Hey there, just wanted to let you know that you are awesome .
[=AXELZYXEL;258145]
Well done on the template! It’s very useful for Oculus-orientated games. I’ve began working on a game for DK2 and had been working with the template for the past few weeks, but can’t seem to figure out how to remove the camera boundaries lines, that appear when I reach-out the camera limits. Can somebody please tell me what should I delete/change in which blueprint to make that happen? I’ve been trying to make for the past 3 nights with no luck Will greatly appreciate if someone will help with this.
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Anyone who can help?
Great Vr Stuff!!! I basically used the vr template and then aided a crouching animation in and was wondering how I would make the camera follow the crouching animation, which was applied to the head like the side to side when your under a certain depth it crouches, in smooth motion. The animation currently does it and is crouching but when i look down my head is decoupled and my camera didn’t go down with the head with the crouching. I was wondering if there was a way around to make it crouch and the camera go down and on top of that I’m able to still move my head like in the vr template. Thanks!!!
Thank you very much, the scene capture setup was awesome as well
Great Stuff, keep up the good work
Hi ,
first i want to thank you for your templates, they are very very VERY usefull!
Is there any update on the VRTemplate V1.0 ?
, great work with the template and all!
Had one question. I really like your way of animating the character’s head. The decoupled view and tank mode, etc. And I was wondering if you would mind me using your implementation for making a mouse-based free-look mode (think Arma and its Alt-mapped free look)? Or, maybe you could make a control scheme where you control you character movement direction with your sight, but it turns into free look while holding down a button.
Hi ,
With regards to the VR spaceshooter. In 4.8 - in the dk2 it goes all pixelated as soon as you move. is only in the VRspaceshooter template, the other VR template works a treat.
I am sure its something to do with the bounds but wanted to ask if you or anyone else knew how to fix this :
Thanks again
Hi. I just installed UE 4.8.1 on a new machine and extracted template (v 0.4.5) into the templates folder but when I launch UE4 there is no Rift template to choose from in either Blueprint or C++ templates.
Any ideas?
Thanks
EDIT: Never mind, renamed the folder and it popped up.
Ah wow what a cool template. Thank you so much, will really help me get started
Hey guys, really cool template though it is kind of missing the one movement scheme I’ve been trying to implement. In light of both oculus and valves VR setups which will now allow for roaming in a relitively large area I’ve been trying to bind the movement of the pawn to the HMD position and orientation.
My current solution is not the most elegent as it involves placing a camera in the map at the same location as the pawn then forcing to that camera active through the level blue print. is to avoid the camera location getting moved within the reference frame of the character pawn and then by unreals own control for the camera for the HMD. i.e moving the camera twice as much in world space as it should.
Has anyone got a decent implementation of movement scheme for blue prints that they wouldn’t mind sharing?
[=;250574]
Surely someone must know how to disable this ‘fade to black thing’ in the blueprint somehow?!?!?! I literally can’t seem to use any interactive objects because any trigger boundaries make everything vanish to black while in the rift! Help?!
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Any luck? I have issue too.
Cheers
Anim
To disable the fade to black on hitting a trigger I just disconnected the below node where it sets the Blend Weight.
Seems to work ok after a quick test.
VRPlayerController -> Event Graph
Is anyone else having issues after upgrading to 4.8.1?
In the ContextMenu blueprint, the Get Player Controller in the construction script throws a compile error.
Function 'Get Player Controller" is unsafe to call in a construction script.
Also In the ExplorationCharacter blueprint, the Set Master Pose Component in the construction script throws a compile error.
Function ‘Set Master Pose Component’ is unsafe to call in a construction script.
Hey Just wanted to say thanks ! I used your template while working on my Final Major Project at Uni. I’m an environment artist so having so much of the back end sorted was great.
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Function 'Get Player Controller" is unsafe to call in a construction script.
Function ‘Set Master Pose Component’ is unsafe to call in a construction script.
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those are warnings on your screenies, not errors. I’ve had them in all versions of UE starting with 4.6, never had trouble actually running the project despite those warnings. or do you mean that they now throw errors instead of warnings in 4.8.1?
[=simpaltone;323051]
those are warnings on your screenies, not errors. I’ve had them in all versions of UE starting with 4.6, never had trouble actually running the project despite those warnings. or do you mean that they now throw errors instead of warnings in 4.8.1?
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It’s a warning. I never had these warnings in previous builds of Unreal Engine. Everything seemed to work fine but didn’t know if it’ll cause problems later on. Thanks for the reassurance.
template works really well, thank you so much!
Does template work with the new grey guy? I know that template adds the animation of the character’s head, so I was wondering if it still works with the new UE4 character.
[=FakePlasticTree;323160]
I never had these warnings in previous builds of Unreal Engine. Everything seemed to work fine but didn’t know if it’ll cause problems later on.
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if you’re feeling adventurous you may want to try the new version template (it can be found on page 4 of thread). it’s made differently, has basic line of sight interaction implemented already and features two tutorials that will help you get started.
The latest template on 0.4.5 still has the warnings (and includes line traces for line of sight interaction).
Other BP warnings are:
VRPlayerController
Warning InputAction Event references unknown Action ‘ResetHMD’ for InputAction ResetHMD
Warning InputAction Event references unknown Action ‘OpenMenu’ for InputAction OpenMenu
Info The execution path doesn’t end with a return node. False
Warning [0304.61] Compile of VRPlayerController successful, but with 2 Warning(s) [in 1,282 ms]
ExplorationCharacter
Warning InputAction Event references unknown Action ‘Sprint’ for InputAction Sprint
Warning Function ’ Set Master Pose Component ’ is unsafe to call in a construction script.
Warning [0367.79] Compile of ExplorationCharacter successful, but with 2 Warning(s) [in 579 ms]
There were also some depreciated SetStrings which can easily be replaced.
Also, on my rift, when I am sat down and looking in the game mirror the character pose is bent over and looking to the side slightly. If you start a game with the rift next to you on a table it also uses that pose as its starting pose so make sure you have it on your head before starting a game.
Saying all that, I love the template. Hope it is kept maintained.
[=Kobalt-Kiwii;322563]
Hey Just wanted to say thanks ! I used your template while working on my Final Major Project at Uni. I’m an environment artist so having so much of the back end sorted was great.
You can see our thread over here
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Fantastic work. That could be a level in COD.