#virtual-reality

1 messages · Page 101 of 1

full junco
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thats enough

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some people will see a game. if they like it, they will tell others about it. and if those like it, they will tell others about it

pearl tangle
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if word of mouth was enough to sell products my entire industry wouldn't exist

full junco
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because not every product is good or unique

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Tesla doesn't need to pay for any regular advertising, other automakers do

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because Tesla just works on stuff where it doesn't really have competitors

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I get that word of mouth is not enough for most things

pearl tangle
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when you have 1 of the most famous guys on the planet running the company and doing constant PR for it that kinda helps. a little indie guy that nobody knows or has heard of doesn't quite get the same thing when you post on reddit

full junco
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elon musk is only one of the most famous guys because he was successfull with tesla and spacex

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they aren't successfull because he was famous before

pearl tangle
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he created paypal and got $200+mill out of that and got pretty famous, got a big following. they do a shitload of PR. they don't make TV ad's because they just do everything with PR

full junco
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he didn't get that "big following" back then

pearl tangle
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because social media didn't exist 15 years ago

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the newspapers and other traditional media picked up on it and space x was very unsucessful for a long time and nearly went bankrupt

full junco
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tesla too

pearl tangle
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and it was very unsuccesful for 10 years too

full junco
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both almost died 2008, and there he was basically just a guy who has 2 failing companies

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well then we agree on that, and my point is just that no one cared about him when he was the guy with the failing companies

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he couldnt just tweet something and have all media write about it

pearl tangle
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yep they did PR, shitloads of it. they just say they dont do marketing. but they do a tonne of it, just through different means

full junco
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I only said they dont pay for regular advertising

pearl tangle
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it's like saying apple would be where they are without marketing. nobody would be buying their products if it wasn't for marketing and generating an image around it

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neither do a shitload of brands anymore. but they still do marketing

full junco
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and apple still benefits from the iphone, which was just quite good back then

pearl tangle
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no. they benefit from the marketing and image they have created around owning apple products. they recovered from near bankrupcty purely because of their marketing

full junco
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why do you say "no"? lol

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they do still benefit from being the company that released the iphone

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obviously they have great marketing, but that marketing couldn't have done anything if they wouldn't have had the best smartphones for quite a while

raven halo
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I don't quite agree

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In my experience it all depended on the speed and even the direction of the acceleration in relation to the players orientation

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Up and down acceleration is less problematic than sideways for example

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I have a problem with such generalized statements. It discourages devs to try stuff

wicked oak
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about the sales of VR...

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yo what he was saying up that you get the sales the first 2 days and then dissapear is 100% true

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the only way you can avoid that is by having a multiplayer game

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where players that like the game tell others so they play with them

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or have the utmost greatest singleplayer game of all eras

real needle
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can't you make dlc

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or how does that work

wicked oak
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i dont know about that

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i guess it should be possible to add "free DLC" just so it shows on the lists

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the last spike is the last sale

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got 750 dollars of that sale

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launch window got near 4000

mighty carbon
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Lol, multiplayer

pearl tangle
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ouch

mighty carbon
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Just make interesting single player and people will keep playing your game and sales won't die in 2 days. However, without some kind of PR it might not even work. You need people to see your game on the Net. YouTube and Twitch aren't big on VR yet

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So I don't really know if major VR outlets will write about yet another wave shooter made by yet another indie.

nova wave
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@raven halo agree, with smaller FOV you can comfortably play old Quake. What he writes is a scientific fact but he doesn't say in that quote full truth

mighty carbon
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I got insta-sick trying Quake VR

nova wave
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In which HMD?

mighty carbon
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Gear VR

nova wave
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You can simply add a black border around your perspective to limit FOV to not more than 65-71 degrees, it should eliminate all motion sickness

mighty carbon
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Or someone could make a mod to allow teleporting ;)

nova wave
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It would be a different game then

mighty carbon
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Black border takes away from immersion

nova wave
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Yeah motion sickness in low poly environments adds a lot of immersion

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there are a lot of things in games which can take away immersion - simple fact of gamedev, you have to live with it

glad temple
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Any pointers for getting moving platforms to move player pawns/camera?

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Such as an elevator

mighty carbon
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Well, live with teleport locomotion. You don't get motion sickness and don't take away from immersion

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Low poly art style has nothing to do with immersion

eternal inlet
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anyone experienced their vive controllers trackpads where one direction fails to detect click?

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ie. for 2 of my controllers (i have 5 in total), the right direction fail to detect press

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i tried slamming (gently) them on my palm as suggested by some reddit user, but doesn't seem to fix it

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hmm, strange now they work again, could have been a driver issue or something, tried switching back and forth between steamvr and steamvr beta

pearl tangle
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@glad temple just attach the vr controller to your object and it will work

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@eternal inlet try doing the controller calibration stuff within steam vr could help

eternal inlet
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@pearl tangle thx it may actually have been the repairing that did the fix

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because i switched them all out in succession

pearl tangle
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ah yeah that can help too

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steam vr is still incredibly dodgy with its stuff

eternal inlet
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aye

tired tree
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the click issue is the rubber nub inside ofthe controller

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it gets out of position

eternal inlet
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@glad temple i would use a character component for that, then you can stand on stuff automatically

tired tree
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I took mine apart awhile ago and secured them better due to that

nova wave
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@mighty carbon I'm telling you about making FOV smaller and you reply with teleport? - logic

eternal inlet
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@tired tree that was actually also what i heard other people do

tired tree
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its the valid fix

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slamming them into palm might reseat if you are lucky

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but they will move again

eternal inlet
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atleast two of mine have definetely moved a bit

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the click feels very different to the other directions

glad temple
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@eternal inlet What do you mean? Where would I use the character movement component?

eternal inlet
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instead of using a pawn, use a character

nova wave
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@glad temple as far as I recall, FPS character from template can walk on moving objects and inherit their velocity

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I was driving on aerosled like that

eternal inlet
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@nova wave correct, they do, just did a test with that myself

tired tree
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characters detect the component they are standing on on tick

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call it "floor base"

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they inherit its rotation and translation then.

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you can mock it up without a character

glad temple
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Totally didn't think of that, that worked. Thanks @eternal inlet

tired tree
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Antibody....

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you'll need to do a bit of work to get characters working for VR though

glad temple
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What are the caveats?

tired tree
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character location by default is not the same at HMD location

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hmd is location is relative in roomscale to the parent actors 0,0,0

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while the character itself would be at that 0,0,0 point

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I helped jonas get it working in blueprint, think he has it almost done now

jaunty shell
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(Hey everyone ! Any of yall using VR Content Examples from Mitch with a Forward Rendering project ?) NVM found the solution to my problem

tired tree
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if you are just looking for bluieprint

glad temple
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I also see that teleporting onto moving platforms(or holes in the floor) is a-okay, but walking onto one is not

tired tree
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it is ok

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but your characters collision is at the wrong spot

glad temple
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So just gotta move the capsule component to the x/y of the camera?

tired tree
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lol

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you can't really do that in blueprint, or in engine normally

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capsule is the root component

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so it is the location of the actor

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when you move it, you move the HMD

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you need to decouple the HMD location by offsetting it back

glad temple
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I gotcha

tired tree
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I move the capsule in my C++ version but its not possible in BP

eternal inlet
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@tired tree @glad temple i got it working 95% in BP only, the last 5% is a bitch, so as far as i can tell, you need c++ to be able to get the last bits perfect

tired tree
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Not sure he needs the entire capability of the character, sounded like he just wanted gravity and floor basing. Otherwise I would have linked him my plugin.

eternal inlet
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ah

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btw, did u get a chance to try the grapplehook?

tired tree
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will tonight, wife was very much pregnant last night, I didn't get to do much at all

eternal inlet
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im still super curious to how you did yours

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😄 very much pregnant 😄

tired tree
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well, we DO have a 8 month old and a new one on the way, have to help out a lot to keep her from frustration :p

eternal inlet
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i totally understand... i recall pregnant wife

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= boss fight haha

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= full concentation and focus

wicked oak
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i made it work with a simple-ish way

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basically i dont directly parent the vr space to the capsule

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i use a "VR Origin" component

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when the player moves into position X 2 Y 0

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then i "move" the character into x2 y0

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and then move the VR Origin to x -2 y0

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basically the capsule allways stays in sync below the camera

tired tree
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yeah that was one of two options I gave Jonas at the start for it

wicked oak
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also completely breaks replication

eternal inlet
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yeah, i do something similar

wicked oak
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i still havent done that custom movement stuff

tired tree
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the method I gave jonas keeps the potential for replication, but has its own downsides

eternal inlet
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jup

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i still think someone else can solve this in a better way

tired tree
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honestly, when they de-couple the character movement from characters, if they do it right and have a "root component" and a "UpdatedComponent" instead of just "UpdatedComponent" it would be a breeze

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you would just give it the component you want used for collision, and the component that you want moved as a result

eternal inlet
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i would really hope that would happen too

tired tree
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could be the same, or two different ones

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I should probably mention that actually to them before they finish the refactor...

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or the same problems will exist

eternal inlet
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but i suppose they will do that eventually, don't u think? i mean, it's so fundamental

tired tree
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well they stated they are making character movement not character exclusive, but that doesn't mean they would change that behavior

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I guess the moveImpl function would have to be altered too, so its likely out of scope for them

eternal inlet
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aha, you talked to some of the devs themselves or was it a post somewhere?

tired tree
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was a post

eternal inlet
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ok

tired tree
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also ties into navigation too come to think of it

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damn

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I am prob stuck re-writing 90% of the character for the complicated one for forever....

eternal inlet
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ah yes navigation code is tied into that too

sturdy coral
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rather than move the capsule with a teleport and break replication, move the capsule by feeding input vectors to the controller

tired tree
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yeah thats what Jonas is doing

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but you have to scale by the movement speed

sturdy coral
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what I do is feather down the movement speed after a threshold when it gets really close

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to prevent orbiting or anything

tired tree
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ah, he isn't using two actors

sturdy coral
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I'm not either, I did in my really old implementation last year before the camera refactor though

tired tree
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if you take the required move and figure out how much of the 0.0.1.0 scale it would require of the movement speed to move the amount, you shouldn't need to do anything special to prevent "orbit"

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unless other factors get in the way of the speed of course

sturdy coral
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yeah, orbit is pretty well prevented by having a higher braking speed too and not trying to get exactly to where the head is

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but to just a threshold

eternal inlet
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actually i do use two actors

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one pawn with the camera

tired tree
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eh?

eternal inlet
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and one character with the capsule

sturdy coral
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I just kind of put that in in case I threw it onto a character with a high movement speed just to make it more general

tired tree
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man, i am glad I didn't go the BP route

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it would drive me insane being hacky with it

eternal inlet
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... i understand you man

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im also getting pretty tired of all the hackyness i have to go through

tired tree
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well, I guess I can't say that, the main character is pretty hacky, but at least I can control every little thing directly about it

plain badger
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@tired tree Thanks for the plugin!

tired tree
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@plain badger thanks, if you have any feedback regarding it feel free to PM me. Always looking for input

plain badger
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Well, just the boring stuff. More documentation... 😃

tired tree
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Ah yes........well the template was kind of made to try and make that not as required for me :p, some things are difficult to explain how to use in text. But I started updating the wiki again yesterday.

plain badger
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Hehe, I know the feeling. There is a lot of stuff in the template/"plugin example" though. I tried migrating the simpleVRChar and that seemed to mostly work. Teleport broke for example.

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@tired tree Anyway, if all I want is collision, picking stuff up and teleport and/or trackpad movement. Should I make my own char based on your simpleVRChar or am I better off making my own, peeking at your stuff?

tired tree
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Doesn't really matter, depends on if you want a different architecture than the plugin or not and if you want to change fundamental behaviors.

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Its all really one big example of how to do things, its not always going to be the "Best" method in every area

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I suggest in the thread that very experienced devs build off of the ideas, but so far most seem to be taking it as is....

plain badger
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I saw your mention somewhere here that you have changed some tick stuff in the Character class for example?

tired tree
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I moved a few things around regarding tick order

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but nothing major

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mostly just preresiquites to ensure that the controllers tick after the movement and stuff

plain badger
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To make the controllers move smoothly or why? Is that noticable?

tired tree
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I wanted them to have the correct world position during tick

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don't remember why

plain badger
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Hehe, alright.

mighty carbon
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free?!

glossy agate
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Looks badass haha. Wonder if I can ReVive this

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Never mind, its on Steam with vive support already. Says release is this month sometime

mighty carbon
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I don't get how people can manage to make games with non-low poly assets for free o.O

wicked oak
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its a publicity stunt

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like when i did vrmultigames

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they do it to get feedback and then do the full game

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or catch the attention or oculus game fund

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they got gallery-d so it probably isnt that good

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or has some serious issues

mighty carbon
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Well, I guess someone else pays their bills

glossy agate
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Maybe they got money money from occulus to build it?

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Actually it looks like a South Korean company with some history. Maybe they will use micro transactions or something to buy more enemies and sword skins.

mighty carbon
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Ah, perhaps

zinc rose
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are there any other videos.... i see barely see gameplay here.. feels like a classic "hype trailer". Show cgi to dazzle.. but no idea what the game feels or plays like. Not that thats not the way to succeed. The masses dont carea bout game play these days.. only cool "movie-like" videos. so shrugs

mighty carbon
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It's free, try it :)

zinc rose
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its free on vive?

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(steam)

glossy agate
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Yeah, free on vive too once it's released. Steam shows more gameplay

zinc rose
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cool. ill check it out.. a more intuitive melee combat game is on my list for VR projects.. interested to see how there's holds up. Not a fan of Oculus at all... glad its gonna come for Vive on steam too.

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theirs*

dusky moon
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Hey Guys, two questions here ... Is Gear VR Controller in stores now ?! And can some1 name some good titles made with UE4 for gearvr ?!

mighty carbon
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Not yet and no good titles on Gear VR made with UE4

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Gunjack is the only titles afaik, but not my cup of tea

sharp swan
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it would be weird if it was your cup of tea, and you kept spilling it because of tiny VR people in your saucer

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goes surreal for the rest of the night

mighty carbon
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Heh

full junco
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and master is now 4.17

eternal inlet
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so we can expect 4.16 to get released soon?

full junco
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@eternal inlet well not soon I would say

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first the preview starts

eternal inlet
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yeah that's what i mean hehe

full junco
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so I would guess 1.5 weeks until the preview starts and then 4 more weeks until its released

eternal inlet
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sounds reasonable

full junco
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I will move to 4.16 after its branched...

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I already fear all the merge conflicts

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but there are important performance optimizations

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and I would like to test the volumetric lighting

eternal inlet
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i'll wait and see if there's something interresting for me, but it's always fun to test out the new preview builds

full junco
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well I know that there's interesting stuff since I always read through all of the commits that are added to master 😄

eternal inlet
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hehe it's nice you do that

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it's always fun to watch what they're doing

full junco
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yeah

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reading through a dev-rendering merge is better than watching your favorite tv series 😛

eternal inlet
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btw if i wanna make a crosshair, and want it to always display as the same size in the HMD, what would the preferred approach be? to do a traceline and project hit on an invisible sphere centered around the hmd or something else?

