#virtual-reality
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lame
yeah
Hi all... anyone played around with the 4.13 VR template yet?
Did you get a chance to compile/package the template when you tried it?
Yeah, I had a ton of issues... just because it was a preview though probably
I was working on a project with 360 video... which I was hoping 4.13 would solve my problems/
It solved a fair few of my issues when I moved to it.
But not this particular one... in the editor, you get to see the chaperone bounds relative to where you're teleporting
and then packaging it breaks that function D:
Killing me... I made a custom chaperone with that feature.
And it works so well in the editor.
Oh yeah. nice. did you fix it? ๐
Ah D: well... hopefully someone figures it out!
I made an occludable chaperone.
So things in front of the boundaries wouldn't have lines all over them.
... allows you to actually tell if the boundaries are sitting on the floor. And if your hands/controllers are infront/behind the bounds.
oh nice
it needs that
are you able to share how you did it, or did you make a new chaperone entirely?
No, I borrowed the code from the UE4 VR template in 4.13
I'd quite like the chaperone to only show if you're moving over a certain rate for example
so once you get to it and stop it fades
and it doesn't work when I package it D:
Sure
Actually, easier for me to tell you how I did it...
ok
Grabbed the chaperone stuff from the BPMotioncontroller
It spawns the room bounds on the actor which is the room itself, so you don't actually need to move it anywhere.
Then you just edit the material... the chaperone material is a good starting point
it has a node for occlusion, which I copied and plugged into the opacity channel
Gotta play around with the height and fill and all that jazz as well
Yeah... Lerp between the opacity output and black, setting alpha as MF_OccludedPixels
That'll give you a material that... can occlude properly (previously that function was used to create noise on occluded elements, but it's difficult to see in VR).
Then the material instance MI_ChaperoneOutline has to be tweaked so that the bounds are actually taller (because the template material is about 3 inches from the ground).
Play around with the values to get it working
Then once you have that... you can switch on the bounds using whatever logic (i.e. distance of HMD to bounds edge).
Anyway. Works well in editor. Doesn't work when packaged D:
ok
reads
so chaperone is completely implemented in UE, not in the vive drivers?
I thought it was coming from the vive software itself
The information comes from SteamVR
ok
and then in UE, you take that information and manipulate it
In the BP_MotionController it has a function to set up roombounds
I reckon we can try to make it work
SetupRoomScaleOutline
Sure.
thanks man
y/w
I just copied that function into my actor - and unlike the motion controller, it doesn't have to update the location.
Just goes follows along with the VRActor for the ride.
Thus it's an unreal representation of the chaperone bounds that you can manipulate.
nice
of course, because the actor stays in the middle of the cage while you walk around
Yep
So, anyone got a link to Packaging for SteamVR/Vive?
Is there a specific SteamVR package method? Because if there is, I'd like to know too!
Otherwise it's just generic - Project Settings -> Description -> Settings/Start in VR
There are no 'console cmds" ?
nothing I need to do afterwards to ensure it opens up to VR?
Project settings probably the most reliable way.
Otherwise you can enter console commands set stereo into a BP, or you can create a shortcut from the .exe and add -vr
link to any of this in official docs? can't find them
๐
hopefully at Steam Dev Days - the Topic Under VR; SHIPPING A VR GAME WITH UNREAL ENGINE 4 - they will discuss it more ๐ http://steamcommunity.com/devdays
maybe make some doc updates
๐ฎ
Anyone know a good way to get angular velocity from the HMD?
I stuck a sphere on it and I'm reading the values from that.
But... it's not giving me local values
Need local pitch - relative to the HMD
@clever sky I don't know of the "proper" way but as a workaround couldn't you just measure the angular values between two frames or smoothed average over a series of frames and derive current angular velocity from that?
Yep. That's what I'm doing now.
At the time I was wondering if there was a built-in function
By that's what I'm doing now - I mean I grabbed the angular data from the HMD which does local rotational values
And then subtracted differences between previous and current frames
Working on a walking in place locomotion system right now if anyone is interested. Works... rather well.
cool, why do you need angular velocity rather than just the current view angle though?
Compensate for head pitch - so it doesn't move you forwards when you look up or down
What's the BP equivalent of Getworld()->GetTime()?
Get Game Time in Seconds
woo i got basic multiplayer working in my vr project anyone want to give it a try?
What kinda game is it? ๐
it's a very early build, mostly just working out the technical challenges at this point
Nice. Well, I'll give it a shot - if you want multiplayer data from an aussie with a crappy connection
Chances are it won't work!
sure ๐ let's get in lounge 1 voice chat on discord
do you have a mic?
you can download from http://ghostvector.com/builds get the 0.05 one with "experimental steam support"
i can hear you
MEGA provides free cloud storage with convenient and powerful always-on privacy. Claim your free 50GB now!
@clever sky thanks for helping me test it out ๐
@clever sky I just scanned through your paper real quick, it looks like you've put a ton of work into researching this ๐ฎ
Yeah... it's more like knowledge I've collected over the years ๐
But still applicable!
Cheers tho.
There's a VR meetup in Amsterdam soon if anyone is interested: https://www.meetup.com/VirtualRealityNL/events/234176050/
usually pretty good meetup
so, empty UE level, packaged development build, run it in VR mode, run fps stats
22ms
is something broken?
