Huge fan of your plugin! Been using it for quite a while during development of our game.
I have one question in regards to the 360 movement.
I want to limit movement with walls, figure that the best way to do it would be with the nav mesh, however, I can’t seem to figure out how to have the 360 movement obey the nav mesh like the Enable VR movement.
Would you be able to shed some light on this?
Thanks for taking the time, looking forward to your response.
Hmmmm… ok, promise this will be the next priority on my feature list (plus it sounds like an intriguing challenge). Have just finished the UE4Jam and couldnt incorporate climbing on the concept I came up with. But watch the GitHub page for the next couple of weeks, workload at work is starting to go back to “normal” & finally got my self fully settled back in Aus (just 8 years away and I feel like a foreigner again, go figure :P)… anyways should have time again for my community contribution stuff now.
Have just replied to your PM – let me know if it’s ok to move the reply here and future ones as well so it can help others? Especially if you have further questions wsuch as with Object Collision Channels, as I feel this is where most other users of the plugin have trouble with.
I tried checking the walls and they are set to block all. Additionally I noted that the capsule collision by default is set as world dynamic.
With the 360 movement enabled, I am still able to slide through walls.
I switched the capsule collision from worlddynamic to pawn to see if it changes anything and am still able to go through walls and fall off the nav mesh.
I set the collision component to pawn and block all static.
Now it’s working with walls and I cant go through them. My issue now is since the capsule collision is set as pawn and to block static. Whenever I look forward / down I am teleported into the air and I slowly fall back down. I’m assuming this might be a result of the Capsule collision being attatched to my headset?
Additionally, it still seems that the pawn is only being blocked by meshes, however, it doesnt seem to be locked onto the nav mesh (ie when I try and walk off an edge.). Is there a way to mimic the functionality of VRMovement’s obey nav mesh, with the 360 movement node?
Thanks for your time, sorry for the 1000 questions :).
No worries. The easy solution would be to simply change the half-height of the capsule component
As for the navmesh with the 360 movement, you are aright, I seem to have missed adding that in. Will add it on hte weekend, the minor revision will first come up in GitHub but should be inte Marketplace in a couple of days after that so roughly mid-next week.
Should be up in GitHub now Also added sample in the 3_Movement map in the project there.
The Marketplace version should be up in a couple of days – this depends on the Epic Marketplace process, but minor updates should push through relatively quickly.
If you have the Marketplace version in your project, check the Epic Launcher, you should see that there are available updates for the plugin. This has the Nav Mesh detection for the 360/6DOF movement mechanic.
Thanks for adding in support for nav mesh navigation to the 360 movement feature.
However, I have an issue regarding this. For some reason I am only occasionally able to get this to work with the pawn. Most of the time I have player start attached and the nav mesh generated the pawn doesn’t move.
I’ve tried to play around with the size of the floor collision and the different collision modes and have only rarely been able to get it to to work. Wondering if you can assist with this.
The root cause in the sample scene you provided is that the NavMesh generated valid area is too high off the floor where the component is expecting it. You have the following options:
Tweak the Nav Mesh Tolerance Z Value in the Movement Component, I changed it from 10 to 15 in your sample scene and that was enough to get the pawn moving.
Alternatively, you can tweak the nav mesh settings precision BUT at the potential cost of performance:
In your RecastNavMesh-Default in the World Outliner, set the Agent Radius and Cell Height to a lower number so that the generated Nav mesh area sits closer to the floor where the plugin’s movement component expects it.
In your sample project, you can ensure default values in Project Settings > **Engine **> > Navigation Mesh. Tweak the Agent Radius and Cell Height till you get as close to the floor as possible.
Alternatively you can create custom nav agents for different use cases in your project (under Project Settings > **Engine **> Navigation System > Agents). Here’s a nice article about it: https://unrealpossibilities.blogspot…iaries-11.html
I hope the above helps.
Cheers.
P.S.: Nice job on the pawn mesh feet & arm IK you got there
Hi Runeberg,
Great plug-in. Such a great time saver when working in VR which I am fairly new at. I have a quick question: how do I implement the gaze mechanic for use with widgets that require the widget interaction component for input (I hope I’m wording it correctly)?
I have an actor in the level holding a menu which is a widget component and I am trying to set the “OnGaze” events so the gaze interacts with my menu.
Thanks again for the great work.
Hi I’m having a problem with the timed dash move and enable vr movement functions, If I move away from the player start area, the player starts moving much slower then it should, is this a bug?
Hi runeberg,
Trying to package the plugin when its install into the project plugin folder, but can’t seem to get it to work. When I open up the plugins menu and navigate to the the Runeberg VR Pawn and Components Plugin under Project, I hit the “Package” button and it fails to build. Here’s a snippet of the errors
*UATHelper: Package Plugin Task (Windows): E:\UNREAL_ENGINE\UE_4.20\Engine\Source\Runtime\Engine\Public\Engine.h(10): warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
UATHelper: Package Plugin Task (Windows): C:\Users\v3o\Desktop\ACHoutput\WindowsNoEditor\RunebergVRPlugin\HostProject\Plugins\RunebergVRPlugin\Source\Public\RunebergVRPlugin.h(13): fatal error C1083: Cannot open include file: ‘ModuleManager.h’: No such file or directory
UATHelper: Package Plugin Task (Windows): [3/5] Module.RunebergVRPlugin.gen.cpp
UATHelper: Package Plugin Task (Windows): Runtime\Engine\Public\Engine.h(10): warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
UATHelper: Package Plugin Task (Windows): ERROR: UBT ERROR: Failed to produce item: C:\Users\v3o\Desktop\ACHoutput\WindowsNoEditor\RunebergVRPlugin\HostProject\Plugins\RunebergVRPlugin\Binaries\Win64\UE4Editor-RunebergVRPlugin.dll
UATHelper: Package Plugin Task (Windows): (see E:\UNREAL_ENGINE\UE_4.20\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Editor-Win64-Development.txt for full exception trace)
UATHelper: Package Plugin Task (Windows): Total build time: 134.21 seconds (Parallel executor: 0.00 seconds)
UATHelper: Package Plugin Task (Windows): Took 134.7758404s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Package Plugin Task (Windows): ERROR: UnrealBuildTool failed. See log for more details. (E:\UNREAL_ENGINE\UE_4.20\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Editor-Win64-Development.txt)
UATHelper: Package Plugin Task (Windows): (see E:\UNREAL_ENGINE\UE_4.20\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Package Plugin Task (Windows): BUILD FAILED*
I don’t think there are collisions with 2D slate UI widgets if that’s what you mean? (it’s flushed to the screen as well so may noylt be exactly what you want for VR)
Or did you create custom actors acting as UI VR widgets?