VR Expansion Plugin

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.

I still cannot spawn the grasping hands without SteamVR. I can grab in game, but the hand mesh itself is not visible. It doesn’t spawn on your example map either without SteamVR enabled. Just tried a fresh pull from the repo, disabled SteamVR, bypassed OpenVR nodes, hands don’t spawn. They are not even visible in the content browser. Any suggestions? Thanks :slight_smile:

Typically just using a VRcharacter and running the movement logic should work fine?

Are you trying to port the example template to your project instead?

Check the animbp for compilation errors, I had to pull out the steamvr hand curl mock up from the animbp because even just being in there unhooked was screwing over quest packaging. A brand new pull of the repo shouldn’t have that issue though.

Other than that, nothing related to steamvr with those hands, so should work fine.

Hi again,

Just a quick question: What is the current status of the “Grippable skeletal mesh”? In the past you could grab only the root bone, then I vaguely remember reading that there was an update on , but I can’t find the post. Is it possible to grab per bone now? If so, is everything controlled by the same VRGrip Interface settings?

The anim bp compiles fine. is the grasping hand bp with no steamvr. :confused:

I removed the pawn that was in the default template. And in my project, I began to repeat your lessons from the very beginning. I installed a new start player. Created VRCharacter … etc.
Everything as you show in your lesson.
First, I repeated your lessons in an empty template and everything worked out for me. The controller captures both the cube and the ball without any problems.
But when I repeat the same thing already in my project, it does not work.

I deleted all the blueprints previously created in the VR template. And he transferred the project from a successfully created lesson. And hallelujah!
But then I understand that I will constantly face new problems.

It is a pity that everything that I studied earlier in UE, does not work in VR.
I would really like to talk more with a person like you. And get invaluable experience in the work of VR. What is needed for ?
I have been working as a computer graphics artist for 30 years (3D mainly). I make various visual effects for television and advertising. Engaged in industrial design. And to be honest, I’m a little bored. Half a year ago, I first put on my VR helmet and I literally fell in love with thing. I devote all the time to business and I even got into trouble at work))

(I am not at all familiar with programming, but I consider myself a good artist))
Thank. Regards Konstantin

Hay!

Im currently messing around with the example scene, at least i try though…
By default i have no hands, but the index knuckles. I tried to get them dang hands back by setting up the Vive_Pawn_Character. I am able to possess the vive hands, but they keep being offset from the knuckles i actually controle insinde the scene.
So now i have 4 hands…actually kinda nice though…

Can someone give a brief instruction on how to get the standard UE template hands with all of their functions please? or even better: how to get the nicer hands (vr_glove models) from the examplescenecontent?
I went through some pages now with no results, so just a page no. or some keywords would be great, if solved already.

Thanks in advance!

Best,

Instead of using the Vive_Pawn, create a new blueprint class, inherit from VRCharacter. Open the blueprint and add a Skeletal Mesh to the Left and RightMotionController components. Set skeletal mesh to any hand model. Start here:
https://vreue4.com/tutorial-videos?section=intro-setup

Nice, thanks man! Somehow missed out on that one…
Hace a nice day!

Ok, i watched the video but still cant figure out how to make my controllers interactive.
I copied the character BP from the video, so that it can grab things, but i doesnt work.
beside that, there is a function in video i cant get to show up:

https://www.bilder-upload.eu/thumb/613b91-1588343978.png

You can just hook up the execution pins of the ‘get gripped objects’ node after the branch, it should work. What do you mean by it doesn’t work? Are you not able to grab objects?

The problem was the Laterality variable in the GraspingHand bp. It’s type of EHand which is part of the SteamVR input function library I believe. So when I turn off SteamVR, that variable becomes invalid, and the construction script loses the references to the hand meshes.

The solution is to make another enum with LeftHand/RightHand and replace the two occurrences in the construction script. Now I am able to upload to the oculus store :slight_smile:
However, when I try to replace the default hand mesh with my own, the right hand works properly( wow, it looks good), but the bones of the left hand are twisted. I just imported my hand meshes, retargeted to the left/right skeletons. The bone hierarchy is the exactly same. Am I supposed to change the bone transforms or anything else for the left hand?

Thanks for the reply!
Well basically im not able to do anything. In play mode i just have the knuckle controller meshes, and none of the blueprintfunctions or buttons do work.
I might have to go over everything again and see if i missed on something.
But i have created a VR_Character pawn just as in the tutorial, and inside that pawn i did all the blueprint stuff.
I also assigned the knuckles triggerbutton to do all that, but doesnt do.
Beside that i somehow have two left controllers…

How can I make hands instead of controllers?
How to make a hand squeeze and grab an object?
Thank.

And another question … does it all work on the oculus and index?

And another question (Don’t block me, please). I don’t have any idea how commands for driving modes appear on controllers. Namely, I would like not to use text labels, but to use icons.
I spent a lot of time on UE4 lessons. But the trouble is, there occurred a big problem with the collision. I found a solution only with you.
Your collision works fine! But nothing works for me from what I learned from UE4 lessons. It is sad.