VR Expansion Plugin

sounds like it isn’t actually compiled for development editor?

4.25 repo is live and binaries are uploaded, see patch notes at:

https://vreue4.com/4-25

Okay great, I’ll look in to that. Thanks!

Sorry but I must be missing something… There is a ‘Get’ for AdvancedGripSettings (and I can split the struct to get GripPriority), but how do you mean I can set it? I don’t find a Set node… Not for AdvancedGripSettings and not for GripPriority.

Set struct members

I love that remote grab, thx a lot :slight_smile:

Hello, I’ve Download the updated Template for 4.25, and the latest plugin, I cant get it to launch keeps asking to rebuild from source tried rebuilding in VS and get the following output:

1>I:\UE_4.25\Engine\Source\Runtime\Core\Public\Delegates/DelegateInstancesImpl.h(397): error C2338: You cannot use raw method delegates with UObjects.
1> I:\UE_4.25\Engine\Source\Runtime\Core\Public\Delegates/DelegateInstancesImpl.h(521): note: see reference to class template instantiation ‘TBaseRawMethodDelegateInstance<bConst,UserClass,WrappedRetValType(ParamTypes…),VarTypes…>’ being compiled
1> [4/34] SharedPCH.Engine.ShadowErrors.cpp
1>I:\UE_4.25\Engine\Source\Runtime\Core\Public\Delegates/DelegateInstancesImpl.h(397): error C2338: You cannot use raw method delegates with UObjects.
1> I:\UE_4.25\Engine\Source\Runtime\Core\Public\Delegates/DelegateInstancesImpl.h(521): note: see reference to class template instantiation ‘TBaseRawMethodDelegateInstance<bConst,UserClass,WrappedRetValType(ParamTypes…),VarTypes…>’ being compiled
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command “I:\UE_4.25\Engine\Build\BatchFiles\Build.bat VRExpPluginExampleEditor Win64 Development -Project=“C:\Users%username%\Documents\Unreal Projects\vrexppluginexample\VRExpPluginExample.uproject” -WaitMutex -FromMsBuild” exited with code 6.
1>Done building project “VRExpPluginExample.vcxproj” – FAILED.

Thank you!

Hi,
can anybody tell me where i can find the default game mode and player pawn BPs of the example project?
Thanks!

Tutorial about basic gripping is here:
https://www.digital-messiah.com/blog

Good work, though I will note that it is generally better to work off of GripIDs and the grip structures rather than GetGrippedActors. That way you can use and drop grippable components as well.

Hay there,

i would like to know how to actually record gestures. The Blueprint looks like , but it doesn´t record anything.
Thanks in advance!

Open up the DataAsset and name the recording and save the data asset. You are looking at the gesture component recording though, not the hand pose one.

If you want to record the open input hand pose, then you need to do :

https://i.imgur.com/aRQtgcI.png

I dont want poses but gestures. In fact i want to record swimming moves. Is the BP set up correctly?
And then when i want to record i just hit both of the triggerbuttons according to my BP and on release hit “a” and it will save it automatically to the data asset?
It doesn´t work for me. Giving a brief workthrough from beginning to end would be very helpful and nice!

Look at how the gesture wand records, I believe that I left the nodes in there.

But yes, once you “save” it, you have to actually open up the data asset and rename and save the data asset.

Swimming motions aren’t going to be the most reliable for though, and you would have to handle a lot of different types of swimming motions, you would be better off keeping a velocity histogram and sampling it for change over time.

Ok, thanks for the hint. You mean via visual logger maybe? Do you have any suggestions on how to tuts? (beginner)

Hey , I just got my hand on a set of Knuckles and I’m trying to get the OpenVR plugin working alongside the VR Expansion one so that I can have the VR hands mimic my real hands. I tried following both your video tutorial and the setup PDF packaged with the OpenVR plugin, but I cant get farther than having the VR glove model used in a static sense. The video tutorial showed you using a mannequin but I’m just trying to have floating hands. Any help would be appreciated. I’ve attached screenshots of what my setup looks like currently if it helps.

Running 4.24.2 due to an inability to upgrade for the time being.

Did you reparent your animbp to the OpenInput Anim Instance? If not then you have to manually pass the animation data in since it resolves from the component (for replication purposes).

Also make sure that your skeletal actions are bound in steam inputs overlay.

Thanks for the reply! Yeah I reparented it, but I’m having an issue with the SteamVR bindings as my work’s firewall blocks steam. I guess I’ll wait til IT is able to let me circumvent that block. Additionally, the Right-hand BP I’m using only has “Output Pose” or something, not “Final Pose” (in the animation blueprint), would that be an issue or is it just semantics between 4.24 and 4.25?

just link it to the output.

Huy!
I somehow don´t get where the default controllers in the Example Project come from, or in whitch Pawn i can find them to replace them with hands.
Can someone give a hint on ?
Have a nice weekend all!
peacepeace

The default pawn on the example map is Vive_PawnCharacter. Good luck with it :smiley: