Set default MinNetUpdateFrequency values for all relevant in objects.
was required due to Net.UseAdaptiveNetUpdateFrequency being defaulted to true
now in 4.16.
Users will want to be sure to set these for their actors that do not derive
from grippable ACTORS (components need their parent actor to set )
or turn off the CVAR.
Defaulting to adaptive net updates being true in 4.16, it means that with default settings replicating actors and actor components can end up in the situation where they can fall behind up to 500ms before they actually update after
a property change.
TL;DR, SET MinNetUpdateFrequency above the default of 2 now on all of your actors that have bReplicateMovement or ANY time sensitive replications involved in them (or ForceNetUpdate on changing those).
Also a warning, the steamVR beta update tonight broke UE4 with SteamVR, you’ll have to revert to the non beta build to run in VR or turn off SteamVR Home.
Pushed a new commit to the plugin template (implemented feature request from new Trello request board).
Added boolean to enable Thumb rotation of teleporting, shows a second
teleportation arrow that shows your ending facing direction.
(first trello listed feature request)
Re-worked sliding motion slightly to use a rotator created from the
thumb pad axis values for direction instead of forward + right
vector directions added together. Should be cleaner.
Changed rotate character function to work more logically.
All booleans that control behavior now have their own category for easy access, including the new UseTeleportThumbRotation boolean.
Fix to sessions plugin for 4.16, ported to template.
So I’ve been using the VRExpPluginExample project 4.15 to build stuff in, and now I want to upgrade to 4.16. What would be the correct way to do ? Do I upgrade the Unreal project to 4.16 and then replace the plugin folders with the 4.16 plugin branch?
Yes you can do that, I did make significant blueprint changes that you may want to port over if you are using the template as a base. 4.16 the only real conflicting differences are that the ObjectType is gone from the grip interface, and that in the blueprints the template now checks for GameplayTags to help control gripping logic (I guess the secondary grip type enum is also something to consider). However the base blueprints controlling the character got a lot cleaner and more feature complete as it was time for an overhaul of the template.
One big thing is if you are doing multiplayer then you’ll either want to turn off the adaptive networking or set default minimum net update frequencies on all replicated actors, as 4.16 now defaults to it being on.
I would suggest a separate copy of the template and porting over changes that you find useful, as well as looking at the examples of new usage.
I’m modifying the Vive_PawnCharacter from the template, and I’d like to have my gripping actions be based on the motionController Grip input instead of trigger. I’ve replaced the Triggers R Trigger L with grip, which mostly works, except with the gunbase. I’d like the gun to be dropped when grip button is released (instead of the grip toggling) and keep the trigger on controller as the gun trigger, but i can’t figure out where is handled. Thanks! It’s a pretty awesome plugin. great work
Are you on 4.16 or 4.15? In 4.15 its hardcoded into the node after the gripbutton event, in 4.16 drops styles are controlled by gameplay tags on the items (also the blueprints are cleaned up for gripping and dropping in 4.16).
[;716995]
Hello, I’m trying to get the template running and am getting error when trying to “switch unreal engine version”
Running C:/Program Files/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=“C:/Users//Documents/Unreal Projects/-vrexppluginexample-b0ff70006ea1/VRExpPluginExample.uproject” -game -rocket -progress
Discovering modules, targets and source code for project…
Messages while compiling C:\Program Files\Epic Games\UE_4.16\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:
error CS0042: Unexpected error creating debug information file ‘c:\Program Files\Epic Games\UE_4.16\Engine\Intermediate\Build\BuildRules\UE4Rules.PDB’ – 'c:\Program Files\Epic Games\UE_4.16\Engine\Intermediate\Build\BuildRules\UE4Rules.pdb: Access is denied.
UnrealBuildTool Exception: ERROR: UnrealBuildTool encountered an error while compiling source files
any help would be appreciated. Thank you
[/QUOTE]
ummmm, do you have a compiler installed? Also you are working with the 4.16 version right?
Yeah then drops in 4.16 are handled with gameplay tags on the objects to show off their utility. Each button press now checks for a tag to drop on that button with gripped objects, if no tags are present then it drops by default off of trigger release.
I’ve played with checking the different tags, nothing seems to change ( on the gun in the template scene) I can’t seem to get it to grab the gun at the weapon handle when i switch to the grip button instead of trigger. It will grab the gun as on object at the back and front sections of the gun
You also disconnected the grip button events though from their original functions… The logic for drop was in the nodes that you disconnected. I would suggest that you read through the nodes and learn how they work. The template isn’t currently set up for re-bindable keys because I have too many examples in it, its a base to learn how to do different things from, not a game start in itself.
Any real game modification to it will entail throwing out features that aren’t needed and adding things.
[;716999]
Yes on 4.16 , and as in compiler you mean VS2017? if so yes I’m running that
[/QUOTE]
Well I was trying to mess around with the template . So i could better understand how everything works. but it doesn’t seem to want to work for me. Sorry if I’m missing something simple but i just keep getting same error I’ve followed the instructions and the plugin is working just cant seem to get the template to work
EDIT: I ended up reinstalling and everything worked up until I tried to run the template and i get “UE4Editor-OpenVRExpansionPlugin.dll” is missing or build in wrong engine and it refuses to compile or convert it or do whatever it needs to do to that one file.
i am on 4.16. Using teleportation, the blue indicators are rotated by 180 degrees, makes it hard to see the final destination before teleporting. Any body else having issue?
I do also miss the hands, instead i see the controlers in play in vr. I can see them shortly at the beginning but then they disappear.
How can i fix easily?
[;717030]
Well I was trying to mess around with the template . So i could better understand how everything works. but it doesn’t seem to want to work for me. Sorry if I’m missing something simple but i just keep getting same error I’ve followed the instructions and the plugin is working just cant seem to get the template to work
EDIT: I ended up reinstalling and everything worked up until I tried to run the template and i get “UE4Editor-OpenVRExpansionPlugin.dll” is missing or build in wrong engine and it refuses to compile or convert it or do whatever it needs to do to that one file.
[/QUOTE]
Hmmm, the openVR module didn’t compile for you? Even after compiling it through visual studio? Because the launch through the UProject won’t re-compile plugins sadly, it has to be done manually.
You can download the pre-compiled binary and source package from the OP and replace the files in the plugins folder with that if all else fails, it should let you launch then. If you try and compile through visual studio again though, copy the output window text at the end and paste it in a code block or PM it to me so I can see if something went wrong for you specifically.
That may be the result of my last teleporting changes (Added an optional thumb pad rotate to set teleport rotation with a secondary red arrow over the weekend). I might have changed some of the normal logic as well for when the option is off, i’ll take a look at it today.
As for the hands, the template by default uses the SteamVR skinned model loading to show how to use it, in the character BP there is a large RED comment box with nodes inside it, all of these nodes are the Open/SteamVR specific nodes, you can go to where it says “load controller models” and unlink them and it will fall back to epics default hands.
I needed to provide an example of model loading so its the default option (I also honestly prefer my controllers over the robot hands for the template specifically).