sorry it dawned on me after i was away that you may not be using the example template
i approached it with a clear mind today and double triple checked and redownloaded. i have 4-20 versions of both vr plugin and advanced sessions. the ones offered on the homepage, the prebuilt binarys. its still failing.
not sure what. but it was something to do with my project, because it worked fine with a fresh build. honestly thats not really a bad thing for me. i kinda needed a clean slate start because of my sloppyness when i was first starting out. ill just migrate stuff as needed.
Well Intermediate folders shouldn’t be causing build.cs errors, however you should always delete those as well.
didnt work unfortunately.
edit. i am however now nested in to a fresh new project. and everything is up and running now. so i should be good from here.
According to the release notes it seems like they still support VS2015 Update 3.
If they’re wrong it wouldn’t be the first time, though.
Its “supported”, you’ll get some errors that you have to correct
hey . i think i asked a long time ago before i knew enough to understand your answer. but do you have a system for dynamically scaling the player capsule height. so i could say crawl through small spaces. and still be blocked if im standing up
Yes you can dynamically scale the capsule height, but no you can’t block the camera from moving up. You can darken vision and disable movement or run some kind of root offset yourself during that, but there is no-where to “push back” on Z movement.
Ok. Ill work around that,. But how would i scale it in game
SetCapsuleHalfHeightVR is what you should use as it re-calculates the offset, the template has an unlinked section showing how to do . Note that it also warns NOT to do on tick and to be careful because it requires re-creating the physx body for changing the height (capsules don’t just “scale” because it changes the cap size too then) and that is fairly expensive.
Hey ,
plugin works with steam or dedicated server? I tried to implement to my project for multiplayer vr but i couldn’t succeed by the way I’m working on dedicated server. Could you please help me?
Yes it does, and no I can’t help without more information here.
What do you mean doesn’t work? You couldn’t connect? You couldn’t see the replicated controllers / hmd?
I saw your plugin’s files in my project then i changed camera to replicated camera but it doesn’t work when i run in dedicated server mode. HMD doesn’t see anything.
Dedicated server mode in UE4 is broken for VR in 4.19 and earlier, they fixed it in 4.20.
Thank you so much, i will try in 4.20.
Hi! I Updated plugin to 4.20 and managed to rebuild and start the project. Everything works fine in Server side, but when I join as client, My View is constantly set to 0.0.0. If I move the camera with mouse, it will almost instantly snap to place.
I haven’t done any changes to VR Characters and so they are same as they were in previous version I used. has there been some changes to settings I need to make? Any idea where to start debugging trouble?
edit: All the other movement logic works fine.
edit2: Now that I think of, I tried to update the plugin to newer version before also and had same problem, I thought it was because it was bad release, But it seems I have something wrong maybe in blueprints? It is the same base-blueprint as it were somewhere around february.
When you join as an FPS pawn correct? I made the characters be rotation authed on the server so that rollback works better for VR characters (the offset means they work differently than std engine characters).
You need to follow the last step of the migration guide from 4.18-4.19 to fix it (FOR FPS PAWNS ONLY): https://bitbucket.org//vre…19%20Migration
is already pre-set in the latest template but you are working off of a very old version.
Also I would suggest you follow the migration guides in the future.
As for 4.19 - 4.20, the migration requires no real special effort aside from the Interactible settings being removed.
Hi . In my prototype for a game I have a spline that I am attempting to use a timeline to move the player along (like a rollercoaster). However, when the timeline ends, currently the player gets sent back to where they started, which I don’t want. only happens in VR, as the FPSVive_Pawn character exhibits the behavior I want.
I was wondering if there was some sort of behind the scenes system in place that is causing position reset to happen? I tried turning off the Tick Events in Vive_PawnCharacter but the positional reset still happens.
I’m working in 4.18 if it matters.
There is nothing special to the VRCharacter that should do that, how are you moving them? Manually? You need to be sure that you set movement mode to None or Custom if you are going to be manually moving a character, otherwise you will be fighting whatever the current movement mode is. You can also turn off ticking on the movement component but that is less clean.
Its possible that the FPS pawn is receiving no input so the movement mode doesn’t process anything, however the VRCharacter receives vector input from the HMD movements and may process step up events and blocking during your custom spline setup.
Edit I’ll note that I wouldn’t expect a teleport back to the start even if you have a movement mode running, but I don’t know what you are doing specifically.
You can try throwing in a RegenerateOffsetComponentToWorld call as well, however that is automatically done when the capsule is moved so it shouldn’t be required.
With the change to the movement mode none in the character movement component, the Vive_PawnCharacter now stays in the correct place. However, its rotation still resets to the direction it was facing when it started. Is there a way to set a new “forward” direction for the headset?
The way I’m moving the Vive_PawnCharacter is with a timeline tracking alpha between 0 and 1, with a [Get Transform at Distance Along Spline] node and a [Set Actor Transform] node, in blueprints.