VR Expansion Plugin

I’m using version 4.26 of the Unreal Editor. Still can’t figure out why physics isn’t enabled on my left hand

Then you’ll have to dig into the CheckAndSpawnGraspingHands function in the pawn and make sure you didn’t change anyhing, I can assure you that many many devs have been using them in 4.26.

Reinstalling UE4 fixed the issue

Hey , I wanted to ask for your assistance regarding VR buttons. After I build my game (tried debug and shipping) when I try to press a button it just does not work, but gripping and everything else just works normally. Maybe you have any suggestions what could be the problem?

Well its overlap based, and doesn’t break for anyone else, so I guess you are somehow wiping some of your collision settings?

Hey i’ve got a question concerning overlap using the VRE VR Character BP Class

To activate a dialogue with my npc (BP class for is character) i use a collision sphere with begin overlap/end overlap to start and terminate dialogue, using the ‘get player Character’ function.

My NPC BP dosnt seem to recognise my VR Character, i replaced the ‘get player Character’ with ‘get all actors of class’ doesent fix it.
I tried the same thing on a simple actor BP and there it worked with both Characters…

My thought is, maybe theres something with the VRE VR Character Class, that wont let it be recognized als Player Character? Because works with the First Person CharacterBP.

Dont know where else to turn from here …

And i couldnt find Documentation on the VR StereoWidgetComponent Class, is there any yet?

Thanks in advance!

Nope, its still an engine character at its core, nothing changes there unless you aren’t actually possessing it. You’ll have to debug a bit further as i’m willing to bet GetPlayerCharacter is functioning as intended and you are filtering it out later on in some cast or something.

VRStereoWidget is the same as a WidgetComponent in engine except it places the widget in a stereo layer instead of in world as a widget. Generally I would avoid using it without some specific reason too. SteamVR’s platform doesn’t support stereo layer depth and rendering interactions on top of the stereo layer becomes problematic.

Found the error…

the VRRootReference Capsule’s Collision needs to beset to Pawn … i propably screwed up somewhere.
Sorry for wasting your time and thanks for the description on the VRStereoWidget!

Thanks for your time!

Hello , I have a question related to the property OffsetComponentToWorld of VRRootComponent

In our game (for a LBE) we use HTC Vive 3 headsets, which give us an absolute location to use for player tracking. I noticed that when we force the players to spawn on a player start, the characters are moved relatively to where they were spawned.
But if I force them to spawn at (0,0,0) the tracking works fine.

I debugged the issue down to OffsetComponentToWorld which holds the delta between the player start transform and the zero of the world.

It works now that I force all VR characters to spawn at 0, and they’re immediately teleported to where the headset tells them they are.

But I don’t understand why we have that offset when we spawn at a specific location, and why we can’t zero out at some point that offset (so it seems)

Thanks

Its because the actor position is the roomscale center, the offset transform is the HMDs world location where it projects the capsule too. For 1:1 room experiences its intended that you should be spawning the actor at 0,0 (or center of the experience). The HMD moves in relative space to its containing actor for its roomscale position.

is consistent with the regular epic template pawn as well. I don’t see how you could expect to offset them and keep them sync’d up anyway 1:1 with their tracked space, you would have to offset their room scale tracking.

Thanks for your answer. It definitely makes sense.

As a heads up, the repos should function in UE5.0 with their 5.0 branches, whether the engine is fully functional with some of the features I won’t know for awhile (previews were a bit broken engine side).

is going to be a longer than normal stability port due to being an entirely new engine version. I will be taking the repos to master branch after initial compile.

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On the ue5-main branch ? Or just the 5.0 branch ?

the released 5.0 branch, i’m never going to build against or verify against engine main because its broken half the time and updates constantly.

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Master branch is now 5.0 and 4.27 is locked to its own branch. I’ll be compile prebuilt binaries later on.

Patch notes and migration notes: 5.0 Patch Notes

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Prebuilt binaries are live

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5.0 Example project has had some stability and chaos settings fixes, it runs pretty well now aside from the various chaos bugs still in engine.

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Heya,

So I’d just set up the plugin for the first time and I was wondering how to change how the movement stick works. Currently if I want to do locomotion or turning (smooth and snap for starters) I have to press in on my thumbstick and then move my stick around which is incredibly tiring. I just want to move my thumbstick without having to press in like regular games. For context, I’m using the original WMR controllers and not the G2. Would really appreciate some directions so I can finally start developing.

Hi,

I’m using a Quest 2 with UE4.27 OpenXR and it seems like the Fade nodes don’t work on it. I tried using a fade with different color values, using the background checkbox or not, I can’t get anything to show up.

Any idea ?

Oculus has their own fade nodes for quest, if you are using their branch of the engine you should be able to set the runtime to Oculus + OpenXR in settings and use their “Set Color Scale and Offset” node when running on android.