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and then draw my crosshair with noclip material too

full junco
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I have no idea

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do you really need a crosshair in VR?

eternal inlet
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i wanted something to point with for showing where i would grapple hook at

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similar to how WindLands do

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right now i just do traceline, but its hard to see when the target is far away

full junco
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hm, ok

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far away is hard in VR with the current resolution

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anything far away will be a few pixels

eternal inlet
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yeah, that's why i think it's a good idea to show the crosshair at a fixed distance

glossy agate
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What if for a test you did a text render and just put a period in there and child it to the camera at a fixed distance. Just change viz when you hit the grip to see if that works.

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Probably need to do the thing with draw where it always shows over the other meshes

eternal inlet
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well, i wanted it to be at the aim of the controller

glossy agate
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Oh nevermind

eternal inlet
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but generally i think the idea is the same

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just assumed there was a recommended/normal way of doing this already

glossy agate
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I saw a video where they did something similar for health bars in an RTS. I'll see if I can find it. I think it was set to take up a certain amount of screen space. Maybe you can do the same with a decal spawned on the normal of what you will hit.

glossy agate
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That free game posted earlier is now available on Steam. checking it out now http://store.steampowered.com/app/619020/

glossy agate
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About 10 min of playtime. Shorter if the controls work right. The extra level cinematic was the coolest part, but I couldn't beat the last girl because the move controls work about 20% of the time.

full junco
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you mean the whole game has 10 minutes of playtime?

glossy agate
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Yep. Just point out your arm and wiggle it

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Extra level cinematic was really cool though

sullen burrow
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Is it possible to kick off an action when the player wears the headset (oculus)?

dusk vigil
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re: Crosshair. In shiva I used a projector with a fov of 1 and that worked fine, not sure if it will behave the same in unreal

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@eternal inlet line above, crosshair

dusk vigil
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Anybody using the Ikinema indie runtime? I just downloaded it, and the Installation documentation seems to have diddlysquat to do with the contents of the zip

eternal inlet
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@simrak#0804 i use ikinema

full junco
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I would like to use it, but it doesn't work with source builds

eternal inlet
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Anyway i only used the online documentation

native cedar
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does the forward renderer support post process SSAO?

full junco
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@native cedar no, it doesn't, I really wish it would

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I got Daniel to say he will add it "in a month" but after a month he noticed that he has too much other stuff to do

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he told me rough steps though what would need to be changed in the engine to make it work

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you can try to do that 😄

jaunty shell
full junco
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doesnt look like tiltbrish though 😄

jaunty shell
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@full junco have to start somewhere 😂

full junco
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well with an emissive material it might already look like tiltbrush 😛

jaunty shell
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I have a bunch of TB inspired materials ready to be used 😃

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for the curious

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at the rate their project is going, I'll have my own tool ready to go xD

blissful bear
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Thanks for sharing the materials!

jaunty shell
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👌

dusk vigil
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Re: Ikinema, will have to mess with it more tonight. So the Indie license does not work with a custom build UE4 engine if I understand correctly, but if you were to buy the real license ( at an undisclosed price ) then it would be ok? That's a bit sad, might have to look around for alternatives

alpine torrent
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@jaunty shell omg I have used painting that kind of stuff in paint 3D and even export it to FBX to ue4 or you can set that hello asset to paint3d as fbx file and paint it and sent fbx file back and you get surface of it

jaunty shell
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@alpine torrent can you rephrase that ? 😄 Needs punctuation !

alpine torrent
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@fair anchor did using ue4 asset as fbx model paint it in paint 3d app what comes with Windows 10 creators update and use it back in ue4

jaunty shell
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Ah I can't export it from UE4 to FBX yet

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I am using the spline mesh component and have yet to discover how I can convert it to a static mesh or procedural mesh

alpine torrent
full junco
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@alpine torrent I dont really understand anything you write

jaunty shell
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He is probably using a translator or something :v

blissful bear
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You can indeed open and save fbx models in Creator's update... Just trying the exported fbx in UE to see what the crack is...

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3D Paint in Creator's update ^

jaunty shell
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Separate splines now working as intended 😃 Performance is still whacky after a while, need to find why the spline mesh is so expensive

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@blissful bear looks good, are the UVs correct ?

blissful bear
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I'll try painting over the models and exporting again. See what it does with UVs and materials... I'm not optimistic.

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Exporting to fbx from MS 3D Paint just exports geometry. Any nice stuff you do with painting on the models etc is lost. As far as my simple test goes anyway... 😦

tired tree
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you can't just export texture? it should just use the already made UVs

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also is there no stamp tool?

blissful bear
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There are all the tools in Paint, stamps etc but the fbx Save As option appears to just output the mesh of the scene you've created.

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Each of the people in my scene gets a separate material slot with the WorldGridMaterial in it on Import.

native cedar
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vr project, forward rendering, many project settings turned off, empty material has 539 shader instructions
halp

graceful junco
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That's normal and to be expected. Lighting calculations in forward rendering are done per material. That's the increased instruction count in the pixel shader.

blissful bear
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The 3D doodle tool and text tool export ok. At least we have a bundled Win10 app that can create fbx meshes. It must have some use.... 😃
The 3D Paint exported fbx doesn't contain smoothing group info and causes a a warning on import.

eternal inlet
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don't you normally wanna spawn in HISM for 3dpainting?

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i mean in terms of performance, that should allow a ton of more meshes

native cedar
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@graceful junco so adding a material increases the cost of every material?

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is that really a thing?

graceful junco
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No, switching to forward renderer increases the number of instructions displayed in each material. That however doesn't mean that performance is worse than with the deferred renderer.

native cedar
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makes perfect sense. Thanks for the clearance, sorry for the confusion

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so unlit materials in forward are like extremely efficient I guess

wicked oak
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its much cooler to model something in oculus medium and then export it directly to unreal

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now it has a automatic simplify and i think it exports .obj

native cedar
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wow, I'd love to get into VR modeling

tired tree
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the windows 3d paint looks pretty limited, granted its priced right at Free, so I guess comparing it to other tools too much

wicked oak
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Blender is also Free

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XD

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its even free-er than microsoft 3d paint XD

tired tree
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you liar, blender sells your data too! It records how many hours you take learning its interface and then reports it as an IQ value

blissful bear
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@tired tree @wicked oak Agreed it is currently quite limited. However millions of people are about to find they can export fbx models. It must be a good thing somehow...

tired tree
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I mean, sketchup has been able to do that since forever right?

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and its been pretty accessible

blissful bear
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Yes, I agree. 3D Paint will be imposed on every Win10 user sooner or later though...

tired tree
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I guess it will work well with my kids and the 3d printer, so not complaining.

jaunty shell
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Dammit can't get the Spline mesh component to work correctly at runtime, I really don't want to bother with procedural meshes T_T

blissful bear
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It's quite fun... Would be good to get your kids stuff in proper UE VR as well... It'll have it's uses for some people.

tired tree
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oh....my oldest already plays with UE4, he made a VR obstacle course level for his friends to play with using my plugin....pretty sure most adults would quit seconds into it

blissful bear
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He must think he has the coolest Dad ever. Great stuff man!

tired tree
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I really do wonder why him and all of his friends seem to have no motion sickness, from the bat, in VR

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wonder if it has to do with the being in puberty and body balance already being off

blissful bear
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Not sure... Maybe you just enjoy the 'dizzy' feeling when younger. I remember spinning round and round to make myself dizzy just for the fun of it. When you get older you associate the dizzy feeling with illness perhaps?

tired tree
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dizzy != actual sickness which they appear immune too without "gaining legs"

blissful bear
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Ah to be young again....

sharp swan
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screw that. I was a mess when I was younger. Now if I could go back with the knowledge I have now, I would be a multi-millionaire.

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luckily though I got all that nonsense out of my system

blissful bear
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Everyone feels like that Marc I expect. Totally agree though, I'm happier in general now I've aged like a fine wine... 😉

sharp swan
#

I look young for my age but damn if the 4 kids im raising dont make me feel old on the inside.

eternal inlet
#

anyone know of there's a component or node that works like radial force, but only for a designated physicsbody? like a sort of spring constaint, to create an elastic feel between the two bodies.

tired tree
#

Well..there ARE spring constraints, not sure that blueprint has them opened up though.

