Hi YuriNK
We seem to be getting this crash on our character if we use “Hide Bone by Name” to hide the head bone of the mesh, it seems to occur if there is a delay proceeding it anywhere in the graph. Such as running it in begin play with a delay or on possessed in child characters or doing it with a button action at runtime.
Not sure why this is a assertion failure since it says the array length is 95, but then saying its out of bounds.
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\UE4\Epic Games\UE_4.23\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 95 from an array of size 95
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UE4Editor_VRIKBodyRuntime!DispatchCheckVerify<void,<lambda_3ed84221848d3ae3b9a1dd274190938d> >() [d:\ue4\epic games\ue_4.23\engine\source\runtime\core\public\misc\assertionmacros.h:165]
UE4Editor_VRIKBodyRuntime!FAnimNode_VRIKFingersSolver::Evaluate_AnyThread() [v:\helios\plugins\vrikbody\source\vrikbodyruntime\private\animnode_vrikfingerssolver.cpp:136]
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kernel32
I have just purchased your Plugin and have got it setup, tracking hand and body movement well. Feels great. Easy to get started. Thanks.
I am trying to keep the feet planted. I want to bend the knees still, but I want the feet to remain in their initial location and not follow the pelvis location, just rotate and IK.
Ya, I tried this. The legs don’t animate at all and still follow the position of the pelvis.
I kind of want the best of the both worlds, where IK is still computed, bending the knees and leaning the legs to follow the pelvis, but keeping the feet in the same location they started.
I tried grabbing the Transform of the Feet upon Initialization and storing that into a variable which I fed into Transform (Modify) Bone, but that just broke the feet off and the legs kept animating as usual.
I wonder if there’s a way to grab the Pose Information to grab the Thigh bones’ position relative to the Pelvis, but have the Calf bones adjust too stay attached to the original Feet Transforms? Perhaps if I combined that with your Blend Legs to VR Body node? Not sure what else to try.
Bug fix isn’t ready yet. For now, you can use a workaround. Instead of “Hide Bone by Name” you can hide head by applying zero scale in animation blueprint in “Transform (Modify) Bone” node.
I see the Plugin was updated. Were you able to add the feature to keep the feet planted and stationary? If so, how do I implement it?
Been trying to get that manual line trace with two-bone IK to work, but can’t seem to wrench control of the Pelvis from VR IK Body.
Thanks for looking into this. Will be a big help.
Hi, I have set everything up as the tutorial showed but for some reason the player mesh shrinks to a tiny size and floats near the camera, any idea what went wrong?
Hi, we’re having a couple of issues that we need to solve for a project. The plugin overall is working well, and thanks for all of your work on this!
Our main issue is that the calibration process appears to put our VR headset at mouth height (right near the end of the standard head bone), no matter what settings we play with for offsets and head sizes / heights. We’re using Oculus Rift S headsets, and have reset the left and right palm offsets, as suggested. This still doesn’t appear to line the controllers up with the hands correctly, but we feel that we can tweak these settings to get close enough once the camera is properly oriented to the eye-height of our character.
Do you have a recommendation for getting this calibration as close as possible, especially for Rift S headsets?
Our second issue (potentially related to the first) is that the character is floating a few centimeters off the ground after calibration, even though the physics collider lines up pretty much exactly with the bottom of the feet. The distance off the ground appears to be roughly the same as the difference between the mouth (where our VR headset appears to be locked) and the eyes (where we’d like it to be).
Finally, do you have recommendations to smooth out twitchy rendering of the player avatar? It seems to flicker in and out of existence at a random framerate…as if there is some mismatch between the last stored value of the VR hardware and the current frame which is rendering.
We are working with a character model from Character Creator 3, exported for compatibility with the Unreal skeleton naming conventions. This is all working at a basic level, but we’ll need to dial in these last bits in order to use this in our commercial project. It feels close, but we can’t seem to get a properly calibrated avatar out of this.
Hi, ended up shutting down the system momentarily if anything needs to be done to it or calling the hide bone before any of the animation stuff is initialized which works out fine. @benbr_ common issues ive seen with this are bone scale inconsistencys, usually with our users, if they export a character from blender it has issues with the scale differences between ue4 and blender. check your root and hip bone scales, they will need to be 1.0.
So I was forced to move the VR Origin point down by around -90 and now my mesh is floating over the character (like the head and hands are following the hmd and motion controllers, but everything is floating those 90 points over the position, of where the actual controllers and hmd are). Is there a Slider or smth to adjust that? Thanks
Yi yuri, I have problem when moving character with this plugin. Its causes twitches to character mesh in multiplayer mode. Have you experienced something like that?
It’s better to use demo project as a start point (it includes both Pawn and Character-based blueprints), as tutorial video is outdated. By default, the plugin takes actor location as a base point to calculate player height. But it doesn’t work for Characters. You need to use “Input from Components” mode and set RootComp.