I'm on a 980ti
running recommended VR settings
it feels smooth as
like there's no way I'm not getting 90fps minimum
but I can't measure it for shit
@fleet veldt one thing is using the assets, wich is fine. But you probably shouldnt be showing the "demo" level as your own
becouse you are going to be caught eventually, and you really dont want to get people to call your game an asset flip
how would you guys go at implementing different functionality for different target platforms (Vive, Gear, normal PC, etc.)? Different pawns with separate player controllers? one controller for all pawns? or even just one PC and one pawn with lots of switches? XD
Different pawns and a game mode BP that switches based on platform detected
Is how I'd try it anyway...
also with different PCs for each pawn? last time i tried i had some trouble with that...
game mode should be able to set player controllers right?
resorted to using one in the end but coudln't get multiple simultaneus spawns behave correctly
GM just receives any PC in PostLogin so i should be able to cast to each possible one and then move on spawning the correct pawn i guess
I see. I don't have any real experience there, so I can't provide any more suggestions! ๐
no worries, anything helps! ๐ feel free to try it out, tho ๐
It's probably a bridge I'll have to cross at some point. Made a tank game for KB and mouse... but also want VR compatibility...
go for it! ๐
https://www.youtube.com/watch?v=yr5HEdUyMSs - 'nother dev vlog in the can
ok this is an odd one....I have a vehicle where a random skeletal mesh gets set as a driver....all works fine in non-vr....but in VR (Vive) the skeletal mesh disappears. There are absolutely no settings or branches where the driver mesh gets set that are in any way related to VR, so I'm totally stumped how playing in VR would make the mesh disappear.
@crimson tide when spawning the mesh do you have it set to always spawn regardless of collisions? any mesh of your VR pawn being in the location of your skeletal mesh might silently prevent it from spawning otherwise
There no collision on the mesh, it's just a component inside the vehicle actor that gets set using set skeletal mesh. The vr player pawn is not in the vicinity of the car spawn
then I'm just as clueless I'm afraid :/
this is all I'm doing
then driver appears in driver seat, so not much going on, works just fine in non-vr, but can't see driver in vr 0.o
have you checked if that delay is maybe the issue?
well the .2 delay is just for client while the server picks a random mesh, the issue still happens in single player vr
as DriverPick doesn't seem to be replicated it probably won't do anything but that's not the issue here, indeed...
I don't really have a clue what might be causing this, sorry
what do you get when you try to print the value of the skeletal mesh after setting it?
that will be the next thing I try, I'm not at my VR rig atm
Print String the everything!
https://www.youtube.com/watch?v=q4y0KOeXViI << Made by Google live and Daydream stuff
Pixel phone starts at $649 and has pretty good hardware in it
lol, HMD looks like it's made of warmers ๐
fixed IPD
Any positional tracking?
no positional
at laest be default
i wonder how precise is the controller
but it looks more to be wii-like
like accelerometer/gyro and bye
Meh. Mobile VR still gimped VR D:
well, at this level its much better
its cardboard what its basically trash
this is more of a generic gearVR
Cardboard is halfway between VR and a viewmaster ๐
I wonder about latency
Well... I'll still get one if only for streetview.
actually very low
no word about that
That shib is awesomeee
keep in mind it goes straight to the screen, there is not even a cable
But won't be developing for it D:
they even "race the beam" to decreaes it even more
i think it has less latency than pc vr
Nice to hear.
latency will be inherently higher because the framerates are lower
higher than what ? Gear VR has a very low latency tracking, so there is no lag at all.
interesting $79 for HMD + controller
includes controler, isnt that bad
but isnt it more expensive that gearVR
?
gearVR is even given for free on some packs
Gear VR is $100
+phone
no controller
this is also + phone
Well... GearVR controller built into the side of the headset.
Just not a great controller D:
that's touchpad
it's borderline unusable
Daydream controller is somewhat like Vive's
though you can use an XBOne pad with GearVR
I'd still rather have motion controls
yeah, but it's not the same as using motion controller
and they made them so its repeaters you put around the house
This is the second time they've released a wifi device.
The first was bad from what I remember.
I hope Galaxy S8 comes with all the goodies Pixel comes with (AI engine/Assistant, Daydream, etc.)
then I can use it for both Daydream/Gear VR development ๐
4k chromecast
Would you rather have a 4k projector, or a 4k VR HMD?
yeah, this thing looks rubbish
also, there is no substitute for an actual motion controller
also, why have they decorated it with an office carpet?
sound quality
youtube
the hell is he smoking
also google home is the absolute creepiest thing you can have
google hearing everything in your home
at least with computer or phone microphones is a bit harder to do
more background noise, but that google thing is specially designed to hear people around it
Too much data for humans to listen to. They're keeping all that data to feed AIs.
AIs will soon learn that... humans like to masturbate. A lot.
@wicked oak I can appreciate what you're saying about asset flip. I'm even hopeful one day I can replace the assets with completely unique work mostly to improve the quality of the game but to a lesser degree so I don't have to worry about people crying "asset flip!". I do think "caught" is the wrong word though. This may be unpopular opinion on a dev board but I don't think there's any thing "wrong" with using assets you pay for "as is", including environments or animated characters if you're within the liscensing agreement. You are right that there are people out there who will cry asset flip but from what I've seen the majority of those same people will cry asset flip if they see any sign of market place assets being used in a project.
im using a lot of assets myself
in fact, most of my game is like that
but the example map is just that, an example
its not meant to be a playable level
says who? what do you mean?
well, it is called example map
and I also wouldn't really call it a "playable" level per se.. it's an environment
and ive been "caught" using a shootergame level on VRMultigames
people just ignored becouse its a free game so who cares
I am a strong advocate for flipping assets
but i doubt they will be like that on a paid game
as a matter of fact I am using it for final game and will be using it for other projects
If I worked alone I would have to flip assets as I can't do artwork worth a damn
I agree there are people who will cry "asset flip" and so you have to worry about that. But I disagree that it's wrong in any way. In my opinion those people are wrong.
people cry for everything nowadays
Anyone done a Virtual Keyboard before 4.13 for VR ?
