#virtual-reality

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tired tree
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sounds like you need some room back behind your desk

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and a headset hanger

real badge
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Actually that sounds like a good idea

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I have a large mic stand I can use

alpine torrent
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you know autodesk stingray?

wicked oak
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cool shit

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lookin up, seems ill have to make another DWVR port ๐Ÿ˜ƒ if the microsoft headsets work for xbox

mighty carbon
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hah

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are they going to sell that gun separately?

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wicked oak
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and 50 million have a ps4

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still, damn, 25 million vr tier pcs in steam?

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does it count "min spec" 960 gpus?

mighty carbon
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maybe it does

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is 960 significantly weaker than 1060 ?

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the barrier on entry is too high on PS4

tired tree
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its a lot weaker

mighty carbon
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I see.. Then I'd probably cut down that estimate

wicked oak
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like 30% weaker or so

mighty carbon
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one can probably make 2 games for Steam/Home before ever getting to release on PS4

wicked oak
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1060 i think its around the power of a 970 but a bit better in some cases

mighty carbon
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2 games vs 1 beats it

wicked oak
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yeah, ps4 release is haaaaard

mighty carbon
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I can't complain about my 1060

wicked oak
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but its a huge audience to games ratio

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like 100 times more than pc

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for vr

mighty carbon
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what I am saying is that you can make more money faster on PC, than on PSVR

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you still need PR on any platform

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but the ability to make and release faster on PC trumps the audience numbers on PSVR, especially if Sony keep pushing release away due to AAA release schedule and technical issues

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for devs like myself, PSVR release is next to impossible

wicked oak
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lets see once i get the data

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right now my game wont sell in PC

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even after i launch "final" version

alpine torrent
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does this look like rift controlelrs?

mighty carbon
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you don't do any PR @wicked oak

wicked oak
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too much competition, too much spam

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i do

mighty carbon
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I've never seen your game mentioned in the press, anywhere

wicked oak
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thats the thing

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but i have sent emails to everyone

mighty carbon
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any of the youtubers I watch never even mentioned it

wicked oak
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and sent trailers to reddit and twitter and all that kind of thing

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i also send mails to youtubers

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a lot of them

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they dont open it

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i send them the key directly. Those keys arent even used

mighty carbon
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and I see some obscure weird games popping up here and there in the press/youtube/twitter

wicked oak
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they dont even open the mail

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i did get a mention in uploadVR

mighty carbon
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dunno... I chatted with Boogie on youtube and twitter..

wicked oak
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this was on "best games from the week of X"

mighty carbon
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@alpine torrent already posted those links earlier today ๐Ÿ˜‰

wicked oak
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in december

alpine torrent
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well i was wanted to share pic of that

mighty carbon
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someone said it's like Vive and Touch had a baby ๐Ÿ˜›

wicked oak
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both a joystick and a trackpad

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no face buttons

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are they retarded?

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what is the point of both a joystick and a trackpad?

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they both do the same

mighty carbon
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beats me

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but $400 for the bundle

wicked oak
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being analog Y/X with posibility to click

mighty carbon
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basically if it has good tracking, decent resolution and response time, MS has all chances to become a leading platform (and then top it up with Scorpio supporting MR HMDs)

tired tree
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yeah,...good luck with those controllers out of line of sight of the headset

alpine torrent
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well not need to have camera tracking in the room

mighty carbon
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oh, that sucks

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I thought they are as trackable as Touch/wands

alpine torrent
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@mighty carbon need to test to make sure how they work right?

tired tree
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no, we already know

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they are fov from headset

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the headsets are inside out

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depending on that fov you are going to be limited to the cone in front of the headset

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granted i don't think MS is after games with these, so its likely not as big of an issue to them

mighty carbon
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games is everything

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don't believe those who say otherwise

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PCs were not made for games, but games is what made them mainstream

tawdry dragon
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Those wands and headset have huge potential for our client base

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They hate the current Vive/Oculus setup requirements

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A proper inside out headset really have the potential for us to convince more to develop a VR platform with us

tired tree
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it would be far better for corporations

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which is where microsoft tends to focus anyway

alpine torrent
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@tired tree windows is after games

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Microsoft Mission is to Empower every person and corporation to do more

clever sky
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As long as the FOV is large enough to capture the controllers from a reasonably ergonomic position, it should be ok.

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But fuck, I wouldn't want that to be the standard of VR future.

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So many actions where you move your hands out of direct LOS from the headset.

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Grabbing stuff off your back, shooting bow and arrow, even walking with hands by your side.

alpine torrent
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@clever sky well I think VR future is somewhere between of those 2 from rift/vive to mixed reality headset controllers right?

clever sky
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They need robust solutions to track controllers continously.

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Maybe even something like the STEM style magnetic tracking tech

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whose weaknesses are minimized in the inside out configuration

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(weaknesses are mainly loss of accuracy as tracked units get further from tracking device - if that's in the headset, then the controllers never go too far).

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Putting that aside... interesting configuration with the touchpad and analog sticks.

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Kinda like it. But I still prefer tactile buttons.

alpine torrent
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Hololens what holograms you place rely on the WLAN space in the house so could that be used in controller location mapping?

clever sky
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More buttons then you can shake a stick at!

alpine torrent
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indoor navication but simple solution as wifi device inside VR controller?

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or Bluetooth beacon kind of solution?

tired tree
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most of what you are suggesting doesn't have the submm precision that is becoming the norm...

wicked oak
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PSVR move are fucking terrible yet people are ok with them

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its kind of hard to be worse than those

tawdry dragon
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Anyone know what kind of SDK they are gonna run on?

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Hopefully UE will get some quick support for it

tired tree
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the headsets are UWP only right?

tawdry dragon
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UWP?

tired tree
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Universal WIndows Platform

tawdry dragon
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Arhh

tired tree
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You know....a sore point for UE4 currently...

tawdry dragon
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Didnt know that. But I would guess that if Microsoft is starting up a new platform for VR - Epic wants to get in on it

tawdry dragon
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probably not the right place to ask, but you guys seems to very consisten and knowledgeable.. If I were to dwelve into UE4 c++, with experience writing python, c# and web applications, are there any good guides/courses that could get me up to speed?

plain badger
sturdy coral
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I wonder how well throwing will work with those controllers

tawdry dragon
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@plain badger well thats an offer too good to pass up on. Have bought it and will check it out ๐Ÿ˜›

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Worst case, I'm 10 euros down

wintry escarp
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why would MS make the headset UWP, isn't that crippled speed wise?

raven halo
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@mighty carbon I finally released the game!!

