VR Expansion Plugin

Hi! I had played around with the template a few years back and wanted to get back into it so I downloaded the new example template but whenever I try to build it I get the following errors.

1>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for solution configuration
2>------ Build started: Project: VRExpPluginExample, Configuration: Development_Editor x64 ------
2>Building VRExpPluginExampleEditor…
2>Using Visual Studio 2017 14.10.25019 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.10.25017) and Windows 10.0.15063.0 SDK (C:\Program Files (x86)\Windows Kits\10).
2>Distributing 32 actions to XGE
2>--------------------Build System Warning---------------------------------------
2>License is invalid:
2> License information is invalid. Please try reloading your license file using the Coordinator Monitor application on the Coordinator machine, or reinstall IncrediBuild.
2> build will run in standalone mode.
2>
2>-------------------------------------------------------------------------------
2>--------------------Project: Default-------------------------------------------
2>EXEC : error : Unable to create child process (0:00.04 at +0:00)
2>
2>Error executing F:\Programs\epicstore\UE_4.24\Engine\Build\Windows\cl-filter\cl-filter.exe (tool returned code: -1)
2>EXEC : error : Unable to create child process (0:00.03 at +0:00)
2>
2>Error executing F:\Programs\epicstore\UE_4.24\Engine\Build\Windows\cl-filter\cl-filter.exe (tool returned code: -1)
2>---------------------- Done ----------------------
2>
2> Rebuild All: 0 succeeded, 1 failed, 0 skipped
2>
2>1 build system warning(s):
2> - License is invalid
2>
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command “F:\Programs\epicstore\UE_4.24\Engine\Build\BatchFiles\Build.bat VRExpPluginExampleEditor Win64 Development -Project=“F:\Programs\SourceTreeCloneFolder\VRExpPluginExample.uproject” -WaitMutex -FromMsBuild” exited with code 5. Please verify that you have sufficient rights to run command.
2>Done building project “VRExpPluginExample.vcxproj” – FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========

I admittedly am not super familiar with Visual Studios 2017 but have updated it, made sure C++ is installed and tried deleting IncrediBuild and reinstalling it and am still getting the errors. The old files I used to use give similar issues when I try to open it. I am sure I am missing something incredibly easy any help or direction would be greatly appreciated!

Thank you


License information is invalid. Please try reloading your license file using the Coordinator Monitor application on the Coordinator machine, or reinstall IncrediBuild.

That error message has threads of some other people having issues when their incredibuild install went out of term and the engine tried to build with it. You don’t “need” incredibuild to build a project, but if you want it, you should fix the installation.

OK the BeginPlay of the VRpawn wasn’t getting called on the client because I didn’t add a call to parent.BeginPlay :rolleyes:

Hello.

Thank You for the great plugin!
I am trying to run the example project in 4.24.3. I successfully compiled it with the proper version of the plugin but when I open the project i get error.
-The following member variables in blueprint ‘Blueprint /Game/VRExpansion/Vive/Vive_PawnCharacter.Vive_PawnCharacter’ have invalid type. Would you like to remove them?

Peak Velocity Left
Peak Velocity Right-

And then once the project is opened and I try to run it it says there are errors in the vive_pawncharacter BP.

Any help will be appreciated

Thank You

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.