@granite jacinth I saw in #umg like within the past 48 hours someone posted a UMG keyboard
Good call, thanks
@granite jacinth seems like it wouldn't be to hard to build something like that and use the widget interaction component on it as a widget component. Is that what you mean?
Yeah, in 4.13 it's really easy
But...I have to use 4.12.5 for this project
And so, I am using Mitch's UMG plugin instead
Just trying to figure out how to send the damn characters to the display widget
In 4.13 we have Send Key Char function
I'm looking at the cpp for the 4.13 WIC
i was gonna say... maybe you could just include the WIC source and the 4.13 UWidgetComponent in your project with a different name. But i have no clue what kind of issues you might run into. If i were in your shoes that's probably what I would try first.
Heh, I doubt that would be viable
Your system?
my game systems
my interaction code was in a isolated "laser pointer" class, so i just changed it and no problem
yes
not VRMultigames, that one is still on 4.12
That's a problem, I don't think I could get this project to 4.13, well maybe I could
Well, how'd you get WIC in 4.12?
with all that vrworks fancyness
well, with the plugin
it works similar
but you dont do the trace yourself
You mean Mitch's plugin?
yes
Yeah, that's what I am using now
BUT
I don't know how to send a character after a UMG button press
Like in a keyboard
rather than sending it coudl you just que it into a n array or string somewhere?
see, this what happens in the 4.13 function: https://gyazo.com/21ffd58da6e589a5f1faabe6c2a4c19b
and then when you hit 'go' or ENTER, apply that to whatever textbox is in focus.
But, what I don't get, is how Delete and Backspace work
Since it's not part of that
But it works
It's some freaking slate magic
Is it possible to get regular wasd type controller movement with room scale vr with the vive? I tored setting up and its close but the player character suddenly just starts drifting off in one direction.. im guessing its having trouble tracking player location?
Tried
Nvm on the 4.12.5 kb stuff, I just went to 4.13
@granite jacinth you probably do this anyway but be sure (after backing up everythign) to wipe any intermediate/saved/cached type folders. I ran into an issue yesterd that was fixed by wiping those after upgradign from 4.12.5
ok, thanks for that tip
Anyone with a VR headset want to help me test my packaged build with Steam online functionality? I've verified it works with someone on desktop but not with two people in VR.
Did you try out the 4.13 Virtual Keyboard Tut @fleet veldt ?
I didn't see a tutorial.. i just saw someone post that as part of a question in #umg i think
Demonstrates how you can create and interaction with a 3D Virtual Keyboard with UMG.
Seemed straightforward...until it just doesn't work ๐
debugging now tho
@granite jacinth Oh cool, i haven't yet implemented a virtual keyboard yet, although I had planned on it. The most i've done is just a virtual keypad that just stores the buttons pressed in a string. https://twitter.com/GhostVectorVR/status/781711334387974145
In @GhostVectorVR your ship's systems are controlled through "Holo-UIs": multi-layered interactive holographic consoles. https://t.co/zBzR228vM9
Ah, that's cool
hmm, I think something else is consuming the input before it gets to my trigger
Yeah i'm going to need a keyboard because you can give the drones "names"http://i.imgur.com/1sqa7qE.jpg
that's odd. that looks just like mine.. and that's on your pawn?
yeah
I just converted from 4.12.5 to 4.13.1, so there's a possible corruption somewhere of course
But I get no errors
the "PressedRightTrigger" doesn't even print?
i have an idea
shoot
maybe create an Interact "action" in project settings input mapped to motion controller trigger and use that instead of "motion controller trigger" node directly. maybe there's some bug with using it directly in 4.13
ah
and / or also just try some other key like spacebar
i'll try that
to see if you're just not getting any input at all
FML
yeah, so spacebar works
but project setting/motioncontroller inputs do not
....wtf
are they moving? batteries dead? heh
well the thing is...
they work...
for other things
I am going to just reopen this project
oh.. maybe they're a seperate plugin in 4.13
Well, if this doesn't work, I'll try in a blank project
looks like that's not enabled by default http://i.imgur.com/UKKMHIH.jpg
oh derp
that's not for VR controller but for their steam gamepad
๐
So, Daydream View has 90 degree. FOV and that sucks
what is oculus/vive 110?
fml, fixed it
Not sure, but Gear VR is 101 degree. @tmek
Well, I don't know why anyone thought Daydream was goign to be badass
esp priced at $70
They seemed to be going for the budget
some people thought it will be Gear VR killer
I did too until I noticed Samsung still support GearVR
@granite jacinth what fixed it? just restarting?
well, it's $70 because there are no electronics inside and no focus wheel.
No, something else was consuming the input
so my guess it's $10 for the cardboard and $60 for controller
why can't they both just do it at the same time?!!?!!
But they are different actors... fml
Hii
RoadKill!
hay
@vital shale Could you throw me your email? We saw the note your wrote earlier
anyone here tried daydream sdk on a phone other than nexus 6p ?
@real needle sebastian.badylak@coffeestainstudios.com
And for everyone else in this channel: hi, I'm Sebastian, I work for Coffee Stain Studios and we're looking to fund and publish VR games. Pitch your stuff to me on the email address above ๐
I'm also going to OC3 and Steam Dev Days, so do let me know if you want to meet up for a chat
hi Sebastian!
given that everyone is making VR games now I want to do something a little different and not make a VR game. actually I want to be disruptive and break the mold and not make a game at all and instead sit of my arse redefining useful work in a whole new paradigm that just oozes synergy with feeling good. would you be interested in funding such a venture?
