It already has a branch on both repos for ue5 EA. Its fully functional within it, that being said obviously Chaos being in the state it is currently limits things a bit.
Hi, great plugin! Thanks for your previous quick response. For those creating levels in the template project, is the template/code/examples also free for commercial use as long as the mit license is referenced?
Yes
Hello! Love the expansion. Getting much more versed in it’s use and it’s absolutely amazing. I have an issue I’m trying to figure out where running the game as client in vr causes the motion controller inputs not to work. It still spawns the hands and tracks their movement, but none of the controls work. However, if I run it in selected viewport and use the keyboard and mouse, those inputs work fine. Any help is greatly appreciated, and thank you for everything you do!
Edit: Also I just wanted to say how cool it is that I can have melee weapons being insta-called with the grip, still be able to use interactables, like dressers and guns, be able to use the bow with secondary grip, and be able to climb all on one input button. I couldn’t imagine ever being able to get such a great system setup without your expansion and masterwork on the gripping mechanics. Thank you so much.
Hey Sorry, I figured it out, it was a settings mistake.
If someone could point me in the direction or explain how to switch the snap turn to the right controller? and teleport to the left?
Also, how to disable the text labels on the controllers and just set the control type manually when the game starts? I could add the option later when I figure it out, but for now just want it on teleport and snap turn, and the text gone.
Thanks!
I cannot use the plugin. I did everything as in the documentation. I would like to use the pre-build binaries because I am not allowed to install Visual Studio for enterprise purposes and the commuinty variant cannot be used for commercial purposes. When I do everything described. Downloading the example project and then afterwards the brebuild binaries I still cannot start the project. Unreal says VRExpPlugin and AdvancedSessions have a different version. Does anyone have an idea? I’m using Unreal Engine 4.26.2
Follow the menu in the level and the bool it sets when you swap hands
I’m having some issues with high motioncontroller tick time on Oculus Quest.
Do you know any ways to get it down a little?
At the time, when it’s high, I’m holding gun on the hand (copy of sample gun with different static mesh).
Another motioncontroller on left hand is not holding anything and is only taking tick time about 0.1ms.
You didn’t specify engine version / physics engine so its a bit hard to debug. However the tick grip shouldn’t be directly sweeping unless you are using the non physics grip with manual sweeps mode.
And at that point the cost is going to depend on how many queryable bodies are attached to the held object.
I would have to assume…a lot of them…from that profile. You can PM me more details of what the object(s) involved are and what you are doing, because yes, there are several common sense methods of reducing swept costs and its in most cases plugin unrelated and has to do with what you are doing with content.
Has anyone managed to get haptic feedback in the controllers working with the expansion plugin? Works fine on the standard VR template but cant seem to get it working on the plugin. Tried importing the haptic effect from the template, but couldn’t get it to import. I know the haptics in the controllers play when they are first spawned and possesed, but not sure what’s calling or where is occurring in blueprints if it is at all. Thought it might be in the player controller, but didn’t see anything there. Any solution for getting haptics to play on an actor overlap would be much appreciated!
I don’t have any haptic code at all in the example template, you should be able to just call it wherever you want. I personally disliked the monotone overlap haptics in epics template and just removed it from their original hands way back when.
Ah, Yeah I tried just about every method I could think of to call them and none of them worked, but maybe i’m just doing something wrong. At point id take literally any haptic feedback at all haha. Thanks anywho, I’m gonna keep trying to figure it out.
Got it working!
how to dynamically switch between VRExp’s default 1stPerson view and 3rdPersonView in VR?
Thanks!
Make a follow camera, you can use a spring arm for it but you would have to be really careful how you handle its rotation. In the end its likely easier to custom script the camera to follow.
The third person movement mode in the template creates a seperate perspective camera that it switches the view too when moving if you want a close analog.
Thanks so much!
so Add a follow camera or copy the 3rdPersonCharacter class content from the template are both OK?
Make a follow camera is better and more powerful? add one more Camera? or reuse the VRReplicatedCamera?
is spring arm enough? if custom script, is there some tutorial?
Hello,
I need help setting up PrimaryGrip for custom hand mesh. I have a bundle from Marketplace Asset “Hands for VR: Basic”, there are working fine, but the problem is when I changed PrimaryGrip in GunBase. I swapped hand Target Animation (I tried both default and grip versions) and Visualization Mesh, but all time the default grip animation just shows when I pick up the weapon.
What else do I need to change?
Grip is working fine on default mannequin hands.
You also need to use an animation BP that gets the hand pose. Those hand socket components output a pose when queried but they don’t just magically apply it to a hand, the animation blueprint has to apply it.
Thanks for the answer. I’ve spent the last few hours checking and comparing blueprints. My Animation Blueprint is almost identical to RightHand_AnimBP (actually I copied the logic and settings from it directly based on the tutorial Hands for VR: Basic - Unreal Engine 4.13 VR Template - YouTube)
Everything about grasping objects works OK (e.g. for PickupCubes), only poses won’t work.
The only difference is in AnimGraph - in the example it is set to play the Right_Grab sequence, when I use a similar sequence in my blueprint, the hand stops animating at all and I have to go back to setting Blendspace like :
I really have no idea what else I can make to get it work.
