VR Expansion Plugin

Hello, I am creating a multiplayer experience for 4 players. All the physics and replication work correctly outside of a spaceship. The problem occurs when I have all 4 players inside the spaceship and move the ship with the players inside. The host always works correctly, but the 3 clients get thrown out when I decelerate the ship. There are no colliders that I am colliding with or anything. The ship moves at quite a speed, but as I said, it only affects the clients; the host always stops with the ship. I can’t attach the players to the ship, as they need to be able to move within it. I think it must be some kind of replication issue with the physics, but I can’t figure it out. Can someone guide me a bit? Thank you very much.

Hello all, hopefully someone has an idea of how to fix this. When using the DialIndicator, and ticking the box for angle snapping, it works as expected. If I set it to snap to 45 degree increments, it snaps at the correct angles, and the angle display text shows the current angle as expected. The problem comes after I let go. The moment I grab the dial again, while it remains in the same position, the display text immediately shows the angle as different, and not snapped to the increments. This seems to happen on the example map as well as in my level. Is there any way to make it so this doesn’t happen, as I would like to use the angle output number for other things. Many thanks in advance.

^^ Was fixed after he reported in discord :stuck_out_tongue:

2 Likes

5.4 has been moved to lock branches and master on all repos is now 5.5. The binary packages for 5.5 are up, patch notes won’t be until later (mostly just requested bug fixes this engine version)

1 Like

I have an issue with the advanced sessions plug in where no one can find a created server over Steam.
everything works fine locally in 5.5.1.
I have assured that my app ID is applied in the correct files engine.ini and steam_appid.txt.

I’m not sure what else can be done to fix the issue.

Hi there, I have an issue trying to launch the VRexpExemple my headset is tracked but not my controllers.
My setup is Windows with meta air link and an oculus 3. Does anyone had this issue and know how to fix it ?

LogNetPlayerMovement: Warning: CreateSavedMove: Hit limit of 96 saved moves (timing out or very bad ping?)… Anyone notice this issue?

That happens when the character movement component cant get acknowledged moves fast enough to keep up with the send rate. Either you are testing with something like 1000 ping, or you have a lot of movement corrections going on.

VRExpPluginExample could not be compiled. Try rebuilding from source manually.
what should I do?

The example has to be built in visual studio, the website has a tutorial on doing so starting from step 6 here: VR Expansion Plugin Documentation – VR Expansion Plugin

Is it possible, use VR Expansion Plugin in UE with Oculus Quest 3 and enabled MetaXR plugin? Mostly interested in multiplayer part. I mean maybe some conflict occurs?
In project settings I choose XR API “Oculus OVRPlugin + OpenXR backend” option.
изображение

No conflict, VRE uses whatever runtime is active. I will say that oculus hybrid mode there does not behave like actual native OpenXR though so tracking and stuff won’t be the same and you have to account for the offsets.

Someday they are supposed to fully support native openXR and that will hopefully no longer be an issue, I know the hybrid mode people use for some specific features not available in native openXR.

Hi, I am having some issues building it from source, any chance to get it as a release in Github like it used to be available?

Thanks.

? It has a github branch for every single engine version. If you mean precompiled binary releases, they are on vreue4.com under binaries in the menu

Perfect, that’s what I meant! Thank you very much!

@mordentral how can I slow down the controllers’ movement?
now the hand movement is 1 to 1 with the controller.
I want to slow down the movement of the barrel when I grab the weapon with my other hand. So that it would be harder to control the recoil (to apply more effort).

the smoothing system from gun tools, as it seemed to me, is not suitable. I need to move and turn sharply so that the control of the second hand is slowed down.

There is front hand smoothing on the guntools which is a seperate latency added to the front hand, though I think the default is 1Euro which won’t have the drag you are looking for unless you play with the variables, its specifically intended to keep snappy movements but remove micro adjustments. You can use a customized guntools or overlay grip script to slow it down and blend it if you want.

@mordentral
I hope it’s okay to ask a related question in this thread since it’s been going on for this long.

I am using VRExpansionPlugin for a C++ implementation of an industry based scenario in which VR and desktop controlled characters meet. Both use the same Character class derived from VRCharacter. I have used the example blueprints as templates and customized desktop usage a bit.

My problem is that I can’t figure out how to use the control rotation on the clients when using desktop (mouse) movement. It doesn’t seem to replicate so for desktop clients their view always snaps back after moving the mouse, whereas movement itself is okay.

For movement I use AddMovementInput(). For mouse pitch and yaw I use
pawn->AddControllerYawInput(val);

What is the correct way to set the Controller pitch and yaw when using this plugin?

Edit:
Perhaps, to clarify, I don’t explicitly need the control rotation to replicate, as long as the character rotates with it and the user’s camera doesn’t snap back after move.

@StephanMenzelSAP you’re wording is a bit confusing, can you please clarify whether you’re using the template characters or if you have re-implemented your own characters based on the template characters? I’ve set up and used the template for many multiplayer projects over the years and have never experienced the issue you’re describing.

One idea would be to connect to your server with the original VR 2D pawn from the template and check if the issue is there too, and work your way from there comparing the unmodified template to your character implementation.

Hello @Ben_Cykyria ,
thanks for your response.

I did use the Blueprints as a baseline to get to know the plugin as the documentation appears outdated and incomplete. I kind of re-implemented most of the Blueprints in C++ and worked my way from there, gradually removing things I don’t need.
My character class shall be uniform and capable of being possessed by desktop or VR players. So I restructured lots of things but none of these should matter much in this context.
Currently my struggle is when the client (of a listen server) is using desktop / mouse input.

After setting the control rotation using AddControllerYawInput() the camera snaps back and I can’t figure out how to suppress this.