Mover is promising, but unfinished and SUPER unperformant last time I checked it in a network environment.
I was waiting for it to get a bit more stable before really diving into that class that I already started for it. Technically in an end goal state it should be way easier to work with and customize as the actual VR input for motion can be added just with a mover layered move struct that stays active.
The main issue is that truly customizing things is going to be harder actually, so very complicated interactions will suffer, and the offset capsule retained roomscale stuff won’t be compatible so it will all be just the unretained roomscale mode.
It’s our goal to have Mover work well for networked VR Pawns. It’s been a while since I used VR Expansion, can you detail what you mean by “offset capsule retained roomscale stuff”? We’ve been discussing how to have mover work for pushing the player around when walking into walls, as well as being able to lean over tables, crouching, etc. No timeline to share on this work, just wanted to share that it’s on our minds.
The offset capsule stuff is pretty legacy at this point, its mostly used for shared space stuff and since the majority of that work doesn’t require locomotion its likely best to use just a raw Pawn instead anyway.
For the mover and VR the implementation I was looking at was having a LayeredMove that never expires and injects the HMD’s XY translation each frame into the movement chain. Then i would just lock the camera in XY like I already have implemented. This would work essentially just like VRE’s now default mode of directly driving the character by HMD movement.
Also it would just be something that could be slapped into any other movement chain for Mover logic then.
It would be pretty trivial to have that as a default layered move option in the engine itself.
Likely would also have to do the neck placement offset logic as well to sit the capsule a bit back. For leaning approximating head to feet and shifting that neck placement back would work, or since mover actually sweeps collision bodies you could drive a head sphere separately that shares collision assuming that the movement logic gets rewritten to be more generic and less of a copy paste of the original CMC walking code. Last I looked its still hard coded to use capsule overlaps for the basic checks.
This is all assuming that it can be done that easily without precision issues / modifiers, I have it working like that in the old CMC stuff but I did go in and manually inject it in places where it wouldn’t be touched by air/water friction and things like that and it runs at a much higher precision for the HMD movement than the rest of the character does. The Mover replication of custom properties shouldn’t have an issue with the precision part but the application may be scaled in some place that I missed.
Quick Question. Using the plug-in for a MP project. A couple of my friends are joining in. Do they have to install the plug-in manually, or will it be included in the GIT repo they download after installing the engine?
Well you should be providing them with your project repo, not the plugins itself, so yes the plugin would generally come with that. Its a project level plugin not an engine one, so the files should be self contained.
Hi there, I found out about this plugin while searching for a way to make a stick behave as in IRL when playing the drums in VR, as in holding it with index finger and thumb (pivot point) and hitting a surface would make the stick bounce back up.
If I understood correctly, that would be possible with this plugin? Because it seems that, natively, the VR Pawn cancels any physics on grabbed objects, it’s been weeks I’m bashing my head against UE trying to make it work lol
Btw, I imported the plugin in a UE 5.5 project, clicked “Yes” to rebuild it, as mentioned in the Intro & Setup video, but it failed.
Yes you could do that, however i will say if you already have a viable project in the UE5 vr template you could change up the gripping logic to start a physics constraint between the held object and the hand instead and get the same core functionality
Also the compilation has to be done in visual studio if you are compiling the source, if you are using the binary package you need to make sure you match the engine version to the binary zip.
Master branch has been converted to 5.7 and 5.6 has been locked away to its own branch. The binary packages have been updated and patch notes are available here: 5.7 Patch Notes – VR Expansion Plugin
I’m trying to make weighty melee weapons. I really like the way force constraint grip settings affect the movement, but it ignores rotation and causes the object to spin around without gravity. Am I missing something? On version 5.4.
It doesn’t ignore rotation, the rotation force requirement with force based constraints is just magnitudes higher ( it works off of a different scope of values), you need to 100x the values (or more).
I’m pretty sure the melee weapons are still force based in the example and if you look at their values for rotation they are huge compared to the non force based objects.