#

you could play with lightly forced linear drives

sharp swan
#

I was reading about spring physics the other day. Seemed simple enough to actually do it yourself without physx or anything

#

its a fairly constant setup

tired tree
#

ah, linear drives have a spring value on them

#

under the constraint settings in blueprint

eternal inlet
#

hmm sec

tired tree
#

oh no, they took it away

#

just set a small force with a linear drive

eternal inlet
#

physics constraints has linear drives too, but haven't been able to get them to behave as i want them to

#

i wanted to have the ability to set a limit length, but allow some springyness to happen when passing that limit so it acts like an elastic

carmine gulch
#

Has anyone experience how to synchronize the initial position between perception neuron and a vive?

pearl tangle
#

i just used the vive for the rotation tracking stuff and removed the positional tracking and used the perception neuron for that instead

carmine gulch
#

is the tracking of the PN precise enough for the headposition?

#

Any latency or stuff like that?

pearl tangle
#

yeah more latency but the positional tracking can have a lot more flexibility than the rotational stuff can before it affects you too much

tired tree
#

doesn't sound like an ideal setup

#

should be able to retain HMD overall

#

for positional

pearl tangle
#

then you have 2 things trying to tell you positional information

tired tree
#

for the view

sullen burrow
#

do you know if it is possible to send audio from UE to speakers output while in vr?

#

whenever i start the vr preview, sound outputs just from oculus

odd garnet
#

OMG ITS @tired tree !

#

I love your plugin thank you

real needle
#

@sullen burrow There are many ways to mirror audio, you can google on that. I use SteamVR and there's an option to mirror there directly. You can probably run SteamVR alongside Oculus, not sure if the audio mirror mode works that way though

sullen burrow
#

Interesting. I will check this out thank you @real needle

real needle
#

I'd just like to throw out that anyone who's using rocket builds from the launcer, Event Driven Loader can now be enabled in 4.15 without compiling from source

#

It decreases load times significantly, so if you're not doing any level streaming magic I'd advised to turn it on!

#

I missed it in the patch notes even though I submitted the bug about the option existing in rocket builds even though it didn't work in 4.14

real needle
full junco
#

@real needle the event driven loader is enabled by default in 4.15

#

and it's still buggy, I have stuff that just crashes when it's enabled

#

@real needle and you can have the widget bend the other way, I'm actually doing that, just give it a two sided material and mirror it

real needle
#

@full junco Well then my recommendation is to not disable it!
I haven't experienced any crashes on level load... either using level streaming or regular "open level"

#

Mirror it?

full junco
#

yeah mirror it

real needle
#

I'm either tired or dumb

#

Ah scale

#

y -1?

full junco
#

yeah, that's how I did it

#

I did it through the render transform of the widget, but maybe it works too with the scale of the widget component

real needle
#

Since you're on source can't you just change the values to negative?

full junco
#

which values?

real needle
#

Arc angle

full junco
#

well when it's possible to easily workaround it without modifying any source then I clearly prefer that

#

took me a few seconds to setup

real needle
#

fair

full junco
#

way less than changing source and compiling it

real needle
#

double sided isn't optimal in my use case but I can work around it

#

thanks I was pushing this idea forward but now I have an excuse to implement it 😉

full junco
#

ok

fresh laurel
full junco
#

I find the "spash screen" stuff quite boring, is there nothing better for loading screens in VR? like showing a 360 movie or something like that?

#

a flat plane somewhere in the world is just really boring

#

so something like giving that default steamvr environment a different texture?

#

and is there a way to change the background color for that splash screen to something else than black?

pearl tangle
#

you can do level streaming to avoid that right?

glossy agate
#

Blueshift has a decent load. Looked like Star Wars when they enter warp speed

full junco
#

@pearl tangle I dont trust that to not block when the GT is stalled

glossy agate
#

Cheap and easy I think

real needle
#

@pearl tangle I haven't been able to seamlessly stream without a drop

#

And that's on ssd's. On a hdd it definitely "loads"

full junco
#

well I'm also manually stalling the game thread for a few seconds and stuff like that

#

the actual loading of assets isnt what I'm waiting for

real needle
#

you could write an openvr overlay that kicks in

full junco
#

thats what the splash screen is for I think

real needle
#

yeah I've tried plutoVR, they let you do "avatar chat" overlayed

#

could make an entire game that way

full junco
#

and it works, I can put UE4 in an infinite loop and be completely unresponsible so that I need to close it with the task manager, but tracking is completely smooth with the splash screen

#

the splash screen can only show an image or a video, so nothing interactive

real needle
#

you could have a clever quote 😉

jaunty shell
full junco
#

@jaunty shell no, by far not emissive enough

#

it needs to burn your eyes away

jaunty shell
full junco
#

thats better

jaunty shell
#

works pretty well with the materials I linked yesterday

#

need to find how to save drawings now

wicked oak
#

thats much better than i expected from your photos yesterday

jaunty shell
#

@wicked oak switched for spline meshes to particles 😃

#

While I have no idea on how I can record each element, performance isn't a problem now. Need to find how to make infinite lifetime particles too

wicked oak
#

generate the mesh yourself

#

particles are very expensive due to their calculations

#

if you want to go actually serious, you should try to create the mesh yourself

jaunty shell
#

I tried but I get confused quite easily with mesh generation :/

wicked oak
#

you could essentially create a cylinder spline with a glowy material, or a planar thing.

#

Its from the spline points

#

you basically start from the beggining and keep adding triangles per zone. For example every X units

#

creating a function that ads a quad is not problematic. Basically you go from the start, go to the next spline location at X units, and add a quad (or cylinder) there

#

repeat till its the whole thing

jaunty shell
#

as in with procedural mesh or spline mesh ?

wicked oak
#

procedural

jaunty shell
#

okay

wicked oak
#

btw you are on blueprints or c++?

#

proper procedural meshes would need c++

jaunty shell
#

blueprints, I don't have much experience with C++ (I come from Unity C# dev)

wicked oak
#

but the idea is that, you basically start from point 0, and do a big "for" loop of a lengh of X, adding one quad each time

#

or a cylinder

#

uhmm

#

there is a plugin to do procedural meshes in blueprints

#

but im not sure of that

jaunty shell
#

well there's the procedural mesh component

wicked oak
#

this might help you

jaunty shell
#

but shit gets quite complicated when you have to handle vertex/triangles/UVs/etc.

wicked oak
#

its pretty much the same algorithm than when i did something like that myself

jaunty shell
#

Thanks, I'll have a look at it after lunch !

full junco
#

if you do anything procedural, use the RMC and no the PMC

#

its basically just a way better PMC

#

its same easy to use, has basically the same API, is just a lot more efficient

jaunty shell
#

@full junco What does the R stand for in RMC ?

full junco
#

@jaunty shell runtime

jaunty shell
full junco
#

yeah

jaunty shell
#

Right I'll get the source and compile it for my VRWorks branch

full junco
#

its on github

jaunty shell
#

yup, found it

#

built and installed, lets get crackin'

full junco
#

is it possible to use SteamVRs keyboard in the game or do you manually have to implement a keyboard in UMG?

jaunty shell
#

You'd probably have to implement your own, as steamVR's keyboard is part of Big Picture afaik

full junco
#

hm

#

I don't want to spend a week with creating the most awesome vr keyboard

jaunty shell
#

understandable :/

#

@full junco so I'm working on the RMC, trying to figure out how to define triangles from the vertex array. Is there a pattern or something ?

full junco
#

?

jaunty shell
#

ie how am I supposed to fill in the triangle array ? Or do I have to create a section for each triangle ?

