It is inside of it now, there are now two sub modules inside of the OpenVRExpansion folder.
First off, thanks for the great plugin! Very fun to test around ideas. I would have question about multiplayer part with the “Plugin Example Template”. When trying to search servers we get “No servers found”, is there anything on config files we need to tweak? We both have tried to “host server” button, but still results into “no servers found”.
The example DrawerBaseActor’s physics drawer (drawer1 with the physics constraint) only works correctly with a Zrot of 180 degs. Not a criticism, just thought I’d point it out as I spent some time puzzling why it didn’t work as expected.
Thanks for amazing plugin.
Locally or in world? If it is locally you would need to adjust the physics constraint, if it is in the world than yeah, that shouldn’t happen.
In world coords. If you simply drag a DrawerBaseActor into the world the physics drawer doesn’t work. It only works correctly at a rotation of 180 just like it is in your example map.
Hope I explained that clearly. I’m not sure why the physics constraint seems to not rotate with the actor. My UE4 inexperience probably!
Ah, it was because of some custom logic I ran on setup for that component.
I fixed it and uploaded the fix to the template.
Thanks for reporting it.
Nice one. I see the rotation transform you omitted.
Not only is your plugin great but learning to use it is a cool and fun tutorial in using UE4.
Cheers.
Got it working now, thanks mate ![]()
Pardon me iam very new to the community, and i am struggling
Firstly thanks for your great plugin. Luved it. I am using your plugin to create a architectural walkthrough. The problem is i am a total noob in blueprints and coding. I brought everything into your template scene.
Appart from some wall collision area everything is working. Please suggest some ways or share thoughts on the following.
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The teleportation orientation now seems not working with the trackpad buttons, Please suggest how it can be changed from HMD to trackpad
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When I bought the floor to the scene the teleportation accuracy is a bit off
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Please also suggest an easy way to copy the door dynamic interaction and the drawer interaction
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Also in my visualization i have to slide a window up. i hope that will work if i use the slider on your example in a vertical way
But i dont know what all things need to be copied exactly…
i know a bit of unity3d but i have only a month of experience in unreal. Please help.
Also if u have a video tutorials related to great plugin please shre
Thanks a ton
Hi @jomax3d, and welcome to the forums dude!
Have you tried looking at the Unreal Video Tutorial section yet? You can find it here https://docs.unrealengine.com/latest/INT/Videos/
Also there are a ton of really good tutorials to be found on YouTube, i have just started learning UE4 in the last month so you are not alone lol. Goodluck
Peace
D
Hey ,
Still enjoying the plugin, Question though. How would you detect the release of for example the drawer? So whenever I pull the drawer out then release the drawer I can make something else happen?
Event on grip release is for the whole blueprint isn’t it? There are a couple of drawers in the blueprint and the event is just a single event.
Any thoughts?
Cheers!
You can compare the gripped object that is passed in on Event Release (part of the grip structure) to the drawers to get which one was dropped. That or you make the drawer a grippable component subclass itself with its own logic for when it is dropped and handle it in there directly.
Thanks Donnie
i will check those
J
Weird, I thought I asked my question here already but can’t find it so guess I’ll do it again.
The plugin seems very nice and I would like to use it for my project.
So to my question…
Is there any license I should be aware of or may I do whatever I want with the plugin?
Or what am I limited/restricted to? What can I not do?
Hey, another question.
I got a problem with crouching, it just does not work.
When I go to crouch, the capsule goes from :
to :
And in the end I can never uncrouch, because the capsule collides on the bottom in an unfixable way. I did modify the engine to find out what happens, but I am wondering if I am doing something obvious wrong.
Note:
is not under actual VR, it is in the editor using a debug control scheme. The idea is that I can switch between VR and not VR.
Is there an easy solution for that?
I’m not sure about that, but I’m working on trying to create a VR/nonVR solution. I have a function to allow me to switch between VR/nonVR which sort of works… Only problem is, the hand meshes aren’t showing in the VRpawn for me. Trying to figure out.
Are you interested in helping one another out?
Well, I am not really using most of Plugin, so I may be of limited help. The only thing I am using really is the VRCharacter.
I have a totally different system for hand meshes and the 3rd person controller.
Well to be honest, I think that the crouching code is the only section of character movement code that I didn’t overhaul for the VR chracter, since it makes no sense to “toggle” crouching on a VR character. The Simple Character would probably handle it fine due to how it works. That is messing up because the actual capsule location is different from where the crouch expects it to be.
I was actually planning on disabling the crouching system entirely for the VRCharacter instead of overhauling it to try and prevent confusion, but I don’t think it would be that much effort to just clean it up instead.
I will alter the crouching functions today, but I will note to you that the best practice here would be two separate pawns, to avoid additional overhead and make control schemes easier. That being said I can’t think of a reason why I shouldn’t allow it for very special cases, so I will still change the crouching code.
The plugin has a License.txt file packaged with it, it is MIT, you pretty much are free to do whatever.
Pushed a new commit today to the plugin / template repositories
Added crouch capability to the VR characters, suggest not using for when possessed with a HMD, but allows for
when possessed by a different controller to work.
SimpleVRcharacter always had working crouch, fixes it for the VRCharacter.
Last possible interaction that needs testing is swimming.
Edit Also a reminder, I am still open to requests for additional features, I have been sitting on the core feature set for awhile now to check out stability.
I am not going to end up making the VR Boundries I was hoping to do as SteamVR removed their complex Room Scale Boundries functions :(.
Thank you for continuing to absolutely kill it with plugin, ! Also thank you very much for splitting the plugin into two modules.
Would it be possible to add the option to only use the wall push if your head is overlapping something? It gets weird pushing yourself away while leaning over waist high objects. I’ve managed a workaround on my project (by basically turning off collision on the vr root when you stop moving so you can clip into things, and added a head collision sphere to turn it back on if you push into something), but native support for that functionality would be great too.
Thanks again!