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2 months of development and 2 months of getting through Oculus submission lol

wintry escarp
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why so slow? lots of small changes needed or theyre just very slow to check apps

raven halo
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If a game crashes or has any issue on launch don't expect much info basically

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It tooks us 3 weeks to get a log file of a build that crashed

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And we fixed it immediately

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There were also problems were they mixed up the test results and they were claiming one specific phone model was crashing on launch when in fact it was an entire different model

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A lot of stuff like that

wintry escarp
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so this is mobile?

raven halo
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Yeah

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Gearvr!

mighty carbon
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Congrats @Norman3D

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Keep us updated about sales number por favor

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Btw, did you use FMOD?

raven halo
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Will do! I didn't in the end, I had no time to look into it. :/

mighty carbon
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so, how do you do HRTF sound @raven halo ?

raven halo
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I didn't :/

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Sound isn't very important in my game

mighty carbon
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I see

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looks pretty btw

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how did you do the liquids?

lament bay
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I'm getting an "unkown cook failure" when I try to package my GearVR game and when I check out my cook log I see...

I tried cleaning solution, rebuilding, recompiling BP,andclearing out intermediate and binary folders, but I keep seing this error... anyone else run into this?

real needle
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@raven halo Looks neat

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I like the liquid pads

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And all the metallic shaders ^_^

raven halo
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Hehe thanks!

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I used OpenGL ES 3.1 so I could play around with the blurriness of cubemaps ๐Ÿ˜„

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@mighty carbon I have a super long and boring paper where I talk about the liquid stuff

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Cool thing is it's now built into Houdini ๐Ÿ˜„

mighty carbon
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so basically, just Alembic ?

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btw, Oculus has only (1) UE tech and everyone else is on Unity

raven halo
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No! Allembic is highly inefficient!

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My stuff is very GPU friendly ๐Ÿ˜ƒ

mighty carbon
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I see, interesting

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@wicked oak I hope you aren't late to the party

real needle
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@raven halo I saw your video on it before

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Cool stuff

raven halo
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Thanks! ๐Ÿ˜ƒ

sturdy coral
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@raven halo congrats, game looks great

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@raven halo do you cull the invalid triangles somehow? (the ones in the paper that are black in the texture and say no data = no triangle)

raven halo
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Those are collapsed to the local 0/0/0

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And become invisible to the eye

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I am not sure if the fragment is still run on those though

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Haven't been able to find a graphics programmer who could answer that for me :p

sturdy coral
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ah ok yeah I'm doing something like that with kinect data, but there can be a lot of screen space where the welded triangles along the silhouette of a player stretch to that origin point

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gets masked out in the material, but still causes some overdraw

raven halo
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Ah, I see what you mean

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I guess to avoid that you would have to be able to move entire triangles, as opposed to individual verts

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To avoid the stretching and the overdraw

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I've used that technique in the past as well... can't really remember what for at the moment

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But depending on the case it might be better than leaving your masked out mesh completely there

sturdy coral
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yeah I may just have to make it an unconnected mesh even though that will raise the vert count

lament bay
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@raven halo That looks incredible!! I love the liquid effect and just read your paper... I really want to get to that level of knowledge and skill in my graphics programming journey... I'm really curious about yours and how you got to where you are today...

raven halo
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Well, my background isn't really technical at all

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I consider myself more of an 3D artist than anything else

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I've just picked up some technical knowledge along the way!

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Started 3D modeling and did that for a while, and then because I needed to speed up my workflow between 3dsmax and Zbrush I started to look into scripting, and that lead me to shaders later on.

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But nowadays I do a lot of everything, depends on what the project needs at any given time. I also like designing game mechanics and getting the user experience right.

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I'm not sure if I'm being helpful

mighty carbon
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I fucking hate UE4 right now ๐Ÿ˜ฆ

raven halo
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Lol

lament bay
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Thats really helpfull... its cool to know you were able to pick up that stuff as you went...sometimes I seer stuff like that and I think I need to go get a special degree just in graphics

mighty carbon
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so I disabled OOS - still can't build distribution release

lament bay
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But really its just you learn by solving a problem

mighty carbon
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Follow Epic's advise (!) I disabled Rift plugin - now UE4 hangs when loading my project with the following error:

raven halo
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Yes that's exactly right. Make sure you put yourself in a position where you need to solve problems. Don't get too comfortable is my advice I guess. ๐Ÿ˜›

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@mighty carbon jeez... you are still unable to build?

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Do you have a thread in the forums where I can follow the problems you are having? In curious to find out what is causing all of this

mighty carbon
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only dev builds

raven halo
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Omg fmod doesn't work with Oculus branch? O_O

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That is... incredible.

mighty carbon
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nope

raven halo
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Maybe fmod can provide you with a working version?

mighty carbon
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apparently neither Oculus nor FMOD aware of this :/

raven halo
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O_O

mighty carbon
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so I am about to record video showing what happens when I try loading project to Oculus branch

raven halo
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I admire your patience!

mighty carbon
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I am running out of it ๐Ÿ˜ฆ

mighty carbon
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it feels like both Epic and Oculus abandon UE4 development for Oculus VR (both desktop and mobile)

mighty carbon
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hmm.. Apparently "unified" branch has different plugins. I was able to resolve everything except of stupid FMOD...

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going to try building non-unified branch

mighty carbon
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lol

pearl tangle
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anybody pre order either of the microsoft VR headsets already?

clever sky
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Nah. Just gonna wait for reviews.

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I'm not even sure what the benefits of one will be right now.

