VR Expansion Plugin

in C++ inherite from the Camera class? or inherite from Blueprint? i know both are possible, which is better? C++ ?
spring arm is a Component?

is related to that Fingers fit on the Character body-surface? could you please tell me the ClassName or var to search, i’ll go search in the VRExp code.Thanks!

No you can change it, it only effects tracked devices and everyone else gets other players tracked devices as hard transforms (unless two sets of tracked devices on same computer running same instance somehow).

World To Meters doesn’t effect the level or world, its a scaler applied to the motion information from controllers / hmds to convert from the std meter value to UU’s.

You can get velocity from the hmd / parent relative to track movement, the velocity of the character is 0 during roomscale because the character itself isn’t moving. I have some notes to add some easier function for people but its so simple to calculate that it hasn’t been a big push yet.

Oh that’s good to know. Thanks ! will definitely be a better solution than scaling the mesh

Yes it’s indeed trivial to compute the Velocity but I wanted to be sure I was not overseeing things before doing it.

how to make a Character be able to be Splashed away?
OnActorBeginOverlap → SetSimulatePhysics → AddForce to a Bone ?

Hello, I can’t just figure out how to set as default the Left hand to be the Movement Hand

EventTick in GraspingHand is Invalid??
test by PrintString, but not work…
GraspingHand is the Real Hand while using Physics Hands, right?
EventBeginPlay is valid.
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if i want to use VR hands to slap NPC character down or far away. should i dev in GraspingHand, right?

  1. caculate the direction and velocity of the RootPhysics or SkeletonMeshComponent(maybe return 0, not test yet) of GraspingHand?
  2. onOverlapBegin, make the NPC ragdoll by setSimulatePhysics to whole body.
  3. based on the directon and velocity, Add a Force or Impulse to the NPC character.(if could add the Force ot Impulse to the Overlapped Bone is better…) Then the NPC will be slap down or far away?

is it able to Dynamically add/remove the CapsuleComponent of the NPC character, while dynamically change the Character ragdoll(setPhysics) or not.
because i found the CapsuleCompnent effect the fingers to fit on the body-surface while grip, and the capsuleComponent is actually not exact the size of a fall down ragdoll

Hay. I was wondering if there is a way to change the VOIP Attenuation settings during gameplay.
In the VR expansion Demo project the attenuation settings are set on the pawn as soon as it beings being possessed.
I want to add a microphone OBJECT to the game, so that when one of the players picks it up his VOIP attenuation settings change from being blocked by walls to be heard by all everywhere in the map.
Can that be done? I tried to set new attenuation on the pawn when mic is picked up but that doesn’t work.


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why always cast to GraspingHand fail in the Overlap of a mesh of a Character?

how should i set the Collision for GraspingHand & CharacterNPC in order to get effect ?

very weird…both test Hit/Overlap on CharacterNPC, the CapsuleComponet can get the other Actor as GraspingHand, but the SkeletonMesh can only get the other Actor as FPS_VivePawnCharacter…
so can i get GraspingHand from FPS_VivePawnCharacter?

There is a boolean on the current example template that switches between the hands, the testing menu on the wall in game toggles it with the characters SetMovementHands function.

while using Physics Hands, when open the gen Overlap events, the GrippableManniquin is able to be grabbed with fingers fit on the body-surface. is AGrippableSkeletalMeshActor.
BUT, anyone know how to do (fingers fit on body-surface) on a Character which means should use normal childClass from ACharacter(the default inherited MeshComponent is there, so use it or additionally add UGrippableSkeletalMeshComponent??), or manually create a Class with UGrippableSkeletalMeshComponent(but seems impossible to add CharacterMovementComponent…)
Thanks for help!~

does the example include Beat Down NPC with sword and bullet from gun?

, could you help me here?

Voiptalker isn’t my component, it is epics, and I haven’t had to use it much.

However the comment on the voice settings claims:

// Configurable settings for  player's voice. When set,  will update the next time the player speaks.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Voice)
FVoiceSettings Settings;

So it should update in theory after being adjusted, if the mic is already on at the moment it may not though.

What am I missing when changing the hand models from the default UE Mannequin ones? Help!

I’m using a new model / animation for vr ‘basic vr hands’ from the asset store. Followed the tutorial. So far:
-In vive character pawn I’ve changed each model to the new right hand, I changed it’s animation blueprint setting to a new one I created which is the old one’s event graphs copied etc.
-I then searched in the vive character pawn for every instance of the old RightHand Anim BP and changed the 'cast to’s to my new animation blue print.

I thought I had replicated everything, the hand models show in the viewport, BUT they only show up if I change the play/preview to ‘simulate’ mode, if I hit play from selected view port, or test in VR, the hands are still the mannequin hands?

Update: I’ve had some progress… In the vive character pawn if I uncheck ‘spawn grasping hands’ my hand models work as normal. But they the grip animation doesn’t work. I’m discovering I need to be concentrating the grasping hand model and GraspAnim BP, trying to substitute and replicate the BP… but still not quite working for me. Is there an easy guide to somewhere?

What’s going on, or what am I missing… is there some easier trick I’m missing? Thanks!

Yeah you need to change up the grasping hand and setup the collision for your new model so that the welded body driver can work with it.

https://vreue4.com/documentation?section=welded-body-driver

The grasping hands being the default hands and not optional ones are new to 4.26 so some of the old stuff is still sticking around for people to transition easier for a bit.

Thanks for the reply , although I’m looking at … looks complicated. The “Basic VR hands” I bought from the epic asset store were compatible with the default vr template ue4 skeleton to replace… I managed on that template, but it’s looking quite complicated here? I opened the physics of the Basic VR hands I purchased… I can see they have each part named differently… e.g. only 2 parts for the index finger, would I have to change all the bone names and replicate your exact collisions in the physics BP so it matches your grasping hand physics BP exactly? If anyone would be willing to PM me with step by step instructions how to replace the default VR hands, I’d be willing to pay at point! lol, thanks!