VR Expansion Plugin

Yeh. Leaning has always been dodgyin all vr. But i can look up whether or not i can turn on and off a collision channel mid game. If that works i can alow climing thru scene objects but not the world floor or environment walls. Then i can climb over the top of stuff a bit easier.

Speaking of which
? Is there a way to add collisions to my character that prevents movement other than my capsule. It would be cool to make the body smaller and not be able to phase my head into walls.

No, it is actually a significant level of overhead to perform the movement logic with more than one sweeping body. There is a reason characters in pretty much all games use a singular capsule for performant movement. Adding another one is a significant overhaul of the character movement.

As mentioned previously, I had a working method (the comments are still in the code here and there), but it was too expensive and hard to work into multiplayer character movement cleanly.

Also yes, you can turn off channel collisions at will on the pawn capsule.

I wasn’t aware that it was that intense. But i can understand the desision.

Cool. I can work with that then. Thank you. My next weekend project is to scratch write my character and ive been wondering that.

OK i use 4.18 Version

I make Profiles and load it but not work

maybe I forgot something?

The template should already have it in it unless you just upgraded from an earlier version (4.16, 4.17 had it i think), in that case you would need to use the OffsetTransformByControllerProfile node and combine it with the slot grip transform.

In 4.19 it can be automatic with the new settings in the motion controllers, I don’t intend to back port that to 4.18 though since it took some extensions to other classes.

No 4.18 no upgraded

So what exactly do I have to do now?

if you load the profile then it should offset the grips for you when you hold an object at the socket then. There is no need for an offset when held outside of a socket as its relative.

Ok i load you can see here but have no effect

I have a spawn Problem with Vive,

i spawn in World not at the position of “Player Start” It depends on where my headset is in the room where I appear in the game!

is there a possibility that i start exactly at the player start spawn no matter where the headset is in the real world?

Offset the spawn by it, the reason its not automatic is because I would have to make a custom game mode as well, also in multiplayer you have to query the client as to their offset before spawning. That being said the template does offset by HMD location, though it needs to have an additional delay for it to wait for valid tracking data in some situations.

Sorry my english is not so good, did you write a solution?

and can you say me why the Controller Profile dont work? https://forums.unrealengine.com/development-discussion/vr-ar-development/89050-vr-expansion-plugin?p=1491160#post1491160

Because you are on 4.18, you have to manually use the profile in 4.18 if you aren’t using the template (the template already implements it). You use the node OffsetByControllerProfile to alter the socket transform for the profile, the 4.18 template has an example of .

https://.bitbucket.io/VRExpansionPlugin/VR/VRGlobalSettings/nodes/AdjustTransformByControllerProfile.html

In 4.19 and beyond it automatically handles it inside of the controller itself if you have it enabled.

And yes, on spawn offset the spawn location by the HMDs location to account for the offset, again is also shown in the example template.

Yes i use the Template but where i can find the example?

Player controller for the spawning, GripDropOrUseObject_Clean function for the profile offset.

Is it correct?

Edit: Work :slight_smile: Thank you man

Only i dond unterstand what I have to do to spawn on the same point if Player Start No matter where the headset is in room

Hi every one! First of all, I’m really sorry to ask help for something as simple as , but I’m kind of beginner in Unreal.

I’ve been trying to install plug-in for the last two days at home, but it doesn’t work.

I did try to follow the step by step tutorial, but it seems that it is a bit outdated… I even got a few 404 error in the links. I installed Visual Studio with all the C++ plug-ins, SDK for windows 10 and the SDK 8.1 and I still get errors every where

I’m on 4.19.2. Anybody could give me a hand on ? :-S

When I package, the plugin doesn’t seem to be active. The camera falls straight to the ground and the game doesn’t start in VR. :eek:

Any tips? I’ve added the correct line to my project’s Build.cs, building the project’s solution in Visual Studio completes with no errors, and the package itself completes with no errors.

Am I forgetting something?

Make sure you are using the correct game mode and player controller?

What errors specifically? the VS installation is the same as for the engine at large.

Lol I was like “Does guy think I’m some kind of amateur?”

The actual issue was I forgot to check on “Play in VR” :o

**Edit: **I have another strange problem now, I’m wondering if you might know anything about why happens. Overlap events don’t fire in a packaged game, with the VRRootReference querying Overlap and End Overlap.

I searched and found https://answers.unrealengine.com/que…and-build.html but with no solution, I’ve never had issue before in any previous projects and is a completely new project, any clues about why? Will do some further checks to see if it happens with non-plugin overlaps, to see if it’s a general engine issue or plugin specific.