Sorry for the late reply, there is actually an FPS mode you can toggle on in the character that handles mouse input correctly. In VR mode the character has server authed rotation to handle the snap / smooth turn correctly with rollback.
The example templates FPS testing pawn is actually just a subclass of the full BP VR Character with a couple of booleans enabled (FPS mode and control rotation). If you want to reference that character.
Hi Mordentral and other Vr people, i hope everything will be smooth for you.
When i try Vr grippable skeletal mesh actor with metahuman, the head is broken, cut off, then all metahuman body disappear. I know its not only about Vr Expansion Plugin its also problem of metahuman, but can you show me any guiadence? Any clue? I am trying to make a medical simulation so fixing this problem is very important since metahuman face has advanced features of facial morphs. If I simulate body without grip it will work without any problem, but when i grip, the head cut off… Thank you!
Note: I didnt find any solution and I shifted to character creator 4, it was nice and dont have any problem.
Hey, everybody. Faced with the problem of “lagging” of the grabbed object from the hand. If I grab the object and wave my hand, everything is fine and the object is confidently fixed to my hand BUT as soon as I start moving the object starts to lag behind my hand. This happens even if I choose Grip Type not based on physics. The only Grip Type that works well is AttachmentGrip but it doesn’t work for me because it doesn’t have physics. I have also tried changing the Constraint Stiffness and Constraint Damping parameters but no change.
Ok I got rid of the problem by selecting Post Physics in tick group (MotionController => Component Tick => Tick Group = Post Physics) and selecting InteractiveHybridCollisionWithSweep in Grip Type. Thanks @mordentral for the hint in solving the problem.
Just keeping this post here because I couldn’t find any information about this problem. I hope it will help someone to avoid losing a few days like it happened to me.
I was making a rifle, wrote a lot of logic and suddenly it just stopped gripping. For a whole day I went through every node hoping to find what I did wrong but nothing. Later I decided to put the problem aside and experiment in VRExpPluginExample and accidentally added VRGripInterface to the Grippable Actor in Interface, which resulted in the same problem I lost 2 days for. When working with the rifle I wanted to add my own interface which was called similar (VRGripButtons) and accidentally clicked on VRGripInterface. As far as I understand it can not be fixed and I will have to create a new Actor and copy all the logic from “Broken” into it. I will attach a video to the post for more clarity.
Another problem I’ve lost a lot of time for which I can’t find any information.
I was making it possible to attach a scope to the rifle from my previous post. The component to which the scope should be attached was the Collision Sphere (don’t ask me why I chose this particular component. Long story) and everything worked fine, but at some point I found that after detaching the scope from the rifle the attachment logic stopped working properly. Naturally I double-checked every node in the logic and nothing. After experimenting in VRExpPluginExample here is what I found…
If the attachment point is any component except Scene Component, when physics simulation is enabled, when the Actor is hit by an object attached to it, the collision of the attached object is duplicated and stays attached to the Actor even if you make a detaching, which causes any trace to hit the air at first glance, but actually the duplicated collision.
I will attach a video to the post for more clarity. (One video is split into 2 parts because the size is over 29mb).
Don’t do that…just revert whatever you did that changed the tick ordering. IF you post physics tick the controllers then you can’t use physics grips correctly.
Any trick to getting the example project to work (UE5.4)? I’ve tried everything at this point, installing countless out of support modules and rebuilding manually, but absolutely nothing gets me past this.
I made VR project. I want multiplayer for 2-3 peoples.
Simple AUTOMATIC connection to one map without login, avatar choosing, e.t.c
Just matchmaking
I already register account on EOS.
How to connect VR Expansion Plugin to EOS? Some tutorial or manual?
Another problem worth talking about:
If you are going to use Scene Capture 2d, be prepared that all Skeletal Mesh attached to the Motion Controller will lag behind the Motion Controller itself. This will happen if you just put active Scene Capture 2d anywhere in the world. It doesn’t matter where or how.
To fix this just go to the Motion Controller settings in the “Motion Controller” tab and set “Disable Low Latency Update” to “True”.
Blender uses the +Y-axis as the forward axis for connected bones. The mannequin hand should use the -X-axis as the forward and the -Y-axis for up.
Try exporting from Blender with the Forward set to -X, and Up as -Y, and try the different Y and Z axes if the bones are still getting rotated around the forward axis.
Since updating to 5.6 I’m now getting errors with the Steam friends list. This all worked perfectly in 5.5 previously. This causes attempts to join a created session to fail as this error happens as soon as the build is launched.
Please see the following critical error from the logs:
Here are some additional notes from AI analization:
The `Analog.log` file indicates that your Unreal Engine 5.6.0-43139311 project (`Analog_Game`) crashed at 01:24:40 CDT on June 14, 2025, shortly after loading the `Level_Multiplayer_Lobby` map. The crash is due to an `EXCEPTION_ACCESS_VIOLATION` (reading address `0xffffffffffffffff`), which suggests a null pointer dereference or memory access issue. Below are the key findings and steps to address the issue.
