- That looks awesome man, can’t wait to implement a bow onto the two hand grip. Great work
Walking would be up to an animation blueprint driven by your velocity. Sadly I doubt I would ever have a full template that you could make something out of, you could give the Steam VR Template in here a try though, it uses my plugin as one of the options.
Yeah…I’m just trying to figure out a quaternion issue that I am having now to be able to call it done, quats really aren’t my strong suite.
I’m not actually sure it is solvable actually and it is a minor issue but it won’t stop bugging me. Edit Actually with a bow it might be more pronounced.
Pffft…never mind, the quat issue also appears in every other VR game with two handed grips and is actually less apparent in my system, it should be good for now. Think I am too much of a perfectionist.
Edit I am going to probably merge the beta branch in as it is currently and re-open a second one later to finish 4.13 navigation migration.
Navigation works in 4.13 as is, it just uses some of the old functions.
I won’t be able to re-write the wiki pages until tomorrow, there are a ton of changes and additions.
Beta branch is merged in, ignore the compiler warnings about navigation depreciation, I will get around to re-writing those eventually.
I need to update the documentation still (it will take a while, is a large update).
Edit update also added a License.txt file so that people can set their legal fears at ease.
**09/12/2016**- Big update
Added in a VRPlayerController that if you use for your VRCharacter will enable navigation capabilities (VR Character has several new nodes for navigation now).
Fixed VRRoot and Parent Relative attachment to use unwound Yaw for the Headset (no longer spins when looking straight down).
Made parent relative attachment not rely on actually being attached to the camera and made it a child of the Root capsule in the VRcharacter.
was done because when it was a child of the camera it was being forced into the HMD's late updates and causing anything attached to it to sway with head motions.
Prelim version of a Gripping interface was added.
Added in the complete two handed grip system with Lerp Into / Out of secondary attachment and a bunch of nodes to help support it.
(Other fixes that I forget by now, its been a while working on branch).
Thank you for the continued updates, you’re a VR community saint in my book.
Keep up the good work dude.
Is the root component considered stable yet? It was causing some multiplayer crashes last time i tried it :’(
Another nice set of additions.
How long ago was that? I have been using only the root component for a long time now. There is some potential for misuse with it if you are resizing the capsule in an multiplayer environment without the server doing the same there will be movement judder, however that shouldn’t cause crashes. There was also a brief build about three days after it came out where the movement component was causing crashes too I guess.
All of my demo projects are multiplayer and I test them in multiplayer, though there is an unknown issue with upgrading projects to 4.13 that causes some sort of weird client host packet loss that I noticed but I haven’t been able to find the reason for yet (Allar has the same issue on one of his projects from what he has been posting).
Edit Also if you run into crashes specifically caused by the plugin, please let me know when and where they happened. I’m not the one receiving those crash reports the engine sends out
Yep it was maybe 3 weeks ago, pre 4.13 anyway. Now that i have migrated to 4.13 ill give it another go over the weekend!
Thanks for all your hard work!
is there a dedicated area on Steam for UE projects like ?
It e-mails me your reply before the edit :p, in same section for VR look up Proteus’s template. It is at least a barebones start to using my plugin.
MitchMC has an all blueprint set of examples that would probably be easier for you to work with initially but if you intend to use some of the advanced features that my plugin offers you it would be more hassle in the end to start merging the two (if you don’t need the plugins features then just use his template to get you going).
Singularity when your hands get close I’m guessing, or something like it?
I implemented the bow example that was posted here into Mitch’s VR example system and noticed it.
When your secondary hand passes exactly 180 degrees around from its initial location relative to the primary hand the object flips over with my implementation. What I was noticing with other implementations is that it always happens on the Z axis (like dropping a gun down to face the floor). For 90% of how dual grip is going to be used I think my version is going to end up working better as it is far rarer for you to totally reverse your grip than for you to point the held object downwards / upwards.
In pool nation VR for example if you hold the cue straight down it will Roll 180 degrees around. The initial video I uploaded had it the exact same way but my newer implementation has it relative to the grip position instead.
My version
(P)rimary - (S)econdary
P--S initial grip
S--P roated while holding, will cause object to roll 180 degrees
S
| initial grip
P
P
| will roll 180 degrees
S
Typical version
(P)rimary - (S)econdary
P--S initial grip
P
| roated while holding, will cause object to roll 180 degrees
S
S
| rolls always
P
P
| rolls always
S
I think when I get free time I might be able to fix it by re-basing the final rotation back to the initial upwards vector before I calculated the secondary grip.
Also the documentation is now updated.
Hi,
Fantastic plugin, thanks for the hard work !
I’m using it as a base for my own locomotion system, and it’s coming along very well… but one of the things I want to do is allow the player to arbitrarily reorient the space around them by ‘grabbing’ it and turning it with their hand.
Right now, I’m doing that via the actor rotation functionality, but the problem there is it pivots from the center of the chaperone bounds. Is there anyway to achieve rotation from the player/camera location? Frustratingly, when I’m standing in the middle where the pivot is, I can tell just how great mechanic is… and when I’m away from it, it’s making me nauseous! D:
I’ve explored a few options with my limited knowledge, including moving the actor to the camera location, rotating it and then moving it back to the previous position… which does nothing as the two teleports cancel each other out.
Note to people wondering, I helped him with on Reddit messages, I sent him the rotating movement components offset pivot code to and told him to convert the operations to rotators for blueprint and use the pivot as the HMD. From the sounds of it worked so anyone else looking for it should be able to do the same.
Hi ,
Don’t think i came back here, but i’ve now implemented it with the root component code and have had zero crashes since. Only a few small issues related to my own code currently, so is awesome.
Thank you very very much for plugin man! Its a HUGE help!
Cheers .
Just to clarify on the solution though - rather than the C++ code from the rotating movement component, it was the rotating movement component itself that was useful.
Basically solved it by adding the movement component to the VRactor, and enable/disable it as required and update the pivot locations and rotation rate at run time with the VR HMD and the turning mechanic that you’re using.
Worth noting that solution works beautifully for my intent (as a repositioning mechanism)… but can be problematic for gameplay as it disables collision while pivoting.
You could have replicated the c++ code in blueprint as well, but I guess using the actual component would work. If you did it in blueprint you could have kept sweeping too.
I just committed a 4.12 branch and locked it as stable, I am going to move forward from here on out with 4.13 as the master branch supported base version so that I can remove 4.11 and 4.12 legacy support for the next version.
Edit Also sorry about it being slow past two weeks (and will be updated a little more slowly than before for a bit), my wife gave birth and that took some of my free time away :p.
Congratulations! It may be slower for more than just a bit, lol.
Quick question; I’m using blueprints and have the VRCharacter in my level but how do I access the motion controllers? Do I need to spawn them? If so, where do I attach them?