Sure thing! Not really sure how useful it is for your real project as they aren’t really fixes nor were there any code changes.
As it is, I’m unable to replicate your issue on a blank project. Plugin’s been used in packaged projects since 4.9 (pre-plugin) up to the latest 4.18 with spawn positions other than world origin including 4.16 so hopefully you get your actual scene/project working too… good luck!
Hi @VirtualSurrealism, as mentioned in my prior post, using the blank project you provided, by simply using a fresh copy of the plugin from GitHub as well as doing the same test with the Marketplace version, the pawn spawns away from world origin as expected from both the editor and in a packaged build.
To further establish this & as I had some significant downtime in-between flights, thought I’d make a quick blank starter project as shown in my vids for users of my vr plugin & made sure the spawn point is outside world origin (0,0,0):
Thanks mate, I followed your advice in earlier post and deleted the plugin folders and other folders and then installed it again from market place and it solved the problem, however the eye level came down a little and the HMD offset isnt doing anything, anyway i am using input key E to offset the pawn in Z axis that seem to work to adjust the eye level. i will check out the levels you posted. Thanks
Hello, could you advice me with yours plugin?
I’d like to make head rotation (camera rotation) by using motion motioncontroller (r) thumbstick x, I try to do it by invoking method Add Controller Yaw Input, with target - self, but nothing happended. I try to do the same on a default 1st person controller on a C++ code - and everithing is works fine, maybe you know what i’m doing wrong?
Take a look to the my blueprint: Screenshot by Lightshot
Still having this problem on random basis but I think I know why. I have multiple “navigation agents” defined in project settings but it looks like teleport function is checking valid bounds with whichever RecastNavMesh happens to be first.
Also if NavMeshBoundsVolume has 1st supported agent type switched off it doesn’t work.
Thanks for reaching out and sorry for the late reply, recently moved back to Aus for a new job in Syd – anyways, the reason you’re not getting the result you’re expecting is because the Pawn from the plugin is based from the UE “Pawn” class (https://docs.unrealengine.com/latest…awn/index.html), which is the parent class of the UE “Character” class (https://docs.unrealengine.com/latest…rk/ACharacter/) and hence doesn’t have all the FPS-related code and built-in components of the Character class.
When the plugin was developed, VR was just being rolled out and there weren’t any templates from Epic as well, hence I used the Pawn class so I can create code that you’d possibly see in the Character class already but I wanted to make it optimised for VR – my main concern was to make it as highly efficient as possible without the code baggage tailored for traditional FPS games. That’s the approach I decided to take anyways.
So with that bit of background, I’ll try to answer with a VR specific note – adding artificial rotation to the camera may prove disorienting to users especially if you factor in natural head movements, what you’d possibly want (or meant) was to rotate the actual pawn, which possibly is still not the most comfortable for most users and depending on the rotation effect you’re gunning for, could perhaps be a factor when you’re trying to publish your VR game/experience (https://www.google.com.au/url?sa=t&r…4FJk7sNWXDfvoY)… but if your experience calls for it, have a look at Episode 2 of my VR Livestream series:
I tackled this motion mechanic there and how to make it from scratch even without my plugin (although of course, the plugin has a built in 360 movement mechanic which I also show in the video in case you dont like to have something that’s ready to go) Feel free to modify as you need for your game/experience.
I hope the above helps. Let me know if you need anything else on this.
Hmmm interesting. Thanks for reporting! I’ll go investigate and let ya know. Might take a bit as I need to get sorted with my new job, but if you’re stuck let me know - loving how your AlchemistVR is going along
Hi Runeberg. Fantastic work on the VR plugin. Its a really great tool!
I am trying to make a “ghost like” floating sensation using the follow terrain deep dive. Im very new to blueprints and not sure what I need to do in order to get a smooth floating feel over the terrain. I got the tutorial to work and have been testing various setting without luck. I want to create a pawn that uses the Oculus thumbstick to navigate left/right forward/back and leave the head free. I would like to create a slow flotaing feel that follows the terrain.
Wonder if you could point me in the right direction?
Hi! Did you mean the new 4.19 release? The engine would normally prompt you if it can’t find the correct version of the plugin for your project and deactivate it for you. Obviously, any functionality you were using based on the plugin would also stop working.
If you were needing a 4.19 version of the plugin, there is one in GitHub: GitHub - 1runeberg/RunebergVRPlugin at 4.19 However, I advise you to wait over the weekend as I want to do some due diligence/quality checks on it as I made the current version in GitHub during a very early preview of 4.19. I’ll also put up the compiled 4.19 compatible version in the Marketplace this weekend.
Cheers, and any questions, please just let me know.
Thanks for making this. The teleporting and gesture scrips are amazing.
I was wondering what the 3 values for gesture - the global threshhold, vector threshold, and max slope does?
I know there is descriptions in the .cpp files, but I was wondering if you have an example of how changing it works? I’ve changed it by a few digits and didn’t see too much.
Hello
I cant figure out why my level stopped being able to fly around in - I had in working using the #3 movement gamemode but now when i go into it i can move the hands and the spheres appear when i hit the trigger but I dont move - I can open your map for that gamemode and ride the surfboard fine. I originally had only the world settings in that layer set to the #3 movement mode - I’ve tried putting the project settings to it as well and that doesnt seem to help - again your map works fine so I dont understand there’s really nothing else you have to put in the scene right ? and it has been working so I’m preplexed . I’ve rebooted , relaunched -resaved the blueprints - any ideas ?
I figured it out // u cannot be inside a sphere with its collision turned on that stops the movement - convex shape ?
Also i was wondering how to put momentum in the slow down so you kinda drift and also how to u another force to make u spin like a top as you fly forward - so the current vector is where u point one controller then you use that pivot to rotate around like a plane doing a barrel roll ?
I’m trying to use it as a system for simply drawing in air with splines, but when using the start/stop/draw gesture nodes, I get the gesture with a strange extra line in the beginning. I’ve attached an example where I was trying to draw a simple U shape from left to right. I have no idea what might be causing the issue, I’ve tried different recording intervals and meshes. The anomaly appears both in 4.18 and 4.19. I’m sure I’m missing something here!
HI! Thanks for the feedback and apologies for the late reply, been very busy with new job and move back to Aus. Anyways, those values are variables Ive exposed from the Dynamic Time Warping algorithm that I used to check for similarities between gestures.
Sorry for the late reply, been busy with a new job and move back to Aus.
Re: drift
you can use the timed movement node tin the plugin o create a drift function.
Re: spin like a top
ouch, this sounds painful not sure its a good idea to put a user through this motion but you can always add a rotation vector to the pawn using the “add local rotation” blueprint node.
Thanks for the feedback and sorry for the late reply. Have been busy with a new job and move back to Aus. Anyways, the extra line you are seeing is due to the fact that I#m adding an additional vector in the recording to act as a baseline for the algorithm, cant recall exactly the rationale as its been a year since I touched the gesture code I think.
anyways, for simply drawing splines in the air you can opt to remove the first vector in the database and it should draw fine. Alternatively, my plugin does something similar to this in the code:
this might be a simpler way for you to do what you need
Thanks for the feedback. Am still around just been busy with a new job and move back to Aus
Regarding Climbing, yeah, havent spent much time since the beta of it since there havent been too much demoand for it and unfortunately work and bills gets in the way
will see if I can introduce a climbing mechanic in the upcoming ue4 gamejam depending o nthe theme so Ican put some love into the mechanic.