Make sure you are setting the floor as your tracking location, the plugin isn’t meant to be used with tracking based on eye height. Also I meant the capsule radius, but the height is fine too with room scale tracking set, my test bed resizes the capsule height at 30htz so that players can crawl underneath things.
Edit Also capsule size is different variables from capsule offset, I wouldn’t really ever touch the Z value of the capsule offset, I left it a full FVector variable in case someone someday found a use for Y and Z offsets.
**10/03/2015**- Interface additions
Started making the VRGripInterface more of an official thing
Added Events for "OnGrip", "OnGripRelease", "OnSecondaryGrip", "OnSecondaryGripRelease", "OnUsed" to VRGrip Interface
If the passed actor implements VRGripInterface than the various grip/drop/secondarygrip/drop functions will automatically call the appropriate grip/drop events.
OnUsed must be called manually.
Added an optional bIsAlreadyRelative boolean to the "AddSecondaryAttachment" function that will automatically convert the transform to relative if it is false.
Defaults to true currently so as to not break implementations already in place.
I love your plugin. Its helped immensely.
However, I have to go back to 4.12 to make it work with an Arduino plugin. But I am having trouble getting it to work. I followed the step creating a new C++ class and installing it in the project plugins folder. It asks to rebuild, then it says
is could not be compiled. Try rebuilding from source manually.
Am I missing something?
Is there a separate 4.12 standalone plugin out there somewhere I can download?
There is a 4.12 specific branch, there was too many significant code changes in 4.13 for me to really keep supporting 4.12 and lower so I locked it off into a static branch.
Yes, thank you. It worked! I went through the whole thread (which I should’ve done in the first place, sorry!) and had to get source tree… Thanks so much for making such a helpful plugin
As a VR novice like me i dont really know how to make my own vr project with controllers and be able to move and pickup stuff like i see in your test project.
I have managed to get the plugin into my 4.13 project and added a VRCharacter blueprint extending from VRCharacter but then what?!
Is there a tutorial or a simple bare “test project” that i can learn from how to make my own?
The SteamVRTemplate in subsection has a character that uses my plugin that you can use as a reference (though it doesn’t use a lot of the features).
I still intend to release an example project but I don’t have the time at the moment. It takes a lot more effort to really go through and clean up my test bed to a readable state for others than to add features to the plugin when I have spare time.
plugin is great! I am developing a VR game and it is going smoothly thanks to your marvelous work.
I have a question regarding the latest update about the VRgrip interface.
I have added the interface into one of my blueprint and I saw the new functions from the interface emerge.
However, I could not find the events that are suppose to come with the interface (event ongrip, etc).
The only thing I did was added the VRgrip interface to my blueprint in the class setting. Am I missing something?
Yeah add the interace to the class, then in the BP editor type in OnGrip/OnReleaseGrip, it should be there, might have to remove context for it. The alpha branch is extending it further as well, I expect to merge it in soon, I just need to finish a couple of features.
As you can see on the right hand side, I have added the interfaces but the OnGrip or OnReleaseGrip did not show up when I search for it.
Maybe I have missed out something obvious?
Pushed a new commit to master (previously was title UNSTABLE branch) - Documentation not yet updated
**10/10/2016**- Interface Additions - New Grip - Bug Fixes
Added additional Interface features including various Events that get called on UObjects that inherit the interface when gripping and dropping.
Also added an interactive object settings variable that can be passed in through an interface function, is mostly working currently.
Can be used to limit/min limits that an object can be moved / rotated, currently custom pivot for rotations is buggy.
Most useful for creating components that you can grip on an object with limited movement ranges if you don't want to use physx constraints.
Overhauled sections of the controller code
Fixed lerp error causing extra latency in two handed grips when constant lerp (secondary scaler) is active
Added tick check for secondary grip component for if it is another motion controller, if it is then it polls location directly.
fixes a one frame latency introduced by tick ordering in some situations.
Changed around sections of the Expansion Library and hid parts of it behind pre-processor definitions to allow for additional platforms.
Plugin now compiles and works on GearVR / Android builds, is no longer OpenVR specific (except for the Open VR Library functions)
Added new grip style (Interactive with Velocity) that is in the style of the Unity grip method. Still needs polish.
Fixed crash with physx constraints using grips.
**10/12/2016**- Added addition transform
Added a new transform variable to grip structures (hidden), can be set via "SetGripAdditionTransform".
transform is automatically applied to the gripped actor, default is zero'd out (no effect).
Can be used to lerp / change grip locations client side (setting relative grip location directly is replicated).
Useful for things like client side Gun recoil or lerping between locations / to or from hands.
Easiest use is to "GetGripByActor" and pass in the grip structure to "SetGripAdditionTransform" with the holding controller and the new transform.
Also changed InteractiveWithVelocity grip to be more stable, still need testing but is closer to intended result now.
First of all, thank you for great plugin and your investment for the community!
I’m using your VR Character Actor as my pawn, and it seems that the VRRootComponent Overlap events aren’t updating.
When my character spawns directly in a trigger, the “OnComponentBeginOverlap” is fired once but “OnComponentEndOverlap” is never called on exiting the trigger. Also, when the character spawn outside the trigger, nothing will fire at all on any movement (entering or exiting the trigger).
I’ve been searching around a lot (collisions channels are okay etc…).
Have I missed anything ? Thanks
Negative, just tested with both actor begin/end overlap and component begin/end overlap for the capsule and both worked as expected with a standard trigger volume. As far as I can tell it is functioning as it should.
After other tests, it seems that events are called, but the end overlap is firing right after the begin one :
LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
LogBlueprintUserMessages: [MyCharacter_C_0] ON TP! : Plaque_TP_BP
LogBlueprintUserMessages: [MyCharacter_C_0] OFF TP!Plaque_TP_BP
Is the trigger causing an event of some kind? Or is it held by a controller? I was getting perfect behavior where I could even manually step in and out of the border to trigger the respective events.
Hey
you mention that makes your project multiplayer ready, how would you go about making your project multiplayer? is it built into the plugin or if not do you have/ know of a good tutorial to set up a multiplayer sever using your plugin?