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  • replied
    Question:



    I'm developing on the Oculus Quest, and due to the need to package each run-through, I am setting up VR gestures on a different project, then manually migrating the save file over to the VR Project folder. All of that works well. The problem is that in the new VR project folder, when I try to load the gesture (in editor, or as a non-asset package), I am always getting the load failed branch of the blueprint.

    Any advice?
    Last edited by Nordictiger; 02-10-2020, 05:17 AM.

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  • replied
    Originally posted by hdelattre View Post
    Hi CGPath ,

    In my tests continuous recognition was working same as always in 4.24. If you're still having issues I could probably help you troubleshoot with a little more detail about what you've set up.
    The problem was that (in my project 4.23) the Play and Continuous was assigned to one controller button, in 4.24 - this no longer works. Reassigned to another button and now works fine

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  • replied
    Hi CGPath ,

    In my tests continuous recognition was working same as always in 4.24. If you're still having issues I could probably help you troubleshoot with a little more detail about what you've set up.

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  • replied
    hdelattre Hi, after update to 4.24.1 Continuous recognition still works? (or it's my project bug)

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  • replied
    hdelattre Gotcha, works perfectly, Thanks a bunch!

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  • replied
    wandbrandon Gotcha, those can all be fixed up really quick. I'll send Epic an update today but it usually takes them a few days to publish it.

    EDIT: Just submitted the update to Epic. If you want to get it building yourself until they push it out all you need to do is change those parameter names on lines 30 and 35 in RecordGesture.cpp from startLocation, rotator, etc to inStartLocation, inRotator, etc and it should compile properly.
    Last edited by hdelattre; 12-30-2019, 09:57 PM.

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  • replied
    hdelattre Thank you very much!

    EDIT: I tried to do it but there are a couple build errors when compiling
    Here is the output


    1>C:/Users/Brandon/Documents/Unreal Projects/MyProject/Plugins/GestureTrackerVR/Source/GestureTrackerVR/Private/GestureTracker.cpp(14): warning C4996: 'USceneComponent::bVisible': This member will be made private. Please use IsVisible or SetVisibility. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
    1> C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\Engine\Classes\Components/SceneComponent.h(204): note: see declaration of 'USceneComponent::bVisible'
    1>C:/Users/Brandon/Documents/Unreal Projects/MyProject/Plugins/GestureTrackerVR/Source/GestureTrackerVR/Private/RecordGesture.cpp(30): error C4458: declaration of 'startLocation' hides class member
    1> c:\users\brandon\documents\unreal projects\myproject\plugins\gesturetrackervr\source\gesturetrackervr\private\Gesture.h(45): note: see declaration of 'Gesture::startLocation'
    1>C:/Users/Brandon/Documents/Unreal Projects/MyProject/Plugins/GestureTrackerVR/Source/GestureTrackerVR/Private/RecordGesture.cpp(30): error C4458: declaration of 'rotator' hides class member
    1> c:\users\brandon\documents\unreal projects\myproject\plugins\gesturetrackervr\source\gesturetrackervr\private\Gesture.h(48): note: see declaration of 'Gesture::rotator'
    1>C:/Users/Brandon/Documents/Unreal Projects/MyProject/Plugins/GestureTrackerVR/Source/GestureTrackerVR/Private/RecordGesture.cpp(30): error C4458: declaration of 'resolution' hides class member
    1> c:\users\brandon\documents\unreal projects\myproject\plugins\gesturetrackervr\source\gesturetrackervr\private\Gesture.h(42): note: see declaration of 'Gesture::resolution'
    1>C:/Users/Brandon/Documents/Unreal Projects/MyProject/Plugins/GestureTrackerVR/Source/GestureTrackerVR/Private/RecordGesture.cpp(35): error C4458: declaration of 'startLocation' hides class member
    1> c:\users\brandon\documents\unreal projects\myproject\plugins\gesturetrackervr\source\gesturetrackervr\private\Gesture.h(45): note: see declaration of 'Gesture::startLocation'
    1>C:/Users/Brandon/Documents/Unreal Projects/MyProject/Plugins/GestureTrackerVR/Source/GestureTrackerVR/Private/RecordGesture.cpp(35): error C4458: declaration of 'rotator' hides class member
    1> c:\users\brandon\documents\unreal projects\myproject\plugins\gesturetrackervr\source\gesturetrackervr\private\Gesture.h(48): note: see declaration of 'Gesture::rotator'
    1>C:/Users/Brandon/Documents/Unreal Projects/MyProject/Plugins/GestureTrackerVR/Source/GestureTrackerVR/Private/RecordGesture.cpp(35): error C4458: declaration of 'resolution' hides class member
    1> c:\users\brandon\documents\unreal projects\myproject\plugins\gesturetrackervr\source\gesturetrackervr\private\Gesture.h(42): note: see declaration of 'Gesture::resolution'
    1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.24\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="C:\Users\Brandon\Documents\Unreal Projects\MyProject\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
    1>Done building project "MyProject.vcxproj" -- FAILED.
    Last edited by wandbrandon; 12-30-2019, 06:17 PM.