### Key Observations
#### 1. Crash Details
- **Error**: `Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff`
- **Callstack**:
- Starts in `VCRUNTIME140.dll` (likely a C++ runtime issue).
- Traces to `UGetFriendsCallbackProxy::OnReadFriendsListCompleted` in `GetFriendsCallbackProxy.cpp:98` (part of the `AdvancedSessions` plugin).
- Involves `FOnlineAsyncTaskSteamReadFriendsList::TriggerDelegates` and `FOnlineSubsystemSteam::Tick`, indicating a Steam API-related failure.
- **Cause**: The crash likely occurs when the Steam subsystem attempts to process a friends list request, but the data or callback context is invalid (e.g., null pointer or uninitialized object).
#### 2. Preceding Events
- **Map Transition**: The game transitioned from `Level_MainMenu` to `Level_Multiplayer_Lobby` at 01:24:29, taking 0.077558 seconds to load.
- **Voice Processing**: `LogOnlineVoice: OSS: StartLocalProcessing(0) returned 0xFFFFFFFF` and invalid user errors (`RegisterLocalTalker`) suggest issues with voice chat initialization, possibly related to the Steam subsystem.
- **PSO Hitching**: Multiple `LogD3D12RHI: Waited for PSO creation` messages (up to 400ms delays) indicate shader compilation bottlenecks, which might stress the system but aren’t the direct crash cause.
- **Memory Usage**: Peak process memory is 3.3 GB physical and 9.6 GB virtual, with no immediate out-of-memory indication.
#### 3. Steam Integration
- `LogOnline: Warning: STEAM: Failed to obtain steam user stats` earlier in the log suggests incomplete Steam stats setup.
- The crash occurs during a Steam friends list operation, likely triggered by the multiplayer lobby’s session creation (`LogOnlineSession: OSS: Session creation completed`).
#### 4. Missing DLLs
- Warnings for `VtuneApi.dll`, `VtuneApi32e.dll`, `WinPixGpuCapturer.dll`, and `aqProf.dll` (GetLastError=126) are present but unrelated to the crash, as they’re optional profiling tools.
### Likely Cause
The crash is tied to the `AdvancedSessions` plugin’s `GetFriendsCallbackProxy`, which interacts with the Steam API. An invalid user ID, uninitialized session, or misconfigured Steam callback could cause the access violation. This is supported by the `Invalid user specified in RegisterLocalTalker` errors and the timing with session setup.
### Steps to Resolve
1. **Check Steam API Configuration**:
- Verify your Steam App ID (3434900) is correctly set in **Project Settings > Platforms > Windows > Steam**.
- Ensure the Steam SDK is properly integrated (e.g., `steam_api64.dll` is in `Binaries/Win64/`).
- Test with a minimal Steam setup (e.g., disable friends list queries temporarily) to isolate the issue.
2. **Debug `AdvancedSessions` Plugin**:
- Open `GetFriendsCallbackProxy.cpp` at line 98 in your project’s `Plugins/AdvancedSessions/Source/AdvancedSessions/Private/` directory.
- Add null checks or logging before the crash point (e.g., check `FriendsList` or `UserId` validity).
- Recompile the plugin and test again.
3. **Review Session Setup**:
- Check the Blueprint or C++ code triggering the friends list request in `Level_Multiplayer_Lobby`.
- Ensure the session is fully initialized before calling `GetFriendsCallbackProxy`. Add a delay or validation step if needed.
4. **Update or Reinstall Dependencies**:
- Ensure Unreal Engine 5.6.0 and the `AdvancedSessions` plugin are up to date.
- Reinstall the Steamworks SDK (version 1.57) from [Steamworks](https://partner.steamgames.com/doc/sdk) to rule out corruption.
5. **Enable Crash Reporting**:
- The log shows `Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClient-Win64-Debug.exe`. Ensure this file exists and is accessible, or set up a custom crash handler in **Project Settings > Crash Reporter**.
6. **Test in Editor**:
- Run the project in the Unreal Editor with the `-debug` flag to catch the crash earlier and get more detailed output.
- Use the Output Log to monitor Steam-related messages.
### Next Steps
- Implement the above fixes, starting with Steam API validation.
- If the crash persists, share the modified `GetFriendsCallbackProxy.cpp` or relevant Blueprint logic.
- Let me know if you need help setting up the crash reporter or debugging the callstack further!
You need to update your binaries, the very first version of AS for 5.6 that I put out I reverted a workaround for a crash from 5.5 as it appeared fixed. It is in fact not fixed in 5.6, it just wasn’t showing in editor builds.
I later went and re-instated the work around but you must be on the binaries from the day before.
Edit Also this is the wrong forum thread, but its fine.
Thank you, I commented out that section, so no more crashing. However, as stated in the other thread, I’m unable to join any sessions even using the Steam Sockets plug-in.
Sorry for commenting on this thread, I just clicked the forum link on the website, and this is where I landed.