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And can't really take advantage of it as a developer right now without UE integration.

mighty carbon
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I might have to compile FMOD from source too ๐Ÿ˜ฆ

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ha

pearl tangle
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sounds like you spend more time screwing around trying to get stuff to work how you want rather than creating the content @mighty carbon

mighty carbon
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nothing but the truth ๐Ÿ˜ฆ

pearl tangle
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why don't you just use the inbuilt audio stuff and focus on creating everything first then probably by the time you get more stuff done then these problems will be solved already?

clever sky
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Because then he'd have to do his second favourite thing.

mighty carbon
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I mean, I could have continued making content for dev builds, but then I wouldn't be able to find all those issues

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there is no inbuilt audio for Gear VR

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well, there is, but it's mono

pearl tangle
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yeah but seems like you are probably 6+ months away from releasing anything. so if you spent 5 months of that creating all the content then you have a higher likelyhood of those problems being solved by Oculus or Epic. nobody will notice all that extra effort you have put in except for your wallet

mighty carbon
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I can wait till 4.17, but it's not guaranteed they will have support for Android/mobile VR HRTF

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they aren't going to be solved

pearl tangle
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and your wallet wont be liking that direction of it

mighty carbon
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Oculus has only (1) tech on UE4 for Gear VR

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I have day job ๐Ÿ˜ƒ

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which is now more fun than my previous position

pearl tangle
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hah but then spend majority of your other time trying to get audio to work instead of making the other 99% of the game :p

mighty carbon
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audio is 50% of good VR experience

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(in games and experiences, not in enterprise)

pearl tangle
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yeah audio is important. every other developer has managed to get by with the current audio though. you put in 90% more effort for 5% benefit

mighty carbon
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every other developer is on Rift, not Gear VR

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and most of Gear VR apps on Home have shitty audio

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non-HRTF audio is a major turn off for me in VR

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it helps a lot with immersion

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and just like on desktop non-VR, people think they can get away with half-ass job on audio

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and then they wonder why dev's X game sells better than theirs

pearl tangle
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yeah it makes a big difference. but it's that extra polish over the top of things. If you have no product out there as opposed to a product which is good but needs polish you are getting some money and feedback from it. I wouldn't delay a product by so long to get that polish on it without knowing what people think of the not quite so good version that gets out in half the time

mighty carbon
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"Copy the plugin into YourGame/Plugins/FMODStudio"

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"Regenerate the game's solution or xcode project" << how would I do that ?

pearl tangle
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click the rebuild button

sturdy coral
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@mighty carbon to regenerate the VS solution, right click the .uproject and click generate visual studio build files

mighty carbon
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yep, did that

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no-go

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I think FMOD docs are outdated

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bunch of bullshit ๐Ÿ˜ฆ

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nm, got it working

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rather, got FMOD source to show up in the source tree in VC

mighty carbon
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I think I got it

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I guess I'll test it in the morning :/

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cya

jaunty shell
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but it is morning !

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good morning

wintry escarp
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good moaning

native cedar
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guys I am missing a VR blog post

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there was this guy who made some changes to txaa via console

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like frame weight or something and claimed it delivered better images

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does anyone recall what that was?

jaunty shell
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UE4 forums

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hmm in rendering I think

jaunty shell
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your link ain't working

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that's what I had in mind too, is it that thread @native cedar ?

wicked oak
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their variables are configurable with console commands

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no need to edit source

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i think

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ill try those for the ps4 version of my game

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becouse im using TAA

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but TAA for the base ps4 was looking terrible at 60 fps low res

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TAA at 90 looked much better on the Pro

wintry escarp
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I hear psvr can do 120fps

wicked oak
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it can

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good luck ue4 at 120 fps on a ps4 tho

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even on a basically empty scene

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just the overhead of having to do a 1200p render, stereo, will give you issues on ps4

wintry escarp
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only one I know of is Polybius but that's hand coded

wicked oak
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yeah, if its a custom engine, forward engine with simple shaders, then for sure

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maybe unity if you are doing REALLY simple scenes

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but deferred ue4 just is too fat probably

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i could still push 120 fps on my "main menu" scene, but i would have to lower resolution

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and that main menu has 0 dynamic lights, and only like 30 different meshes total

native cedar
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whoa sorry guys I almost passed out

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@jaunty shell yes it's that one

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thanks a lot

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it's so great to have you here

jaunty shell
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thanks to @pearl tangle :p

mighty carbon
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Speaking of PSVR, my coworker got it and hated it. Now saving to buy either Rift or Vive

wintry escarp
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i heard the psvr diffuser gives it the best image of any current hmd

mighty carbon
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Lol no

wintry escarp
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anyone got a MSVR devkit?

mighty carbon
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Two things he hated - visual quality and lack of games

wintry escarp
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reviews keep suggesting it will need less hardware than rift/vive but i don't see why

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same res and 90fps should mean it needs the same hardware

mighty carbon
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The resolution is lower

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In PSVR

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PS4 is weaker than PC

wintry escarp
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the msvr

mighty carbon
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Oh

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MSVR has to have controllers in the view in order to track them

wintry escarp
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yeah that's no good unless they have sensors looking down. holding arms up all day will be crappy

mighty carbon
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Also, it's locked to Windows Store, which isn't that bad, except that UE4 doesn't support Windows Store.

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So, you can't make apps for MSVR using UE4

wicked oak
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it does have the least screendor

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due to the diffuser

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but the screen is a bit lower resolution than rift or vive

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and, most importantly. Lens are much worse

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they are DK2 style lenses

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PSVR on a ps4pro is better. Some games up the resolution and it increases quality

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supersampled PSVR looks great

mighty carbon
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Apparently no one supersamples their games, since a lot of gamers say it looks horrible

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So, your game maybe the first one to look better than the rest? ๐Ÿ˜€

wintry escarp
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that Polybius does 120fps at 4k

wicked oak
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my game looks great on ps4pro

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it really does. Looks very similar to oculus or vive

wintry escarp
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but they did go for a minimalist gfx look

wicked oak
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just with lower res so a bit blurrier

wintry escarp
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pffft, only usa/Canada can preorder

mighty carbon
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So, back to my "adventures" with building for Gear VR distribution - finally got everything sorted out for Oculus branch and ... build fails with different errors (unrelated to Android and Online System)

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๐Ÿ˜‚

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Bizarre

forest plover
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So I'm setting up my Oculus Rift for the first time.. I don't have a facebook account, except to verify an oculus account it keeps sending me there. Do I have to have a facebook, if not how do I work around this?