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  • replied
    wandbrandon sorry for the delay I'll have it up soon. In the meantime if you create a Plugins folder in your project folder and copy the 4.23 GestureTrackerVR plugin folder into there, change the uplugin file "EngineAssociation" to 4.24, and compile it should build fine as is for 4.24.
    Last edited by hdelattre; 12-30-2019, 05:26 PM.

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  • replied
    Thank you hdelattre !

    Appreciate the response, unfortunately the plugin is not updated for 4.24. Do you have any intention on updating?

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  • replied
    Hi wandbrandon ,

    Sorry for the late response. Scale down the trackRecognitionRatio and/or continuousRecognitionRatio parameters for taller players. By default they're set to high multipliers since shape is usually more important than distance for determining what gesture is being performed, but if you're straight line punch gestures you'll probably want to change them to 1 for the tallest player and scale up to around 1.5 for shorter players.

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  • replied
    I have an interesting issue, it seems that after I record my gestures, if a taller user plays with the same gestures, it completes too early. How should I tackle this? if it's any help I am trying to create a punch gesture (my arms only reach so far).

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  • replied
    sylviak_

    In the second part of the setup video I show how to set up continuous recognition. It's mostly the same, you just set up a different event and call a different function to start it.

    The flight movement in the video was pretty basic. I had a velocity vector that I used to move the pawn each tick (AddActorOffset w/ velocity * DetaTime). I subtracted 981 units per sec on the z axis for gravity, and each time they trigger the flap gesture on either hand it would added a fairly large amount (try 3000 and tweak it) to the z axis and a small amount in the direction the player is facing to make them start moving forward.

    To be honest though, if I were making a game with flying as a core mechanic I wouldn't recommend using gestures. You'll get much more nuanced feedback if you specifically program flight mechanics that react precisely to how the player is flapping their arms. I did this for a game of mine and the result is much better than the flight you see at the end of the gesture video. I recommend gestures for scenarios more like the fireball shooting, where you want to give players unique ways to cast spells or send commands. Any psychics mechanics like flight should employ models of that physics interaction instead of depending on fixed gestures. With that said, if you're just trying to prototype the flying the flapping gestures are still plenty of fun, and it only took me about 20 minutes to set that up (versus my better flight implementation that took many hours of testing and refinement).

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  • replied
    Hi there,

    This plugin is really well done! I got it for a VR FPP project in which the player will be controlling a bird. I managed to adapt the code to fly but my movement is not as smooth as the one you set up in your You Tube demo. I was wondering if you could share your code by chance? Also is there a way to allow the engine for continuous recognition of the recorded gesture without constantly pressing the trigger and performing one action at the time? Thanks in advance

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  • replied
    22vortex22


    Theres a tracking parameter since 4.17 or so for normalizing yaw rotation, just turn that on.

    As for flattening, there’s no way of doing that currently but you could just flatten the rotation you’re spawning the actor with manually.

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  • replied
    Hi,

    I saw this was mentioned previously in the thread, but how can I normalize the gestures to be used in any direction? (punching up in the air was the example)

    Also is it possible to "flatten" gestures as some gestures are causing slight unwanted rotations on the actors I'm trying to spawn.
    Last edited by 22vortex22; 12-23-2018, 05:02 AM.

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