VR Expansion Plugin

You can’t compile steamvr for android and your log there was referencing android.

I tried to compile and it can be achieve. Only compile and linking tested. Haven’t actually run to see if something crashes. Changes are in fork

Although the purpose of including the plugin on Android is not clear to me.

is there a way to set relative or add offset to “VrReplicatedCamera” height? So far I did try to add with Tick Relative Location or AddOffset but with no success.

The capsule component has an offset variable that you can set to it.

Edit Also there is a CustomOffset var in the parent relative attachment if you want to change a mesh height or something. And the Netsmoother itself can be offset to move everything.

It won’t crash with those changes, it jut won’t do anything, i pulled them into main.

Hey, I’m kind of confused on the recommended approach for adding finger tracking (for the Knuckle controllers) to a full-body mesh in 4.25. I thought I read somewhere that the OpenInputPlugin was being replaced by something in 4.25, but I can’t find that information anymore. Do you know what I might be thinking of?

In the end I want finger tracking on a full-body mesh that can potentially work for other hand tracking technologies, like the Oculus Quest’s hand tracking. My character mesh is going to use IK for following the VR headset and controllers. I’m just trying to figure out how I should tackle the finger tracking part.

I’m loving plugin but i’m having issues with teleport whenever I hold a weapon the teleport seems to overlap and I can no longer teleport using the hand holding the weapon i have played with collisions etc but haven’t had any success any advice would be great thank you in advance :slight_smile:

The open input plugin still exists, the input side of it was just removed since the valve implementation is native to the engine now as of 4.24, so it just handles the skeletal part.

As for quest hand tracking, Oculus is generally good at providing their own examples (they have a hand tracking one in their branch) so I generally don’t do as much for their API. I had also held off as I saw a pathway for skeletal tracking being implemented into the engine and figured it would be natively handled eventually, sadly I haven’t seen much progress on that recently (likely due to focus switching to OpenXR which doesn’t have a skeletal extension yet AFAIK).

I’ll note that you can still also just use per finger blends with the curl values from OpenInput on a full body mesh as well.

Make the teleport trace ignore held objects or ignore the channel that the teleport controller traces on.

I’m trying everything … :frowning:

https://i.gyazo.com/e0029179abf794b7…99f975914a.png
e0029179abf794b78654a199f975914a.png

how do I make an auto animation at the door?
Has anybody succeeded and can you give me a solution?

What do you mean auto animation? It opening for you? Just use a door that isn’t simulating physics, or stop it from simulating physics, then your timeline should work fine.

physics is fine, indeed I thank you.
but I’m trying to implement the possibility of having it open by an NPC, so I wanted to open the door automatically, but the door rotates on itself if I apply a rotation.

The physics I need to open the door is beautiful, but my NPC needs an automatic door xD

Now I am following some constraint guide, and I managed to apply an automatic force, but the door opens automatically only if I lower the handle …
I tried to set the variables:

Gripped TRUE
Locked FALSE
Closed FALSE

But nothing …
if I do not lower the handle the automatic rotation does not work

I know I’m disturbing, also because mine is a plus, sorry and thanks anyway for the support of splendid plugin :slight_smile:

Ok, I solved it,
I set up an Angular Motor at Constraint,
I enabled the simulation in “Set Simulate Physics”

and now the door opens automatically.

Thanks anyway for your interest.
Sorry if I disturbed you for a stupid thing :slight_smile:

Sorry, still struggling. Thought I had it.
Have a flight stick for ship (modified “Car”), need to be able to pull trigger on joystick to fire weapons

Switched it to a “Throttle”, which has an Event for On Was Used
But not an event for Use Stopped, which means trigger has to be pulled constantly rather than held down

Different way to approach ?

All grippables have an OnUsed and OnEndUsed in side of them, you would just have to throw public events from your child class to notify outside classes about it. And make sure that it has used flags set of course if using the template.

Alternatively, you could also directly bind to input in the actor and sample inputs yourself.

Hi,
i am struggleing with getting buttons to work with remote objects, in my example a door in another BP. I am trying with one of the Buttons that is already in the demo scene which has the VRButtonComponent already set up. Then i have a door BP for which i added the “Electrical Object” interface under “Class Settings” -> “Implemented Interfaces”. I also added the “Event Current State Change” to the door’s Event Graph. So as far as i understand, i should now be able to add the door object (placed in the level) to the “Electrical Targets” array in the Button object (also placed in the level):


However the slot won’t accept the door object as “Electrical Object” for some reason.

I also checked the example in the demo level where the Button object is connected to the MirrorActor object.

I can’t see the difference between setup and the one i have with my door, since the only thing the MirrorActor does is to implement the “Electrical Object” interface, but obviously i am missing something here. Strangely, if i add a new MirrorActor to the level (which should be the exact same thing as the one already put in the level by you) then newly placed MirrorActor will also be NOT accepted as electrical objects by the Button objects. So do you have any hints on why would be or even better s short explanation on how to set up correctly?
Cheers!

its working fine for me, adding the interface to the gun in the level and implementing the function, then adding a new element in the buttons array and selecting the gun.

Keep in mind that whole electrical thing is just part of that one buttons blueprint, its not related to the plugins buttons. Its a construct added to show something useful that you could do with a button.

is rly strange. I tried and found, that i can add the gun object “as is” to the button array even without adding the interface “Electrical Object” to the class settings of GunBase BP, nor the event “EventCurrentStateChange”, nor the function “CurrentStateChange” to it’s event graph…

So let’s try with an empty virgin BP:

  1. Create BP of type “Actor” (BP_Test) and add the interface

  2. Add the event to the event graph

  1. Place BP_Test in level and try to add it to the Button array –> Fail.

Would you try to reproduce that?

Edit: In the meantime i found that most of the actors that are lready in the demo scene, e.g. the Barrel, the Door, the gripable cubes, … can be added to the button’s electric objects array “as is”. No need to add the interface or function whatsoever. However creating my own actor, putting it into the level and trying to add tht to the array wont work. What makes those actors already placed in the demo scene different from mine?

Well yeah…its just a tarray of object references that it tries to call the interface on. If they don’t implement the interface than it just won’t do anything.

Try compiling and saving your edited level, there is no difference, it is just the editors actor selection ui.