No problems, questions are always fine.
Hello , now that 4.26 released is there any release date for the binary of VR Expansion Plugin? Thank you!
Today after some stability checks against the release version of 4.26.
It would be something I would caution against trying to move an entire project over too right away though, its going to be one of the rougher migrations as its being used as a prep version for ue5.
Are there any changes that I should apply moving from 25 to 26 regarding Expansion Plugin? Does v26 on Expansion Plugin support by default Chaos Physics? Are you aware of Chaos situation at the moment, like if all physics features from PhysX work?
Yeah there is a migration guide one www.vreue4.com for changes that have to be done to projects to go from .25 to .26.
I ported VRE to chaos when it was default in early previews of 4.26, but chaos was far too unstable and broken to be useable (which is why they reverted it being default and made physx default again for now). And no, chaos is not at all currently feature complete with physx.
VRE will still run on chaos currently, I didn’t strip out the chaos pathway code, the only major caveat is that the vehicle class is not cross compatible due to how they changed things so it has to be changed between chaos and physx.
I “may” release a chaos specific branch with the chaos vehicle class if the chaos default version of 4.26 is actually stable enough to care about. Last impressions of it were that it needs months of iteration more, literally could not test features on it due to crashes, performance issues, and lack of actual 1:1 with physx, meaning that I don’t know if the current force units of measure are actually going to remain or be changed.
Edit As negative as that sounded regarding chaos, it is only because chaos was attempted to be pushed far too early. I’m sure that after enough development time they will iron out these issues, and the upsides to chaos with its additional feature set and better framework are huge, I very much look forward to it being stable.
Pushed 4.26 live to both repositories (under master branch) and locked the 4.25 version into its own branch.
Pre-built binaries are live and patch notes and migration guide is here: 4.26 Patch Notes – VR Expansion Plugin
Hi,
I’m trying to get my index controllers to work with animated hands. I realize the OpenInput plug-in is theoretically no longer needed, but it seems still the easiest way to get it working in multiplayer.
I’ve followed the instructions, but only the right hand animates. The set-up is exactly the same, just changed the enumerators and animbp to left hand. Even if I just drag the OpenInputSkeletalMesh from RightMotionController to LeftMotionController, it doesn’t work. Changing the enums doesn’t change that. The hand is static and offset to the controller.
is all in UE4.24 single player, in editor. My pawn inherits from VRCharacter.
Am I missing something?
Many thanks
Edit: Nevermind, I manged to make it work. For reference, I’m using the same mesh as the right hand, same animbp, scale -1 on x-axis and enable mirror left-right. I’m using the vr_glove_right_model_slim that’s included with the plug-in.
Hey I was wondering as you’re the most knowledgeable with vr here if you could please help. I’ve always had trouble using more complex templates like yours and i only need something simple so the below one is ideal for me. Im just now getting back into unreal after over a year away. Thanks.
Actually unless you are going to replicate curls and blend animations, the open input plugin is the only pre-built way to do it multiplayer currently.
I do plan on killing it off eventually though when I get everything in it ported to the OpenXR hand extension now that OpenXR doesn’t crash on launch for me anymore.
The plan is actually to move the entire example template and my primary development focus to OpenXR asap (when its implementation on vr platforms and engine seems stable enough), since it will allow platform agnostic features more easily.
I’m not going to provide support on other templates as I don’t know how they are setup and would have to download and look at them, the author will generally be a better contact for their specific work. However, generally if bLockToHMD is off in order to sync the character to the hmd movements than the approach is wrong, there are cases for doing but they are rare.
Don’t think you were overly negative at all about Chaos, just sounds honest to me. Rushing Chaos forward for UE4 then jumping ship to UE5 was disappointing to me.
Also have a quick question – is there any way to disable HMD-directed movement temporarily at run time so that I can, for instance, allow a player to look over a ledge without the VR pawn thinking the head movement forward was full body movement, thus sending the character off the edge? Same principle for leaning left and right. Any ideas? Thanks
Just put the pawn not into walking mode generally.
Yeah i understand thanks anyway. His template was what i was after all time since the old ones stopped getting updates. It’s just a shame i can’t use it due to motion sickness. The camera has a surprising amount of lag when that’s off. I’m not sure what to do now… ![]()
hmm, that seems to have just disabled my ability to use my controller for locomotion but the pawn still tracks with my head.
A much more vital question that would be much appreciated if answered: when simulating a dedicated server, my VRCharacter-derived class is moving very slowly compared to what it should be, seemingly throttled by the server prediction or something. When I uncheck replicate movement on its BP, it works normally but of course no longer replicates its position. Am I doing something wrong?
EDIT: update, enabling Ignore Client Movement Error Checks and Correction seems to fix but that doesn’t seem like a good permanent option especially since the tool tip explicitly says to disable when “done”. Seems that my assertion was right, prediction seems to be correcting my character’s quick movements. Maybe I can make do with unless anyone has other ideas. Will leave for future reference
I love the physical grasping hands, but I have one problem with them. They sometimes get stuck behind objects and walls and I would want them to reset (jump back to motion Controller tracking position) after some distance limit is reached, for example if they’re 1meter away from tracking position. Is possible? How could I get it to work?
hi, i just updated to 4.26, and tried again the plugin, look amazing, i want to change the joystick behaviour, i want to move and snap turn with joystick, but not with joystick press and then change direction, only change direction of joystick without pressd down joystick, like usual vr games do. How can i change that ? thanks
If you are manually moving your character then its not going to sync with the server unless you use a movement component compatible replication method (like the move actions). Making the movement entirely client auth “works” but is far from ideal obviously.
Also I meant turning off walking mode when leaning over a ledge so that it doesn’t trigger the falling movement mode, you could also adjust the VRCapsuleOffset with a detected lean to push the capsule back farther, or disable ticking on the capsule for a moment.
They use VREPhysicsConstraintComponents so its actually pretty simple, one of the additions I added to my subclass is GetCurrentLinearDistance which is the distance in world space from where the constraint (hand) wants to be and where it actually is, you can check against that and some threshold that you set to trigger the lerp to hand event. You can also sweep to check for collisions between the two and trigger it earlier.
Typically it should already be using touch based and not press based inputs.
Which controller are you using? That just comes down to rebinding some inputs, depending on if you are launching in steam or oculus or oculus over steam how the bindings have to be different. I tried fixed the native rift controls but if you are running through steam it may need input re-mappings (steam input doesn’t generate correctly and needs manual adjustment).
If not in steam it can all be changed in the project settings / input using the cap touch inputs instead of button press, if over steam since it doesn’t generate the defaults correctly you have to go into the overlay and rebind and save over the defaults, I’ll run over them again soon and check if any changed between 4.25 and .26 and needs adjustment, my primary test controllers are the index ones so those should be fine as is.
Edit Yeah the start movement inputs reverted to thumbstick and not captouch, I fixed it and uploaded. Latest template should have it working as expected for you.
Got it, thanks. So what then is causing my add movement input driven character’s Walk Speed to be throttled at like 250 when it’s much higher and works properly when the pawn has authority, but not when it’s a client? It seems like it thinks I’m moving unexpectedly fast and holding me back
Sounds like you are setting the walk speed on only one end? those don’t automatically replicate.
That or you are doing something only on the clients ends that is causing rollback, you can bind to the OnCharacterCorrected event to print out when a correction happens.