is truly 's world and we are just living in it…
you are a genius – mana from the gods.
is truly 's world and we are just living in it…
you are a genius – mana from the gods.
is not too far from the truth.
More along the lines of I can see how far behind the other player is seeing what I do
I can confirm that plugin is working with both Flex 4.14 and 4.15 source builds. You need to however add Flex module just as said, otherwise it will not compile. Bare in mind that reusing the project/plugin with modified VRExpansion.build.cs with another engine version/build would require you to remove the Flex module.
I added a commented out “FLEX” to the build file to help people in the future.
It takes quite a long time to link. Perhaps 10-15 mins on my i5 at 4.2Ghz and 32GB ram…
Maybe you just need patience? Sorry if isn’t any help.
I’ve been doing some rebuilding of the projects with the plugin on one of the pc’s in the office, it took somewhere close to 20 mins. It seems to happen randomly though. That said, leave it be and should build eventually.
Very first compile / after project file regeneration or build Clean will take awhile, UE4 pre-generates a PCH file to make later compiles faster but the first one is still low.
The plugin ties into a lot of different modules and so has a lot of dependancies.
I recently optimized headers a bit in the main branch, and an unreleased branch has some further optimizations, but Development Build Editor always takes a long time on first compile.
For plugin dev work I run Debug Build Editor as it compiles many times faster and I also get the complete debug symbols.
Edit I will note though that from that log the plugin is finished compiling by that point, its the linker table that is taking so long (makes sense with the pregenerated part of first compiles).
Help!!! Shadering problem with merged scene
Hello! Awesome work! Really like it! I am not very experienced user of UE, so I have a problem that appears after merging my existing scene with VRExpansion template scene. After I opened merged scene all shaders start looking very different compares to my existing scene (all objects look very sharp, especially reflections, planar reflection now have some kind of view distance) I tried to match project rendering settings with my existing scene, but it’s don’t work… I also tried to rebuild lightning, but again no changes.
Hi !
Thanks for the amazing plugins.
I am having issue running the demo project as well as the plugin itself. Building the solution in VS give me always error :
/VRExpansionPlugin/Source/VRExpansionPlugin/Public/GripMotionControllerComponent.h(50) : You cannot use the raw enum name as a type for member variables, instead use TEnumAsByte or a C++11 enum class with an explicit underlying type (currently only uint8 supported).
Using 4.13.
Same error trying to install plugin in new project or building your demo project.
Any idea?
Thanks!
Wrote a huge description of my prob but it got nuked for some reason. Here’s a short version.
I’m running 4.15.1, and have no c++ code (created by me) in my project.
My newbness is preventing me from properly installing plugin. Please help!
I don’t quite understand Step 1.
Cloning repository.
I get 6 CD0 errors (about 2d sprites and stuff), and then the editor fails to launch with a Current Engine Incompatible with plugin error. is after cloning https://myname@bitbucket.org//vrexpansionplugin to C:\Users\username\Documents\Unreal Projects\projectname\Plugins\VRExpansionPlugin
Tried extracting -vrexpansionplugin-9cb9da6e68c1.zip but it’s only 800kb so I’m not sure how I’m to use it.
Thanks for any help!
You are doing backwards, merge the player character over from the template to YOUR project, and adjust as needed. The template settings may not be what you are looking for, also the template is using MSAA and the forward renderer which your original project likely was not due to the differences you are seeing, also keeps all of your settings intact.
4.13 is depreciated for the main plugin branch, and the template project is forced to be on the latest engine version always (due to map incompatibilities backwards).
If you “need” 4.13 for the plugin then go here: https://bitbucket.org//vrexpansionplugin/downloads/?tab=branches
and download the 4.14 version, it is 4.13 / 4.14 compatible. Epic made a large enum change final in 4.15 that makes replicating enums incompatible between 4.13 and 4.15, thus I had to freeze the plugin as it was and continue forward under 4.15.
4.13/4.14 version has some missing features (climbing) but is generally intact. Also most code changes for 4.15 can be ported back to that branch (except the enum and header changes are those are due to engine differences).
The zip will download smaller than the website shown “repository size”, the repository size is the size of all edits and previous versions of the plugin stored. You will need to follow the installation instructions on the repository to get it working (c++ blank class, compile from visual studio, ect), as the binaries are not currently pre-built.
Edit Once I get some more features incorporated and fleshed out it is probably time to start pre-compiling binaries for the plugin, but until that time manual step is required.
Thanks a lot for the response. I apologize for troubling you with my post. Unfortunately, there are still things I’m not clear on; I assure you I’d read the instructions a couple times over before posting.
(Believe it or not I’ve spent a couple hours just trying to make sense of the steps and the bitbucket workflow/interface…)
Afaik I followed those instructions in the same order they were delineated (identical to those in the readme).
①I downloaded (what I now know, thanks to you, to be) the entire repository at https://bitbucket.org//vrexpansionplugin, and specified to save it in the “Plugins” folder in my existing Project folder (with the exact name specified VRExpansionPlugin). (By default sourcetree set it to all lowercase.)
②I don’t have C++ code included so I skipped step
③In order to create the C++ blank class “in the editor” as specified, I attempted to launch the project but it crashed with the aforementioned errors.
Should I create the C++ blank class before adding the VRExpansionPlugin to the Plugins folder?
My issue is largely due to my inexperience with programming, and bitbucket/git/mercurial repositories. I’m *usually *pretty good with following instructions.
Yeah, just move the plugin out until you have a c++ class created, then move it back in.
Awesome, thanks a lot. Will do! I thought about doing that, actually, but since I know nothing about stuff, I was worried it might cause some problems later on down the line.
Pushed a new commit to the plugin (and updated the template to match)
Added preprocessor definitions to the plugin modules (in build.cs) so c++ can control
different code paths depending on if they are enabled or not.
Added bIgnoreSimulatingComponentsInFloorCheck variable
to the base movement component. When true simulating components
are never considered for floor checks (to avoid instability / physics issues).
adds parity for feature to the simpleCharacter, it was
vrCharacter specific before. It also allows for it to be toggled off if wanted (was always on before).
Added flex note for users of it to build.cs (uncomment to enable FLEX in the Flex engine branch)
Removed a couple of redundent dependancy modules
Thanks ! I ll download and will try! I am just really in need of the parent/child component.
Thank you for really quick reply.
Hi there, congrants for the plugin, fortunately I found it looking to a real option for “Character” under VR, not the Pawn, is important than the capsulle be free around the chaperone/jail with the advance of the collision and movement inherits instead the VR Template from Epic and do everything from scratch. Just disappointed the Capsulle collision, by track movement is perfect the collision way, but if moves naturally around the jail is a little shocking for my point of view if the character stuck for any scene object collision. Is that system ready to ignore collision in that case? I realized the “Use walking collision override” in the VRRootReference and though maybe if for that purpose. Else I can try adding new kind of collision channel but probably that system is built in ready… ?
Thanks for that big job!.
WalkingOverrideCollision is if you want different collision while walking in tracked space than while moving with the character Inputs, a second collision channel. Regardless without using the WalkingOverride you can still dictate what the pawn collides with like a normal pawn by changing its collision channel settings.
If you make a new collision channel “PawnWalkingCollision” you can set the override to that channel, basically telling objects to only block you if you are moving with the movement component.
If you NEVER want collision with things, it would be best to change the floor to its own channel and have the pawns capsule overlap everything else instead of block them.
Thank you for fast reply, tomorrow I’ll try to set it up. I haven’t much experience with collision yet.