Interesting. Is there a delegate for pushback start and stop, or a way of getting the pushback vector?
Yes, there are events:
AVRBaseCharacter::OnBeginWallPushback(FHitResult HitResultOfImpact, bool bHadLocomotionInput, FVector HmdInput)
AVRBaseCharacter::OnEndWallPushback()
Very helpful, thank you. For the purposes of blinders, it might be helpful to also cache the pushback vector, so that said blinders can be properly oriented. Might dig into it and see if I can implement something along those lines.
Someone might have mentioned already, but there is a way to get the Touch Controllers and the Headset to work without wearing the headset, the Oculus DEBUG Program (remember the program that that lets you increase the SuperSampling for the ‘old’ CV1 etc?) it is in: “C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugTool.exe”
I just checked with AIRCAR to be sure, it let me Star and Play onthe Monitor (There is HJOPE HERE for Half Life Alyx to play onscreen maybe!!! Couple Debug routine with a Rift Emulator’ program ?? and play onscreen :)
and DUDE… T H A N K Y O U for VR Expansion. Amazing not to have to deal with somany logistics as a Character Animator etc.
ONE Question? I have discovered a really great ‘VR Hand Gripping’ BP routine that:
- allows hands to always be ‘hard’ (not go through stuff, always are ‘physical’) and more importantly
- it will curl its fingers and ‘grip’ any object you go to pick up (like Lone Echo even a little more interactive, ,)
- a Zero G locomotion I have adopted and over a year, perfected (Also like Lone Echo, but with Galactic speed acceleration possibility…) I think it might even be a simple matter to switch to Zero G from VR Expansion, is is probably like when VR Exp says: Start as a Walker, Be a Car Driver Now, Be a Climber now, maybe I can add: be an ASTRONAUT NOW?! in the same manner?
I was wondering if you could give advice on incorporating these into VR Exp.? I would be happy to send you a working builds, BPs. Answer any questions, etc.
I am anxiously about to go try the 3/23 Repository Download (which Built Perfectly for 4.24 all by itself! :~)_ _ _ _ _ |) — I have been busy animating my characters and building my worlds for many months and haven’t been in VR except in VR Mode (where locomotion isn’t an issue…) I thought, I’ll deal; with Locomotion later,… The Good Lord must be looking over my project because I came here today after many many months*** and you have UPDATED!***
There is New Magic! (Do I see weapons? Can I finally stop trying to merge VR Expansion and UVRF? LOL Did I see a mention of a VR BODY?
Just wonderful. WONDERFUL! Thank you! I hope my little Debug tip above helps you !!
Hey buddy, I thought i’d give you a heads up I may have a fix for your headset pausing the game, I don’t know if you need a systemic fix or just a working one,… but does work to keep it awake without pausing when the headset is not on ones head! (see image and file path above)
( I’m Woody from youtube.com/NextWorldVR by the way…)
That is not viable for release builds as it requires the oculus debug tool.
As to the post above:
#1: If its what I think you are talking about, its just enabling collision on the hands, and it doesn’t keep it from going through anything, just physically simulating objects as it pushes them around. My recent video on the other hand handles it where it does prevent going through anything and has actual mass.
#2: Same as above, though I will note that pre-fab hand poses are not in any way better than lone echo, and simple curl blocks aren’t either.
#3: You can implement any movement mode that you currently have in BP’s as a custom character movement mode without issues, should just work. That being said there is already a zero-g movement mode.
I am shocked by the amount of progress you’ve made! OMG… I clearly should have just tried it before replying about the Oculus thingie, but I never thought there would be paradigm shift in … just WOW,. Yeah, I’m fine, thank you so much,… I’ll go though all the videos, and glad to have something to put onscreen on Oculus Dash as I build my worlds in VR editor!
I was just checking out the public variables in the Mannequin hand, grip strength and transition speed, multiple Grip Scripts,. WOW WOW WOW!
more than ever there is a reason to restart at the (new) beginning and just get it all, go through every line of every tutorial. is the Locomotion my game will have! I will worry about adding in my Zero G later, (hopefully, I can just make ac"zero G Suit" and make it an ‘Actor’ like I see the Car etc is, and just emulate that to get my ZERO G locomotion switched to, or likely, I will switch to the extant version, as long as there is insane velocity potential!
You are the Michelangelo of Melee, The Galileo of Gripping! The Leonardo of Locomotion! (DaVinci of Dynamics?)
;_)
THANK YOU!
Hello !
I am currently making physics handle logic related to melee weapon.
I am trying to get some excerpts of physics handling method of VR Expansion Plugin, but it is difficult to import only the physics handle part because there are too many related classes. Is there any intention to componentize part?
And, is there any project that only includes physics handle function?
