VR Expansion Plugin

Ah ok, thank you. I don’t know how I missed that the first time.

I noticed last time I messed with template that the only thing in the World Outliner that handles player movement is the “VRPlayerSart1.” My understanding is there is no blueprint associated with , and all the BP functions are carried out via “Simple_Base_VRCharacter_NotNetworked”

Is my understanding correct? I cannot for the life of me figure out how the VRPlayerStart functions in relation to vive controllers and movement. If I place VRPlayerStart in my own project, I am placed above the ground with no ability to control. Clearly new to all , but I couldn’t quite figure it out in the documentation.

Thanks for the awesome work you’ve done.

No? The Player controller / game mode spawn a character based on if VR is active or not. For VR that is the Vive_PawnCharacter.

Where should I call the SetSkyboxOverride function from? I’ve tried to call it from my Game Instance with no luck. My skybox textures are uncompressed. Could someone please walk me through how I should set up?

You should be able to call it from anywhere, you do know that it is for the out of game overlay though right? IE: what shows during rendering stalls or when you manually switch over?

Thanks for clarifying, I’ll keep trying. Yeah, I’m trying to replace the Steam VR skybox which generally appears when players join or host sessions. By uncompressed RGBA did you just mean removing the mipmaps?

No, you need its texture format to be one of the uncompressed formats, off the top of my head I don’t remember the engine options though.

hey I have a question for anyone here whos using . How are you attaching a target for the AI to shoot at you. The AI is shooting to the right of me, and I need to do something to fix it, someone said to put a body on my pawn, so I was looking for some full body system and they have a couple but they cost money. Can anyone recommend one or recommend a fix that will let the AI shoot at me? Im wondering whats everyone doing do AI can shoot at you???

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We already spoke about …I provide AI controller base classes that support the offset VRCharacter class (The simple one isn’t offset so it doesn’t have ). However you are using a marketplace AI plugin that manually implements targeting instead of using the built in functions for it, and that marketplace assets suggestion for a “fix” is to place another pawn attached to your VRcamera and have the AI target than instead…

If you intend to keep using that AI plugin then you either need to fix that section of their BP nodes or you need to do as they suggest, I had someone else ask me about it a long time ago who also ran into that section.

I think I have finally fixed it! I went back into the chat and checked what you told me. I parented the AI controller to the to yours and now it works! I tested it by hiding behind a cube and the AI hit me when I stuck my head out the side! Weird because I think I tried it before and it didnt work, maybe I was just changing it without parenting it.

Thank you for plugin its helped me alot, I can now bring people over to finally test my game and give me real feedback!

plugin looks amazing! I just took a look at the download and saw “VRExpansionPlugin” and “OpenVRExpansionPlugin”. Just wanted to check what the differences were before I dived into it.

i use normal engine what ist better from 4.20 downgrade to 4.19 or upgrate to 4.21 with your plugin?

I split the OpenVR (steamVR) functions into a seperate module so that it could be disabled at will, otherwise it would package in the steamVR binaries when you ship for the Oculus platform and they deny submissions based on that.

The core of the plugin is all in the VRExpansionPlugin

4.21 was more stable for me than 4.20, though others have said otherwise…regardless downgrading if you have BPs already made isn’t going to work anyway.

Hello!

I have a problem. I am running plugin version 4.21. I just now noticed that there is a problem when I quickly double click “Use” button. When I double click, the object that I am interacting with stops working all together. For example, if I go near lever and press button I can pull it normally, but if I quickly double click to it, it stops working and I cannot interact it anymore. The Interface call “IsHeld” starts to always return true.

Same thing happens with pickables, doors etc. Basically with everything that is using the Interface. Any ideas what might cause ? I have been trying to find the bug, but have been unsuccessfull. Is there something wrong with Plugin or is maybe there is something in my code that causes .

Its likely something to do with how/when you call DropObject, in tests with the template I have actually bound loops on tick to call the grip/drop events multiple times a frame when stress testing online and had no such issues.

If it is “stuck” in “isheld” then it never got a drop command that it needed and is still gripped. That or you are manually calling SetHeld yourself which you should not be doing, I noticed that I had left that BP accessible when I was porting 4.22 and I closed it off, it was supposed to be a back end only interface function.

I’m running into an issue with the Niagara particle plugin. For some reason, the particles are only rendering in one eye. I haven’t been able to find a solution, and issue does not occur when using the Niagara particle plugin outside of the VR Expansion Plugin. I really need help with , I’ve been having issue for a long time, and updating UE4, the VR Expansion Plugin, and the Niagara plugin has not fixed the issue yet.

Outside of the template are you using the deferred rendering pathway? My plugin wouldn’t be effecting rendering any, but the templates settings may and it is using the Clustered Forward renderer. You can switch over to deferred and bug report it if it goes away.

I’m using the VRExpansionPlugin in UnrealEngine 4. Steps I’ve taken

  • Created a new “Default” level within the template project provided by the VRExpansionPlugin.
  • Added a NavMeshBoundsVolume to the level.
  • Deleted the existing “Player Start” and replaced it with the “VRPlayer Start”.

I would expect that when I “Play” the level I should be able to point at the ground and teleport around, but instead I just see the short blue teleport line that almost immediately cuts off.

I know that I am missing a step (probably only one) but I’m not sure what step I am missing. Also, I can’t find any documentation to help figure out what I am missing. So, with that said, what am I missing to enable teleport movement in my UE4 VRExpansionPlugin VR project?

Quick question: Using the VRLever component I can’t find a way to set the Current Angle. Looking for “Set Angle” I find “Set Dial Angle” under the VRLeverComponent, but that seems to be in the wrong place. Is something that is fixed in a newer version maybe? The plugin that I’m using now is from and of January.


/**
* Sets the angle of the lever forcefully
* @param NewAngle The new angle to use, for single axis levers the sign of the angle will be used
* @param DualAxisForwardVector Only used with dual axis levers, you need to define the forward axis for the angle to apply too
*/
UFUNCTION(BlueprintCallable, Category = "VRLeverComponent")
void SetLeverAngle(float NewAngle, FVector DualAxisForwardVector)

It was a recent addition, think it was added in February.

Before that people were setting the angle manually and then calling Re-calculate lever angle.