Remap the thumbstick inputs in project settings so that the teleport event trigger is the sticks axis and not the sticks button.
I don’t have WMR so mapping likely is just a bit off as I guessed it.
Remap the thumbstick inputs in project settings so that the teleport event trigger is the sticks axis and not the sticks button.
I don’t have WMR so mapping likely is just a bit off as I guessed it.
Ok remapping the teleport to axis or direction doesn’t work at all. But I have found a half working solution that we will need to take a further look at.
If I put the ControllerMovementRight/Left into say Thumbstick X axis, I can move (and snap turn) just fine but only in a 180degree half circle towards the right, if set it to Y then I can only move in a half circle forward. Set the scale to -1 and it will reverse it to left and down respectively.
If I could somehow get both axis to work then it should be fine although I have a feeling I should not be messing with specific inputaxis to get what I want.
I watched a video that showed a side bar with download on. Is product still available. There is no way to download it?
Not sure what you mean?
Hi there friends! I was hoping someone could lend me some knowledge.
I am making a simple multiplayer project. You can create a server and join, but it only works when I’m using a normal UE4 Character. When I use the expansion plugin characters and try to join the server it gives a fatal error. I was wondering if someone else has come across error? Any thought’s? EDIT: I am using engine version 4.27.2
Kind of hard to help without the error itself, but generally no-one else has that issue so its likely very much solvable.
I’ll look into it and see if I can figure it out if so then I will post the solution… the error has no code or reasoning and looking into the logs, it doesn’t display anything out of the ordinary. If all else fails I can implement the climbing without using the systems in the VR movement component so all is well.
plugin is awesome!
Thanks for the quick reply.
Hi, great plugin first of all!
I was hoping you would be able to shed some light on an issue:
With single player levels, room scale tracking for the HMD is handled as you would expect.
In multiplayer levels with replication, moving the HMD does not change your position in the world. The player remains stationary.
Do you have any ideas as to why behaviour occurs?
Edit: it seems to be more of a reduced positional change, rather than none at all. Controllers seem to replicate without issue.
Many thanks
Are you using the simplecharacter? The VRCharacter is the standard, the simple one needs some fixes after some recent engine changes and is less functional over all (so I don’t get many bug reports on it).
Thank you for the quick response.
Yes, the pawn inherits from AVRSimpleCharacter.
Would I be correct in thinking that it’s relatively straightforward to switch to the VRCharacter from AVRSimpleCharacter?
Is there anything in particular that I would need to make note of?
You should literally be able to just re-parent it. Then save and restart editor.
I’ll note that I do intend to fix the simple char again, its just no-one uses it in multiplayer so it hasn’t been high priority over other things. I had it slated for some interesting other things when chaos is fixed in ue5.
Is it possible you could package the template example without the c++ project
I just want to work with the plugin binaries and play around with the example map
it works fine on my main dev machine, but my second machine isn’t set up the same and it chokes on the solution.
It keeps me from using the plugin because I can’t load it up and work with the example blueprints.
It would be nice if you could team up with someone to make some basic tutorials.
I watched a couple by Sir Fansi that were good, but it was a bit hard to hear and he doesn’t make utube vids anymore.
The plugin has the functionality I am looking for and more but It is so sad it won’t run without compiling on my second machine
it chokes on something and the log flashes away so fast
I put the release binaries in plugins replacing the code and it starts and loads into unreal but then it chokes on the example scene and the level disappears from the project, the umap file
Do I need a specific windows 10 sdk maybe?
I just tested and I was able to build a win 64 exe of a basic 3rd person template no problem, in ue 4.27, but if I try to load the example project as is it will not compile the solution and I can only make it start by removing the plugins and replacing with the binaries, but then the umap file gets “corrupted”
or something.
I am not a programmer. I am an artist/designer/builder and I don’t need the code, only the plugins and the example map so I can work directly with the blueprints.
You can port the example content to a BP only project and use the precompiled binaries, however it is not the suggested workflow as the precompiled lag behind the day to day bug fixes in the main repos.
Thanks
I’m trying that right now
I am not an advanced C++ Unreal user
I am never going to open it in an IDE
I just want the motion control BP framework
I’ll give a shot tonight and tomorrow.
I have the vrep example proj working fine, and it compiles and runs on quest.
But, as I said, I want to avoid the c++ compiling
I read the migrating tips.
I don’t understand fully the grip instructions
so anyway
I spent about 6 hours migrating it and compiling
I made a blank vr template UE proj, copied the advanced and vrep binaries, migrated the vrep example, copied the config and vive folders to content, made the motioncontroller map default and get 4 critical errors like :
UATHelper: Packaging (Android (ASTC)): LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Android (ASTC)): LogInit: Display: -----------------------------------
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogBlueprint: Error: [AssetLog] C:\Unreal\Projects\questvrep\Content\VRExpansion\Vive\Testing\GraspingHand\GraspingHand.uasset: [Compiler] Create Event : unable to determine expected signature - is the delegate pin connected? from Source: /Game/VRExpansion/Vive/Testing/GraspingHand/GraspingHand.Gras
pingHand
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogBlueprint: Error: [AssetLog] C:\Unreal\Projects\questvrep\Content\VRExpansion\Vive\Testing\GraspingHand\GraspingHand.uasset: [Compiler] Could not find an event-dispatcher named “OnSocketingObject” in ‘GripMotionControllerComponent’.