full junco
#

it looks fine like you did it

jaunty shell
#

so if I get this bit into a for loop with an offset on the vertex position each time it should be good ?

full junco
#

I don't know about that tiltbrush stuff

#

try and see if it works

jaunty shell
#

righty

full junco
jaunty shell
#

so there is one ?

full junco
#

seems like the virtual keyboard from steamvr can be used

#

in theory

clever sky
#

Did anyone else grab the photorealistic character preview and then try it in VR preview?

full junco
#

I didnt

clever sky
#

Then find themselves putting their face near the floor to look at this bust in detail 😛

jaunty shell
#

I found myself having horrible performance while viewing it in VR :p

clever sky
#

Yeah, that makes sense too.

jaunty shell
#

but it looks cool for sure

full junco
#

oh wow, the steamvr keyboard just works, its great 😄

jaunty shell
#

😮 is it accessible in BP ?

full junco
#

no, had to edit ue4 source

jaunty shell
#

and would it be hard to expose it to bp ?

full junco
#

I dont know yet, I'm just happy that I got the keyboard to show up 😄

#

its actually more ugly than I expected though

jaunty shell
#

the keyboard or the code ? 😂

full junco
#

the keyboard

jaunty shell
#

looked pretty ok in the steamVR interface 😐

full junco
#

it is pretty ok

#

just not more than that

jaunty shell
#

yeah its just a keyboard ¯_(ツ)_/¯

tired tree
#

mmm, no call back for "end input" on the keyboard either

jaunty shell
#

@full junco is the word suggestion included ?

tired tree
#

guess you can use the overlayevent to handle that

full junco
#

@jaunty shell I havent tested too much yet

#

only saw that it showed up and that it received input

#

that was enough to make me happy

jaunty shell
#

:p

tired tree
#

oh good

#

it seperates input queues by overlay ID

full junco
#

@tired tree I havent yet looked at how to get the event back when the player pressed "done", but just getting the text every tick might be a simple solution that works too

tired tree
#

shit, thanks for bringing this up, going to implement it

#

nah, can poll for events

#

includign focus / key down / exit

#

VREvent_KeyboardClosed = 1200,

full junco
#

well I never looked at openvr events

tired tree
#

VREvent_KeyboardCharInput = 1201,
VREvent_KeyboardDone = 1202, // Sent when DONE button clicked on keyboard

full junco
#

no idea how to get notified by those

tired tree
#

thats how

#

gonna add this in to my plugin, seems useful

full junco
#

what plugin?

tired tree
#

totally forgot they added keyboard access

#

my vr plugin?

full junco
#

well I dont know about that, what is it doing currently?

tired tree
#

mmm, adding new tabs to the overlay too, nice

#

dashboard i meant

#

thought we already talked about my plugin when you said you don't like gameplay plugins

#

it also handles a bunch of OpenVR specific things

#

like render models and polling information from devices

full junco
#

I cant remember anything

#

link?

full junco
#

ah now I remember

blissful bear
#

@tired tree +1 if you add the keyboard to your plugin man.

tired tree
#

can't really think of a use for the dashboard tab addition, unless you would want to config settings in SteamVR instead of in game....hmmm

full junco
#

well yeah I dont like plugins that add simple stuff, but plugins are great for exposing things that weren't exposed before. your plugin seems to do way more, so it has gameplay things implemented, and those I wouldnt want to have

#

maybe you could create a version without all the gameplay stuff

tired tree
#

there is a seperate module for the openvR stuff

#

but it requires some headers from the non OpenVR module

blissful bear
#

@full junco I disagree. The extra functionality in his plugin is super useful. Overall what it does is excellent. Please don't change it Mordentral!

full junco
#

@blissful bear I didnt say he should change it

blissful bear
#

Fair enough.

tired tree
#

i wish they would update steam so I could just access the functions globally from SteamVR, have to use the same DLL loading hack that epic uses currently to gain access.

full junco
#

well you could split it up a bit more so that the openvr module only needs its own stuff, that would be nice to have for people who dont need all the gameplay stuff

tired tree
#

I had it like that, but it involved code duplication and the major use is both together

#

with OpenVR disabled if not needed

full junco
#

just all stuff that tries to implement mechanics is not nice to have 😄

tired tree
#

the main problem is right now I support the vive trackers, since its broken for epic since firmware update

#

and I use a subclass of my grip controller to handle it

#

so I kind of need it linked back to the main plugin

wicked oak
#

i have my own version of that node lol

#

how is yours implemented?

tired tree
#

didn't epic add that as a default anyway? I did it temp

#

have more useful nodes than that one

full junco
#

well anything that isnt gameplay mechanics is great 😛

tired tree
#

have one that figures out if you are in VR preview or a standard preview, so with VR plugged in can still test with FPS characters for mechanics and then go over to the headset for exact testing

full junco
#

like, ramas victory plugin also doesnt have gameplay mechanics I think

tired tree
#

that is prob my favorite

#

I mean, none of the gameplay mechanics effect anything unless you use the actors/components, but I guess I can see why you wouldn't want extra code

#

mm this keyboard is pretty juicy, and here I was going to just implement the compartmentlized render models today instead...guess thats on the back burner again

full junco
#

compartmentlized render models?

#

whats that?

tired tree
#

like the controllers

#

you can either get the models as one peice

#

or each seperate component

#

with each seperate component the buttons and pads are all each their own object, so coulddo things like procedural animation

#

based on axis values

#

also retuexturing say the face button at will

full junco
#

ah. well such stuff is super useful to have, I would surely find a use for that

#

just without gameplay mechanics

tired tree
#

currently I just extract the entire model, retains the perfect size / scale and supports the custom skins on the workshop

#

would like to allow for the full seperate component extraction as well is all

full junco
#

ok

#

can't you create a base plugin that has the regular stuff and a second plugin that builds on that and adds gameplay stuff?

tired tree
#

already have two modules in this plugin

full junco
#

or just do it in a way that with a #define NOGAMEPLAY 1 the gameplay stuff just isnt there?

tired tree
#

can;t do that with ufuntions

#

and uclasses

full junco
#

well then two plugins

#

a plugin with useful functions is something everyone likes to add, it doesnt hurt

tired tree
#

anyone off the top of their head know if epic exposed: static EBPHMDWornState GetIsHMDWorn(); to blueprint yet? I would like to get rid of that function

full junco
#

but not everyone wants gameplay stuff for sure

#

I think that stuff is exposed, yeah

#

or it isnt, I can't find it

#

unless they called it differently in BP; it isnt

#

@jaunty shell yes, the keyboard has the suggestions

jaunty shell
#

damn that's super nice

wicked oak
#

@jaunty shell are you creating them as 1 mesh?

#

i saw the "section" thing above

#

sections are to have different materials

#

each section is like 1 individual mesh

jaunty shell
#

I am using an instanced material

wicked oak
#

doesnt matter

tired tree
#

you need to make them all as one section

wicked oak
#

exactly

jaunty shell
#

okay !