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It keeps sending me to facebook to login, that's why I'm asking

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Tried it on my phone, and it sent me to the oculus page instead WHAT!?

mighty carbon
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@forest plover go to oculus website, register without Facebook account and you should be good to go

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although you could just get Facebook account

forest plover
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Well no, I was able to verify my account through my phone the link it sent me to on my computer was to facebook and not the oculus website saying "Account verified ect." it was really weird.

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Like I opened the same email on my PC, sent me to facebook. Opened the email on my phone, sent me to Oculus verified account site.

mighty carbon
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@wicked oak have you tried building UE4 from Oculus branch ?

wicked oak
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i have no need for it

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they dont seem to do the oculus forward branch anymore

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wich is what i would have interest

mighty carbon
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well, they do have newer SDKs and features in their branches

wicked oak
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but i do multiplatform games

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having to deal with more engines is annoying

mighty carbon
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yeah, agree

mighty carbon
mighty carbon
wicked oak
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1 billion

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for impossible promises

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that have a 99.999% of never getting that money back

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SpatialOS seems really really interesting, but im not sure if its worth that much

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basically a next gen MMO networking engine

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they offer Unity plugin

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and will have ue4 support

mighty carbon
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Well, Star Citizen manages to get away with their promisses.. ๐Ÿ˜‚

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@raven halo how can I change Android permissions in Oculus fork so that only the necessary ones required by Epic are in place?

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(So that my app doesn't ask for access to contacts, pictures, etc.)

raven halo
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I don't have the details! Our programmer finally fixed that through code and recompiling the gearvr plugin if I'm not mistaken

mighty carbon
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O.o

raven halo
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he is currently unavailable, its 10PM here already

mighty carbon
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Can you please PM me the details when he becomes available?

raven halo
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yes, probably on Monday!

mighty carbon
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Thanks

real needle
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@wicked oak There is a beta plugin for UE4, but it doesn't support events called in schema yet

oak hollow
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does the robo recall modkit work with the Vive?

graceful junco
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Not by default, but you can use revive to run it.

oak hollow
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and that works in the editor?

graceful junco
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Hmm, good question. I don't know. By default you can open the modkit in the editor without any VR software or hardware present, you just can't start the VR preview without oculus. I've used revive to start the game in stand-alone mode, but I didn't check if the VR preview in the editor works with revive.

clever sky
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Hoo boy.

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I want to like Battlezone.

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but damn, the main movement mechanic is puke city.

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slidey yaw.

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I mean I know it's a 'cockpit game', but it's still mostly sliding and yawing.

wind ember
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any sort of help will be appereciated
thanks

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@graceful junco , I tried using Roboreall modkit with Vive, it didnt work.. they some how locked the SteamVR Vive plugin for this mod. there was only Oculus plugin ...
let know if there is any work around.

zinc rose
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@wind ember I'm curious too. Ive been meaning to implement something like that in one of my projects.. more so to only allow the blade to "hurt" when swining as opposed to always. The only way i can think of would be to get velocity of the hand but since you cant unless its simulating physics you'd have to fake it.. which is annoying and tedious.

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youd have to check current position and compare it to current position each tick and then some math happens and etc

wind ember
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youd have to check current position and compare it to current position each tick and then some math happens and etc

^ that will be quite hectic .. mathematical computation aren't good for game thread .. especially in BP ๐Ÿ˜›

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@zinc rose , I was thinking of colliders, two colliders on position A & B where player have to swipe..
and collider on sword, to check if your sword overlapped with Col 'A' and then 'B' within 'eg: 0.15 sec' , that means , its a right swing , else false ...

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but I'm not satisfied with this approach, still looking for options

zinc rose
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I considered that too... then thought.. well... what if they stab and dont swipe?

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can they miss the collision? is it 360? do the collision boxes have to travel with the view of the player? what if they swipe off to the side while looking straight ahead

wind ember
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i think , colliders can work that way too !

zinc rose
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are you referring to just collision boxes? or something else?

wind ember
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yeah , just collision box

zinc rose
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yeah they work any way they're collided against.. but its not easy to ensure the collision box is overlapped by the sword in all "swing attempts"

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the best option i can think of is get velocity on the sword. if its greater than x .. its most likely a swing. but i still donno why we can't natively track this in the engine even if the item isn't simulating physics. if its moving through space at x speed. we should be able to get that speed at anytime

wind ember
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agreed !

zinc rose
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anyway im AFK for a bit.. if you think of something that works. let me know . lol. or update your thread. i will too if i get back to that

wind ember
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sure !

dusky moon
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Guys, I want to attach something to my Pawn's Chest, haven't tried it yet but seems like it's gonna feel weird as our chests are not being tracked ... Is there a Workaround to reduce this weirdness ?

full junco
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anyone here knows how I can specify optimization flags per .cpp file with UE4? the regular File Properties -> C/C++ -> Code Generation -> Enable Enhanced Instruction Set way of doing it doesn't work obviously since its handled by the UBT

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there has to be some way though how to do the same with UE4

wicked oak
#

#pragmas

#

visual studio lets you add new optimization flags or compiler stuff with pragmas

#

but im not sure wich ones would you use

full junco
#

@wicked oak I don't think there are pragmas for adding optimization flags?

#

I know it's possible to disable optimization for a file with a pragma

wicked oak
#

maybe it could help a bit

full junco
#

thats something different, it can't set things like what I need to set

#

I need to enable AVX for a single file

wicked oak
#

isnt it enabled for everything?

#

maybe check the build files for your module

#

build.cs

full junco
#

by default it's disabled for everything

wicked oak
#

ive done stuff like adding #defines there, so it might be probable to add compiler flags

full junco
#

you can enable it for everything quite easily

#

it always worked great, but now after I reinstalled windows suddenly I get a crash in UE4 code, "illegal instruction" when it calls some AVX instruction

#

so it seems I can no longer enable it globally

#

I definitely need it in 1 file though

#

thats in the VCToolChain.cs

#

and that affects everything

wicked oak
#

you could add that on the build.cs of your game module

#

or similar

#

that Config.bUseAVX

full junco
#

hm?

