VR Expansion Plugin

Ue5 when the movement of the hand stops, the grippable static mesh object stops, when the movement resumes, the object does not resume movement behind the hand. How to solve problem?

Chaos physics has multiple high impact bugs in the binary engine release, one of them being that constraints don’t wake up objects they are attached too. Once an object falls asleep another simulating body has to approach within query range to wake it up again.

Generally I have been telling people to wait until 5.1 for chaos fixes as there are other issues that are problematic and its not really worth working around them.

However you can wake up the gripped object on tick or on its Sleep event, or globally turn off sleeping in chaos with a console command (bad for performance if you have a lot of simulating objects) in the mean time. I just generally would suggest you develop on 4.27 and port to UE5 once it is stable.

1 Like

I am using vrep for my prototyping
It’s covering most of my needs
I just upgraded all my projects to ue5
I have the latest ue5 vrep master example template
I can get it to compile and run fine
both as just the template
and as the template with precompiled binaries

In both versions, straight after loading up
everything is working fine

except the grippy hands
the hands do not grip at all in any of the 3 grip settings
respawn hands doesn’t give me any grippies

everything else works, locomotion, climbing, the switches, etc.

Just not the grippy hands

Not sure what you mean grippy hands, but UE5’s new physics engine is currently very buggy on the current binary release and objects don’t wake up from constraint forces.

5.1 should hopefully have the fix for that, I have been generally telling people that 4.27 work and then porting to 5.1 is the preferred setup at the moment.

5.0 just had too many problems to suggest people use it yet. Even outside of the sleeping issues, there are a ton of other problems with Chaos Physics in the initial engine release.

1 Like

I mean, when you grip
the two grip buttons
the hand doesn’t close into a grip.
you look at the thing on the wall, choose grip hands, respawn hands
still no grip.

Everything else seems to be working that I use
I’m using 5.03, the first two versions of 5 were crashing, but one seems stable.

I was hoping it was just a simple change to get the grippy hands
kinda weird to climb with your hands splayed out not gripping.

The change in certain things regarding hands between 4.27 and 5 is what propelled me to switch to 5, since that’s the new way it will need to be
get motion controller hand becomes get hand between 427 and 5

I can work with it as is but if you find a solution that’s easy let me know.
maybe its just one thing that needs changing and I can do it on my end.

edit:
I guess its all ok
when I make a blank level my hands are gripping, just not in the template level
so its fine for me

I like the functionality of the plugin

Ah, did you upgrade a 4.26 project to 5?

I removed all BSP in 4.27 in the example because chaos doesn’t work with it. So it wouldn’t be able to overlap those blockout walls in the example if they are still BSP in yours.

no I deleted all my 4.2 vrep projects and started from the 5.0.3 template.
It works fine if I make a blank level
it was just the hands weren’t opening and closing in the main map
they work fine in a new level.
I wacked every single 4.27.
I am completely moved over to 5
I don’t need advanced functions
the hand opening closing was kind of important but I could prototype with it anyway.

I had to change to 5 and it seems to be working for my purposes.

Hi all - I’m hoping someone can help me out with …
I’m trying to implement a two handed climb for a zero-g environment so the player can orient themselves by grabbing onto the environment and twisting.

I’m altering the BP_VRCharacter as provided in the example content, but I’m not too sure how to stop it releasing the ‘other’ hand grip when grabbing onto a wall.

Can someone please point me in the right direction!
Cheers.

EDIT
OK - I think I found it, in ‘Init Climbing’ function it calls ‘Call On Climbing Ended’ if the current climbing hand is different to the stored climbing hand.

I should be able to work my way around now.

Hello !!
I have a small problem with the plugin and even on the example project provided by the plugin, when I take an actor and stop for a moment leaving it in my hand (MotionController), the actor freezes even when I move my hand afterwards.
It’s like the physics go into sleep mode as soon as I stop moving with the actor for 5 seconds.
maybe a Chaos bug?
I’m on the Version UE5 5.0.3

Yeah you can look up a few posts for a detailed explanation, but Chaos is very buggy in the current binary release. I expect the 5.1 release of the engine to be more stable on the physics end.

1 Like

Hi there!
What would you consider a best practice for creating custom vr characters?

There has been an astronomical amount of work put in the example template, so I would imagine you would suggesting migrating the VRE/Core folder (following the migration guide in the docs of course).

But for creating a custom character class, would you hack apart the existing BP_VR_CHARACTER blueprint or create a new class inheriting VRCharacter and pulling across functions that are relevant to the project?

Are there any major gotchya’s if creating your own class, such as editing the Template_VR_Player_Controller to use the new class etc. Will the GripScripts and sockets work or is that functionality in the BP_VRCharacter and not the base VRCharacter?

Cheers!

If you are a fairly experienced UE developer I would always suggest starting from scratch using a VRCharacter only and pulling in references, Grip scripts and sockets are part of the plugin itself, however the examples BPs run the control logic. If you aren’t doing multiplayer then the core grip setup is actually fairly simple and the example over complicates it as it is also a test bed.

The plugin is set up more like an API/SDK than a hard interaction system, that way you can insert custom logic and controls pretty much anywhere up the chain of control.

All of that being said, most users migrate the BPs to their own project and just throw out stuff they don’t need.

1 Like

Personally I found the best way
was to use the template project
place the two binaries in it
rename and build sln
then use that as a base,
if you just copy or migrate
you miss the tags and input settings in the ini files

There is a youtuber named Sir Fansi, who shows how to modify the template for common functionality.

1 Like

Cheers,
I’ve migrated the example project successfully into a new one - I was just curious about the best way to get a character going. There’s a ton of great stuff in the example such as the grasping hands.

I was also wondering if the hand sockets and grip scripts would still work without the example - which it sounds like they will.

I just can’t believe how much work has gone into , it’s amazing :ok_hand:

Yes they all work without that, the example shows how you “can” use all of the plugin stuff, but you can really do it many different ways.

Gripping can be handled on the actual objects themselves even instead of in the character (or a hybrid, the door handle initiates another grip when the handle is engauged for example), and you could run physical hands that directly constraint instead of like the grasping hands which attach to the gripped object and follow it.

The grasping hands attach to follow instead of the other way around as it lets them be used with every grip type the plugin supports. In a stand alone game that, say, chose to only use attachment or physics grips and no others, they may want to handle things differently.

1 Like

Does anyone have an input mapping config for windows mixed reality?
I have a g2 v2
its so much nicer than the quest for dev
but the input mappings are so off
I can reinvent the wheel
but if someone already has wmr mappings for vrep
I would like

I found that When I grip a actor like example’s cube using slot grip, if I dont move my hand for a little second, I cant move my hand anymore, then if I move my Character or Hand, the cube auto released.How to fix that? UE5.0.3,quest2

Look above, i have answered about 12 times recently.

However it is because 5.0 is very buggy with chaos physics and really not worth trying to work around. Mostly waiting on 5.1’s release and hoping the physics engine is more stable.

sorry :laughing:, I will find answers before asking

Not knocking you, just went into more detail above.