#

wasn't sure about this

tired tree
#

also should detect snap range and combine lines if possible

wicked oak
#

you are basically there tho

#

no, he shouldnt

#

he will have hand drawn lines

#

they wont be fully straight

tired tree
#

as an option i'm saying

wicked oak
#

and complicates stuff

tired tree
#

you can combine two spline paths

wicked oak
#

just do what you have already but add it all as 1 section instead of several

jaunty shell
#

brain is already overloaded for the week 😄

wicked oak
#

ahhh, thats what you mean

tired tree
#

lowers calls even more, plus allows for clean intersections

wicked oak
#

for sure, he should have 1 mesh per draw material

#

the whole drawing being 1 mesh

jaunty shell
#

yeah

#

hmm, so right now I have my BP organized by the following

#

Check arbitrary size of ribbon (1 = one face) => Update Vertex array to fit one face per ribbon size => Loop for size of ribbon, get each 4 vertex of a face, and create a new face in the RMC

full junco
#

@tired tree I think theres no way to limit how many chars the player can enter in that keyboard, right?

tired tree
#

don't see anything

#

would have to be an event to pass back to it

#

you could totally display above it

full junco
#

a bit annoying that the player can enter 500 chars

tired tree
#

and throw out extras though

#

there is an event for on char entered

full junco
#

well and you can get the text on tick, thats what I'm doing

#

do you have some example code for using openvr events?

tired tree
#

just Poll for the event using the overlay handle

#

it keeps a queue of available events

full junco
#

ah, PollNextOverlayEvent?

tired tree
#

yea

full junco
#

what should I give it as vr::VROverlayHandle_t?

tired tree
#

virtual EVROverlayError ShowKeyboardForOverlay( VROverlayHandle_t ulOverlayHandle

#

think you need to attach to an overlay

#

otherwise the polling would be system wide

#

which would be a problem, as epic eats those

#

not sure though, can't test in VR currently

full junco
#

thats what I thought too, doesnt want to steal UE4 its events

jaunty shell
#

Guys, I can't find a way to handle the triangles array for more than a single face in RMC 😦

tired tree
#

well at least unity version is a global event listen, but its not attaching with an overlay

full junco
#

@tired tree well just getting the whole text on tick works fine

#

so I think I prefer that for now

tired tree
#

ah ok, confirmed, ShowKeyboardForOverlay allows you to access it through overlay polling

#

nice

#

so I can proto now, and test in vr later

full junco
#

it allows what?

tired tree
#

you make an overlay instance, then ShowKeyboardForOverlay for that instance

#

you can then poll keyboard events with the overlaypollevent using that overlays handle

full junco
#

I am using the overlay from UE4

#

the VROverlay* thats in SteamVRHMD.h

#

I just dont get whats special about that ShowKeyboardForOverlay function, why that instead of the ShowKeyboard one?

#

I am using ShowKeyboard

tired tree
#

showkeyboard throws the keyboards events globally

#

showkeyboardforoverlay throws its events local to that overlay

#

so you can poll them with the overlays handle

#

it prob won't matter to you doing direct source editing

#

but for me with a plugin I can't access the global event pool

full junco
#

ah, ok

jaunty shell
#

But plugging the vertices into the triangle array certainly isn't the right thing to do

#

ergh half of the faces are flipped too

full junco
#

@tired tree any idea what that uint32_t unCharMax argument is doing? I'm not really seeing any impact

#

@jaunty shell if you want to flip a face, just use the opposite vertex order for the triangle. so 1,2,3 flipped would be 3,2,1

jaunty shell
#

@full junco glorious

tired tree
#

I assume that should be max characters allowed

full junco
#

@tired tree that it isnt

tired tree
#

valve documentation is as lacking as ever

full junco
#

I have it set to 1 and it doesnt limit anything

#

now maybe that int is only used if for example bUseMinimalMode is true

#

or if k_EGamepadTextInputModePassword is selected

#

or if whatever else

#

documentation would be nice 😛

tired tree
#

well i can test it all tonight

#

I tend to implement these things during down time at work, and then finish them at home :p

full junco
#

why can't valve just make openvr OPEN

tired tree
#

or at least comment / document cleanly

#

its habit though

#

no real boundries on employees there and a lot of technical guys that don't like writing docs

full junco
#

solution, just release the source

#

especially when you call it OpenWhatever

jaunty shell
full junco
#

@jaunty shell I think that wouldnt look nice

jaunty shell
#

Isn't that what the particle system is doing though ?

full junco
#

I dont know, I'm not a graphics guy 😄

jaunty shell
#

:p

#

Doesn't seem to stretch to the whole mesh somehow, just the first segment

full junco
#

@tired tree do you know how HmdMatrix34_t works for locations?

tired tree
#

you mean the world coordinate conversion?

full junco
#

yeah

#

I just dont want that keyboard to show up directly in front of the head

#

just something like half a meter lower in Z

tired tree
#

it uses the same as the render models I had to mess with that yesterday since they changed coordinate systems a few months ago

#

// OpenVR y+ Up, +x Right, -z Going away
// UE4 z+ up, +y right, +x forward

        vertices.Add(FVector(-vPosition.v[2], vPosition.v[0], vPosition.v[1]));
#

vPosition is in their world coords

#

epic also has a tracked space to ue4 space conversion function somewhere in steamvrhmd

#

forget the function name

full junco
#

I need ue4 space to tracked space

tired tree
#

yeah think theirs uses matrix's so can just reverse it

#

there is a scale difference too

full junco
#

that one you mean

tired tree
#

mm no. didn't see that one before

#

thats just vector change

#

meant where they get the HMD location

full junco
#

thats taking a UE4 FMatrix and giving the HmdMatrix34_t

tired tree
#

yah

full junco
#

good that that exists

tired tree
#

think you have that reverse though

#

pretty sure that us SteamMatrix to ue4FMatrix

#

you would just have to reverse it

#

oh

#

nvm

#

you are right

full junco
#

there is a reversed function of that too

tired tree
#

too bad its all private to the class and i'll have to re-define it for myself...like everything else with the VR stuff in engine

#

well at least the matrix conversion is public

#

the vectors are still private

full junco
#

oh, hm

#

the location stuff doesn't really work correctly, but it works good enough

#

and for some reason only my left controller can "click" on the keyboard, the right can't

tired tree
#

i know for their overlay it uses the sending controller to interact

#

might be that usernum value

full junco
#

ah, so you think its designed to only be interactable by 1 controller?

tired tree
#

it is normally

#

if you test it, you can only interact with their dashboard with whatever controller brought it up

full junco
#

I noticed that, yeah

#

you are right, its the last argument

#

that says which controller can interact

sturdy coral
#

@tired tree I think they slightly changed the behavior of that in a SteamVR patch a few months ago

#

can't remember the old behavior

tired tree
#

dunno, i'm on beta and it still acts like that

full junco
#

btw, does oculus have a keyboard too?

sturdy coral
#

@tired tree just checked, what I think it is is now you can click with the other controller's trigger and it will switch to it

tired tree
#

ah thats cool

sturdy coral
#

and before it would always stay with whatever pulled it up

#

they probably changed that for oculus

#

because the menu button is only on one side

tired tree
#

hmm, must be an event for that then in the overlay interface

full junco
#

I'm happy with the keyboard now

tired tree
#

i got all of my plugin integration with it "done" in "theory"

short moat
#

can anyone tell me if the pointer indexes for menu interaction on vive controllers need to be unique to a player or across all players?
i.e if i have 2 players with 2 vive controllers, each controller has a widget interaction component, do i need 0,1 on both players or 0,1 on player 1 and 2,3 on player 2 ?

tired tree
#

will test in VR at home later :p

sturdy coral
#

@short moat two VR players in the same process or multiplayer

full junco
#

how is it integrated in your plugin? just a function to call or different?

short moat
#

multiplayer

#

steam networked

sturdy coral
#

@bold sparrow I would just check locally controlled and not apply it to other players

tired tree
#

its part of the component I have to use, you call OpenKeyboard with params, and then it throws events for done/closed/inputchar with the text, can manually close it too.

full junco
#

why "have to use"?

tired tree
#

because open vr can't be globally integrated until they update steam

#

they note it in their source

#

and they don't give access to the dll entries they set up

#

so I had to make my own

#

don't want to be reloading the dll every function call

full junco
#

ok

tired tree
#

also a component gives me "tick" to work with for event polling

full junco
#

scaling the keyboard breaks interaction, but I'm fine with that, I don't need to scale it

short moat
#

@sturdy coral thanks - still having issues, just playing around with the pointer indexes and virtual user index to try and work it out

#

how do you mean check locally controlled?

