Hello! always looks so amazing! \ Please can you tell me what would be the one best download, that would 1) have the most implemented features and 2) be usuable for a ‘artist’ (less ‘plugin installation’ more,. just diving in and using template and adapting, MIGRATING etc,. (I have no trouble with anything when it works predictably, The last download I tried, couple months ago, the hands (when you pick up a weapon) would be just all over the place, not gripping in any normal or right place, usually not even touching the weapon, Do I have to tell it what HMD I am using somehow? Will, it ever autodetect and have it so when you pick up a weapon, the hand like,.OVERLAPS and GRIPS (touching) the weapon like UVRF plugin or OCULUS Avatar?, With UVRF I would know what to do, go in and change the offsets until its right,. is clearly superior, but i can’t use it until I can get it to grip in the right places I hope it is a simple ‘HMD selection’ variable ?
Also, will there ever be any kind of enemy AI with ? I have spend like $1000+ on ‘Game Kits’ but have never had the slightest luck incorporating*** any*** of their features into VR …Is there any way you could implement the simplest Mannequin Damage system so we could learn in VRExp how things damage or ‘hurt’ NPCS and why? (FOR VR, I have ALL of the game kits for NON VR and they are ALL 100% Different and non of them make any consistent sense to me in terms of VR…) one example and I would be off making a Shooter or Melee game!
FInally, there are really good usable interactive VR weapons, bow arrow, Guns, BOMBS, Lighters, and Candles etc in the similar ‘UVRF’ plugin, is there any easy way to pull those in and use them with ? :") (or are there guns in VR Exp?)
THANK YOU!!!
Hey, i know is kind of off topic, but i already started a thread some week ago on that.
I´m havin trouble with caustics which are only showing up in the editor saying light must be build.
When i do so, or hit play anyway, the caustic light is not showing up at all.
I used a directional light with the caustic material in the light funciton.
Would be glad if anybody can give some suggestions.
Thanks in advance!
did you alter the default epic skeleton then? It should be fine with default skeleton and default offsets. If you edited the hand then it may require some manual adjustments of the bone transform handler via the offset variable.
The hands prior to the grasping addition were never meant to snap on, I left that open ended for developers to iterate on. I made the grasping hands as a workflow reference and potential starting point for that.
As for per controller offsets, there are controller profiles in the plugin that are used to align controllers to the real world hand, if they are setup correctly then you only map to one controller ( the one you develop with) and all other controllers should have correct orientations and offsets as well (oculus’s 45 pitch offset or so).
As for pre-fab gameplay systems, no i’m not in the business of plug and play generic game creation setup for people, I target the exact opposite, back end tools to enable as much as possible without limiting options. People build on top of that with prefabs and the like (a community member has a gun system for example built on it).
I finalized adding the root motion code back in to the VRcharacter today (4.25+ to avoid causing issues for projects that are stable on 4.24).
It was always in the SimpleVRcharacter (never removed it there).
I will note that it will likely need some stress tests with montages. I could use some feedback on the networking side of it eventually.
Root motion isn’t meant to be replicated with non montages anyway so I would expect replication issues with that regardless, I did the tests to make sure it was applying velocity correctly with normal animations since it was easier to test bed.
Hello! has anyone experienced ? Screen capture - 236ed6a672985a74ad4b78c177f86630 - Gyazo I’m trying to grab the mesh with my hand and the hand just like disconnects from the controller. It seems like the hand is attaching to the mesh and not the other way around. So when I try to grab the mesh it acts really weird since the hand is off. All I’m trying to do is drag a body. Hopefully is something simple that I keep over looking but I’ve spent hours trying to figure it out.
But thats intentional. The grasping hand attatches to the mesh, but still moves the mesh around. Disable the grasping hand and add your own mesh if you dislike that behaviour.
Yeah if you want the hand to not have that behavior on specific objects then you will need to change its logic to have alternatives, also likely increase the strength of the constraint on the body as that appears far too weak to actually drag the body (disconnecting your hand). Also the bodies collision shapes appear to be self colliding causing instability as well.
You could use a hard constraint to the hand as well, but you won’t get soft interactions with that.
If it was the other way around and the mesh attached to the hand but the hand remained jointed it would be no different with the constraint strengths and broken collisions you have there…
Can anybody help me to reduce the tick rate for a replicated VR camera? In the pawns root settings, I set the tick to 1 but after compiling it’s still happening every tick. Is there anything else I have to consider or another place to set ?
Why do you want to lower the tick rate for the camera? It is how it tracks the HMD changes.
If you are trying to lower the replication rate there is a separate HTZ setting for that.
A little unsure what you are trying to do actually.
I am building a VR app which can be remotely controlled by a tablet I thought it might be better for the Oculus quest Performance not to send the transform on every tick. But maybe I am wrong and doesn’t even affect the performance?
It doesn’t send the transform on every tick if you are talking about the replication, just make sure that the update htz of the camera isn’t set to 100 and lower it to 30-50 and smooth it.
Regardless, no that will not effect the performance in any measurable way, and if you were talking about the actual camera movements then also no it would have no real difference.
Guys, what I’m doing wrong?
When gripping objects in my projects they act normal in standalone or on servers, but on clients, they act like they are falling and resetting due to grip position replication
get velocity on server returns 0 and client’s velocity acts like the object was just dropped between replications
And the most frustrating thing is that my test setup works fine in VR Expansion Example Project
That looks like it is running as server sided movement somehow and the object isn’t constrained on the server. I can’t imagine how that would happen generally.
What are your grip settings on the actual object you are trying to pick up? And why are you using the manual grip node and not the interfaced one? Also is it a barebones grippable static mesh or does it have nodes in it.
Default grip settings on target object. Just mesh and collision type changed
I’m gripping by actor here just for test, actual project uses the interface grip, but there is no difference
And like I wrote previously, the same setup works fine in the example project(copy-paste plugin and config files to new project does not help btw)
is a link to a fresh first person template with just a grip controller on it and the same basic logic as you are using (4.25), its working fine in simulated multiplayer.
Hi. .
I am trying to handle an object very heavily, but can it be implemented with only stiffness and damping values? Or should I add it through coding?
Works fine. I’ve switched my test project to 4.25 from 4.24 and used plugin version from your template but it didn’t help
I was able to somewhat replicate the problem in ExampleProject where VR pawn from template works fine but my test character does not.
And I was able to break ExampleProject(in 4.24) using renamer and migrating my assets to it.
I’m gonna find what I’ve done wrong and post it here when I do, but The Jam is coming and it’ll be after a week