#

can I set it so that it only affects my game module and not the editor?

wicked oak
#

yes

#

thats what the build.cs file is

#

check ModuleRules.cs

#

and the stuff you can edit

#

this should work

full junco
#

hm, ok, didn't think it would be possible like that

#

if that works then that's very nice

wicked oak
#

there are lots of stuff in modulerules.cs

full junco
#

yeah

#

do you also see a way to only enable that bool for a specific file?

wicked oak
#

no

#

you just put that on your build.CS and it should work

#

but of course, test it

#

i havent

full junco
#

that CPPEnvironment comment says Encapsulates the environment that a C++ file is compiled in.

#

so it sounds like it should be settable per file

wicked oak
#

i have that, but on the target.cs

#

wich the one with the CppEnvironment stuff

full junco
#

there is a ModuleRules.bUseAVX but the one the VCToolChain is checking is the CPPEnvironmentConfiguration.bUseAVX

wicked oak
#

then put it on the target.cs

#

OutCppEnvironmentConfiguration.bUseAVX - true

full junco
#

all those config bools seem to exist once in the ModuleRules and once in the CPPEnvironmentConfiguration

wicked oak
#

they might overide themselves or similar

#

put it on both and done

full junco
#

ok, I'm not sure how good it is to have the whole game module use AVX and the engine module not

wicked oak
#

module is a dll

#

shouldnt be important

full junco
#

so if the AVX game module code all the time calls SSE engine module stuff, that might be very bad

wicked oak
#

try it

full junco
#

it should also be possible to enable it globally and only disable it in the build.cs for that engine module where I see the crash in, right?

wicked oak
#

yes

full junco
#

thats likely the best solution then

#

and "try it" is a bit hard since something like a 70 cycle penalty of switching between AVX and SSE might not be that easily noticeable

wicked oak
#

70 cycles isnt that big unless its constant change

full junco
#

and turning AVX on/off globally obviously triggers a full engine recompile, so I have to wait forever

wicked oak
#

a cache miss is much more

full junco
#

well 70 cycles every time you call FVector+FVector or something like that would hurt

wicked oak
#

oh

full junco
#

well how does it actually handle that? if the engine has AVX disabled, but my game module is calling code from the engine that will be inlined to my game code, it will have AVX enabled, right?

#

so if it works like that, it would still be AVX all the time and not have any problem due to switching to SSE

#

then it would only be relevant for bigger things that aren't inlined

wicked oak
#

so i have a bug on my latest PS4 version of the game

#

with 416

#

after playing for a couple minutes, it freezes

#

no logs, no crash, no anything

#

it just stops doing anything

#

all GPU and CPU graphs go to 1%

#

getting funny shit like this GPU graph

#

or CPU graph

#

the one that isnt sub 5% is the OS thread that is allways calculating something

full junco
#

@wicked oak I think I found a way to only set the config thing per .cpp file

wicked oak
#

that is going to do nothing

#

CompileEnvironment its outside the for

#

you are just flipping it true and false randomly, only the last one will stick

full junco
#

@wicked oak that is inside of the loop thats looping over all the .cpp files

wicked oak
#

but CompileEnvironment its outside the loop

#

so its worthless

#

you are just flipping it back and forth

#

if you could set it in SourceFile then yes

#

but you arent

full junco
#

@wicked oak it is using the arguments within that loop

wicked oak
#

ah

full junco
#

I also disabled unity build for the engine module so that it has to loop over the individual cpp files

full junco
#

@wicked oak well it didn't work that way I did it because it appends the global arguments first and then only adds some few arguments per cpp file, it didnt check for the bUseAVX in that AppendCLArguments_CPP function

#

I modified that too now, so I think it should work

#

there are 720 .cpp files alone in the engine module though, so disabling unity build there makes the compile quite a bit slower

wicked oak
#

debugging the crash

#

its a common crash on PC and PS4

#

happens somewhere in the render code

full junco
#

a common crash should have a fix

#

I'm seeing the compiler complain that the precompiled header has a different AVX setting than the .cpp file

#

it does not crash any more though! ๐Ÿ˜ƒ

#

so the file seems to have AVX disabled correctly

real badge
#

Could anyone give me any sort of explanation of why my VR camera is always at the wrong height?

#

if I duck low enough my camera clips through the floor

#

Ive set up my room calibration correctly

#

If I set my tracking origin to Floor level, then it makes my character become super tall

#

setting it to eye level is where the clipping occurs

glossy agate
#

@real badge rift or vive? Is your default eye level set to 0, and are you using a char, or template pawn? Is your chaperone cage floating at start? And what happens when you reset position and orientation?

real badge
#

Im using a vive

#

Im also using a character, and reseting postion and orientation doesnt do anthing

glossy agate
#

If you are using a char, you probably need scene component as the root, at least just below the capsule. If the cage floats set the Y position to like -50 or until it matches up correctly.

real badge
#

There is no cage

glossy agate
#

Hmmm. Chaperone cage should be there unless you turned it off or something

real badge
#

VR is so difficult to work with

#

All Im trying to do right now is adjust the collision capsule size to match the height of the player

#

That way I can duck under objects and such

glossy agate
#

That won't work though unless the capsule changes size based on camera vertical offset. If it stays the same size it will still block even when ducking.

real badge
#

It does change size

glossy agate
#

Oh sweet, you got it then

real badge
#

I chage the capsule half height based on the height of the camera divided by two

#

But it doesnt work

#

The player height always breaks, and then so does the capsule size

#

You can see in the scene capture that the cameras height is obviously broken

glossy agate
#

Maybe show us your components list for the char, and let us know if the chaperone floats.

real badge
#

This is my tick event, to adjust the capsule size

glossy agate
#

Try making everything child of the scene.

real badge
#

I cant because the capsule component is inherited

glossy agate
#

Everything but the capsule. There was an answerhub thing about this problem for floating VR characters. They child it to the scene, and set the scene to a -Y value to get the height correct.