I'm visualising the setting as being couch-based
I like your pitch antidamage, but seeing as we're competing in the same market, we can't take the risk of funding a competitor right now.
We should make VR couches. Couches with lockable castor wheels so that you can move them out of your play space.
this is an idea I like
I face this very problem every day
they need a lever to lock them in place once they're moved or people won't be able to leap on them bodyslam styles
Yes. Lockable.
which my research indicates is 90% of couch usage
I'm going to need to see a series A funding document
I don't even know what that is!
Seriously though... there probably is a niche for VR friendly furniture designs.
Lockable castors on everything. Fold away beds!
Height adjustable tables! These things all exist already!
foldaway stuff
where the chaperone knows when it's NOT folded away
probably just mate a kinect to it like I'm gonna do this weekend
use it to adjust the chaperone
Nice.
Looking forward to when chaperone can show us the 3D boundaries of our furniture, rather than just the play space.
yeah I'd like that
well, lemme see what I can knock up with the kinect
I've wanted to integrate a cockpit I could get in and out of with it for a while
Oh yeah. That'd be swish. Wouldn't have to show them as much more than grid lines. Make them occludable as well... I've found that it actually helps with presence for some reason.
Does anybody know if Ue4.8 supports the oculus CV1?
I think it uses the Oculus .6 SDK, I just cant seem to find any answer by googling the issue
I mean I would, but I have so much done on my project already. Updating the project never works
make a copy and try going from version to version incrementally
Been there done that, I have 4.8, 9.2, 4.11.2, and 4.12.5. My project wont even update to 4.9. I was lucky to even get it to 4.8.
:/
post on answerhub
or you're extinct
especially with VR
pre 4.12 is a pretty shitty VR experience
I had problems going to 4.9 too
4.14 beyond is probably where you want to be for VR.
there is some wisdom around that
4.13 was a good update, but incomplete ๐
Man, thats what I was afraid of. I guess I will post on answerhub and see what information I can get, but my limit comes to when I have to open visual studio. I always end up screwing something up and having to rely on my backup
Only thing I can suggest is to migrate components bit by bit.
To a new project. Rather than converting in place. That'll let you see what objects you need to rewrite.
That might be the best solution. Boy have I got my week lined out for me! Lol! Thank you guys for your help!!
Much appreciated
Good luck!
Thanks! I will absolutely positively need it
we can help you with VS btw
we're very good at that
and that's a good idea from zap
migrate your maps from one project to a clean one in the newer version
export and import your inputs, etc
once you get to 4.13 you get the VR template which will do away with all of your player controller dependencies on the old stuff
between each version open the assets and edit them a bit and resave them
just to be 100% that it's updated
@fallow scroll when you are upgrading from one version to another something I think is important is to delete your cached/intermediate files. (Binaries, Build, DerivedDataCache, Intermediate, Saved) basically all the folders you wouldn't check into source control. Be sure to back everything up before doing this of course just in case. ๐
and also be sure to regenerate your project files if using c++
So I'm doing a thing where I fade out the camera if the player tries to stick their head through things
But I want to show the player the chaperone bounds so they don't get disorientated.
Anyone know how to show those bounds through camera fade?
I was talking to someone last night about overriding the chaperone in UE
was that you?
Yes.
I'm innovating in the chaperone bounds space because I'm dissatisfied with the current implementation.
maybe maker the chaperone like +3 emissive, and subtract one from the PP to make the rest of the scene black
from the PP?
post process
get scenetexture->postProcess0 and subtract one, clamp it, output as emissive
ah. Is the camera fade function a post process?
ooh
just do your own post-process material for it
you'll have to tweak it from my description
fiddle with the numbers
key thing is making that chaperone grid BRIGHT
Camera fade seems to only specify color values
And alpha.
Set the alpha to 0.99
But then I can see the rest of the world as well ๐
ditch camera fade
If I could specify a material, I could set the draw order lower than the chaperone material.
do you own camera fade in a post process material
Like a plane in front of the camera?
Oh
now make a material and change it from surface to post-process
create a SceneTexture node
select PostProcessing0 as the output
hook it up to the missive of the material
under the PP volume go Settings -> Blendables
there's an array
add an asset item to it and point it at the material
Yep. Cool. Actually can't I just change the depth sort on that material?
now you can do math in the material to fade the camera and keep the grid
probably
is it an occlusion problem?
No. I just want the screen to black out entirely but turn on the chaperone so the player isn't 'lost in black'.
yeah
so my advice is to take the postprocess0 buffer
which is the final result
subtract 1 from it to make most things go black and fade to that
but keep the chaperone grid bright by making it emissive in its material
it may or may not work
just make sure you go into blueprints and set the PP material to swap out for a material instance dynamic based on that material
then you can push in parameters to it for your fade
basically just a scalar
and you populate that scalar based on a hit test I guess for level geometry
I like the idea, keen to see how you do
It's not too bad. It's a bit buggy because I'm warping them back to the before occlusion (putting their head through the wall) position.
Because I don't want players to bash their heads through thin walls.
Doesn't work perfectly right now.
So when you say post process volume... is that a post process component in the VR pawn?
