VR Expansion Plugin

So, I’ve been using WalkingCollisionOverride and while it does exactly what I needed, I noticed that when I input while being inside a wall, for example, it doesn’t move my character. I have to leave the wall in roomscale and only then can I input my character to move.

Is the expected behaviour? Or is there a way for me to input while inside a wall after being able to clip through them with WalkingCollisionOverride?

No due to the nature of how that mode works the character movement component cannot move while “inside of an object”. Normally you would just deny collision with the object entirely to locomote inside of it.

The whole point of the override is so that you cannot locomote through objects.

A question for :

For Unreal Engine 5.0 you recommended to wait upgrading because several elements of Chaos were not (yet) up to the task for VR. Now that 5.1 is in Preview, do you have any insights you can share on the new version? Is it feasible to upgrade?

With Nanite now (aparently) working for VR, the case for upgrading seems to be stronger… but if we can still expect many issues in Chaos perhaps it’s better to wait.

Penny for your thoughts :slight_smile:

Chaos is 100x better in 5.1 than 5.0 and once some of these preview bugs are ironed out I would say it could be used (with some things to keep in mind, Chaos is not yet bugless for VR interactions).

There are still edge cases and things straight up not working, however the majority of my gripes with chaos have been dealt with in version (damping appears to be working correctly for one, I assumed it had to be bugged as it felt so far off in scale).

However skeletal meshes currently do not weld to their parents in attachment, which gets in the way of some things:

Also specifically for the preview, after thier port to enhanced input being default to the engine, looks like a lot (most?) projects that didn’t start in 5 are bricked and cannot generate input manifests for openXR. Im trying to submit debug information to help Epic track it down as it makes 5.1 unusable for anything that isn’t brand new. didn’t happen in 5.0.

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looks like a lot (most?) projects that didn’t start in 5 are bricked and cannot generate input manifests for openXR.

You mean if they did start in 5.0 there’s no issue? If we compile your 5.1 source, it should possible to get the existing (based on 4.27) blueprints to work with some porting modifications?

Not sure why you are even talking about it atm, a Preview1 is never ready for use anyway. You shouldn’t be doing any porting at all until its released and maybe after a hotfix then even.

There are 5.0 and 5.1 blueprints anyway already.

Not sure why you are even talking about it atm, a Preview1 is never ready for use anyway. You shouldn’t be doing any porting at all until its released and maybe after a hotfix then even.

You’re very right, of course… It’s just that due to a project deadline I’m forced to consider my options already now (do I continue developing in 5.0 with the target to migrate to 5.1 or do I develop in 4.27)

Would have been better off 4.27 to begin with, as it will be upgradeable to a stable UE5 when one comes. No guarantees can be made off of a first preview as to the final state on release.

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UE5 Preview 1 is fully ported to in the plugins 5.1-Preview branch. Took a bit to work around some new issues that were presented.

Keep in mind that preview 1 still has some preview specific issues. Specifically the new input system doesn’t seem to be working with projects converted from older engine versions (openXR manifest generation always fails) and skeletal meshes don’t actually weld when attached currently (welded body driver and general hand attachment is effected).

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Hello, what is required to have the VRE Demo play online? I have two seperate pcs with demo on each, and steam running in background, still cant connect via ingame multiplayer widget. V4.26

That should be good actually as is, but try turning on lan on the wiget menu.

Can you help me? Is there any way to limit the movement when climbing only in the z direction?

You can adjust the offset that is used when climbing in BPs, its just tracking the hand against the target object.

However you will have to figure out a decent way to handle the fact that you will then not match up with the target position.

Thank you for your response! I’ve already spent a lot of time and can’t figure out the 2 problems:

  1. What I wrote above, maybe I can explain in more detail. I need to lock the movement exactly as it is done in “VRMovement reference => Constrain to Plan”, but there I can only lock one axis. I need to block X and Y and leave only Z.
  2. When I clamp with one hand, the other hand automatically disengages from the object. Is it possible to hold with both hands at once?
    I honestly did not quite understand your solution that you pointed out above((( Can you clarify!!!
    I will be insanely grateful to you if you help me with ! I do not know what to do!!!

You could hold with both hands sure, as long as you accept that you have to take either a blend of the offset between the two hands or largest / smallest hand motion to run the climbing off of.

Climbing movement mode is just a direct input movement mode, you tell it where to go and how much. All of the movement logic for it in the example is in BP and is in CheckAndHandleClimbingMovement function in the character.

I don’t think you will actually like the end result of what you are attempting, it will feel really weird to the end user. However its perfectly possible to enforce the original grip X/Y and only increment the Z.

Keep in mind that preview 1 still has some preview specific issues. Specifically the new input system doesn’t seem to be working with projects converted from older engine versions (openXR manifest generation always fails) and skeletal meshes don’t actually weld when attached currently (welded body driver and general hand attachment is effected).

Without seeming to be impatient (my apologies if I do)… could you give an update on the above issues, as 5.1 came out of preview today? You’re right that I should be waiting for a hotfix, but there are some new features that I would really like to get my hands on (nanite, anyone? :)).

Its working now, im packaging the pre-builts but master branches are already up on 5.1 as I type . The openXR manifest was actually an issue with the ps4 platform deprecation.

Nanite works fine for the most part as well, and chaos is finally gameplay functional.

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Great news! Nanite + Lumen + VREP = next-level VR

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I wouldn’t bet on Lumen in any real experience. While it technically works, it brings the GPU to its knees on current hardware.

5.1 is live on master branch, patch notes here: 5.1 Patch Notes – VR Expansion Plugin

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