#

on each character once they have connected i am setting the Virtual User Index for that chars controllers from the steam player id

#

and then i am setting the pointer indexes to 0,1

#

from an event which runs on the owning client

#

the problem i'm having is that only one of the players can then interact with the menus

tired tree
#

the menus are client side

short moat
#

is there an easier way of testing the steam networking stuff than packaging every time?

tired tree
#

test lan

#

you don't need steam for testing this

#

this is all handled in engine

#

in fact, attach the interactors to an fps characterm and run two editor instances

#

PIE instances ,that is

wicked oak
#

@tired tree link to that "vr/nonvr" check you had?

#

i have use for it, i currently do it manually

#

just to copypaste the function itself

tired tree
#

bool UVRExpansionFunctionLibrary::IsInVREditorPreviewOrGame()
{
#if WITH_EDITOR
if (GIsEditor)
{
UEditorEngine* EdEngine = Cast<UEditorEngine>(GEngine);
return EdEngine->bUseVRPreviewForPlayWorld;
}
#endif

// Is not an editor build, default to true here
return true;

}

#

if in editor this detects if using vrpreview or another mode

short moat
#

thanks @tired tree

tired tree
#

metadan, you shouldn't use SteamIDs as virtual index btw, use netplayerID

short moat
#

as in playercontroller -> getUnique net id?

wicked oak
#

so, just "bUseVRPreviewForPlayWorld"

#

thx, gonnaadd that function

tired tree
#

blanco, made sure its WITH_EDITOR

#

its gone in packaged

wicked oak
#

one thing. What if its not an editor play?

#

i cant really do PIE constantly

#

most of the time i launch the game directly with the right click project-> launch game

tired tree
#

if not in editor then it defaults to true for VR

#

since tracking will always be enabled

#

metadan, playerstate->playerID

#

should be the index you want

wicked oak
#

alright, ill play with that stuff

short moat
#

ok great thanks

real needle
#

@short moat You can right click the .uproject and "Launch game"

#

Virtual User Index needs to be unique across all clients but not the pointer indexes

#

I had a huge problem with the widget interaction components. I have to spawn them on client side only after begin play, otherwise whenever a new player joins they stop receiving "release pointer" events

short moat
#

or at least the delay fix seemed to make it work

#

we also had to set the pointer indexes to be unique

real needle
#

Pointer indexes doesn't have to be unique across clients, but the virtual does. I use a timer to fake tick and check for valid playerstate, once it's valid locally controlled fires properly

real needle
#

Am I the only one getting SteamVR to freeze a frame inside the HMD and crash the render thread since the last update?

#

It's happening frequently now...

#

And I'm pretty sure it's not unreal because the frame stays rendered in the HMD even after I've closed editor/packaged game

real needle
#

Hmmm firefox also stops working when it occurs, so possibly a gpu issue

#

Time to update drivers

uneven moon
#

I have this BP set up to manually adjust the scale of an object in-game
it works but every time I start to scale it
it reverts to its original size, and scales from there
why?

dusk vigil
#

The next scale is meant to be relative to the changed scale, not to the original. I think you need to save the final scale when the action is done to use it as a multiplier for the next scaling action.

uneven moon
#

hmm, that makes sense. I'm still fairly new to unreal, can you tell me how I'd save the scale and then how I would go about referencing that saved scale in this BP I've shown you? Thank you ❤

dusk vigil
#

If you log out the values you are getting now, I presume it should show that this is the case.
This is maybe more basic ue-blueprint channel stuff, but let's skim it fast. Make a float variable and be sure to set it to 1.0 default value, set it when the scaling ends. Feed that value into the 1,1,1 vector

#

I think it should be simple as that

uneven moon
#

okay, hold on trying to figure that out now

#

what kind of float value exactly?

#

@dusk vigil

#
      • etc
dusk vigil
#

I presume you are making a uniform scale, so what you are inputting now into New Scale Vector is something like 1.25, 1.25, 1.25 ? So just one of those will suffice

uneven moon
#

@dusk vigil from what I understand, the scale we log will be inserted into the 1x1x1 vector, making it the new default size, correct? I'm confused mainly about how to go about logging this. When you say float variable, I type in float but get many options and am unsure as to which I would use in this case (by name)

dusk vigil
#

Let's go to ue.blueprint channel ok?

uneven moon
#

okay

wicked oak
#

finally got a working proof of concept cooperative VR dungeon crawler

#

with explosive arrows, a 2 handed rifle, and fairly OK melee combat by having 1 day of dev time, with enemies that have simple aggro systems

#

and a couple quite important bugs like the IK being broken

#

im using it as a testbench for the melee combat so i can improve DWVR one

sturdy coral
#

@tired tree @wicked oak @short moat I modify the engine on mine to tell you in the game instance whether it is VR preview (so that when testing multiplayer the non-vr preview windows can distinguish)

vocal maple
#

Does anyone know how to make beams not look so flat in VR? I have a spell that has to shoot out a ray and in VR it is immediately noticeable that its just a flat line.

odd garnet
#

@sturdy coral are you saying you can test VR and Non VR multiplayer simultaniously ?

#

without leaving the engine

sturdy coral
#

yeah

odd garnet
#

awesome

#

I don't know how useful that is

sturdy coral
#

dedicated servers are still broken, I think there is a pull request on github for that

odd garnet
#

Modentral has a FPS pawn that basically does the same thing

vocal maple
#

Does updating a mesh to stretch between a two point spline take lots of resources?

sturdy coral
#

@vocal maple I don't think so, pretty sure it is done by a fairly simple geometry shader

#

might add some cost if it updates the velocity buffer too

vocal maple
#

Would I need to modify the engine to do it?

vocal maple
#

@sturdy coral Can you please give more details about the geometry shader approach?

sturdy coral
#

@vocal maple I assumed that's what spline mesh component does, since there is a shader permutation for spline meshes

#

@vocal maple I'm not 100% sure on that though

opal bobcat
#

so my project just got accepted at the USC vr showcase

#

we'll see how i do, might be too early to really compete but ill give it a shot

pearl tangle
#

whats USC?

opal bobcat
#

university of southern california

pearl tangle
#

whats their vr showcase, like to show students or something?

opal bobcat
#

no its students showing off their research projects / vr games

#

supposed to have a bunch of industry folk there

real needle
#

Has anyone tried the "super frustum culling" that Epic mentioned at GDC?

#

I can't find any more info on it than the one piece of slide I have a picture of

full junco
#

@real needle I don't know about it, what is it doing?

real needle
full junco
#

hm, ok

#

havent seen anything about it on github

uneven moon
#

I want to use a button to trigger an object in my game to change.
For example:

If [button] is pressed,
Object A changes to Object B.
If pressed again, Object B changes to Object C.
If pressed again, Object C reverts back to Object A.

Note that the "object" is part of the player pawn itself (in this case the VR motion controllers) and I want them to change every time a certain button is pressed.
Can anyone break this down for a noobie?

real needle
#

Use array of objects instead of strings

#

Oh and default the "temp-int" to 1

full junco
#

is the widget interaction component not working correctly with widget components that are using the cylinder geometry mode?

opal bobcat
#

cylinder? you can wrap a widget around a cylinder?

#

thats cool

#

you do that with depth?

odd garnet
#

How can I use gestures on the thumb pad?
kinda like how Streetfighter and stuff works

#

Vive thumbpad

opal bobcat
#

does thumbpad have gesture support?

#

you might have to write it yourself

odd garnet
#

Maybe not native.

