VR Expansion Plugin

Okay I understand. Could you drop a line here you got around to that? I would like to re-build my project with your exampleplugin as a base… and I’m hoping to find the best starting point :slight_smile:

Was planning on doing it weekend but didn’t get around to it. will def be upcoming week at some point.

Its a bit annoying that it is going to kill people trying to full migrate to the new example but not much helping that.

Was planning on doing it weekend but didn’t get around to it. will def be upcoming week at some point.

Thank you so much!

Its a bit annoying that it is going to kill people trying to full migrate to the new example but not much helping that.

Well… The PluginExample is just an immensely helpful starting point. In my case I started with the version you had in UE4.18 and did a full overhaul for UE4.23, but there are so many improvements now that I figure it’s worth the work. I know it’s quicker to just ‘fix’ our current 4.27 base, but then I don’t get any of those.

A question about the template: What’s the difference between GraspingHand and GraspingHandManny and all the related blueprints except for the visual difference?

Thanks in advance.

Manny will be the default pretty soon, I had planned to port everything over to it before release but release was much faster than anticipated.

The different skeleton and orientation requires the collision components and animbp and offsets to be different for the manny hand version. I’m going to have to change up the hand socket components as well as the same animation won’t map to the new skeleton.

Hi I’m getting crash after running the plugin example in 5.1. Before I could open the 5.0 version just fine (4.27-Locked also still works). Compiled without errors, and using pre-built binaries results in the same crash, do you have an idea what am I doing wrong please?

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_OculusEditor
UnrealEditor_OculusEditor
UnrealEditor_OculusEditor
UnrealEditor_OculusEditor
UnrealEditor_OculusEditor
UnrealEditor_OculusEditor
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_MainFrame
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

The crash log contains , but I I’m able to use VR in a dummy UE5.1 project so idk:

LogHMD: Initialized OpenXR on Oculus runtime version 1.78.0
LogHMD: Failed to get an OpenXR system, result is XR_ERROR_FORM_FACTOR_UNAVAILABLE. Please check that your runtime supports VR headsets.

Is oculus set at your OpenXR default API? In the oculus app settings area

I might end up making it so that manny is still optional (but set up some easy method of switching). I have been mulling it over for awhile and i don’t think there are any replacment hands for the manny skeleton yet, so it would be screwing people over trying to use marketplace ue4 vr hand packs.

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I might end up making it so that manny is still optional (but set up some easy method of switching).

That sounds good to me. Alternatively, seeing that Manny is the future, you could set that one to be the default and have an easy method to switch back.

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The XR_ERROR_FORM_FACTOR_UNAVAILABLE error means that the HMD isn’t available to the runtime. Check that you have it connected and turned on.

The hand sockets on things are the only thing that doesn’t seamlessly swap so I’m not sure about that.

I can have a seperate base class for the hand sockets for the manny hands, but the ones actually on objects and posed would have to be redone when swapping.

Example doesn’t have many of those thankfully.

But yeah, it might be worth just making the default swap over and leaving the old classes in for now.

Yes it is, although I didn’t install it in its default location if that could be a problem.

I do have it connected and turned on, tried both Air Link and cable with same result.

There is a branch up for the example call Manny Hand Conversion now. Until I make it the default I want to stress test it a bit.

Seemed to be 100% except something is currently wrong with the physical left hands and I need to double check the initial hand orientation against more controllers.

It seems that I’ve fixed it, for some reason my VRExpansionPlugin.uplugin contained a OculusVR plugin which was set to enabled, so I set it to false and it works normally now. Thanks everyone for the suggestions though!

That’s great! Thanks for the heads up… I’ll start using it next week

In UE5.0 and UE5.1, when I activate the “Use Physical Grasping Hands” interactions are completely broken, is there any extra work needed to use ?

I tested using the plugin’s example project using keyboard & mouse and Quest 2.

When I leave the ‘Use Physical Grasping Hands’ disabled, everything works perfectly, but when I activate functionality, nothing works fine:

  1. I can’t interact with buttons
  2. Sometimes I can’t interact with widgets
  3. Sometimes grabbing stops working until I restart the project
  4. When I drop an object, it is thrown in a random direction
  5. The hand collision sphere is stuck in the object when dropped
  6. Grabbed objects lose the collision
  7. There is a delay in the hands when I’m moving
  8. The hands are teleporting and flickering when I’m moving

Here’s a video of the movement issue using the example project:

How to use functionality in newer UE versions? It’s working well in UE4.27 : S


Also, thanks a lot for the plugin, it’s a great job!

Hi There, is a great plugin. i would like to know a way to tweak the controls so i can allow my character to

  • Move using the left stick
    -Snap Turn on the right stick
  • Teleport by pressing one of the face buttons on the controller
    Again, thank you so much for the great plugin and i hope anyone can help me with .

5.0 had massive physics issues period and shouldn’t really be used for such.

5.1 in general should work with physical hands up until gripping things where their collision gets offset. 5.1 still has multiple engine level bugs with constraints and skeletal meshes.

The hands snapping around visually is some weird artifact of the constraints, I expect it to be corrected when other skeletal mesh bugs are corrected in chaos.

I would just avoid physical hands in 5.1, aside from those its a huge step forward from 5.0.

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G’day !
Huge fan of the VRExpansion plugin, been using it for years!

I have a question which has halted development of my project. In the gif below, the player on the left is the Server, and the player on the right is the Client - for some reason, the server’s right hand doesn’t get replicated at all after the client joins. happened suddenly, I don’t know what caused it. I’m using an Oculus Source build of 4.27 for reference. Changing the player index in the VivePawnCharacter → RightMotionController’s settings fixes , but only through the editor window - I couldn’t seem to get that change working through blueprints at runtime. Any help would be great!

VrExpansionBug
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