I am trying to cook my project, but i’m getting lots of errors. Any idea why doesn’t it find the plugin? I am using the pre-built binaries.
Thanks

mmm, it should be finding it, are you trying to nativize blueprints with a prebuilt?
prebuilts recompiled and uploaded for 4.24.3, also did a quick video going over more additions to the melee script that the community asked for
something not featured in it is the addition of physical material surface types as a penetration qualifier if the end user wants it.
Does have flying in it already setup ? If not why ? lol flying in VR is the greatest mode - how hard is it to setup ? and to add some momentuem so you can drift
Never tried but I really don’t see why it would not be as easy to set up as in a standard non-VR character. Unless I’m mistaken it just requires 3 “off-the-shelf” things:
After that, you’ll certainly want to adapt your animation BP to have more appropriate flying animation, but and most of the other points are not VRE-related. VRE (brilliantly) manages the raw VR stuff like collisions, I would think that it’s all that matters. If not, I guess I’ll learn something new
Not entirely sure why you would state it after the initial question like that, no flying is not assumed or necessarily the greatest vr movement mode (climbing exists).
That being said, yes, it has both the normal character flight mode, and a low gravity (zero gravity) custom movement mode that you can switch too.
Mass/weight doesn’t effect flight mode, character movement is logical not physical, other then that, yeah, MovementMode_Flying or MovementMode_LowGrav would do the trick.
I love your plugin, It really is worth the megagrant!
Two questions though:
Is there a way to have the hands show like in steamvr?
And is there a way to create fingerposes for each object as in steamvr?
The exact same setup would work, you can straight port their mockup if you want (although its not a complete system that they have in there).
They are just using blends between premade poses, I have the robot hands hidden by default in the template but you can show them, or use the steamvr gloves for testing until you get a better pair of hands.
You also have the option of checking out hand poser on the marketplace, for a full hand posing system, hand posing in general will slot in with just about any template, its mechanics agnostic for the most part.
Good night, is there a way to be able to connect 2 quests through a multiplayer using WAN connection? Or if there is any integration of Vreu with the OSS of oculus. can you help me?
Potentially newbie question here: Roomscale+joystick locomotion allows the player to simply walk away from their collision capsule, allowing them to clip through whatever they want. What’s the best method for updating the CapsuleComponent with the HMD position and keeping the player’s head from smashing through walls?
I’m experiencing a strange behaviour with VRCharacter. I have a class, that spawns enemy AIs on overlap event. If i get away from player start by a certain distance, the AIs don’t spawn, when running dedicated server. In offline mode it’s all fine, so i guess it’s replication related. When using my own VR pawn class or any other pawn class, like the ThirdPersonCharacter, they spawn normally. Starting from the left, the first three spawners work, not the 4th. Same, if start on the other end. It’s like after a certain distance, the actors just don’t activate, when using VR pawns. I know it’s a weird issue, any idea what can cause it?
Are you walking over to them or locomoting? The only real difference in character is the offset root. Also is the event not firing at all or is the it just not spawning? Because it could be distance logic based from roomscale walking.
You can direct IP connect, as far as their subsystem you can just use it, nothing conflicts.
Well that is what plugin solves?
Happy Tuesday all!
I’d like to try and decrease the sensitivity of the teleport feature. Where should I be looking? Is something on the unreal side of things or within a blueprint from the plugin. If feels like as soon as I place my thumb on the joystick, I’m activating a teleport and I’d like to make it so that I have to press it in a direction first.
I use locomotion. Just checked it, the event actually fires, i can see them in the world outliner, they exist both on the dedicated server and the client. They are moving around, their behaviour tree is running fine. But they are not visible, when using pawn, and only when running dedicated server. What difference does it make? And only for spawners, that are further away from the player start location.
Sounds like a logic issue on your end, there isn’t anything about the VRCharacter that would change other actors replication.
Is it possible to combing the GS_Melee and GS_LerpToHand?
Are you going to support throwing daggers and axes and having them hit a target and penetrating?
I think after that only other melee style weapons are Bows and Crossbows. I guess there the slingshot style weapon as well.
Just don’t know how far your going to go with Melee?
#1: Yes
#2: they already can but I wouldn’t suggest it, its just not scripted to make it easier. Most games that do fake the penetration (set distance embedded) and enforce point forward during the throw, its not really something I need to handle in the grip script. It actually works out better having the logic manual as it feels smoother.
#3: No real need for my input to create those, they aren’t melee related and are significantly easier from the physics side of things, i’m not trying to make a full weapons system, i’m providing tools for parts of one that people would have issues with doing themselves, I generally steer away from creating entire gameplay systems so as to keep the tooling as flexible as possible and not encourage cloning. A big reason that the stabbing logic is in BP currently is to allow people to customize it to their liking, only having the script handle collision events and hand switching / physics settings keeps it flexible.
Good to understand where your going to stop and where we need to continue to fill in.
I am new to the Unreal Engine so might be a newbish question, but it seems that rectangular lights are not working for me in template. The other lights all illuminate and cast shadows fine, but rectangular light doesn’t. It works fine for me in other projects. Is just something on my end?