**[Hello ! I am a new developer and I’m developing for Oculus Quest. I’m trying to follow the youtube videos but I’m using the VRCharacter for my pawn and my camera is in the floor. The camera is perfect in built-in unreal Vr template using HMDlocationpawn and even with the vrexpansion template project but I really wanted to start a new fresh project.
What I’ve tried:
- Setting up an event blueprint and changing it to floor for the position.
- Adding a getname blueprint function and adding Oculus Hmd and Oculus Quest
- Copying the entire blueprint for HMDlocationpawn to the VRCharacter
- Adjusting the height on the VRCharacter settings to 128 and 64.
- Turning on and off HMDLock with all of the above settings.
- Checking and re-doing my oculus quest guardian settings.
No matter the setting it puts me in the floor and if I press and hold to reset my view on the touch controller it’ll still have me in the floor.
Any thoughts?](Interesting post from AnswerHub on how to setup a Layer Car Paint shader - Rendering - Epic Developer Community Forums)**
No and no, you can reference the code that it uses, but the whole point of the plugin itself is that it is multiplayer compatible with everything, and that requires some interconnection. Also its not using a physics handle, its using a custom coded kinematic driver that is a lot like a physics handle but is greatly expanded on.
Hi, , Thanks for your awesome work!
I have an issue with GrippableStaticMeshComponent with PhysicsConstraint:
- open Expansion VR Demo;
- add simple logic SetActorTransform (for different location) after BeginPlay to the cabinet BP_Test (352 kb) закачан 3 апреля 2020 г. Joxi ;
- after the cabinet will be appeared in a new place - try to open doors;
- grip door will be in the initial place before transform;
How can I work around : maybe need some setups of the interface events?
Maybe your pawn is not possessed? Are you using VRCharacter or VRSimpleCharacter?
Interesting, is the flying movement mode, or is there another one that specifically adds hand-grip push-pull propulsion?
you need to reinitialize the physics constraint, it already is doing it to offset the drawer in begin play.
You aren’t setting your VR mode to floor level, oculus’s module defaults to eye level which means it will zero to the head.
You need to call : Set Tracking Origin | Unreal Engine 5.2 Documentation
Its a custom coded movement mode with momentum retention that ignores gravity, you can add hand pushback with velocity injection or via the same direct input that the climbing mode uses by calling AddCustomMovement.
Hi,
I have a couple issues with fast paced melee combat.
-
When I swing it mostly always blocks. But then if I swing just a little to fast it goes straight thru the mesh. I have tried upping the mass so the sword swings slower, I have updated the mesh and collision to make it thicker but nothing is working.
-
When I hit the sword I’m holding and trying to block with it just pushes it out of the way. I need it to block it not get shoved out of the way.
-
When I try to grip with two hands the “add secondary attachment point” keeps failing.
#1: make sure that CCD is setup in the mesh, if it is a skeletal mesh then it needs to be in the physics asset, otherwise it needs to be set in the objects properties. You also will want physics substepping turned on and to tweak the settings for it.
#2: Not sure if you mean others hitting the sword or not, but if they are just animated and not physically active as well then they don’t have a force limit, you need to use physical animations to properly react, or manually handle collision and animate the blocks, there is no way around . Even when you do use physical animations you will be doing a lot of force tweaking to get everything right, there are no magic bullet here.
#3: If you are using my melee script it doesn’t use secondary attachment points and the properties on them are set to not use them, they use the MultipleGrips setting instead. You can use secondary attachments if you want, it won’t be as physically correct but you can just turn on the secondary setting that you want in the properties.
1#. I have CCD on. I also have it set up as a static mesh. Should I switch to using skeletal mesh?
2# The swords are using the grip interface would those be psychical animations? If so what settings in the interface should I be tweaking to fix my issue? I’m also using the melee grip script if that matters for
3# What node should I call to grip a secondary grip? Originally I was using add secondary attachment but should I just be calling a regular grip?
#1: Then fine tune your global physics substepping (and optionally the object itself) if you are still tunneling with CCD on and large collision bodies, also you want to make sure that your constraints aren’t TOO stiff. I can’t magically stop tunneling from happening with Physx when using extreme values, you have to work around its limitations.
#2: I am not talking about the swords, I am talking about what is hitting the swords, if it is an NPC then it needs to use physical animations or manual ones that fall back from collision. If it is other players hitting it and you want to be able to block a swing then you’ll have to have the stiffness higher than the incoming swing to stop it or they have to actually manage the hit by deflecting or moving to block at a point close to their grip for more control. That isn’t how physics work in game or the real world where two equivalent forces can collide head on and only one of them is affected.
#3: You don’t need secondary grips at all, just calling another grip on the other hand should work, the melee script automatically manages primary / secondary hand assignments based on the settings you use and applies the seperate constraints that you define.