#

Your capsule half height running on tick or anything like that? Can't tell

real badge
#

Yeah its on tick

glossy agate
#

I meant -Z not Y also.

real badge
#

This is incredibly annoying

glossy agate
#

Yeah, its floating way up there. I think your Chaperone is off still. Is it working without the half height setup though?

real badge
#

Ive got that sorted out

#

but the issue of the camera not being at the correct height still remains

#

If I put my headset low enough I clip through the floor

#

yet if I lift my headset up to 2m, it registers correctly as being 2m tall in engine

#

Wait, its not correct

#

Its correct at 2m

#

but not at 1m

#

its showing that at 1m high, the camera is 135cm

glossy agate
#

Oh, I have never seen that problem before.

real badge
#

The headset is sitting on a table thats 78cm tall

#

yet its registering at 104cm in engine

#

But its obviously not 104cm tall in engine compared to the 1m box

#

All these measurements are off

#

Its like there is some multiplier on the height

#

Because at 2m it is the correct height

#

Fantastic, now I have a random box spawning on my character

#

And I literally have not touched a single thing

mighty carbon
#

Apparently I discovered a bug in Oculus branch ๐Ÿ˜’

#

So, I am f#@ked either way

#

(Although Oculus said they are fixing it)

sturdy coral
#

what is the bug/

#

?

real badge
#

The bug is never being able to say what the bug is

oak hollow
#

anyone know how to take a screenshot of a game in vr mode?

full junco
#

@oak hollow HighResShot works fine I think

mighty carbon
#

Used to not work at all in VR

full junco
#

well you always say that stuff that works doesn't work

mighty carbon
#

When I tested it in 4.9 it didn't work

#

๐Ÿ˜’ ๐Ÿ˜‚

#

Never tried after that

#

I even had to buy bluetooth keyboard to be able to snap screenshots when inside of Gear VR apps

#

(Using PrintSceen key)

full junco
#

4.9 was august 2015

real needle
#

I am trying to impliment a two handed weapon does anything know of a solution or a tutorial for doing this in blueprints

silk lodge
#

@real badge hey did you solve your error, there's a thing where you have to set eye height or camera height

real badge
#

Im not sure if I entirely solved it, but I found that making sure the player start is centered on the floor, as well as making sure the VRComponent is at the base of the collision capsule (if you have one)

silk lodge
#

yeah, you gotta have player start 0 height offset

real badge
#

I was also adjusting the capsule size based on the camera height from the floor, so you could crouch under objects and such

jaunty shell
#

the user will have a very brief freeze during the screenshot though

oak hollow
#

@jaunty shell thanks, got it

mighty carbon
#

@jaunty shell so, how does screenshot look when taken in VR ?

jaunty shell
#

Almost the same as a classic screenshot

mighty carbon
#

I gotta test it on Gear VR

real needle
#

Hi, I noticed this Git Repo here for 3D VR Menu interaction with motion controllers: https://github.com/mitchemmc/VRUMGPlugin

Is this recent? Is there a more integrated way to do this in 4.15.1?
I am pretty new to VR programming in general and I was wondering if there is some template menu blueprint or something available where I could copy paste from. All I wanna do is making a simple menu with some buttons to change objects colors.

humble anchor
#

Hey guys quick question, is there a way to switch from regular screen to VR mode in the same level? I want to see if its possible to give the player the option to use VR or ont

#

without having to have two seperate levels

jaunty shell
#

@humble anchor "stereo on" console command ?

humble anchor
#

i can call that within blueprint in the same game mode and switch everything?

jaunty shell
#

with an execute console command node

humble anchor
#

oooh thats cool

#

then i can have a boolean saying if one is in VR mode or not right?

#

and use that to adjust gameplay etc

jaunty shell
#

should be doable yeah

humble anchor
#

awesome thank you, hope it works well with HTC and oculus \

jaunty shell
#

there is some slight differences between the Vive and Oculus though

#

can't get stereo on to work on editor standalone though, weird

humble anchor
#

huh weird

#

hope i can get it to work with both

#

trying to master 3D widgets atm

#

cant get the widget to show as a component, its invisible for osme reason. Cant add it to viewport either in blueprint

jaunty shell
humble anchor
#

sorry the image didnt load O_o

jaunty shell
#

yeah took a while, should be loaded now

#

can you screenshot your viewport with the widget component ?

humble anchor
#

yeah hangon

jaunty shell
#

have you looked behind ? (its one sided by default)

#

also, try to scale the widget down a bit, I had to get it much smaller to fit

mighty carbon
#

HL2 VR was greenlit

humble anchor
#

oh

#

and nice

#

@jaunty shell no luck ๐Ÿ˜ฆ

jaunty shell
#

@humble anchor when you focus on it there's nothing at all ?

#

is your widget collapsed by default ?

humble anchor
#

by default the animation has it set to zero scale but

#

i tried aother widget with no animation set and it still did not work

#

oh wait

#

the other widget worked

#

need tog et the other one working though

jaunty shell
#

can you show your widget viewport ?

sturdy coral
#

@real needle that was a plugin from 4.12, something similar is integrated in engine since 4.13, look for uwidgetinteractioncomponent

humble anchor
real needle
#

@sturdy coral Thanks got it ๐Ÿ˜ƒ

jaunty shell
#

@humble anchor is the offset needed ?

#

other than that it should show in the 3d viewport the same as the widget viewport ยฏ_(ใƒ„)_/ยฏ

humble anchor
#

the offest?

#

ZOH

#

that was when i wanted to use the HUD to display it instead of a 3D widget

jaunty shell
#

I try to have my widgets tightly wrapped

#

ie not have empty space on the sides

real needle
#

Is it true that communicating between Widgets and Actor Blueprints doesnt work with Blueprint interfaces but with event dispatchers?

jaunty shell
#

@real needle hmm you should be able to do both, I'm calling functions on a widget from a blueprint

real needle
#

Im not so proficient mine looks like this:

#

Shouldn't that work?

