VR Expansion Plugin

Good days, sorry my English is very bad, that’s why I’ll speak in my native language

¿como puedo conseguir la plantilla de ejemplo mas reciente? solo consigo las antiguas.
Gracias por adelantado.

Debería poder descargarlo desde

https://bitbucket.org//vrexppluginexample/downloads/

Lo siento, pero he utilizado Google Translate para responder

Hi ,

Thank you very much for the plugin. I was using it recently in my project.

For attaching a Skeletal Mesh to the the capsule bottom with the ParentRelAttachVRComponent I allowed myself to add some code into your plugin. I submited the change as a pull request to your bitbucket in case you and others may find it usefull.

Thanks again !

Thanks for the contribution! I had plans to get around to something like that eventually but hadn’t done so yet.
I’ll merge it in and make a few minor changes.

Edit
You will notice that I adjusted the FeetLocation code to be more simplistic.

We don’t actually need the GetActorFeetPosition() function because the VRCharacters base location
is actor 0 on Z and the Simple Characters base position is +HalfCapsuleHeight which is accounted
for with the VRSceneComponent which adjusts downward by -HalfCapsuleHeight.

So all that is really needed is to set the relative Z location to 0.0f if wanting to use foot position, which is both faster, and cleaner.

However thanks for the core concept, I am sure that plenty of users will appreciate the addition.

Hey, Spanish is my Native language.


Spanish Response

Hey!

Pues en la pagina principal tienes 2 vias para conseguirlo.

Tienes las versiones Prebuild. Estas ya vienen compiladas, no necesitas C++ ni nada para hacerlo funcionar. Bajas la versión Prebuild de tu versión, la metes en la carpeta Plugins del proyecto, si no la tienes la creas, y el Zip que te bajas el contenido lo metes tal cual.

Template actualizado, este es bajarlo y ejecutarlo como un Proyecto. es de la Version 4.17

El template de ejemplo de ya viene con todo hecho, te bajas el Template y puedes probar todas las funciones, es bajarlo ejecutarlo y listo.

Template Packaged Download

Plugin Version 4.17 Prebuild
4.17.1 - 8/16/2017 - Full Binaries and Source Package En el primer Post tienes todo. Ya si quieres la ultisima versión, has de compilarla tu, en el bitbucket tienes un tutorial magnifico para hacerlo.

Un saludo!

Thanks for accepting the pull request :slight_smile: . Yes your modification makes sense ! I think I wasnt sure if actor Z 0 is at the bottom of the capsule.

Sorry to bug ya again. You don’t happen to remember where “auto drop distance” var is, do you? I can’t seem to find it…
Overriding the HasSocketInRange function worked perfect, btw.

ConstraintBreakDistance in the grip settings struct.

That or override the GripBreakDistance() function in the interface and pass in a different value.

If it is it’s default of 100 units and the object unscaled is close to that then it would be dropping fairly easily.

Pushed a new commit to the plugin repository

Plugin



Added VRGameViewportClient class  
 class is intended to provide support for Local Mixed play between a mouse and keyboard player  
and a VR player. It is not needed outside of that use.    

There is a new wiki page under Misc Classes that covers its use  
[https://bitbucket.org//vrexpansionplugin/wiki/Misc%20Classes](https://bitbucket.org//vrexpansionplugin/wiki/Misc%20Classes)

Added functionality for the ParentRelAttachVRComponent, it can now be attached to the bottom of the capsule at the foot location
instead of at the HMD location. Only happens when bUseFeetLocation is checked. Thanks to SpaceHarry for the initial pull
request, I had plans to do  but kept forgetting about it.  

Template



Added VRGameViewportClient class blueprint override to template and assigned it as the default GameViewportClient class.
 is to show how to change the input parameters for it.  

is Amazing. Thanks , Have you got a compiled version? I can’t compile my project with source… Always fails… i don’t know why…

I will post a pre-compiled version tonight, currently I am building a 4.18 preview version and don’t want to switch engines at the moment.

You can link me the build error you get though so I can help you get going self compiling.

@

Any plan to add/suport interactions for Top Down View? Something like what you can do in the VR Editor , for example
Press the Side Buttons on both controllers and move them around each other to rotate the world around you, as if you are grabbing the world with your hands and then rotating it.
Press the Side Buttons on both controllers and move them toward or away from each other to scales the world up or down.

I don’t know C++ so thought I would check with you before starting learning C++ just to understand EPIC’s codes to replicate over blueprints :frowning:

That should all be easily possible with some blueprint setups bound to the controls.

Don’t think it would take anything special on the plugins part to do it and you shouldn’t really need the c++ source as a reference to be honest.

Pre-compiled version is updated to the 09/21/17 version of the plugin.

Informagic, now compiles without any problems. Foot attachment come to me!

, add my game to the WIP games. I’ve got a Steam page, but yet not ready for public ( is in steam revision). Meanwhile, is the link my project to my website (Only coming soon page, but is something) When the Steam Page is ready for everyone i’ll update the link.

Game Name: Viar Warfare - www.viarwarfare.com.

Adding it, and good luck

There is a 4.18 Preview 1 branch up that appears to be functional in the repository now, I would be careful however as the editor has crashed on my several times already and preview appears to be rough.

I’m having trouble attempting to make the teleportation arcs visible over a network (it’s the final step I need to implement a ‘spectator mode’ in which a host becomes a camera that can see exactly what a Vive_PawnCharacter player on a client computer is seeing).

I have tried making all the components in BP_Teleport_Controller replicate, making many of the variables replicate (such as the SplineMeshComponent array SplineMeshes), removing the branch for IsLocal under BP_Teleport_Controller EventTick, and making all the code after it replicate as Multicast. Even so, there is no sign of the client’s teleportation arc on the host camera. The host camera is accurately following the client camera so is not a connection issue. Is there something I missed, or something I need to manually implement?

Also, thank you for all your hard work. We appreciate it!

mmm?

Are you working off of a very old version of the template (like pre 4.15?) or did you modify it? I set up arc replication a while back.

If you are on your own project and just trying to get Epics arc to replicate you can follow what I did, you need to spawn the teleport controllers on remote clients as well. By default the Epic setup spawns the teleport controllers locally, you need to spawn on both, and then when activate teleport is called you need to replicate that to remote clients as well.

You don’t replicate the meshes as the actors are local, you replicate when the teleport system starts and stops and have the local clients draw the arcs.

Really? I checked other tutorials on youtube and they all used the spring-arm concept , thought VR would require a special trick. Would you suggest to actually move the camera or just rotate/zoom the entire base plane?