Because that almost works if I stick a texture in scene color. Problem is it's a texture not a material.
ok
no, search the modes tab for post process
it's like the PP settings on the camera
in fact, you can attach your PP material TO the camera
better to do it there IMO
no need for a separate volume
Oh cool
Peace
@dry fjord Gave it a good shot... doesn't work unfortunately - the blackout is too strong, even when emissive is at 500+
fair enough
it must not be an HDR result then
that's ok
I had one more idea
do a world-aligned triplanar texture
black out with the PP, then draw that over it
look at the triplanar node, feed it a grid
it projects things like you're inside a sphere
I'm not gonna lie. What you wrote kinda just broke my brain a little.
it'll be indenepdent of head angle
haha
go try the triplanar node
so black, then add a grid on top
Ok. I'll research that.
Blur isn't easy to do in unreal is it?
I was thinking, what if I just start blurring the view if the player gets close to an object.
blur is easy in PP
you don't even have to make a material
just do it using strong DOF settings
Wouldn't happen to know how to change the clipping distance of objects from the camera would you?
it's a global setting for the project
Ah
Ok.
Nice. It's under 'general settings'.
Working on simulate mode in VR Editor, pretty fun to throw stuff around :p
https://twitter.com/Yanniiiiiiiick/status/783609803822231552
WIP @UnrealEngine #VREditor physics simulate mode https://t.co/19pRTXYLKL
is MSAA available in 4.13?
Don't think so. Forward rendering is... but buggy with VR right now.
Full implementation in 4.14 I hear.
Not 100% sure on my info though!
yeah about to try forward in VR
all good
it looks good in VR except it's doing some major artifacting
somehow artifacts from a rendertexture are leaking into the main projection
Looks to me like shadows are offset in the right eye.
shadows of non-static meshes
dynamic shadows. That's the one.
that'd be annoying
hey, I'm trying to occlude the cage like you did
so what did you do again? I can't find a material relating to it
drumroll
teleport previews?
teleport previews all relate to the box and cylinder you create when you preview a teleport
I want to stop the blue cage showing over my characters
the chaperone grid
Yeah. So with the teleport previews, make a duplicate and call it chaperone previews
then apply a cage mask to it
aah
wait
I don't want to preview anything
I'm not even teleporting
I want to alter the behaviour of the existing default blue grid that comes up in all games
I didn't think it was done in UE
the one that shows when you walk close to a real world wall
Yeah... I did it through unreal.
Hehe ๐
But I just turned off the chaperone grid - set it to developer
with minimum opacity floor bounds.
I don't think you can alter the actual chaperone bounds.
In Steam VR menu, under the little cog on the right
there's chaperone options. You can switch from beginner to developer to turn off the vertical grid
but you can't turn off the floor bounds - only reduce their opacity.
But like I was saying yesterday... my method doesn't even work when packaged! Still gotta figure out what's going wrong there, but been fixing other stuff today ๐
Works great in the editor though.
Not really. Main reason I'm even bothering to create custom bounds is so that I can display them even when the player isn't close to the bounds
Because I created a 'grab turn' functionality that allows the player to rotate the actor arbitrarily by using the controller.
Which allows you to walk to the end of your bounds, grab turn around, and continue walking in the same virtual direction
Alternatively, allows you to arbitrarily orientate the room bounds to the virtual environment.
So I use the chaperone bounds as a manner of orienting the player to the real world while they spin around arbitrarily in VE.
it looks like someone made a program to do it programatically
might need to ask him about it
so about the custom cage
you just placed it in the player controller?
what did you call to set the scale of it to their bounds?
in the player actor
There's a function called setup room scale outline in the motion controller pawn
pretty much
np!
ah damnit, every time steamvr dies the editor stops updating its windows
Yeah, I've been having a butt load of issues between steamVR and the editor too.
They don't play nice.
I'll let you know how packaging goes
hmm I don't have the room scale outline function in the motion controller pawn
found it
in the BP,. not the pawn
Got a question, would like some advice. I've been offered the chance to choose the next game type as we had 3 options. Im stuck with it though as all have downsides and benefits. The game is VR. It's either a bunker game, a trading card game or a space based RTS. Which could you see yourself playing (roomscale included)?
I've been adding the actual PAWN to my world to get it to work. should I add the BP_MotionController instead?
or both?
marc I was thinking about VR poker tonight even
it'd be all about the awesome environment
@dry fjord sorry, yeah I meant in the BPMotion controller. and the motion controller pawn is fine - it spawns the BPmotion controllers for left and right hand
@sharp swan What's a 'bunker game'? Like a sniper game where you snipe at waves of opponents from in a bunker?
Yeah kind of like that
If that's the cae, then space based RTS is definetly the most appealing sounding to me.
Yeah same from a personal gaming opinion
And also beneficially, the least saturated genre right now.
we have all the assets ready for that type of game too so it's a time saver option
Only have to try House of the Dying Sun to see the potential in a space based RTS... the opening screen shows off the coolness of miniature ships in combat ๐
Also you can use grab locomotion mechanics
Sadly house of the dying sun is not a space based RTS, although it has elements of it.
yeah we have the locomotion set for that, the assets, just have to do the balancing, code and storyline. Probably won't take too many months. I can see that having an appeal for the roomscale users who can walk around the space battlefield to see things from different angles
If that's the way you're going, looking forward to seeing whatever you're cooking!
annoying. got it all working and my new cage draws in front of everything.
even stuff it's behind
Yeah. But it's got an occlude node
oh
plug that into opacity.
