VR Expansion Plugin

Thank you, but it didn’t help me.

Even setting it to a very large value?

that is entirely the threshold that is limiting movement

Hey, i have an issue with the plugin. When you keep still the hands with an object grabed, the object enters in sleep physics state and not awake when moving again, stucked the object in the air.

I worked around issue check in the tick event when the object has linear or angular velocity and wake it up.

But i don’t know if worked around could solve in more efficient way. I only check it in the Event Tick when Tick is working (only when helds the object), and when the object fires the Sleep Event. I check if has movement (with linear or angular velocity) and if true, Wake it manually. I still think is dirty solution and i reinventing the wheel surely you know a better solution or the plugin include any check o setting to fix it up.

PD: I use UE5.

is a Chaos issue that was fixed in 4.26-chaos-2 and then reappeared in ue5 EA chaos and 4.27-chaos branches.

I am not going to add an automated waking work around because I specifically want to test chaos in its native state for issues and chaos isn’t entirely useable as is anyway yet in order to go in and fully tweak everything.

ATM there is very little reason to use ue5 for VR, its a strict downgrade, the 4.27-chaos branch is a more updated version of chaos even and none of the ue5 rendering improvements work with VR yet.

The plugins chaos and ue5 branches generally just exist to work out issues and report them so that chaos and ue5 in general are ready for VR on launch.

Wanted to note here that PIE client 1 being VR by default is broken in engine still in 4.27.1, its temp patched in the plugin so that it will work but you would need to be on the current plugin version.

Hey - I’m reviving the thread about LowGrav movement (VR Expansion Plugin - #3154 by mordentral). I seem to have the LowGrav replicated movement working, however I don’t quite understand how to properly use ‘Add Impulse’ or ‘Add Force’ since it won’t allow me to use these nodes on something that is not simulating physics. What kind of setup is best to make work? I’m essentially thinking of an ‘Iron Man’ type movement setup, where the hands can be used as impulse jets. Any guidance would be greatly appreciated. Thank you!

Character movement by definition isn’t physics based, its kinematic with approximated physics.
The character has its own impulse/force functions that tie into the movement component for applying forces, as well as you can AddCustomInput when in the low grav mode (same node as for climbing) and it will add exact translation into the movement stack if you want 1:1.

https://vreue4.com/GeneratedDocs/VRExpansionPlugin/VRBaseCharacterMovementComponent/nodes/AddCustomReplicatedMovement.html

Low grav totally works with the movement components AddForce and AddImpulse or the above function as well. Even booted it up real quick to make sure I didn’t break anything ;p

Would you mind showing me your blueprint setup for using AddForce or AddImpulse with LowGrav? I just keep getting errors about the object needing to have Simulate Physics checked to function. Thank you!

Use the AddForce / Impulse when dragging off of the CharacterMovementComponent, not off of the capsule.

I think I’ve found a bug that also shows itself in your VRExpansionTemplate. If I enable the ‘UsePhysicalGraspingHands’ boolean for physical hands in the Vive_PawnCharacter and then pick up the gun with the hand sockets and hold it with both hands, so both are in their socketed positions, I get warning messages in the log: “Invalid Simulate Options: Body (GraspingHand_C_1.SkeletalMeshComponent0 MannequinHand_Right) is set to simulate physics but Collision Enabled is incompatible”

I’ve tried to track it down, but I’m no Yoda. 4.27.

The warning also displays if I enable physical grasping hands from the wall display dropdown box, too.

I’ve never had it when enabling it on that menu (though its not really a concern in that case anyway). However the secondary grip release throwing it was an actual bug, while the warning isn’t usually a big deal, it was being caused by the release event being called twice instead of once so it was an actual bug causing it.

Thanks for the heads up, its fixed in 4.26+ of both repos

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I assumed the warning could have been ignored, because everything was working fine. I just recompiled the new repo and no warnings are thrown. Thanks for fixing it so quickly.

Hi,

I am having some issues with a players starting position.

If the player walks to the edge of the playspace and then loads into the game, where they are standing will still be ontop of the playerstart/possessed pawn location.

How do I get the players location to remain the same relative to the center of the playspace / make sure the center of their playspace is what gets placed right ontop of the playerstart?

Cheers,

I assume you are using the example template, you just need to modify the spawning code in the player controller to skip the HMD offsetting. By default setting the actor location is setting roomscale, generally most when they spawn people want the “player” to be at a specific spot and orientation though so that is how it is exampled.

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i have some issues using plugin in 4.27, when i open plugin template project, and choose play as client In VR Preview, And I Already Turn off the Run Under One Process setting,My Camera fallen on the floor, AND I can’t Change My view Through my Oculus HMD, i just stuck in there, and i can’t figure out. Does anybody know how to fix , thanks a lot! Play standalone&Play as Listen Server is Worked Properly

Sounds like you are on an older version, update to the current one, that is an engine bug that I had to add a workaround for to the plugin.

I just clone VRExpPluginExample Master branch And Rebuild, Same things occured. I try check the vive_character’s replicateCamera use pawn rotation, the tracking issue solved, but When I set Player count to 2, I found that we cant see each other like the vrcharacter is not replicated at all.

I’ll look into if the latest 4.27.2 patch broke anything here, but the core cause isn’t a plugin bug so much as the engines PIE being setup incorrectly for multiplayer VR.

They added a pull request to “fix” multiplayer testing in editor for VR and actually broke it more. I worked around it locally in 4.27.0 and .1, hadn’t checked if .2 messed with it again.

Does it work with play under one process still enabled btw?

It works with play under one process still enabled. Can I just use setting to continue my development? Or I best use 4.26 .thanks for your reply

Yes, that is actually usually enabled by default, you turned it off.