two modules that aren’t compiling, but if there truly is no warnings than it should load fine.
@
I have Windows 10. I tried to turn it off before (I simply selected enabled: false in the .uproject), but I still get the error regarding AdvancedSteamSessions. The only way I was able to get rid of one as well was by removing the AdvancedSteamSessions folder. It doesn’t seam to be a good idea though because the project crashes if I want to start it afterwards.
Wow, that was it! I tried around for hours, even changed to a pc with different admin rights, but it seems as if my path was always too long. I didn’t suspect at all since I’m only a few folders deep, but it works if I try the same steps directly in the D: folder.
Thank you so much for your help! I’ll try to play around in the scene now.
Its one of the hold overs of the OS that people keep running in to, the warnings it generates are really obtuse, think you are the 5th person where that was the problem.
Sorry if my problem will seem obvious, I just started to use the template and I have a lot of things to discover.
So I created a C++ project with the plugin and I imported the assets from the template example level. Everything works fine
for the movements, teleportation etc…
But I can’t grip anything. I just tried to test it with a BP_PickupCube instance and it doesn’t work at all. When I dug into the blueprint
code itself, I found that in the function GetNearestOverlappingObject called when trying to grip something, the nearest object found is
always… the Vive pawn itself! I really don’t understand why, especially because when I directly test the example project it works perfectly.
Hi,
Thanks for a great plugin - certainly puts the default VR template to shame!
I’ve been fiddling with the teleport system to ignore the nav-mesh, and to instead consider any static mesh surface with less than a given inclination to be a valid target.
means that you will often not have a valid target (unlike the original system which pretty much only had no target if you aimed off the edge of the world).
is fine - I’ve tweaked things so that the beam arc is still shown whether the target is valid or not (but the destination cylinder isn’t), so you can see where you are hitting.
All pretty simple stuff, and so far so good.
However, when the target isn’t valid, I’d like to display the beam in a different color.
Should be simple, surely…
I see that M_SplineArcMat is the material applied to the arc, but I’m still in the early days of Unreal, and I can’t figure out where is actually applied.
The arc mesh appears to be made of BeamMesh instances (which has a default material applied).
If I select M_SplineArcMat in Content Browser, then right-click ‘Reference Viewer’, it says that it is used by BP_Teleport_Controller, but I cannot find where it uses it.
I must be missing something really simple, but I’ve been searching for ages and just cannot find it.
Can anyone give me a nudge in the right direction, please?
Well, the gameplay tags were the problem. I didn’t forget to import them but I did it after the blueprints, so they could not be set up. I specified them
in the pawn blueprint and now it works perfectly. My bad !
ok so i have a strange bug. i had had a project… have issues. so i rebuilt it from a fresh template and migrated custom content over.
im not sure that that has anything to do with it. and ill explain why, but im not sure what the problem could be.
from point forward every gun i spawn in a world. original code or my edited code. doesnt matter. when i pick it up it points strait down. previously placed guns work fine. even the migrated ones that are custom. but newly placed does not.
have you ever seen , and do you know how to fix it
When function eventually calls GripComponent it passes NAME_None as the socket name. I needed to add an optional socket name parameter to function and pass it. Now grips at the socket location.
I create a BP that inherits a grippable static mesh. The secondary grip event wasn’t being fired. In other functions you test for the interface on the component and if that fails you try on the Owner. I added that same pattern here. Now works.
Hi,
i just tried it for 4.19. But somehow the plugin is downloaded for 4.18 (https://bitbucket.org//vrexpansionplugin/downloads/). And when i open my 4.19 project, the plugin shows 4.18 indeed. And i am not able to get the whole map in the project. It just opends as a blank project. I can remember that the first time i did , that your whole example project opened. Do i make a mistake?