#

If i use just a key press instead of my event "Interact" it works

#

I feel very noobish ๐Ÿ˜› Since I am, sorry if this is a dumb question

jaunty shell
#

haven't used event dispatchers yet, am noob too ๐Ÿ˜ƒ

humble anchor
#

i used dispatchers for mine, its a pain but worth it

#

also ty legend that worked

real needle
#

I am happy that I got the VR interaction stuff working with my UI, just my Interaction event doiesnt seem to get called.

humble anchor
#

i neeed to pratice making widgets more properly lol

#

the thign with the ray cast @real needle

#

?

real needle
#

ay cast

#

?

humble anchor
#

the red laser thing to interact

real needle
#

Yeah whats with that?

humble anchor
#

with objects in your level

#

thats VR interaction your talking about?

real needle
#

It is a debug show only yeah

humble anchor
#

ah yeah

real needle
#

I used this player controller from the dude that made the VR World interaction examples

humble anchor
#

oh

real needle
#

have fun

mighty carbon
#

interesting

jaunty shell
#

that's with HighRes 1

mighty carbon
#

nice

jaunty shell
#

should be able to get better resolution by upping to 2

#

I think its basically take your camera transform and taking a 16/9 screenshot by default

#

you can tweak that if needed

humble anchor
#

cant wait for the day where that kind of graphics in a game is playable in flawless fps

jaunty shell
#

@humble anchor what kind of graphics ?

humble anchor
#

realisitc

jaunty shell
#

well, baked realistic graphics is totally possible in VR

#

now Realtime lighting visuals in vr is another story

#

(and by realtime I mean Global Illumination in realtime)

mighty carbon
#

realistic is overrated

real needle
#

It really seems using mBPIs together with UMG is problematic. THeres loads of question from peole online...

jaunty shell
#

@mighty carbon weird, that's what most of our clients want ๐Ÿ˜‰

humble anchor
#

is there a way to interact with a 3d widget without the 3d widget interaciton compoent?

#

ie i want to click on an icon with the mouse or a press on the controller with moving the camera to look at the button

#

wihtout*

jaunty shell
#

can't you raycast from the center of the camera if a controller is used, and from the pointer if a mouse is used ?

mighty carbon
#

@jaunty shell for enterprise, maybe.. For games, not really

jaunty shell
#

truedat

#

I love me some photorealistic exploring games though, if done right (ie Ethan Carter)

humble anchor
#

ooh good idea about the mouse pointer

#

idk abot the contorller tho

jaunty shell
#

just raycast from the camera

humble anchor
#

thanik you!! it works

#

phew

jaunty shell
#

๐Ÿ˜ƒ

real needle
#

This inability of mine to create effin simple working interaction between a UI Widget and a dynamic material instance on another object is driving me nuts...

#

And all the resource sonline use Level BPs, I dont wanna use that

clever sky
#

What's wrong with BPs?

#

You're just making UE4 hard for yourself if you stick only with C++

real needle
#

I AM using BPs. But I am not very experienced in UE programming. I do some scritping in 3ds max but even BPs are more advanced

#

I just cannot get an interface call from UMG to work

#

ANd I know I am missing some tiny tiny thing

#

^^

clever sky
#

Fair enough ๐Ÿ˜›

real needle
#

I mean it couldn't possibly get any simpler than that man

clever sky
#

So what's the situation? You have a UI that spawns that lets you change the material of the object?

real needle
#

Exactly. Thats my current setup:

#

First one is obviously on the UI Widget

#

second one is on the object that I wanna change the color on

#

But the Interface doesnt get called

#

I dont know if the "Target" has to be something else? I mean arent interfaces exactly for that? sending out a message and only the objects that implement the interface do something then?

#

It should be so friggin easy but Im missing something in my noob brain here

clever sky
#

Button 2 implements the interface right?

#

Button 1 works but button 2 doesn't? Aren't they part of the same widget?

real needle
#

Uhm wait a sec

#

I think I may misunderstand something here.

#

Object X implements the interface.

clever sky
#

Yep

real needle
#

Button 1 does not

#

Why should it have to?

clever sky
#

It shouldn't.

real needle
#

I dont have to know the receiver

#

when using BPIs dont iรŸ

short moat
#

Hi all. I'm having an issue whilst using MordenTrals VR plugin. When a networked player grips something it looks (to other players) as if it is attached to their HMD not their hand. It all looks correct to the local player. Can anyone offer any pointers?

mighty carbon
#

@raven halo around by chance ?

tired tree
#

@short moat PM me about that, you likely aren't gripping correctly

raven halo
#

yes, sort of

#

still on a skype call

#

but what's up

#

oh shit

#

just realized you sent that message half an hour ago ๐Ÿ˜›

mighty carbon
#

@raven halo PM'ed you again ๐Ÿ˜ƒ

mighty carbon
wintry escarp
#

focal surface, is that same as eye tracked fov rendering?

glossy agate
pearl tangle
#

@mighty carbon I just met with some guys 2 weeks ago that have developed that tech and are/were looking for funding to roll it out. already going to be in a headset before end of this year

mighty carbon
#

@pearl tangle are you talking about Oculus ?

pearl tangle
#

the "focal surface display"

mighty carbon
#

how would they put it into CV1 ?

pearl tangle
#

they didn't. they put it into a gear vr

mighty carbon
#

oh

#

so another Gear VR is coming? o.O

pearl tangle
#

No these guys are external hardware and software engineers that just created a startup around this tech and already have a working prototype of it just inside a gear vr

mighty carbon
#

ah, ok

pearl tangle
#

I don't imagine another gear VR until the note 8

mighty carbon
#

so, how is it all connected to Oculus?

pearl tangle
#

It's not. It's the same technology oculus is trying to develop and these guys have already done it and proven it and gotten funded

mighty carbon
#

aye

#

hopefully no new lawsuit comes out of it :/

#

(but I am sure it's targeted ad since I read all VR news and stuff)

pearl tangle
#

well they already have 1 patent pending and 3 other patent applications in so who knows

#

im definitely not impressed with the new gear vr at all. The controller I do find quite nice with the trigger on it compared to the daydream 1, but they didn't make any changes to the headset itself

mighty carbon
#

what kind of changes did you want to see?