UATHelper: Packaging (Android (ASTC)): Make sure ‘GripMotionControllerComponent’ has been compiled for Bind Event to OnSocketingObject from Source: /Game/VRExpansion/Vive/Testing/GraspingHand/GraspingHand.GraspingHand
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogBlueprint: Error: [AssetLog] C:\Unreal\Projects\questvrep\Content\VRExpansion\Vive\Testing\GraspingHand\GraspingHand.uasset: [Compiler] Failed to create property K2Node_CreateDelegate_OutputDelegate_10 from due to a bad or unknown type (Delegate) from Source: /Game/VRExpansion/Vive/Testin
g/GraspingHand/GraspingHand.GraspingHand
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogBlueprint: Error: [AssetLog] C:\Unreal\Projects\questvrep\Content\VRExpansion\Vive\Testing\GraspingHand\GraspingHand.uasset: [Compiler] Create Event Signature Error: Unable to determine expected signature - is the delegate pin connected? from Source: /Game/VRExpansion/Vive/Testing/GraspingHand/Gr
aspingHand.GraspingHand
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogMaterial: Warning: [AssetLog] C:\Unreal\Projects\questvrep\Content\VRExpansion\Vive\Testing\Camera\CameraScreenMat.uasset: Failed to compile Material for platform SF_VULKAN_ES31_ANDROID, Default Material will be used in game.
UATHelper: Packaging (Android (ASTC)): LogInit: Display: LogMaterial: Warning: Cooking a material resource (in CameraScreenMat hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.
UATHelper: Packaging (Android (ASTC)): LogInit: Display:
UATHelper: Packaging (Android (ASTC)): LogInit: Display: Failure - 4 error(s), 2 warning(s)
UATHelper: Packaging (Android (ASTC)): LogInit: Display:
UATHelper: Packaging (Android (ASTC)):
UATHelper: Packaging (Android (ASTC)): Execution of commandlet took: 342.88 seconds
UATHelper: Packaging (Android (ASTC)): LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Packaging (Android (ASTC)): LogShaderCompilers: Display: Total job queries 165, among them cache hits 0 (0.00%)
UATHelper: Packaging (Android (ASTC)): LogShaderCompilers: Display: Tracking 165 distinct input hashes that result in 13 distinct outputs (7.88%)
UATHelper: Packaging (Android (ASTC)): LogShaderCompilers: Display: RAM used: 0.38 MB (0.00 GB) of 1228.80 MB (1.20 GB) budget. Usage: 0.03%
UATHelper: Packaging (Android (ASTC)): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Android (ASTC)): LogHttp: Display: cleaning up 0 outstanding Http requests.
UATHelper: Packaging (Android (ASTC)): LogContentStreaming: Display: There are 1 unreleased StreamingManagers
UATHelper: Packaging (Android (ASTC)): Took 397.4479968s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Android (ASTC)): ERROR: Cook failed.
UATHelper: Packaging (Android (ASTC)): (see C:\Users\OEM\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Unreal+UE_4.27\Log.txt for full exception trace)
UATHelper: Packaging (Android (ASTC)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Android (ASTC)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
I’m just bashing at it, I do not code c++ and have only been using Unreal a year and a half.
You are using 4.27, the example template gets repository pushes and improvements to it past the lifetime of a set engine version. I generally stop compiling binaries for an engine version when the next version of the engine comes out.
That error is because an event exists in the templates copy of the plugin, but not in the precompiled binaries you downloaded.
I will make an exception one time though considering UE5 isn’t fully VR usable atm and recompile the pre-builts for 4.27.
I will note, you don’t have to code c++ to use the c++ plugin, just follow the two steps or so to compile it, and its generally worth doing as you can get the latest plugin when fixes come out.
Edit Updated the 4.27 precompiled
Thx
Ue5 has crashed 6 times on me and I have 500G of project files I do not want to recompile all shaders for.
If I get it to work nicely I’l make a video of how to do it over the next couple months
So the proj was basic vr template from UE, migrated motioncontroller map, copied contents of config and VIVE folders by hand as if I didn’t certain things would come up as missing from the vive folder,
so I took that same project, deleted intermediate and build folder, emptied plugins, put the two new bins in, recompiled, and get blueprint not compiling error.
its the only error.
Am I doing the migration wrong?
Is it something I can fix by hand?
I like the plugin a lot and would like to use it regularly.
I need to go for a walk but later I’ll try it with a new clean project.
Sorry if I ask dumb questions
I am planning to make a better tutorial than I have seen for the 4.27 version, but I wanted to make it a BP only project for ppl that aren’t programmers. Everything else seemed to compile with only a couple yellow warnings about the simple vehicle which doesn’t matter to me as much as the grasping hand. If I can get the template migration correct I’ll show ppl how to do that, and then how to modify the bp to adjust climbing and set the nav mode to a single type.
Thx!
Sorry if I’m being a pain, but Quest is the most popular rig and even though it sux as a platform I want to be able to build for it.
I am working on a climbing game and a zero g flying game personally.
I wasn’t able to compile the example template as is on a second machine for win 64 without the ndk set up, so if ppl only have x64 projects it seems like they still need the ndk (which I thought was only necessary for android)
I am a flailing newbie tho, so it could have been something else.
I hope to make a tut to make it easier for non programmers to use the framework.
Hi all,
Our team uses plugin to develop a multiplayer shooter. Recently we were able to test the game with 10 players, and noticed that the replication of HMD and controllers transforms became worse. During tests with 4 players, no problems were noticed. When connecting 10 players, replication became very jerky and not smooth. It looks like it rarely receives position updates from the server. We tried to fix with the headset and controller replication settings (Smoothing, Net Update Rate, etc.), but that doesn’t seem to help.
Video link: 10Test - YouTube
Has anyone faced a similar problem? Can anyone suggest ways to make replication smoother?