VR Expansion Plugin

You don’t need play in VR if you manually start VR up.

Also no, I haven’t had packaged specific overlap issues.

can you show me how to do it?

Thanks for answering back!

I found my problem, I just needed to restart my computer once more and it worked… o.O

If you don’t mind thought, I would like to ask you a little question about the plug-in…

To make it simple, I’m working on my master degree and my project includes some specific locomotion. I’ve been able to make most of them by myself, but when I found your plugins, I thought it would probably be a lot better than what I would do! So, I would like to ask you if you would accept to be credited in my Memoir and, if yes, under wich name (your real name or your nickname!)

Also about my master degree, I’m currious, is there a “fly mode” in your plug-in? I didn’t find it…

Thanks again for your help even if I found a solution on my side! XD

Either is fine

And the VR Character is basically the full UE4 Character class, change the movement mode to “Fly” or my custom “LowGrav”. The blueprints for different movement modes are just VR specific implementations.

Download the template if you aren’t using it, look in the player controller class in the editor that it is using, I have a spawn offset in there (recently changed),

I use the template and i see the player controller but i dont understand how to make it how can I do that the camera always s.der same point is no matter where the headset is at spawn.

the easiest for me would be a picture of how to do that in 4.18

I’ll PM you a UE4Paste of the nodes in the player controller, the reason I told you to look in there is because it already exists there for direct reference which is better than an image.

I would prefer you keep moderate questions to PM or discord too in the future, back and forth conversations in the forum thread just clutter it up.

I’ve done some further testing, not sure what it means but here are the results -

When Blueprint Nativization is enabled and game packaged, the capsule of the VR Character doesn’t seem to generate overlaps. I tried with some non-player Blueprints and it seems to only be an issue with the VR Character capsule.

Overlap events on the VR Character blueprint, and overlap events on a separate blueprint that overlaps the VR Character (the capsule, specifically) don’t fire, but overlap events between two non-player blueprints fire.

When the game is packaged with Blueprint Nativization off, all overlap events occur as expected.

does seem to be a VR Character specific issue. If nativization is turned on for “selected Blueprint assets only”, and I only nativize the VR Character, it also breaks the overlaps in a packaged game.

I’ll do some more tests later with a standard base UE4 character to see if the problem is some sort of character-wide issue, there seems to be only a handful of people mentioning about overlaps stopping working in packaged game though, so I would guess it’s a problem with my project or a problem with the plugin :eek:

Edit: my Build config is Development for Win64 fwiw

By the way, you mentioned you’re on Discord, I’d love to get your Discord server / handle so I can bug you directly if that’s cool :cool:

Discord name is: #2571 I am in the UE4 slackers discord VR channel usually as well.

As for nativization, there isn’t much I can do about that screwing up, it is auto generated code from Epic that is being created and it isn’t 100% perfect yet. 4.20 I think finally has a fix for one issue that was preventing it for a long time now with the plugin. Its only converting blueprints, so the plugin itself wouldn’t be the issue, it would be their translating from BP to c++ that would have errors there. None of the capsule movement / overlap code is in blueprints, there were some issues with it finding plugin code correctly too but it should fail out in that case.

Its possible the overlap events themselves just are never bound to when nativized currently, I wouldn’t know as I haven’t played with it too much to point due to other issues with it getting in the way.

hey is grip priority not functional and if so will it be in an upcoming version. the tool tip says its not enabled but i would really like it to ensure i grip the most relent part of objects with alot of moving bits. like guns and my doors

edit im on probably the earliest version of a 4.19 build

Grip priority is there for the end user to implement how they see fit, it made sense to have in the interface and the template uses it, however since I don’t dictate when/if you grip an object then I can’t filter by it for you. I intentionally leave the plugin blind to the logic behind why and when to grip things, keeps it as flexible as possible.

Like I said though, the template uses it in its overlap / trace detection to choose the best target, and it works well like that. You can straight up copy that implementation if you are working from a non templated project.

If your project IS based off of the template, then its already functional and you just need to use it.

Awsome. But at point most of it is unrecognizable to you and i have to rewrite the grip logic because i would like more control than the template had. In terms of things like the secondary grip persisting after the primary releases

​​And i dont like using code i didn’t write unless ive learned it inside and out(and probably edited)

Where should I look to get the related code

In the GetClosestObject function, newer versions of it get all objects instead of first and sort by priority and then by 1st in.

Cool. Thanks.

Added new game to the use list: Social Club VR: Casino Nights

Updated Nightstar Alliance to released

hey you said a while back you where removing the vr slider component. is there going to be an upgraded version. or is there just a better way you found to achieve the results. because i was kinda interested in the splined version i saw you demoing a while back. and it seemed more convent in blueprints for drawers

i’m not removing the VR slider, i am removing the InteractibleSettings because the VRSlider makes it out of date (as well as the other interactibles and custom grips making the settings defunct).

In fact the 4.20 template uses the slider for the drawers now since the interatible settings is gone, the same slider that handles splines.

Cool. That is very helpful. Because I liked using it. i must have read your message wrong at the time.

Would you advise it for a tracking solution on a bolt action rifle or have you seen better easier ways

If you want a basic linear sliding bolt it is fine (can have a rotated spline so the bolt auto rotates into position even), if you want a totally realistic one with a hard lock, then a rotation, then I wouldn’t. It would be easy enough to achieve with a custom grip to get the exact perfect behavior you want for an advanced one, and the template has an example custom grip slider that includes rotation like a lever as well that you could base it off of.

Thanks for putting together great plugin. I had one question - is there a straightforward way to implement Z-axis movement (I just want to be able to float in the air and come back down)?