When i add plugin am i supposed to get physical objects or is it just all code/blueprint things i can implement
Not quite sure what you mean, if you are looking for examples they are in the Example Template download link, if you add just the plugin by itself you just get the base classes and backend, none of the sample content.
Added new game to the list of use cases under WIP (beta is coming out)
Does anyone have a tip how to display the fps in VR mode?
Stat fps dont show more with 4.19/4.20
Cmd console: STAT.fps I think … something like that
I was close … STAT FPS
Stat fps dont show more with 4.19/4.20 in VR its outside of visible screen
Updated to 4.20 - Vive_PawnCharacter is dirty in the example project and upon compile, gripping doesn’t work anymore. I’m trying to track down why but it could take me some time.
Edit: Actually it didn’t take that long. In “Handle Grip or Drop” section on Event Graph, add “GripType.OnTrigger” to the Is Gripped branch and “DropType.OnTriggerRelease” to the other on the Relevant Gameplay Tags node.
Would be good to clarify in-case I’ve missed something.
I don’t know how old your project is or what you moved over, I made some gameplay tag changes in 4.19 though.
It was a fresh project, using migrated assets from the default branch: https://bitbucket.org//vrexppluginexample/downloads/?tab=branches
Ah, then you also need to copy over the config files, or at least set the gameplay tags container manually. Its not currently using the example gameplay tags container.
Right that explains it - thanks!
@Lichtdrache
I am having same issue, did you have any luck solving ?
somebody asked about a while back but i cant find it.
the player physics kinda have almighty domination of physical objects. say if i have a physics box. i can push it. but if i jump on it, it freaks out and the player never even felt it. or if i have a door, and it is sumulating physics i can walk strait through it when its closed with out a fight and the door just glitches.
how do i turn that of so objects can block me
https://bitbucket.org//vre…%20Information
Very first entry in there, be warned though, there are a lot of cases where you have to be careful, which is why it is off by default.
ok. i don’t plan to get to crazy by allowing a ton of objects to p3ush me around. but i should probably be good with doors right. i kept haveing to make crazy systems to handle blocking the player when i didn’t want them to be able to go thru it. turns out unless i use an invisible wall, and put up with a glitchy door. you could grab the handle and just rush through without ever opening it, and the door just yields to you.
are there other serious issues you ran into. or is it just game physics being less fun when you can feel there micro collisions and jitters in game
Yo ** is it predictable when the stable 4.20 version will be realesed**
? The template door turns on and off simulation to block people from going through doors, it works fine.
Regardless, the main issue IS the micro stutters when being blocked, that can be really disturbing in VR.
The engine or the plugin? Both a pretty stable in 4.20 right now. You could wait until 4.20.2 if you wanted too, but it likely isn’t required.
Is there something special I have to do to get clients to recognize my custom playerState? I set the Player State Class in SteamVR_GM in the example project to my custom player state, but when trying to access variables inside it the cast always fails on clients.
I haven’t tested with multiple PCs, only 1 running multiple in engine players. Im in 4.18.
Edit: I tried to use a workaround by setting variables on Vive_Pawn character when it is spawned in Steam_VR_Player_Controller, but even then, it only sets the variable on the host and not the client.