VR Expansion Plugin

Offset your spawn logic by the roomscale distance, IE: the HMD position.

is done in the example template in the spawning logic.

I haven’t found it yet because I’m Rookie.
If you don’t mind, could you give me more details?

Hi

First of all Big thank you for your huge work with plugin!

Please give a help for gripping system - I want to attach both hand for weapon (when grab it by second hand), for example to existing sockets VRGripP1 and VRGripS1. How to better implement it for strong grip weapon by two hands?

right now https://drive.google.com/open?id=1ulHvikvqFe2R9nwOU3CPXjAIF-5sOFd2

Not entirely sure what is going on there? You shouldn’t be having wobble like that against the primary hand, seems more like you have too loose of physics constraints and it can’t keep up? Did you remove the default of setting the center of mass on grip?

Also if you are looking for a physics based setup, you would likely want to set it to force grips (if not already) and enable multi gripping instead of using a secondary attachment. That way it is using two physical constraints instead of hard logic to rotate towards the hands. The way that B&S does it is like but then removing the rotational drive on one of the hands so that it only helps to direct the location.

Hello!
I have a question upon a Potion example.
Im trying to make lets say a Tree with the central trunk as a main body (like PotionMesh in your example) and i would like to add to it several brunches (like a Stopper), i have added 4 collision capsules (like NeckCapsule) and duplicated the code for the stopper (as brunches) changed all the references for grippablestatic mesh.
But after all it doesnt work like in your example. I mean the first collision capsule and mesh working good and connecting to one another. While all the duplicates of it are connceted to the main body at the beginning but as soon as i disconnect them from the main body they are not sticking back to there collision capsules.
At the same time all duplicates have a custom event after duplication and not an event on child grip, appart from stopper controller its the only difference i see in the blueprints.
What im missing here?
Can you please share an advice how it can be propperly set up in case.
Thank you kindely in advance!

The potion is a really rough mockup to begin with, but even then its not really what you would want to base that tree concept off of.
You’ll want to subclass a collision sphere component as “BranchConnector” or something (or use an interface or gameplay tag). Then OnOverlap you can check if it is a BranchConnector and DropandSocket your held grip to the socket location.

https://.bitbucket.io/VRExpansionPlugin/VR/GripMotionControllerComponent/nodes/DropAndSocketObject.html

That would be a lot more generic / flexible, if you want specific parts to be at specific sockets you can add IDs to them or a reference to the parent socket that they should be attached too.

Hi guys,i think i made a problem in 4.22.I have a multiplayer project that using plugin.Editor always crash when i test multiplayer.could you help me,thanks

Oh shoot, that is my bad, I back ported a feature from 4.23 and it uses an engine macro that wasn’t added until 4.23, i’ll have to revert that change.

Thanks for the heads up, i’ll revert the last two commits to 4.22 (happened around friday last week).

Edit Commits were reverted, you’ll want to re-download / pull the 4.22 branch.

The New is working.Nice plugin,It hope me solve many problem,thanks for your help.have a good day!

Hello,

Thanks for the plugin, it’s really great !
I have a little problem and i was wondering if you had a solution.
I would like to keep my hands from going through walls but i keep failing to make it work. I used the capsule component to keep the body within the boundaries of the game but adding a capsule collision to the hands doesn’t work.
I tried a few other things but nothing solves my problem.

Thank you in advance !

Currently, none of my bindings seem to work right with my Index Controllers. Picking stuff up doesn’t work, no matter how I configure the controllers. Any help?

EDIT: I get message when loading the default template, I’m using the latest version. UE4 4.23, the most recent revision of the template and the plugins. temp.png

Did you turn on the engines beta input? It shouldn’t be generating an action manifest at all unless you did, the template leaves the engine on the stock legacy input.

Hey there, I am trying to build for Oculus Quest and am recieving error? any ideas?

LogPlayLevel: Error: D:/Program Files/Unreal/UE_4.23/Engine/Plugins/VRExpansionPlugin/Source/VRExpansionPlugin/Public/GripScripts/GS_GunTools.h(209) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.

You have an old copy of it, I fixed that in 4.23 just after launch, re-download the plugin. If it was the precompiled though let me know as I will have to re-built those entirely.

Hi yes that was indeed the precompiled version that results in error Thanks mate I look forward to the update

Re-building then, sorry I couldn’t do it last night but lost power for 3 days due to a storm, was checking messages on my phone.
I’ll edit into post when its complete.

Edit Re-uploaded

Thanks a ton. I ended up getting it to build from source (mainly because im an inpatient person lol) but its very much appreciated. im sure others will appreciate also, project loads fine using the plugin - now i have the momentous task of making everything else work with the quest. Cheers!

I’m a total noob to Unreal but learning a lot these past 2 weeks. Thanks to and his great work, I feel like I’m hitting the ground running.

I’ve tried to look for solutions to my current problem but can’t seem to figure it out. So I’m trying to set a button to crouch. But when I press it, my head still stays in the same spot but it must be working because my speed slows down to the 300 that’s set for speed.

What am I missing? Something to do with the HMD?

I want to make a game using Climb.
The problem is that I can catch all the Mesh.
Is there a way to ignore Mesh and make it possible to catch Collision?

I don’t actually force the root lower during crouch as generally the players should be crouching themselves, the node was fixed to work with the VR character anyway though in order to allow for the speed differences and some users that were using it for going back and forth with possession or the height of the HMD.

Generally you toggle crouching on and off from HMD height instead at a threshold, IE: HMD Height < 100, toggle on crouching, if it goes over that threshold, then toggle it back off. You can also dynamically re-size the capsule to always follow the height of the player instead of toggling it with crouch too.

You can change the capsule offset to have more upwards Z offset to simulate sinking into the ground if you want (or move the net smoother root node), you just have to realize that they will be able to put their hands through the floor then as the zero point will differ.

The Simplecharacter doesn’t enforce a foot position and would actually sink in with the crouch command however.

If you override the CanObjectBeClimbed function you can filter it however you want.

https://i.imgur.com/fSSE1RS.png

the default (parent) implementation returns false if the object has the grip interface. It returns true if the object blocks the VRTraceChannel, you could change that to any channel that you want instead.

https://i.imgur.com/ku4BB2N.png