Yeah ๐
it should just use pixel depth offset
Probably. I don't actually know what the node does. I just used it. ๐
i.e what it does under the hood.
depthfade acts strange with a vr camera
yeah I got it
it takes the scene depth and works out if the bounds are behind it
and returns a 0-1 for lerping
so do mf_occludedpixels -> oneMinus -> multiply by your camera depth fade
@clever sky @dry fjord concerning that SetupRoomScaleOutline function: just be aware of this when trying to use it in multiplayer: it uses "MinimumAreaRectangle" which is server only for some weird reason that I totally don't understand ๐
Oh... is that why it's not working properly when packaged?
I'm not doing multiplayer at the moment
@dry fjord forward is working smoothly in promoted with the exception of no shadows at all working for movable lights. Dynamic shadows do work for movable objects under stationary lights though.
so I have a render capture texture that I use in a material. it's showing up like it's being used by the post-processing effect
but it's not
how do you take a vr screenshot in UE?
If you just want to show a visual glitch just take a screenshot of the mirrored window on your desktop.
With alt-printscreen key combo
ok
so something else interesting happened
Start In VR is checked in my project
bStartInVR is 0 in the packaged game
Scene captures have their own built I post processing blend setup by the way, though not sure if that's related to what your seeing.
so I set it to 1 in the console, reloaded, 0 again
what's the ini command for start in vr? I'll try it with your demo too
or is -vr enough in the shortcut?
Are you saying the .ini setting?
say what?
hmm.. "last set by constructor"
that's bStartInVr
no rush man I'm gonna go crash out soon
i think they might have moved that from one .ini file to another
i have one in DefaultGame.ini
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=6F842E044A13D6D4F28EADADC9EFE5FF
bStartInVR=False
is that where yours is? i thought it used to be in defaultengine.ini
ah just like that
thanks
mine isn't anywhere
it says it's being set by a constructor somewhere
so overridign the project
I bet it's in a blueprint somewhere
yeah defaultgame
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=9EF896D24FA85405F036FBA041D92BE0
bStartInVR=True
trying it in defaultengine too
restarting steamvr seemed to fix it
oh well
@clever sky yep, no cage in a packaged build. I guess the scale is unavailable there.
bedtime, night guys. thanks for the help.
Cheers.
Well good to know I'm not the only one! ๐
Now to play the waiting game of - Epic plz fixxxx
@clever sky this shouldn't affect packaging but it simply won't work on any pawn that doesn't have the authority
I haven't tried though
Yeah. I'll have to do some leg work to figure out which part is breaking on packaging.
as I don't need the rotation part right now it was easy enough to get around though.
I still have no clue why the node is server only in the first place. it doesn't really make sense on a node that is essentially just doing a simple computation.
the other way round ๐
Cool
Well, at least I can work around it if that turns out to be the problem in packaging.
fingers crossed
Can confirm that showing boundaries when putting your head through things and blacking out the camera is... a sweet solution.
so you black out the camera if a player sticks their head through a wall? makes sense really
what do you mean by showing boundaries?
I created custom chaperone boundaries that I can control from within Unreal.
ah gotcha
By I created, I really mean, I cribbed the most important parts from the VR template.
thats what my boss was telling me he was gonna do with it.
Crib from the VR template?
Ok. So did some testing.
Steam VR Chaperone or at least its Get Bounds function
doesn't work once the project is packaged.
that's annoying
Looking at the chaperonecomponent code...
It'll only work if it detects it's on a steamVR supported platform.
Or is stereo enabled?
fyi: getChaperoneBounds also still fails if the headset is not tracking when starting the app
so just make sure this is not the issue in your packed game
no, you just have to see on your steam VRMonitor that the headset is ready. if it is, then run your packaged exe
(or editor even)
if the headset is not tracking during starzup the get bounds will just return 0s
If that's the case, then it's not that causing the get to fail.
This line...
if (SteamVRHMD && SteamVRHMD->IsStereoEnabled())
{
RetValue = SteamVRHMD->GetBounds();
}
is failing outside of the editor
for some reason.
Is it the first part or the second part?
no idea, I'm not even sure if i actually tried it with a packaged build already XD
I don't suppose stereo is actually enabled?
if it's just bounds though, then it'd be obvious
I think I did a while ago and I think it worked. but I can't tell for sure... hence just try if getting the tracking to be solid before you start might solve the issue. because I know that this is a known bug
If there's another way to do it, then I don't know about it!
@fleet veldt , I just did what you suggested, and when I tried to launch it, it told me that two .dll files were outdated or missing. So I clicked the rebuild button, and it said it could not be finished, and that I should rebuild from source manually. So I opened the VS file that was provided for me when I updated the project to 4.12, what should I do next?
I have VS open
@dry fjord or actually, maybe this is a good question for you since you said you could help with VS, is there anything I need to do to set up before I click the rebuild button?
Have there been any projects combining UE4 and the Microsoft HoloLens?
who could afford it really? I mean it's not cheap and risking that much money would be a studio affair I guess and probably under NDA
I just remember when the Oculus Rift DK1 came out, there was a bunch of people trying and sharing what they'd found while using it.
Yeah, but the DK1 was $300!
The Hololens is $3000.
It's kind of a vicious circle... too expensive for smaller devs/hobbyist experimenters to pick up on a whim... means that you see less innovation with it... means that the device is worth less for users.
Hololens' hardware isn't up to handling UE4
Is that confirmed, or just based on specs?
o/
the specs tell you outright; it's an Intel Atom x5
has anyone tried FMOD with latest Audio SDK ?
