I am very excited to try but I’m having issues. I am following the ‘install’ tutorial (both video and text) and keep getting the issue where it is advising me to rebuild manually. I have tried on both 4.23.1 and 4.24.3 on a blank project by placing the downloaded zip into the newly created ‘Plugins’ folder at the root of the project. Is there anyway around ? I have Visual Studio 2017 installed as well as 2019 - could be my issue?
You
need to extract the contents of the zip in there (and should really delete the auto generated folder name), then build the project in visual studio for the Development Editor build target. The engine launcher will not rebuild modules.
Perfect! Worked like a charm - I guess I was too excited to not follow directions!
Hi!
There is a free bow project on the internet. GitHub: Let’s build from here · GitHub
I would really love to implement it in your project.
I’ve almost made it, but I’m confused with secondary grip, the arrow spawns but animation and release doesn’t work.
How do I just add plug into an already existing VR file?
I am unsure how they are handling their events, but generally OnSecondaryGripRelease should handle that, unless they are auto firing the arrows.
download the drop the plugin into the projects plugins directory if you want the source.
If you want the example content then you have to migrate it from the example project, which requires a few .ini transfers for it to work as is since it uses a custom trace channel.
You’re on top of it. I appreciate you’re swiftness. I’ll give it a test tomorrow. Thank you!
What is the workflow of migrating the physics grasping hands? Also, how can I grab objects from the distance using the laser beam on the example map? I can’t figure it out ^^
The remote grab is in the 4.25 beta branch, as for the grasping hands migration, just migrating their folder should be fine, you’d have to handle spawning them then.
Hey
When i create a new BP with the GripableSkeletalMesh, with the new bp empty i try to compile and it gives a error with invalid data.
If i try it with the gripableStaticMesh class it compiles just fine.
Its an error on my end? Or can anyone replicate it?
Using 4.24 engine on the example template.
sorry for any mistake on the english.
I packaged the 4.24 example project you can download here https://bitbucket.org//vrexppluginexample/downloads/ and got very low FPS about 17 - 20 fps down from 90 fps when you turn on the mirror. I’m guessing because of bug Unreal Engine Issues and Bug Tracker (UE-86191) is there any alternative to using a Scene Capture Component 2D in your project for the mirror or is there just no way to use a mirror in VR until epic fix bug?
You can set r.SceneRenderTargetResizeMethod 2 to “work around” it, they declared it fixed in 4.25 but I have been hearing some reports that it is re-occuring. If that command doesn’t resolve it for you then you aren’t setting it in packaged.
So do I use the execute console command BP? Would I set that in the mirror BP or would it be better to set it in the player character BP off an event begin play node? and lastly, would I paste “r.SceneRenderTargetResizeMethod 2” into the execute console command or “r.SceneRenderTargetResizeMethod=2”? Thanks.
You should be able to declare it in your engine.ini under
[SystemSettings]
Did you assign a skeletal mesh? That is a fairly obscure report
I’m just trying to migrate the template pawn into my project, to make sure it works there, but I’m getting some error messages, because I don’t use SteamVR or the OpenVR plugin. I get an error message in the Load Controller Models function, the Get VRDevice Model and Texture node doesn’t exist. If I just disconnect from the entry pin, I can go and grab things, but the hand models are not visible. Can I make work without SteamVR and the OpenVR plugin? I test multiplayer with the oculus subsystem, so I need to be able to upload to their store channel .
Thanks
The big red box in the character has the openvr exclusive stuff, you can straight bypass it and load the oculus controller profiles and ignore everything else.
Hello! I started to do my project in the VRMotionController template. Version UE 4.22.3. I did not like the teleport mode, and I changed it to smooth movement. But terrible collision problems arose. I just walked through walls and doors. I started looking for a solution to the problem on the Internet. And so I found your plugins. I started to learn your lessons. Everything works on an empty template. But when I began to apply in my project, there is no result. Nothing works. Can you tell me what the problem may be and how to solve it? For a very long time, project will be re-assembled again on an empty template.
Thank. Regards Konstantin
I am new to UE and VR. (I think the problem is ))
my bad, the skel mesh needed the physics file assigned. Thank you for the help.
