VR Expansion Plugin

Yeah someone just mentioned that targeted bones isn’t currently in. I should have it fixed next week when I get the chance to get back to working on the plugin.

I like plugin and hope it gets better and better.

Hi and other VR Plugin users,

I am developing a VR open world action rpg called BearHammer with the plugin and having so much fun doing it, can’t wait to share some updates with the progress.

I have a few questions if you don’t mind helping :).

  1. I have used the teleport mechanic successfully on many other maps by adding a nav mesh, but I downloaded a map from unreal marketplace and can’t get it to work within map. It’s a particularly giant map, but when I do add a small nav mesh around just a few cubes in place way high up in the sky, the teleport still does not work.

I have tested creating my own my own smaller landscape and that works just fine, so the only thing I can think is there’s some sort of collision with the teleport beam on map, but I was wondering if anyone encountered a map where teleport did not work or had general tips for troubleshooting .

  1. I was wondering if there are any optimization concerns of creating one giant nav mesh that includes an entire large open world. I haven’t tried yet out of fear!

  2. I stumbled upon an interesting locomotion option accidentally. If you attach an invisible static mesh around the player pawn they will act as if climbing, so you can fly around the world. I found it’s actually not that nauseating! I’ll post a video when I finally get back to my computer, been trapped with my wife’s family…

  3. For the climbing part of the plugin, are there any options to add a small local change to the material around where the player has successfully gripped, like a shadow or coloured highlight? If not I’d suggest as a feature idea so there’s more visual feedback of grip.

  4. I have a giant rat that throws huge boulders at the player, which can occasionally knock out the players weapon from grip. Is there any negative consequence to setting the grip stiffness super high to counter ?

  5. is a really dumb basic question, but I haven’t seen the answer elsewhere as I’ve been reading more about VR optimization. For optimization, does the level slow down with the number of unique 3D meshes/materials you add to the whole level even though some might not be visible, or does it slow down just those visible at a given moment?

Thanks very much for help!

Requiredcharacterlimitheresoicanpost

Pushed a new commit to the template/plugin

Template


Added a new gameplay tag "Interactible.UsePerBoneGripping" and new blueprint changes to support it.
Has to be specifically defined as we have to pass in a different transform with per bone, as well as only tracing
being able to do it (overlaps do not return hit bones....).


Plugin


Merged in the upcoming 4.19 movement replication changes.
It simplifies and speeds up the movement system as well as moves the RPCS into the character itself to save on some bandwidth.

Changed charactermovements default for MaxAcel and BrakingDeaccel to very high values.
 effectively makes characters use no acceleration and de-acceleration when moving.
I had  in BP before but it really should be defaulted like  in code so that people making new characters don't leave
acceleration on with the characters.
Re-setting these values back to 2048.f engine defaults will restore normal engine operation for them.

Added per bone gripping to the physics grip styles.
Using these correctly requires passing in the bone name and USING THE BONES WORLD TRANSFORM NOT THE ACTOR/COMPONENTS.
If you do not pass in a bone name to the gripping function then it won't know what bone to grip at and will just grip it like a
normal component.
Also if you don't use the bones world transform then it will not be correctly positioned during gripping.

Per bone gripping is only enabled for physics grips for obvious reasons.

I left in the old hacked method of applying the root bone rotation when a bone name isn't given to keep backwards compatibility.

I’m trying to use a lever, and for the life of me, I’m at a total loss. I set up the lever using the NativeLeverActor as reference with its VRLeverComponent. But for some reason, when I grip the component, i.e. lever, I pull the lever right off of the base. It won’t stay attached! Nor does it work.

Am I missing something simple? Feels that way. All I’m doing is calling the GripMotionController->GripComponent() function on it. Is there something else I should be doing? Something more to the setup that I’ve missed.

For what it’s worth, my character is based on the AVRSimpleCharacter.

EDIT: When set to a physics lever, it sorta works, but the lever shakes the whole time and keeps jumping out of its base… And I have no trouble picking up / gripping GrippableStaticMeshActors.

You need to GripByInterface with the interactibles, otherwise late updates will be on which ignore boundries and limits. Well, that or set the late update setting on the grip function to “Never” when gripping a lever.

Again though, its best to grip by interface with the interactibles as their logic is CustomGrip driven and relies on it.

Holy cow, it works! Thank you so much for that. I knew it was something simple. See, I was referring to the example project, and I just couldn’t find where you were calling these functions. And in the wiki docs, it says “When you wish to pick up an object call the components “GripObject” function”. Hence, my confusion.

Thanks so much!

Yeah sorry, I should have gone and re-worded that section a bit when the interface became an official part of the plugin.

Still WIP, but I did finally decide to add a gestures module to the plugin

Added another game using the plugin to the list of use cases

Bartender VR Simulator

I just start checking both base VR Character, I want co create a new Character for then hack for my desired porpouse and also learn better, I’m between VRCharacter or VRSimpleCharacter base, read in the wiki than simple is lighter for the capsulle resizing over network. But realized than Simple one has VRSceneComponent added, how affects component at the end to choose better for project?

Simple character was made because it is least likely to break due to engine changes, it doesn’t touch anywhere near as many base character systems.

The VRCharacter is a near total re-write at point and adds dozens of new features, I suggest using the VRCharacter for people just using the plugin, but for making your own off of it, the Simple may be easier to grasp?

Capsule resizing over network is the same cost for either character, it is re-creating the capsule on the physics scene so its a static cost. If the collision shape wasn’t a capsule we could just scale the thing in Z to resize but the caps would be warped as is so we have to re-create it.

I’m trying to test out the template but I can’t download it from bitbucket. Am I the only one here? it seems to me that the website is quite unstable

@, I was able to download it twice from two different locations yesterday.

Bitbucket was having a hiccup morning is all.

Added another use case to the list of games using the plugin

Contagion VR Outbreak - WIP - Demo out only so far

Hi , just wanted to share a video of what I am making with the plugin. I’ll be live-streaming more dev so I’ll be giving lots of shout outs to attract more users to your plugin!

I also just wanted to say thank you, I don’t know if I would be doing VR dev without your plugin so if somehow my game ends up being successful I will not forget everything you have done for Indie vr devs.

Looks neat, good luck!

Hey ! I wonder to know if is possible to change controls in car. I mean, is possible to change the way you apply thrust, for example with motion controller triggers: right to accelerate and left to brake instead with the lever.

Thanks for your time. Have a nice daay!!