No that entirely sounds like the hand isn’t tracking yet in steamvr.
Calling DropAndSocketGrip and providing a relative transform to the target parent and a reference to the target parent is all that is required. It will drop the object and attach ti at the given transform. The vive character in the template uses it for anything that returns true and a parent from the RequestsSocketing query.
I’ve included the needed modules in the build.cs file and fully written out the path for the GrippableActor.h, deleted the binaries, intermediaries and all these things, and rebuilt the VS files.
Am I just doing wrong, and these plugins are meant to be used some other way? I’ll admit I’m not used to referencing plugins directly, and most of my C++ experience is purely with the standard Unreal codebase.
The grippables have the GameplayTag interface embedded in them since you can’t do it in BP. If you want to make an extension to them you need to include the “GameplayTags” module in your private or public dependency modules list in your build.cs or it will fail to find the function definitions.
Unsure if is a UBT quirk or not as to why its not linking correctly without manually including that module in references even though the plugin declares it.
Ah yes, that did it. Tried sticking GameplayTags stuff in the include, but did not actually think to put them in the build.cs, even though it’s obvious in retrospect. Thanks for the assist, and for extremely useful plugin!
So I Fixed the Crash when server destroys session, just set all controllers to stop network voice before leaving.
But now I have Another Crash happening randomly during play , even if I’m the only one in the listening session. I think the crash happens rarely but when I teleport.
here is the crash report :
also in the editor, when i run the game it gives me these errors- the “ignore stop request for no user” when I start the game,
the “start network voice cant get the voice interface” when i run the start network voice or the stop network voice nodes,
and the “device is currently owned by another user” appears when i stop the game in editor.
Your error log rar is broken and I can’t tell you what you have wrong from the voice interface not loading. You’ll have to do some debugging there, isn’t a plugin thing and is an engine issue for you.
also I’m thinking it IS a plugin issue because it has everything to do with the start network voice and stop network voice nodes, please at least take a look at the log, I’m at my wits end here.
Start and stop networked voice calls ENGINE functions, they don’t do anything special themselves, I don’t have any voice related custom code in any of the plugins that I maintain, its all on Epics end. Your log also doesn’t show anything useful to me…its just log spam about voice packets.
I will tell you that historically the engines voip system has been pretty buggy and suffers from being tied into the engines bandwith caps, most users I know of moved to Vivox (fortnite included).
Hey mate, you are a lifesaver, thank you so much for plugin! I am having a slight problem when I migrate the files from the example template to my project because everything that is grippable suddenly does not work. The navigation works fine and I have checked all the project settings are the same as the example template. I am using UE 4.25.4 with the oculus 2 touch controllers. I can grip items using ‘B’ and trigger but it just pulls the object towards me and drops. Do you know what the problem might be? Here’s a short screen recording:
My guess is that you forgot to add the same gameplay tags that the example project had. Compare the gameplay tags section in project settings between the example project and your own to see what I mean.
yeah the template uses gameplay tag to provide a barebones per grippable button remapping setup for testing, if you port the content without porting the gameplay tags at the same time they get corrupted. Also it uses a custom trace channel to easily define what is and isn’t VR grippable, if you don’t port that config file definition then the traces will revert to a standard channel which may be blocked by things you attach to the hand.
Sorry for asking possibly something very simple, but I can’t find the answer for and can’t get it to work.
I would like to setup the vr.PixelDensity for the project in DefaultEngine.ini to be lower than 1.0, but vr.PixelDensity does not seem to have any effect when entered on ini file.
The in game slider for vr.PixelDensity works perfectly and I adjusted the sliders min value to 0.15 for test purpose and the slider changes the vr.PixelDensity perfectly.
Even executing console command vr.PixelDensity 0.15 in level blueprint or vive player blueprint does not change the vr.PixelDensity.
Does anybody know how to set the vr.PixelDensity in ini file? I’m trying to build for Oculus Quest.
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 0 from an array of size 0
Anyone familiar or know why is happening?
I think it might have something to do with a spline setup somewhere but I can’t be sure.
is randomly happening on an holder 4.25 build.
I will replace it with the current one later and see what the results are.
Had a few questions I wanted to knock out all at once, hope you don’t mind giving me a brief point in the right direction for each. Would be much appreciated. If you don’t have the time to answer all , no worries at all.
How should I tap into the signature so that my VR character knows when your internal code calls a drop due to the break distance between an object and hand being reached? Right now, when that drop is called it leaves my character in a loop of dropping everything else I try to pick up from then on, because it seems to think (due to my own code I’m sure) that we’re still holding something. Having a rough time fixing .
I saw in another post you said you wouldn’t recommend the VRSlider for a bolt on a gun, although that is mentioned in the tooltip for it. What would you suggest for a bolt setup? One I’m planning involves rotation and movement on two different axes (sort of like a bolt action sniper rifle). Any way you go about that sort of thing? I currently can’t download your example project due to bandwidth limitations.
am I correct in thinking your setup with the grip sockets is such that my character hand animations, if set up naturally, will fit to what I’m holding simply because of the nature of your plugin’s handling of snapping objects to the center of what assumably is a proper VR hand setup? E.g old school FPS animation would fit if I’ve put the VRgrip sockets appropriately in the mesh?
finally, what would you suggest for limiting an object to being just dragged along the ground, not picked up. Using a plane constraint did not work, just glitched out heavily. Does your plugin have an in house solution for getting an object to behave like it’s heavy and only be dragged?