Hello, I ve just started to explore the VREP for a few days (Thank you for that !).
I ve an issue to snap a sword to the hand at the socket location on the object. I watched the videos and read the Basic Gripping – VR Expansion Plugin tutorial and it only works when I grab the “perfect” location of the VRGripP1. Is is possible to extend the snap to the entire sword ? Thanks !
There are a few ways to do it first two are without changing any of the actual BP logic.
#1. Override GetClosestSocketInRange function in the sword itself and always pass out the socket location and true no matter what. will make it always snap to the location. You can use the same setup to pass out component locations or find the closest point on a spline to use instead, ect.
#2. Increase the socket range of the primary grip on the interface settings to be much higher, even up to the full size of the entire object. Its currently in local space so scaling won’t effect it.
#3. Use any method that you wish using a custom interface or components to handle passing the transform to the grip function, you can change anything you like, like adding a “Grip zone” component to it and checking for one when going to grip and using that instead,
That doesn’t really have anything to do with the plugin itself, they are using physical animations which to an extent is a built in part of the engine (they are using an extensive unity plugin dedicated to it). Granted your IK options to run that off of in engine are currently fairly limited, but you can handle the actual interactivity with : https://docs.unrealengine.com/en-US/…ile/index.html
Keep in mind that a good setup will take a lot of tweaking and iteration on limits and forces.
It was almost perfect… It works when the sword is motionless. But when I throw my sword upward and try to grab it in flight the sword doesn’t snap at the “perfect” position anymore.
Any clue ? Thanks
Edit : It works when I use component instead of mesh sockets for snapping . Any idea why ?
If been testing around with the vr expansion template trying to figure it all out as im still pretty new to the unreal engine like it allot some nice features like the car handeling mechanics and all.
Before i would do anything i wanted to test out the multiplayer performance so i made a build of the template sended it to a friend of mine to see if we could join each other and see all the movements.
To my dissapiontment it did not work with a clean template to find each other servers.
Is because i forget to do a neede setup step?
The default state of the template will require steam to be running, and it is using the test AppID for steam so you will both also need to be on the same download region in steam settings as the test AppID is region locked.
To enable the previous version of VRExpPluginExample to build in UE 4.24 win64, the following files of Plugins need to be checkout with these changes :
@ line 330:
//Setting some Parameters for the Texture and finally returning it
//Avatar->PlatformData->NumSlices = 1; // prior < 4.24
Avatar->PlatformData->SetNumSlices(1); // 4.24 IMPLEMENTATION
@ line 400:
//Setting some Parameters for the Texture and finally returning it
//NewRenderTarget2D->PlatformData->NumSlices = 1; // prior < 4.24
NewRenderTarget2D->PlatformData->SetNumSlices(1); // 4.24 IMPLEMENTATION
and @ line 1107:
//Setting some Parameters for the Texture and finally returning it
//OutTexture->PlatformData->NumSlices = 1; // prior < 4.24
OutTexture->PlatformData->SetNumSlices(1); // 4.24 IMPLEMENTATION
Has anyone tried getting a small gun to work? I changed the skeletal mesh of the basegun and it stops firing. I’ve adjusted fireloc and even tried forcing the logic to always fire. It only fires when I use the included skeletal mesh.
The template gun does some logic to disable firing if not held at the handle socket, you can remove that logic or add a handle socket to your new mesh.
Or override GetClosestSocketInRange and pass out a component that you move around instead.
Ug…yeah the beta version of SteamVR was crashing for people, guess they took it live without fixing it first. isn’t something that I can fix for you though.
Anyone successfully made the plugin work on Oculus Quest?
I’m trying to make ir run trough version 4.24 but I get error message:
LogPlayLevel: Error: ERROR: SteamVR.uplugin is referenced via ProjectName.uproject with a mismatched ‘SupportedTargetPlatforms’ field. will cause problems in packaged builds, because the .uplugin file will not be staged. Launch the editor to update references from your project file, or update references from other plugins manually.
Any idea o how to solve it? or maybe someone already have it running on Quest?
Thank you very much
Should the grip motion controller function GetControllerDeviceID return a unique id for each motion controller? When I try the setup below, run for both my grip motion controller objects, it always returns the same Device ID value (3). Maybe I am totally misunderstanding what the DeviceID is…? I’m not sure if its completely contextual on my end, it appears that the correct device IDs for my controllers are 4 and 5, according to the output of GetValidTrackedDeviceIds when looking for controllers. For some greater context, I’m trying to differentiate between controller types (primarily, vive wand and index controllers, since most others can be figured out based on the HMD) at grip time so I can adjust the grip transform to look/feel better for the index controllers.