Generally for more complex inputs it would be best to have the wheel as an actor and directly bind to input inside of it. You can listen to any action then and sample from the wheel itself (like how the car binds to input for FPS pawns to drive).
You could also use a seperate interface to control custom input, or use the OnInput grip interface function and pass in anything you want.
Generally though, listening to inputs is what you want here, and you can do it from a containing actor instead if you don’t want to place the wheel in its own actor. Binding lets you have any complexity of inputs per object, and is the reason why the OnUsed isn’t extended beyond a base use.
I’ve followed the same guides to get set up with Android Studio etc. (I even just happen to have reformatted my machine, so nothing random should be hanging around).
I have added the plugin to a fresh project with no references to it at all and I get the same result as my main project, black screen (though I can see my guardian boundary) and logcat ouput appears to pause.
Just for clarity, I’ve tried various combinations of pre-built VRE binaries with official UE4.25.3 binaries or building from source.
I have also tried all of the same things with the Oculus branch of UE4.25.3, everything built from scratch.
I haven’t tried launching the VRE Template, though I suspect I’ll get the same results.
The android notes are still for pre 4.25 I think? What NDK version are you using currently? It requires a newer version for 4.25.
Not to mention that there are also numerous other android issues with 4.25 currently from what I have read in the update thread (which i am not getting personally).
I can’t debug a prelaunch crash when not even using the plugin modules though, more so when I can’t reproduce it personally.
The start\stop network voice works but only one sided, the other guys in game can hear me but when they try to talk i cant hear them (i am the host now), its not a server\client issue because even when we restart the game and one of them hosts the game everyone can still hear me (i am the client now) but i cant hear any of them and they cant hear each other.
I’m thinking maybe is a network speed issue, as i have the fastest internet of the bunch (fiber optics with 100 MB upload and 1 GB down), is there a way to set the network voice bandwidth higher? let it work on slower connections?Or maybe its a different issue all together?
before you ask, yes all the .ini file configurations are set up.
Start/Stop networked voice is for push to talk locally, it sounds like you may be calling it wrong? Its named that way because the engine functions are named that as well.
If you want to literally mute other players then you will want to unregister them as talkers, or mute them with the respective functions. Unregistering local talkers should prevent the voice data from being sent out as well if you want server wide muting.
As for bandwidth, default engine bandwidth settings don’t play well with VOIP since it routes through the same bandwidth limits as the rest of the engine and causes saturation easily. So if you have stock engine limits (VR template does not, but its still fairly conservative) then you will want to adjust the network speed caps.
Thanks for the quick reply.
Am i calling it wrong? (included 2 images with the INI settings, am i missing a setting?, and also the way i call the start\stop networked voice, am i missing a blueprint node? or maby im not calling it in the right blueprint? is it suppose to be located in the player controller?)
How and where do i adjust the network speed caps?
Hi again,
i am trying to change recoil parameters of the GunTools script during runtime in order to apply changes to the gun recoil when attachments are being attached to the gun. According to my debugging my changes are being passed all the way into the script (using a reference to the gun tools script and the Set nodes for respective values), however the ingame gun recoil doesn’t change. Should i be able to change gripscript properties during runtime or am i on the wrong track?
Cheers
Edit: In the meantime i found that my runtime adjustments to the properties of GunTools script work, however actual gameplay recoil is only affected if “Apply recoil as physical” is unchecked. If recoil is applied as physical the changes to properties have no effect. Would you briefly ellaborate why is? Thx in advance!
Physical recoil applies it as an actual physical force, once that force is applied there is no other logic running to change the recoil any, there is no decay time or recovery time, I let the physics engine handle it based on the grip strength and the force that was imparted.
The non physical recoil is logical, not physical, so those parameters are used.
The equivalent of that with the physical recoil would be raising / lowering the imparted force applied per recoil instance, which would lower or raise the amount of recoil. Also could adjust the mass or grip strength to make it recover quicker too.
Sorry for the newbie questions. To what extent are people just reusing the assets in the example project? I’m coming from a Unity background using VRTK and then SteamVR example assets. I’ve got the example project going and like what I see. But then when I go to the tutorial videos by Raven it seems he is building a lot of stuff that seems to be already implemented. Interactable objects, teleporting ui, etc. Just a bit confused. I appreciate that there is a ton here but still confused as how to use it and understand fully what was done… If it is not obvious I’m a hobbyist, so don’t have professional project requirements right now.
The example template is “intended” to be a bunch of implementation examples, since the complexities of a SDK are hard to just describe how to actually utilize. Ravans videos are beginner tutorials for how to implement the core concepts from the ground up (which would also help to understand some of what the example template does).
In the end, its preferable to go ground up, but that is more expected of a experienced developer team, the majority of the users are also hobbyists or part timers and most of them are adapting the example template and just throwing out things they don’t need.
Games like DropInVR are essentially the template with character customization and with a ton of game logic wrapped around it, while things like ZeroCaliber are ground up I believe, its really up to you and what you feel comfortable with. My concept of best practices doesn’t work as well for beginner developers and it depends on how you learn and work best for yourself.
Does anyone have suggestions on how to move an enemy character through gripping? I use a physical animation component to allow per bone gripping for the limbs. I would like to move the entire character by pushing and pulling whilst gripping. I intend to use ik for foot placement, curious how to impart force to the whole character and capsule whilst using the plugins gripping (specifcally interactive physics)