VR Expansion Plugin

Socket grip. Add a VRGripP1 named socket to the mesh where you want the attachment point and VRGripS1 for a secondary for 2 handed grips.

In my project i found that if i dont do that it its will just default to the base style of griping

Thanks for your answer.
I added the sockets, but how do I tell my grip to use them? “Requests Socketing” did not do the trick. And can i define the overlap radius of the socket?

EDIT:
I just checked what socketing does on the example map with the gun. Thats not quite what I want. When you pick up the gun, the handle is socketed to the hand, ok.
But what I want is, that you cant event pick up an object at one side. I have a needle, which is supposed to only be gripped at the “knob”

Either use the socket and set the socket distance really large (covers the entire object), or override the GetClosestSocketInRange function and return true always and the offset that you want to grip at (can just be the socket location).

The gun is specifically made for being able to be free gripped or socketed, you can do either one, or both.

Then you aren’t using the correct plugin version, I removed those strings from the build.cs because 4.20 was complaining about them.

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.