VR Expansion Plugin

How can I get the 4.22 beta?

the master /default branches are the current live engine versions, “beta” branches are shut down on release of the version they were beta for.

Ah ok, is there any date on when the 4.22 branch will be released?

I think you misunderstood me, master IS the 4.22 branch. The day that 4.22 came out it was moved over.

ohhh yikes thank you for clarifying

Pushed a new commit to both repositories



Removed Physx and Apex dependencies, massive overhaul to the new physics interface added to the engine, prep work for Chaos physics

Path notes here: https://vreue4.com/patch-notes?section=physics-re-factor-06-24-19

Hi!

For any reason, I can’t compile the demo to learn how to use plugin… is there any basic blueprint to start with the movement? I have the VRcharacter inside the level and I have moved it… but I don’t know if I’m doing it the way it is supposed to do. (VRMovementReference -> PerformSetRotation)

So just that little question: a best easy way to do the very basic free locomotion (left-hand X / Y (strafe), and Right-hand free turn?)

Thanks again and sorry for such an elemental question. And congrats. Seems to be something that unreal had to implement natively.

hello thanks for topic need to attach it to the vehicle with the constraint, or have it constrained to a non simulating component…

Correct me if I’m wrong, but if you download the example project from <here> there’s no need to compile anything, you can just use the demo directly.

I’m puzzled with the slot gripping…

How do we decide to slot to the “Closest Grip Slot In Range”?

  • In the demo, the HeroSword and the Slicer both have a slot (‘VRGripP1’)
  • The HeroSword slots, while the Slicer doesn’t…
  • I don’t see any function in either BP that takes care of

Only difference is that HeroSword has a skeletal mesh while slicer has a regular one…

Whats going wrong with compiling the example template? You likely missed a step when installing visual studio.

Also for movement, in general it is just AddMovementInput like with a normal character, the examples use a leveled controller forward vector for the direction with the default mode, rotating for snap turn or free turn is done with PerformMoveAction_SnapTurn. SetRotation works but its a hard set so its harder to work with when you just want a delta value.

No it has to be compiled as well, I don’t want to compile out pre-built examples for every engine version and every binary change, it gets very large very quickly in history, its also not just a blueprint project as I use it for compilation testing.

Okay okay… Found it… In the VRGrip interface there is the “Primary Slot Range” that should be >0. I withdraw my question :slight_smile:

The slicer has the “Primary Slot Range” set to 0.0f to force it to ignore the slot. I believe that when testing I liked it better free gripping for testing.

Edit Whoops you posted at the same time ;p

That’s exactly the link I used, but It took nearly one hour to recompile it :slight_smile: Sorry as It was my fault to jump here before it was done.

But… now that I can see all the grease inside the blueprints, I’m afraid I’m a little more lost than before. I won’t ask about someone else do the work for me as I really need to keep studying unreal by myself, but I would really appreciate a little example about how to start with the plugin to achieve the kind of free room scale movement I need. Maybe could help others like me who struggle with blueprint spawns or getting lost between multiplayer techniques. Just a blueprint with a simple Actor, the best way to axis movement and relative rotation could be great… letting us then to advance to more complex stuff later.

Thanks in advance and sorry again about the noob question. I’ll keep digging in my trial and error unreal life.

I believe that I already answered that with AddMovementInput and PerformMoveAction_SnapTurn.

That being said, my plugin isn’t exactly geared towards complete beginners.

Hi everybody, and a special Hi to Joshua :slight_smile:

I have a question, may be the wrong place…Anyone tried servertravel in BP including marvelous plug-in…? setup seems to be fine…Gamemode set (semaless), transition map ok,command executed on server…but…strange result with the packed version…any clue ?
In adavnce thank you if you tried with success.

Regards

I have tried and it works fine for me.
For packaged games i had to destroy the possesed pawn before traveling and respawn a new one once the travel was complete, not doing caused a crash.
Though im not sure what your issue is specifically.

Also, does anyone know how to ship the knuckles bindings made in the editor with a package game?
The bindings show up in the packaged under the steamvrbindings folder but it wont use them when running the game

Hi Rareden, thank you for your return. I was succesful, with a very simple project with VRCharacter, servertravel is fine, without destroying and respawning. Unfortunatly with our projet, client crash, and server looks like to be spectator. Anyway, we will investigate, is not the VRExpension plugin apparently, but UE4, sometimes messy with multi network setup. And good luck with steamvr…it is also sometimes a nightmare with manifest…

Hi,

Thanks for the plugin, just started using it and is amazing. I have a question that I could not find in the documentation, or maybe there was something about it and I missed it so sorry if it is a stupid one. I am trying to have two players play from the same room ( room-scale) and I have a map the size of my real room. When I spawn the pawns, I spawn them in 0,0,0 which is the center of both my real room and my game room, but if the players are not in the center of the room in real life, their pawn is going to spawn in 0,0,0 and from then, their real life position won’t correspond to their in game position ( Screenshot by Lightshot ). I don’t know if my exprimation was correct but what I am trying to do is instead of spawning the pawn in 0,0,0 I want to spawn the room-scale in 0,0,0 so that their real life location and in game location would match. With the original pawn from Epic worked without me doing anything.

Don’t use the spawning from the example template, it offsets by the HMD to match the actual position since most people don’t want 1:1 roomscale. Just spawn the actor itself at the 0,0,0 location and you will have behavior just like the Epic Template (delete the offset logic from the spawning that is, or write your own that doesn’t do it).