I was thinking of just having a timer reading the axis values or something after a button input

opal bobcat
#

yeah

odd garnet
#

And if those floats were close enough to a certain set of values it would send out the right event

opal bobcat
#

keep a history of it so you can figure out if a gesture has been made

odd garnet
#

Yeahhh, it seems like it'll just take some testing. I was wondering if anyone has made any progress on it or something

#

There's got to be a better way then just looking at the floats

opal bobcat
#

well i assume there are well studied gesture tracking algos

#

i havent studied any of them though

#

i think thats part of computer vision

odd garnet
opal bobcat
#

eye of the beholder

odd garnet
#

Hey!

#

Close!

#

It's a dead beholder, commonly known as a Death Tyrant

opal bobcat
#

yeah no stalks

odd garnet
#

This guy!

Yeah we're making a game based around classic RPG influences, so I have just a ton of those ready for referencing

opal bobcat
#

you got to include the sons of kyuss

odd garnet
odd garnet
#

Yeah from the Worm Lich thing

opal bobcat
#

Kyuss

odd garnet
#

Yes xD I guess specifically Kyuss

opal bobcat
#

great band too

odd garnet
opal bobcat
#

oh yeah

#

the treasure trap mouth

odd garnet
#

A mimic yeah

opal bobcat
#

yeah mimic

#

bust out some oughty

#

and some bugbear

#

then look towards dragon mountain for some kobold lore

odd garnet
#

I think we were gonna do Goblins instead of Bugbears, people are more familiar with them.

Kobolds would be funny lol.

#

Those are some ones we're looking at making next

full junco
#

@tired tree dit it all work?

sharp swan
#

he did it with a PSVR. Maniac.

alpine torrent
#

owlbear

wicked oak
#

damn

#

the absolute madman

#

with a psvr

#

at least with a oculus/vive (specially vive) you can play all steam games and browse internet and stuff

eternal inlet
#

anyone know why WidgetInteraction does only seem to work for one hand?

#

the hover events only fire for my right hand

#

i've added it to the std vrtemplate BP_MotionController, parented under the MotionController

#

Even tried with a unique Virtual User Index for each hand

#

still only detects hover for Right hand

wicked oak
#

i think you just cant have several

#

they start getting bugged

#

i just went and added only to the right hand by default

eternal inlet
#

ah doh i see

deep willow
#

plz help i'm noob, what command in blueprint do i need to get motion controller facing direction? i need a vector value

uneven moon
#

I want to use the grip button to cycle through 'transform' modes and it works but I have no UI indicator. I want to spawn a shape above the hand depending on which mode I'm on. how would I do this?

glossy agate
#

Ecklip get forward vector

dusk vigil
#

@uneven moon add a widget or actor to the controller, for example

mighty carbon
#

Did I miss anything interesting?

#

Apparently next week Oculus will present new hardware at F8

uneven moon
#

any idea what it is?

#

@mighty carbon

uneven moon
#

depending on which mode I'm on
I need to spawn an indicator, a UI essentially
to let the player know
this UI will be attached to the player's hand
this BP prepares me for that
but I'm not sure how to do this, I've tried a few different things
the two blue nodes reference the left controller (left hand) and the right.
the green nodes indicate which mode its being set to.
any ideas?

mighty carbon
#

@uneven moon Standalone HMD, VR glove

uneven moon
#

not sure what you mean

full junco
#

he means oculus will show a standalone hmd or a VR glove

eternal inlet
#

what the heck...

#

why Epic?

wise thunder
#

What do you mean? 😄

eternal inlet
#

uhm... why didn't the allow us to create a blueprint inheriting from StaticMeshComponent

wise thunder
#

Ohh, I see, hmm

eternal inlet
#

hehe thought it was pretty obvious from the sad smilie 😛

wise thunder
#

I thought the grey meant something else for some reason

#

Like the blue, haha

eternal inlet
#

perhaps i need to create an ActorComponent hmm

wise thunder
#

It probably doesn't get Blueprintable until ISMC

#

You might want to just create your own C++ version and inherit from it

#

Seems odd why you'd have to do that, but ¯_(ツ)_/¯

eternal inlet
#

excactly

#

i suppose there's a reason, but from my naive bp point of view, i don't understand

wise thunder
#

Yeah, not quite sure to be honest

vocal maple
#

My beam particle system with a noise module gets flatter and flatter as I rotate towards a certain axis and then when I am facing that axis it is completely flat. How can I fix this?

#

It has something to do with the axises of the particle system being different from the world axises. I can't make it in local space because it beams don't support it 😦

tired tree
#

@full junco sorry for the late, but yeah it all worked fine

#

didn't get to test last night

#

events and all

vocal maple
#

@eternal inlet I have two widget interactions working fine. Problems do start to happen when you start sending input to your widget. (If I grab a scrollbar with my right interaction component, moving the left inter component scrolls too). I solved that problem by setting the Right interaction component's distance to 0 when the Left one is holding down input. And vice versa. Maybe it can help you in some way

eternal inlet
#

i'll have a look later, thx

#

problem was that it didn't detect any hover events at all

#

using the standard vr template

#

and ue4.15

vocal maple
#

Wow. I tried it now and I have the exact same issue. I just never noticed because hovers don't affect my game functionality.

eternal inlet
#

oki, so it's not just me going crazy

#

btw, sorry can't answer your particle question... im no good with particles

tired tree
#

doesn't throw hover? or doesn't even allow for the highlight?

eternal inlet
#

only checked if highlight showed up

#

and it doesnt

tired tree
#

I have highlight working with mine

#

don't think I had to do anything special with it

eternal inlet
#

strange

digital marlin
#

Ya'll use Perforce?

eternal inlet
#

Bitbucket/SourceTree here

pearl tangle
#

git for me as well

vocal maple
#

I just copy the project whenever I have major changes. Its stupid but it works for me. Do source control systems allow something like full snapshots that you can revert to?

pearl tangle
#

hah yes

eternal inlet
#

that's mostly what i use it for

pearl tangle
#

definitely get into source control

#

source control keeps track of every single change to every single file and you can go backwards and forwards and make alternate versions whenever you want

vocal maple
#

Are dependencies and loading in and out well managed in UE?

eternal inlet
#

personally i shut down the editor if i have to revert or get stuff from another comit

#

actually i do that usally everytime i comit, checkout or stash

pearl tangle
#

yeah i close out if i am pulling in changes or if you are committing something big since unreal is rather stupid with its actual saving sometimes

eternal inlet
#

aye, that's what i've seen too...

vocal maple
#

The file management of Unreal is really weird. Sometimes you delete a file and it still exists on disk or sometimes you delete a file but you can still see it in the editor. Im terrified in those situations when I have to go into explorer and manually delete undeletable folders

eternal inlet
#

i got into a habit of always hitting fix redirectories or whatever it's called when i rename or delete something

#

that seem to fix most of it

#

ocasio´nally it leaves a dead file though

pearl tangle
#

thats because its a redirect yeah

vocal maple
#

I made my project follow a style guide recently and so I had to move all the files between folders. Everything worked with fix up redirectors, however some blueprint variables referencing actors broke and some materials forgot what textures they are supposed to be using

pearl tangle
#

did you delete the folders?

vocal maple
#

Yes, I deleted everything unneeded

pearl tangle
#

yeah thats why. if you went through and removed the folders from the actual file explorer then you also deleted the redirects

#

it just creates a symlink in the old folders to redirect to the new stuff

vocal maple
#

So what is the right way to handle that?

pearl tangle
#

don't delete the folders from the file explorer

vocal maple
#

How can I get the coordinates of the floor level of HTC Vive in the game world?

pearl tangle
#

that should be exactly where you set your initial camera to be gets registered as the floor

vocal maple
#

But my camera is attached to the hmd

glossy agate
#

Are you having the problem where the char is floating too high?

pearl tangle
#

the camera should be yeah, but your whole system itself should be attached to the floor and the camera offsets itself when they put it on their head

#

that way you aren't trying to screw around with offsets based on different peoples height and stuff like we used to need to do with the rift

uneven moon
#

can someone please help me

#

it's basic stuff to most of you