A ha! Got it. Had to set the *vr.SteamVR.EnableVRInput *variable to *1 *in the ConsoleVariables.ini file, as per page:
Hello !
I really appreciate the help here!
I placed the VRCharacter on the level and then made sure I took control of the character as a pawn as suggested earlier by another member here. I also double checked and I am calling floor level position using the tracking origin in blueprints on event play. After confirming both of these no my character is flying way above the ground and my controller meshes are tiny and super far away.
I’m considering just using the project template since I’m having these issues but I know you said there are some settings on there which might cause issues with creating a project there?
If anyone else is using the quest as a starting point I’d love to see settings there or if someone could make a tutorial or template for quest development using plugin that would be great.
The YouTube guides on ravens channel are great but I can’t get past the first video with issue.
Thanks again!
Eh? Not in 4.24 you don’t, I guess you are on an older version of the engine?
is unrelated to the plugin, and is base engine setup stuff. The plugins character offsets the hmd from its netsmoother root which is at actor 0,0,0. The behavior you are having would be the same with a normal pawn setup like in Epics documentation.
Quest setup as far as actors and components is no different than any other VR hardware in engine, its compiling out to it and its limited resources where it differs.
I haven’t heard of an issue like you describe besides from people using the ResetOrientationAndPosition nodes in 4.24 which are broken and don’t reset the controllers (though I thought that was a steamVR specific issue in 4.24). Setting floor level tracking makes the 0,0,0 point of your HMD and controllers root component be the center of your tracked space. Have you set up a valid room boundry in your quest?
Nope, 4.24.3.
Again, using the Example Template project.
It does say that variable is disabled by default to not break backwards compatibility, so does it not make sense to have to enable it?
It should only be doing anything below 4.24
Thanks for the tips modentral! Yeah I’ve tried redoing the boundaries with the quest guardian set up a few times to no avail. I’m thinking I’ll start messing around with the VR unreal template and work backwards and then add the plugin in there for testing after I test it with a few basic pawns. Based on what you’re saying I must be overlooking something simple here. I’ll report back here if I do eventually figure it out in case any other newcomers run into issue.
BTW I loved the new update video and I’m excited for the future with plugin!
Thanks Again!
What is the right way to size VRSimpleCharacter? I have tried setting the capsule height, setting the tracking origin to “floor level” and everything else I can think of but the only thing that works is setting the scale to higher than 1 in my level, but when I do that I have to rescale all of the components I’ve attached.
You can scale world to meters to scale the tracking level, but for general scaling setting the actor scale would be correct, unsure exactly what you are looking for.
Hey I’m just looking to make the player a little taller. By default he was way too low to the ground. Changing the tracking origin to floor made him too tall. So I guess now I need to make him smaller in height. What did you mean by scale the world to meters?
I was wondering if you made a variable or have a function that gets the grip location? When you grip the object I want the gripped hand to move to that location and stop following the motion controller. I’m using two bone ik for the attachment. I just need a way to find the location of grip.
eh? floor level makes the player as tall as they are in real life.
If you want to artificially raise them up (fit to a body instead of fit a body to them), you can either edit the world to meters, scale their base component, or raise the base component up.
The latest template does that for the grasping hands, its just getting the relative grip location and inversing it while maintaining the original position.
Is what you would use with full arms, the grasping hands had to do some extra work to account for the left hand possibly being scaled inversely.
-
Where would I get the base relative transforms from?
-
Also is there a way to change open vr hand settings? If I grip the index controller I don’t want a fist or it to wrap around the controller. Also I’m trying to make the fingers replicate but when I have anything besides rep steam vr compressed transform the game crashes.
-
Its the transform of the hand relative to the controller, either hard set it, or store it on begin play (your effector location essentially).
-
Not sure what you mean, its either full hand without a controller or with, if you just want to read the curl values then you need to read the curl values and not use the full transform information, you can do whatever you want with the curl / splay values with animation blending.
Also what is the crash? It shouldn’t crash on rep unless you are trying to change the type live without all network clients having the same information.
Hello .
There seems to be one problem with the VR Expansion Plugin 4.24 build version.
After placing the “HeroSword Actor” in the base template project into the world
After changing to “COM Grip at Controller Loc” in the “Physics Grip Location Settings” method, if the controller is moved from side to side at a very high speed, the mesh of the HeroSword currently in hand is abnormally raised up, and when the controller stops moving, it gradually recovers.
is a bug that occurs only in the “Grip at Controller Loc” setting and not in other settings. I tested using the original version of the plugin. is not considered to be a problem caused by simple damping and stiffness settings. please check.
-
So I got the socket transform of the hand and used make relative to the motion controller transform. Would that work?
-
I want to make it when I make a fist in game it doesn’t make a fist. Instead I want it to wrap around a remote.
-
The crash only happens when I have run dedicated server in editor. It comes from having anything but rep steam compressed transform. Im just trying to get the fingers to replicate.
That isn’t a bug, you are gripping outside of the center of mass so the hand doesn’t have as much control over the weapon, the farther away from the COM you are, the less control you will have over it, that is how physics work…
Grip at controller loc just makes your constraint be at the controllers location directly and doesn’t effect or use the COM.
-
sure, whatever you are using to offset the hands, you need to take that relative position into account as well relative to whatever the controller is using as the grip pivot.
-
Then change the hand mode to with controller in the open input options
-
I’ll look into it, though I am unsure how you plan on testing that with a dedicated server in editor, it still shouldn’t crash.
Edit there was a bug with it, I fixed it. I doubt curl /splay replication modes are what you were looking for though.
Also here is your controller setting: https://i.imgur.com/rC9NMTD.png
-
Ok so I’m going to use that as the base relative transform.
-
I don’t want it to wrap around the index controller I want to make a custom remote control in game and have the hands wrap around it if you are holding that certain remote.
-
I just pressed run with dedicated server. If I turn the dedicated server off it doesn’t crash. If I keep the dedicated server on with steam vr compressed transforms it doesn’t crash.