VR Expansion Plugin

Hello Again!

I was wondering,

Is there a way to set the tracking origin to “Stage-mode” (Oculus Quest)? What I want to achieve is that the position of the player is always matching with the real-world room.
Currently I have to start the game from a fixed center point and when something goes wrong, I have to restart the game from center again so that it is matching.

I know there is a node called “Get-Pose” which gives you the position in the guardian, but the problem with that is that the center is based on where the quest was re-centered.
If I understand correctly, with stage mode it doesn’t matter where you reentered the quest, as it’ll always take the center of the play-area as zero-point.

Has anyone figured out (yet)?

Thanks in advance,

Marcel.

Hi,
I’m using great plugin, and learning something new everyday, but don’t know how to solve : I have a building with two floors and some furniture; I’ve created a Navmesh that occupies all the floor area , and when you’re in the first plan and point to somewhere you’re teletransported (using in teletransport mode), ok. If you point to the second floor (looking to the ceiling you’re teletransported,ok. But if you’re in the first plant and point to a place there’s a furniture (that has collision) the teletransport are icon is drawn in the ceiling and you’re send to point; the furniture has to have collision volume (chairs, tables that you can grab).
I have tested with independent Navmesh in every floor, but the problem is present; I can’t deactivate volume collision in objects because I want to hit with them and grab them…do you have any idea how to solve ? I could modify the system to go up to the second floor (with stairs or with a lift) , but because the floor has volume collision , it’s detected from down when pointing to a furniture and don’t want ; and the obviously answer: “don’t point to furniture“ it’s not valid, because the place is a school with lots of tables and chairs. Thanks

Either move the checking point downwards so that it projects to the correct nav mesh or run some clamping logic that prevents teleporting outside of a set range where it attempts to get the teleport location. You can also make things ignore the teleport trace.

Wow, what a fast response! sorry, but…how can I make things ignore the teleport trace? Do you mean with a clamping logic or is a specific tag or propriety that you can activate on some objects ? Thanks

Is there a way to like grab another character for example in the head and the character goes ragdoll while i hold him, just like in boneworks for example. If there is, do you mind explaining how to get it working?
Best regards

The trace is ran on a trace channel, make a custom teleport trace channel and assign it to it, then make it off by default for all objects and only enable it on your floors

Yeah grip object with a bone specified, the very current version of the plugin has a grippable character base class to make it easier.

You could also always just use a physics constraint if you didn’t want to use the grip system.

I get it; I’ ll try on my project and hope works , thanks for your help!

Thanks for the help and quick response!

Allthough i’ve run into another issue at the moment… With the master branch it says when rebuilding to the project “Could not be compiled. Try rebuilding from source manually.” The project works when i’m deleting the plugin… I must do something wrong somewhere,
I’ve tried with both the source version from visual studio and regular engine version from epic games launcher and it says the same thing on both.
Any idea what i’m doing wrong?
Best regards

The repository isn’t pre-built, you have to compile it unless you download one of the pre-built packages.

Hi, after reading nearly all 243 pages and your help docs… I have running in 4.24.2 on the Quest (v13) perfectly, took some reading but wonderful work indeed; just a quick thanks and I’ll be joining patreon weekend, cheers.

I realized that I have been posting most updates and videos to the website exclusively. So I am linking the latest update video here as well for people that do not frequent there as often.

Beta Melee grip script, and a quick extra grip script addition bonus

Hi, for some reason the red sphere grip helpers have vanished (not rendering), the only thing I’ve changed was running the Oculus helper that switched on Multi-view and direct rendering, would have an effect on rendering these ?.

Few other possible options, I changed the left hand material to white (now back to default)… also switched on custom collisions and set VR tracing to ignore on a few boxes to stop climbing.

Thanks

Yeah its possible that one of those graphic settings is not debug rendering the spheres in editor anymore.

There is a CanObjectBeClimbed function that you can override / change to filter out what is allowed to be climbed by the way.

^^ Thanks for that and the super fast reply, I’ll have a play.

Yep, Mobile Multi-View was the issue for ref, thank you.

i really love plugin, it works so well :slight_smile: I am struggling though,… with something, and it must be really really easy, but somehow i cannot figure out whats going wrong. I spawn pickup_objects (like the pickupcube default) and other objects during play. And i want to stand on these objects, i made them bigger dan 2m. But somehow there is no way to get done. I tried allready change the navmesh settings, but these are allready dynamic. All other objects i can stand/ teleport on, but these spawned objects not. Has anyone an idea what i do wrong here?

cheers robert

Hi,
I recently updated to 4.24 Oculus Source Build and i’m having an issue where only one part of the VR pawn will replicate such as the hands and head, until i take the headset off then it will start replicating all as normal. would you know a fix for or what would cause ?
Cheers,

They are dynamic objects, the characters capsule by default only collides with the static collision channel, you can either spawn them to static or change the capsules collision settings.

Replicate? Or track in general?

Replication shouldn’t have anything to do with their branch, so it would be more likely that they have a bug where devices are listed as inactive until the wearing flag is toggled on again.