VR Expansion Plugin

Hi mordental,
I’m Trying to use the Laser beam to push VRbutton or VRslider as I’m building some tools and menu near my left Hand motion controller .
can you give me some light if it is possible with your default VRbutton/sliders?
Thanks

The default buttons / sliders are intended for hand interaction, while you can grab them remotely the offset won’t match up correctly since it is following the hands translation which is offset.

Using the pre 4.20 interactible settings would behave more like what you want since the rotation of the hand would be taken into account, in 4.20 and after it is an interactible settings grip script instead.

You could also make your own slider with custom grips or make your own non grippable slider period.

As far as the button, it works off of overlap, it needs collision of some sort.

I’ll note that generally when working with laser beam interactions you would be better off using the UMG sliders…that is kind of the point of having a UMG interactor on the laser.

Thanks mordental it will be more complex to use the LaserBeam, so I will try to create a collider at the finger tip which will behave like the grip collider coming with the hand as those one’s are dealing with the VRbutton/sliders.

Finger tip? You said that you were trying to move things with the laser beam?

It would be far easier with a UMG slider than the physical sliders if you aren’t actually grabbing.

I was ok with UMG widget but it is more beautiful
with a mesh and our VR slider.I just have to take into account a collider on the finger tip
I made with your VRbutton

Oh yeah, that will all work normally, thought you were trying to do it from a distance.

Hello And Thanks for your Plugin I’ve learned a lot from your plugin.

What do you think if we move NavigationMoveCompleted & ReceiveNavigationMoveCompleted to VRCharacter class as you only call NavigationMoveCompleted from VRCharacterMovementComponent,

Did you mean move it to the movement component? Because it is already in the Character class.

No I mean move it from VRBaseCharacter to VRCharacter as you only call it for VRCharacter and not for VRSimpleCharacter, so you can define it only in VRCharacter.h

I think the better solution is to call and bind function from VRBaseCharacterMovementComponent as you only now call it from VRCharacterMovementComponent, so users have access to ReceiveNavigationMoveCompleted from both VRSimpleCharacter and VRCharacter, is a very useful event in BP and also C++.

Ah, it is in the base character because I intended to add it to the Simple character as well, I just hadn’t done it yet and forgot about it.

I’ll fix that, its a quick change.

Thank you,

I have got a very weird problem, I don’t know it’s from my codes or something else happened, the situation is:
I’ve created a new c++ class inherited from VRCharacter and when i try ExtendedSimpleMoveToLocation in C++ or blueprint child of my class, that function not working I’ve added some logs in that function in your codes but everything seems normal… do you have any idea what i missing?
The other TeleportTo function works well.

Need to use the VRPlayerController so that it spawns the path finding component.

Yes, I’m currently use the VRPlayerController as base class for my own custom PlayerController class, as I read your 4.19 version and compare it to 4.20 version there’s a small change in 4.20 and you’re spawning PathFollowingComponent inside the VRCharacter, I’ve added a log message in that part of your code in ExtendedSimpleMoveToLocation where you spawn the path following component and everything was well.
Also, I’ve added other log message in that function everything works from top to RequestMove function!

Then I don’t know, subclassing it won’t make a difference in how the base code works with it.

Also I moved the events over morning, its live already.

Thanks for keeping the project update.
Regarding my weird problem to use ExtendedSimpleMoveToLocation , I’ve recreated my classes again and it seems they’re working now!! I’ll add codes step by step and I’ll test to find where was the problem.

sorry before, is my first time use UE4

and i want to ask, how to attach mesh like your gif image ?

:
DESCARGA_VR-Game-Preview-Standalone-64bit_PCD3D_SM5-9_17_2018-6_04_25-PM_1_1_1.gif

Hi ,

I’m having trouble getting spatialization to work with voipTalker. My VOIP setup is working, and we can hear each other. The spatialization settings for voipAtten are working… It works to attach the voipAtten spatialization settings to my ‘jukebox’ object and move it around a room, and i can hear the distance attenuation, binaural spatialization and occlusion are working nicely on the object. However voipTalker which is also using “voipAtten” spatialization settings, isn’t spatializing at all.

I read somewhere that voipTalker spatialization only works when using subsystem NULL. I hoping that’s not the case, and wondering if you know that for sure… I’m still using your advancedSteamSessions setup for my steam subsystem setup, and need to use steam subsytem. I’m still on one of your last versions of 4.19 for the plugin and template if it makes a difference…

To register the voipTalker to the player state, I get the player state from the possessing controller in the onPossess event of the character and register it with the voipTalker register node. I also attach the voipTalker to my characters VRCamera/voipSOURCE component the “Set Settings” struct on the VoipTalker so it follows the characters head around.

Is there more I need to do? Tried a lot of things at point and can’t get it to work…

Its NULL Subsystem only prior to 4.21, 4.21 is shipping with a voice system change that makes it usable for any of them, which a fellow user of plugin was kind enough to create and pull request with Epic. Was an obvious change actually that we were all suprised that they hadn’t done when adding the VOIPTalker in the first place, be sure to send your regards to Erebus for fixing it instead of waiting.

Ah, ok. Well very happy to hear it’ll be working soon, and that it wasn’t just me… was driving me crazy there for a bit trying to get it to work… Will definitely send my regards to Erebus! And thanks again for having so many answers!

Just added a new use game:

End Of Days - EarlyAccess