VR Expansion Plugin

Are you actually in OpenVR or are you in native oculus or OpenXR

Hey, thanks for the update and your quick response. I was just able to test out (we’re using BP’s) and that fixed my problem!

Good question! **How **would I check that? used to work but I have switched from Vive to Oculus as a test device recently during development.

Basically, I want a stutter free loading screen to show during level initialization (there is some heavy random level generation occuring). I am a little confused as to how the plugin works with the XR- and Oculus specific library functions? ‘Set loading screen/Show loading screen’ does not seem to work…

Oculus will by default load up in the Oculus native module unless you disable it, the functions you are referencing are OpenVR only.

I followed a tutorial that modified the VR Expansion download, I followed it and I was wondering if there is a way to get the teleport on and and the hover movement onto the joy stick.

Yeah change the input bindings and set the default movement modes. Everything regardling movement logic is handled in the blueprints for modifiability.

Sorry for the late reply, I just downloaded the example map and changed the mesh and settings of the dagger.

ok after i move the modes around is there anything else i have to do such as change anything in the begin event section?

Hi there, would it be possible to merge FPS C++ Template project into the VR Expansion Example project? My goal is to have both VR or non VR Controller in one project.

Not if you just want different default movement modes, if you are trying to change the stick to do two things at once though you need to script that yourself. Generally the switchable movement modes are just for testing for people anyway, should drop those off and just have it static which ones are current.

Yes, I wouldn’t see any issues generally, just use different player controllers for non VR / VR or handle the pawn spawning based on in vr or not (like template already does for the FPS testing pawn).

Hi ! First off, thank you so much for providing resource. It’s jumped my development so far forward and I’m very appreciative. You’re a saint. I have two quick questions if you don’t mind:

  1. What constitutes proper crediting according to the MIT license in the context of a UE4 shipped game? I’m wanting to get that right when the time comes, but opinions on the proper way to go about it differ.

  2. is not related to your plugin, but I was wondering if you had any knowledge of HTC Vive touchpads giving a negative output from a touch at the top of the pad, which should be positive.

Thank you!

  1. Pasting the license literally anywhere in the file system of the end software is good enough, ideally you would have a file where you credit your sourced code from for each so that you don’t need a bunch of seperate files. does not require an in program credit be given, or it to even be easily visible.

  2. If you roll all of the way off of the top zone I could see that, but no, I never experienced that back when I used wands still (its been awhile), so it could be down to a new bug or hardware issues with yours.

Sounds good, thanks!

EDIT: Is there a specific iteration of the license I should use that I can get from your website or do I just use the standard one?

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The plugin has one packaged with it as a LICENSE.txt file.

Got it. Should’ve caught that. While I’m already bothering you, could you recommend the best component of your VR Character setup to attach a Skeletal Mesh to for the purpose of an IK body/arm set up? I was trying VRRootReference as the parent but wasn’t seeing the mesh appear in game. Thank you again.

Hi, I am having a reoccurring problem with the VR Expansion Plugin. For some reason, the height of all of the vr characters will stop working randomly. The camera then just sits on the floor. I tried recalibrating my headset’s height, but that didn’t fix it. I didn’t change anything in my project to mess anything up as far as I know, so I have no idea why it keeps on happening. Is a common problem, and is there any way to fix it?

Attach it to the ParentRelativeAttachment component, you can toggle on a “floor level” mode on it to have it track at the feet of the player and offset your mesh as you wish.

That doesn’t have anything to do with the plugin itself, the camera auto follows the tracking system. Is the camera not moving at all or is it moving but from the floor height instead of room scale?

Using the latest template I still have these issues. I think it’s from an animation which is changing the scale of a bone and then grabbing from that bone. It can be replicated by making a pose for a skeletal mesh that has an increased size for one of the bones, and then grabbing from that bone.

Mmm, it wasn’t the grasping hand, the main gripping logic was registering per bone gripping on a scaled bone as the root object being misscaled.

I just committed a fix for that.