VR Expansion Plugin

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,.

Got it, thank you!

Pushed new commit to the plugin / template


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.

I added a feedback / feature request Trello board to the OP.

It has voting enabled and an e-mail that posts new cards off of mail that is sent to it (if is abused it will be removed obviously).

way I don’t have to open up my private Trello but still can keep track of requests better, can also get/give feedback about them.

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.

Added a list of known projects that use my plugin in the OP, I know there are more but there is no way for me to really keep track.

I know of at least 4 others that from videos it is obvious its my plugin, but without direct contact and verification I wouldn’t presume to list them.

Its generally just when they send me keys or contact me that I know for sure they used it and how much of it :stuck_out_tongue:

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).

I’m using 4.16 Just installed the latest today

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

[;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.

Yes on 4.16 , and as in compiler you mean VS2017? if so yes I’m running that

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
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Then you’ll want to follow the steps in there concerning compiling the plugin.
https://bitbucket.org//vrexpansionplugin/wiki/How%20to%20add%20the%20plugin%20to%20a%20blueprint%20only%20project%20-%20Step%20by%20Step

is necessary to run the template version as well?

[;717018]
is necessary to run the template version as well?
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I can’t host the binaries and intermediate files as well on the repository, they are too large, so yes.

I did upload a demo of the template today if you are just curious about it.