?? keep trying to respond hopefully you wont get three versions of response, but…
THANKS! Ive got everything up and running! students will be super excited tomorrow! is amazing stuff. If you dont mind I will have myself or the students post up a youtube vid explaining how to download/install everything? Seems people like me who should learn unreal better first but cant wait may have a hard time with a few simple things…and could use a hand holding walkthrough? Hopefully next time i have a question it will be a real one.
I will be sure to credit you whenever possible! thanks again for all your efforts!
-earl-
Added out of body movement mode to characters
(watch your body walk forward and then teleport at end of it).
Changed laser beams to have an end point and be shaded red.
Changed teleport indicator to be remotely replicated.
Hello again , I’ve a question regarding reference to player pawn I think. Problem is, if I try to replicate something like https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/index.html
then it won’t work with Vive_pawn while working very good with default characters. After hours of digging I still have 0 clue why is it working like that, maybe you know something about ? Thank you.
Its because the AI controllers move to commands do not work with an offset pawn (Typical Epic setup or the VRcharacter). The MoveToExtended that I added to the VRcharacter accounts for the offset and corrects it. I would have to make a custom AI controller and override most of the navigation functions to correct it since the engine hard codes root postion as character position everywhere.
Since generally you would never actually be doing a bunch of AI navigation with a VR character via an AI graph it is not high on my priority list.
That being said the SimpleVRCharacter should work fine with it.
However, I would like to re-iterate that if someone is doing a bunch of AI with the character possessing the AI at some point and going back and forth that the SimpleCharacter would be better for it, however at the same time NEITHER would be best, using a normal character and swapping out for a VR one on possession. VR Characters have a larger amount of overhead than typical characters. It would be more work in the end to make the swapping work, but it would result in a more efficient setup overall.
The actual Template Example does not work with 4.15.2. I tried the beta 4.16 but it complaints that the modules are not working. Is there a download link for a 4.15 version of the https://bitbucket.org//vrexppluginexample ?
If not, is there a small tutorial for teleport for teleporting, showing the controllers in hand and picking up objects? I tried to find one, but just saw the wiki and function documentation. I was able to build a small level with collisisions and jump on obstacles when i pressed a trigger, but I am not able to archive the other things. If i would get some hints (with the example level) it would work.
The template requires you to compile the modules as I can’t really store the binaries in that repositories size limit. The template was moved over to 4.16 a little early time around by mistake but I left it due to how many changes were made. 4.16 is by far the easiest template version to learn off of currently.
Wiki now contains a tutorial on setting it up which would help you with the 4.16 version: Step by Step setup
!
First off…awesome plugin!
So I have been using for a while on one of my projects that is from 4.13. when I try to update the project to a newer engine I get a build error.
what is the proper way to update the engine with your plugin?
Thanks in advance!
You’ll want to download a copy of the plugin for that specific engine version and then compile it (unless it has pre-built binaries available which I just started doing).
Larger version differences will likely have some revisions required to how to use the plugin however, as the plugin is constantly being updated with new features and better methods of doing things. I try to keep it as backwards compatible as possible to avoid too much growing pains for people though.
Hi I have a realy weird problem. I just updated my project from 4.14 to 4.15 and I now can’t move the character anymore. I’m not getting any errors in any BP’s and I can still see the code for moving forwards backwards sideways and teleport but it just doesn’t work. Checked imput settings also. Did I miss something simple in the upgrade or is there a setting I need to change in the 2.15 plugin?
4.14 to 4.15? There shouldn’t be any real changes to input or control across those two versions. The template gets upgraded across each version as well.
Try breaking at the thumbpad input and clicking step through in the blueprint editor to see where it fails for you, you may have a diconnected node.
Is there any way to replace vive controllers models with hand models? Been digging for few hours in ViveBP’s in template files but can’t find where they initialized, hand models everywhere but in-game it’s vive controllers.
In the red background comment area of the character unlink the nodes that are after BeginPlay and create the controller meshes, it will fall back to the hand models instead then.
I have the controllers defaulted as it shows how to use part of the plugin and the hands are already exampled in epics template, but they exist as the fallback if the controllers can’t be obtained (not in steamVR, ect).
Uploaded new binary package for 4.16, plugin now moved to 4.16 as master branch.
Also was able to remove all direct OpenVR DLL bindings due to new steamSDK 1.39 version.
Sadly my bug report about the debug draw didn’t make it to release for a fix, they accepted it with a reproduction so I assume it will hit in 4.16.1. Until then you might want to hide the controller overlap spheres as they can be fairly annoying,.