I am having validation crash https://forums.unrealengine.com/showthread.php?124931-FMOD-1-08-12-Audio-SDK-1-1-0-validation-crash&p=604527#post604527
I don't know whether it's FMOD's or Oculus' or both issue, but after trying new Audio SDK I got crash during validation of FMOD:
https://www.youtube.com/watch?v=eHO1TLwJ19o
Pastebin of the crash report: http://pastebin.com/VxaEyx5K
Has anyone experienced this issue ?
Thanks
very limited memory, very weak GPU
@hard light Fair enough! (I was unfamiliar with hololens specs)
114MB video memory is not a lot to work with in UE4, hehe
so Hololens is weaker than Apple TV ?
I'm not familiar with Apple TV specs
What class of device is a hololens equivalent to then? A NintendoDS?
it's a mid-tier mobile phone, basically
that link tells me nothing about the hardware
Mid tier mobile phones sound more powerful than that to be honest.
(in true Apple style, really)
yeah, it's not a strong entry
I might have taken it more seriously if it had something like one of the new Tegras in it
Wonder how the MagicLeap will stack up
Fire TV is almost identical to Apple TV
Specs are all there
and UE4 supports both of those "weak" platforms
I'm slowly gaining confidence in it... but still very little in the way of hard info about it.
so I am surprised UE4 wouldn't run on Hololens
Also the lack of announced dev kit and dev support is... worrying!
Apple TV doesn't need to do all the other stuff on top of it
and the hardware does look better
I guess stereo rendering is the kicker
hololens doesn't do stereo rendering
On the flipside, the hololens doesn't have to render that much.
to be fair, the super narrow field of view is the other problem with Hololens, lol
Yeah. Well. Still potentially useful for professionals!
Which I guess is what they're targeting the device for right now.
Reminds me a lot of a Nvidia Quadro. Highly specific uses, totally overpriced, and the consumer version will kick its butt in most use cases.
for professionals there are already competitors on the market, so I don't really know where Microsoft are going with this thing
What kind of competitors?
OHMDs have been around for a long time
But they've all sucked D:
i keep hearing hololense is serious tunnel vision, nothing like the MS videos
Kinda like the hololens. Except the hololens has a bit more marketing grunt behind it!
@hard light why wouldn't Hololens output in stereo, like VR HMDs do ?
@jade elm So what do you think of Pixel and Daydream?
I see
It still does 3D though... instead of putting out one view for each eye, it creates a few layers of focusable depth.
I think it has 5 depth layers.
IIRC
thin profile combiner lense creating a collimated image
exactly what's going on under the hood, they don't tell you
similar to a flight simulator, I believe, just at a much smaller scale
so, no one uses Oculus Audio SDK and FMOD ?
Nope D:
well, if you don't use Rift, then it's understandable
Haven't developed for one yet.
Because I'm all about the roomscale/motioncontrollers
And Oculus didn't send me touch controllers. They ignored me ; ;
same here
pixel is stupidly priced so I wont be getting one
I'm hoping daydream will work on the phone I do get
which is ?
oneplus3
cheap enough to use as a stopgap until better vr designed phones appear next year
Got a fun question...
How do you flip an actor without flipping its normals/materials?
I'm trying to mirror things I grab depending on the hand I grab them in.
no idea, that makes no sense to me
@clever sky Is there no way to reverse the texture in the material editor?
@wintry escarp if it's not out yet, maybe. If it's already out, it's not Daydream compatible.
I could make it double sided maybe.
it wont be certified, but it wouldn't make sense to stop it from working
But what's confusing me is I'm simply using the same method that the hand mesh is using in BPMotionController.
in the VR Template.
@wintry escarp then you will have same crappy tracking as any current Android phone
@clever sky , If you make it double sided, then what will that help? Because doesn't that just mean that the inside has textures too?
doesn't daydream have onboard gyros like gearvr?
nope
plus Daydream phones will have chips inside that will pair with tag in Daydream View and that will kick off Daydream software. If not, it will fall back to Cardboard crap
@fallow scroll Probably would. But the hand mesh doesn't use a double sided material, so that's throwing me
Kinda don't want to use double sided material if I can help it... because if I need to do that, then I'll need to do that for everything I can pick up.
Ditto on changing material types...
If I may ask, and if it isnt breaking any NDA you might have, what Exactly are you attepmting?
I've got an object with a handle on it
A shield.
And it's snapping to the origin... because I can't get it to attach at an arbitrary point.
And it's origin is keyed for right handed usage.
Looks great in the right, bad in the left.
So I'm trying to flip the model when I grab it with my left hand.
But I want it to be a general function for all grabbable objects with handles.
make another model ? ๐
So I don't want to be making a bunch of material and mesh edits to deal with this.
why not put 2 origin bones on the shield and attach it with left/right as needed
How do you do that?
load it into your modelling app of choice and add the 2 bones
give them labels you can look for when adding the shield to the player
I havnt done it in ue4 but it could be
hmmm... I've played around with it a bit... but while it takes a socket name, it's not referring to the child actor
it's referring to the parent. I think. So in this case, I can tell it to attach the origin of the child actor to a socket of my choice on my hand (pinky finger?)
I think if I can figure out this inverted normals thing, it'll probably be the easier solve.
It inverts fine in the editor... but doesn't like to be inverted at run time.
Is what I've figured out so far.
At least double sided material works.
Hey guys, I posted an update for our VR controller: http://www.sprintrvr.com/progress-update/
I apologize in advance Peterk
why?
I'm working on a solution that torpedoes all locomotion peripherals ๐
Got a site?
But... good luck!
Not yet. Working on refining it and going to put together a neat demo.
so, software/hardware ?
Don't want to say more than that right now!
HMD/motion controllers + software.
