Thanks for update. Example project is compatible with 4.18? I get an error trying to compile plugins (I’ve downloaded latest plugin versions and example project)
Is there a way i can set up a unique finger position for different items?
However you want to do it…yes
I don’t have seperate hand animations and that is kind of a gameplay thing so its not already built in. Can be a generic system but there are so many ways to set it up and depending on what you want out of it some are better than others.
Pushed a new commit to the plugin and template today
Plugin:
Added GripPriority setting to AdvancedGripSettings, lets you perform logic on the priority of
something using the interface.
Could also be used to sort through currently held items.
Template:
Converted grip trace/overlap to an array check and a MultiSphere trace. It now loops through all
hit / overlapped components and checks for if they are grippable and if so, if they have a higher grip priority
than the last. lets you use the new grip priority setting and also makes grip detection more powerful.
It also always prioritizes gripping something over climbing on something.
The old method just took the first detected object (closest one) and went with it.
so much fun new features
Little question, the car in your example template does not work, is that something with my settings, or do i miss something?
Dear Modentral
Good evening. thanks for keeping updated the plugin and as always its amaizing
I am here to ask for a feature request for architectural visualization, what i am expecting is a spray paint can like in the video link attached
Regards
No, its working?
What are you having problems with?
Edit If you are trying to use it in 2D you need to use the keyboard, i mapped to input in 2D. In VR you use the lever and wheel.
The newest updates are so great! The gameplay tag system is a fantastic idea for implementing all the grip and use combinations! Just spent a few days updating a project from 4.14 to 4.18 and there are so many great VRExpansion editions! Returned to find the plugin has had large updates again! But the new migration guide is very, very helpful! Such a great plugin dude!!
Using the latest version of the plugin (downloaded 10 minutes ago from Master Branch), it says Version 4.17 in the Editor’s Plugins menu.
Maybe it’s not an issue, and even if it were it’s no big deal, but just thought I’d point it out because it’s a bit misleading.
Thanks, forgot to update the uplugin files, its fixed now. Doesn’t effect how it compiles any, but nice to keep the value current.
Anyone know why the procedural meshes would spawn in instead of my hand meshes? I can totally bypass the issue by just disconnecting the Event Possessed in the OpenVR section, but I’m worried that might cause other problems. I had a bunch of problems in 4.17.2 and it was disconnected there…
hmm weird, i tiried it again, but its not working pulling the lever. The car is not moving! (using the vive)
Its in the character i default to the procedural meshes. You can disconnect the Sequence pin going to spawn them to remove it.
In 4.19 all motion controllers by default have the capability to create their meshes, so I am likely going to entirely remove all of that anyway.
Pushed a minor update today, keeping things to light bugfixes until 4.19 because its going to require so many changes
Fixed bWalkingCollisionOverride in multiplayer with the new movement system
Also added another null set to the RootComponent to ensure parity
Hi! I’m trying to use plugin and am following the installation guide. However, when I get to the point where I need to generate a Visual Studio file, I’m having trouble. I can generate Visual Studio files for my own projects, but I can’t generate them for the downloaded plugin files. Unreal won’t open them despite them being labelled as .uproject files, as well. I can’t find Unreal as an option to open it unless I go to the installation folder and even then the icon is a black Unreal icon instead of the blue one on my projects which I can generate Visual Studio files for. Any advice for me on installing the plugin? I’m using Visual Studio 2017, but I also have 2013 and 2015 installed. Also, I’ve been using 1.17.2 for Unreal, but I downloaded the latest version today in an attempt to fix issue to no avail.
The plugin itself isn’t a uproject, it just goes in your projects plugins folder and when you generate the project files for your project it will include the plugin as well.
If you want the “project” version then you’ll have to download the template project instead.
Thanks a lot for the info on procedural meshes.
@
The step-by-step is mainly for adding the plugin to a project; though the last bit of it does apply to building the VRExpTemplate. I’ll pm you to get it working.
Sorry, man I messed up on the (Edit) first ss of the tutorial. It says the VRExpPlugin only works on 4.12 ~ 4.16. It should be “4.12 and later”. I hope people aren’t stopping there…
Btw, grip priority is an awesome setting.
Plugin suggestion: would it be possible to make a decal climbable? maybe that’s a bad idea, but without thinking too much about it it seems it’d be really easy to implement specific climbable areas in a level via decal, rather than using static meshes that are marked climbable. I bet you already came up with a better way than that though, hehe.
Sorry, i did something wrong, it does work ![]()
Question: I will start another project, and thinking about it to use your format. I just completed a project in 4.16 and that worked fine. But now i have to descide to start with 4.18,… or wait till 4.19.
I know 4.18 is full of problems, and now you tell it too
i will have to descide within one month, till end of january
I don’t need a “project” version, but I do need to be able to generate the Visual Studio files, right? That isn’t working.
You generate them from your project, plugins don’t have their own solution files.
If your project isn’t source based you will either need to add a source file to it so that it has the required files for compilation (engine generates them then), or use the pre-compiled binary releases.