Nothing else.
what do you mean by "motion controller" ? like, oculus touch or the vive controller ?
Yes
@ember comet unrelated, but I can't see an "about" page on your website
Maybe I'm blind
Okie dokie. Good luck with your torpedoing.
Fox: the main page is the about page, includes videos for how it works.
I'm trying to understand what it is and failing so far
Oh right
I didn't think of clicking the logo
I was looking at four buttons in top right and failing to find the "About" there
My bad, maybe I should add that
I would say so, it's not that obvious that logo is more than just a picture!
yea, doing it now. Did you see the video by chance?
yea, there's two of them, one shows someone using it
Looks pretty neat! Is it for Oculus only, or Vive could use it too? What's the main output, just two analog joystick axes?
works on everything, but it does more than a normal joystick, the rotation basically makes it WASD+Mouse in one device
Well, I meant from programmers point of view mostly
I was just thinking our game could use support for something like that. It mostly doesn't have much walking, but sometimes it does
gamepad/joystick. no need for special plugins. though we'll provide some for major engines.
aye, this allows for hands free walking. so you can use the controllers or even the mouse for other stuff. have a look here for developer info: http://www.sprintrvr.com/developers/
SprintR Developer Information This section outlines information for developers and publishers who are interested in creating VR games where the player should be free to walk around and explore 3d environments. SprintR is a wireless foot-pad that allows players to move around an virtual environment hands free. This means that it can work
There's also a newsletter if you want to stay informed, but fair warning, we only send like 1 email every 4-5 months.
Our game is about driving very detailed trains, but you have to leave the confines of the cabin from time to time
We made a driving demo also.
let me find the video, 1 sec
So, you can use our thing to drive cars, fly choppers, and then get out and walk around. Run, Jump, Crouch, all of it.
Well, we only need it for walking and possibly as an optional pedal
The train has two pedals, for horn and for attention signal. We might just add special support for using this as either in case the player is sitting
cool, works when standing also btw
I'll be posting more videos in the coming months, and as the update said, devkits will be up for preorder
Who drives while standing up tho?
I sail standing up & fly through space while shooting asteriods on a couch while standing up.
I am not a game developer, but a designer of a scientific application. My VR app uses a typical MFC Window UI to select files to load and set various options for display in VR. The Window is on its own user thread so it will not interfere with the VR display. I recently updated to SDK 1.3 and now the active window focus keep getting changed by Oculus. In debug output I now get messages like : 13:15:03.633 {INFO} [Log] [HMDState] Requested to SetForegroundWindow(5b1f62ll)13:15:03.633 {INFO} [CAPI] [HMDState]...
anyone else had this problem?
Kotaku. 1,002,835 likes ยท 173,883 talking about this. Kotaku - The Gamer's Guide
PSVR
so is that now avilable from stores?
I think they just launched it. not sure though
Oct. 13th is when PSVR launches
but I already saw bunch of reviews saying tracking is horrible
yeah seems surprising because they all seem to feel it was better when showed at conventions etc.
I wonder if anyone will make positional/controller tracking for Gear VR using Lighthouse tech
hmm for positional head tracking i think it's more likely they'll work towards an inside out solution.
I don't mean they (Samsung/Oculus)
I mean anyone else ๐
inside out is not feasible
and not practical
OTOY already made it happen, but they used PC as gateway
.. so much money is pumping into VR research
need to use some embedded solution, like Raspberry Pi and whatnot, for a gateway
it's comin.. i mean sure i could be wrong but that's what i see
sure, in 5-10 years in smartphone form factor
my bet is on 2 more versions.
but for now, with Lighthouse tech being open sourced, why not to use outside-in tracking
i.e. Note9
that will be quite explosive solution ๐
๐
I am hoping something cool will be announced tomorrow
otherwise rumors that Samsung slowing down on VR scene might be true
your own review, @fresh laurel ?
@mighty carbon - I wish
So I have heard
apparently it's based on visual colors o.O
I still think Gear VR could be the mass market VR system
@mighty carbon - I think an All in one System will win. A Mobile version that is
@mighty carbon - Example
That is also comatible with SteamVR
Basically a 4k DK1
BUT
I hope it comes down to 2 or 3 competitors doing similarly well. that is usually best for consumers
@fleet veldt Same
are you working on a vr project headclot?
@fleet veldt - I really want to but lack the specs
to do so
I am really interested in AR
i just barely squeeze by.. oculus home constantly bitchees that my pc is below spec heh
i have a 970gtx which is minimal but my CPU is a bit old i7-2700k
ok
@fresh laurel You don't need anything fancy for AR
@mighty carbon - I know. Just waiting for some platforms to come out
tablet with fast camera (or even phone will do), UE4 and UE4 AR plugin
i was in (very brief) talks to do a pinball game for CastAR but they kind of just quit contacting me
yeah, i had a pretty good pinball prototype going in uE4 i hope to rez it one day after my current project is finished. https://www.youtube.com/watch?v=sny4825aDsk
That looks fun
I don't think AR is going to be as nice as first gen of VR any time soon
it was going to be VR as well.. although good lighting is a lot harder in vr
Look at Magic Leap - money, brains, technology behind it and it's not any closer to materialize than when it was first announced
@mighty carbon - I really think that AR is farther ahead that most people think
Hololens costs $3k and isn't that great
the one i'm watching out for is if Magic Leap can make a viable product. Enough wealthy people seemed to have been impressed with what they've seen behind closed doors.
have you tried it ?
@mighty carbon - Not yet - I know people who have tho
is it accessible to an average consumer ?