#

fucking Zeni, lol

pearl tangle
#

Some software updates to be able to disable the proximity sensor and the touch panel on the headset would be great for demoing things. Some ergonomic changes would also be great. The daydream is a hell of a lot more comfortable and easier to travel with too. Better storage for the remote would also be good

mighty carbon
#

and Daydream has a lot of light leaks + smaller FOV

#

and no focus wheel

#

and no touchpad

pearl tangle
#

yep. doesn't mean its not more comfortable, more portable and easier to get people to use though which are the things I said

mighty carbon
#

how is it easier? my mother in law had no issue using Gear VR and she isn't tech savvy at all

pearl tangle
#

the touchpad isn't necessary when you have the remote. works much better. The touchpad to me is more of a hindrance since people accidentily touch it all the time when you hand it to them

mighty carbon
#

when your batteries die, you would wish you had touchpad ๐Ÿ˜‰

pearl tangle
#

so? Doesn't mean the remote isn't easier just because she can use it? I have had hundreds of people use the gear vr and a lot of them struggle with it

mighty carbon
#

as for accidental touching touchpad - agree

pearl tangle
#

you can quickly charge the daydream remote from the phone itself in a few minutes. the gear vr 1 uses triple A batteries as well so should last a pretty long time but also quick to change out, tougher if you dont have spare batteries with you though. personally i prefer USB chargable. would be great if the oculus touch controllers had some wireless charging and a dock

mighty carbon
#

either way, numbers don't lie - Gear VR is a way ahead of Daydream and Daydream isn't even ramping up

pearl tangle
#

so? im talking about features not how many they sell?

#

i want product improvements on both, and they both have their pros and cons

zinc rose
#

@pearl tangle I actually used to prefer usb chargeable myself. but im wondering lately if rechargeable double or triple a's are best. One of my vive controllers lasts like 20 mins (no use) before its red and flashing .. the toher lasts a few hours.. so the battery in the one is obviously not running as well as it should. And I can't swap the battery out for a new one so easily

pearl tangle
#

oh yeah that does sound like a problem with the battery in there. I still get a few hours out of my controllers. Both have pros and cons as well. For me I would love to just have wireless chargers built into both of the things so that it's easy to just put them down in the dock for 15 minutes or something and they charge up a bit. especially when we are doing event stuff or arcade things, plugging stuff in and out all the time is really annoying.

mighty carbon
#

Rift still beats Gear VR ๐Ÿ˜›

pearl tangle
#

yeah thats what everybody kept telling you for ages :p

clever sky
#

You can work around the crappy battery issue by putting a battery bank in your pocket

#

and charging the controller from that ๐Ÿ˜›

pearl tangle
#

hah back to wired controllers :p

#

actually maybe I will make a wireless charger for the tracking pucks

pearl tangle
#

water cooled gtx 1080ti and virzoom bike on their way! might finally get some more exercise playing vr hah

jaunty shell
#

@pearl tangle what brand for the 1080 ? ๐Ÿ˜ƒ

zinc rose
#

i just recently got a 1070... moved up from a 960... you guys must be rolling in the dough to have all the nice hardware ๐Ÿ˜›

pearl tangle
#

the evga water cooled 1 AIO

jaunty shell
#

noice

#

I've been using a strix 1080 oc for my personnal rig, I'm impressed how cool it is even on full load

#

tops at 60ยฐc, not too shabby for an air cooling

pearl tangle
#

yeah have a water cooled 1080 the MSI 1 in a machine here at the office and a regular strix 1080 and then 1 of the MSI 1080's haven't really tested the difference between them

#

decided with the TI out though it was time to update from my 980 at home which i did a custom AIO water cooling on

eternal inlet
#

anyone know of some good example games that implement inventory management in a good way?

#

im thinking an inventory system where you can put things into, stack things, grab things from easily

#

and by good way i mean in terms of how to activate inventory, how to present it, how to get things from it, and such

#

most games i've seen either use a toolbelt kinda (vanishing realms)

#

where others has an actual backpack which is quite cool (The Gallery Call of Starseed)

#

so anyone know of other games to peek to for inspiration?

clever sky
#

Solus project doesn't use a backpack

#

That's The Gallery Call of Starseed... that you're probably thinking about.

#

Solus uses an inventory wheel.

eternal inlet
#

hehe corrected

wintry escarp
#

new gearvr controller is nice but grossly overpriced, ยฃ50 in the uk

pearl tangle
#

robo recall 1 is pretty lightweight but works effectively enough for the items it has and feels natural to have a shotgun or rifle on your back and pistols on your hip

eternal inlet
#

yeah, i like that mechanic with holsters at different locations on your body

#

but an actual inventory management system where you can actually move things back and forth, i still haven't seen a good implementation of

#

Vanishing Realms does it by having a toolbelt, which works ok, but still a bit anoying to have to look down all the time when managing stuff in your inventory

pearl tangle
#

yeah I have been looking at ways with vive tracker stuff and an actual toolbelt for safety training stuff which should help with the not looking stuff but without any haptic feedback or anything to know what you are grabbing if there is multiple items in a close range in VR you have to be looking

#

call of starseed was certainly an interesting implementation but I wasn't a huge fan of it after the first couple dozen times using the backpack

eternal inlet
#

yeah me neither

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but interresting

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im considering something along that

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grab a bag from behind your back, it show up as a bag in your hand

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once released, it unfolds in 3d space within a grid of a kind

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leaves a handle to put things back

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another idea:

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have two handles infront of you

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grab both handles and pull out infront of you to the sides

pearl tangle
#

yeah like a picnic blanket

eternal inlet
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to expand inventory in 3d space

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grab both handles and put back at waist to collapse it

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yeah picnic blanket sort of... kinda like the forrest does inventory, though it's not vr

pearl tangle
#

i guess it depends on how many different items you will need to have on you at once

eternal inlet
#

yeah, im also just thinking about this from a game mechanic perspective

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just interrested

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i was doing some experiments with slotting mechanic besides the obvious usecases like putting things into a predefined place, bottles with a lid, and such, i thought of inventories as a usecase for something like that

pearl tangle
#

yeah can definitely work. 1 of the main things is "imprecise movement to precise action" which is something a lot of dev's forget. You want to easily be able to grab and sort things and have it snap in the ways you would expect a desktop application moreso than reality since we can't do things as well in VR yet as we can in real life so have to tweak things slightly as opposed to perfect movement

eternal inlet
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agree, it's super important, and very overlooked

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i peeked a lot at Ricky and Morty / Job Simulator how they provide visual feedback to where things can snap to

pearl tangle
#

yeah it works relatively well for a lot of the stuff. the holographic bit to make it snap in place works fairly well. Robo recall does it with their yellow circle for it as well so that you can grab stuff from far away if you are focussing and holding your hand towards it but cant quite reach. works well for the touch where people can't move very much and you dont want to teleport that extra 10cm

eternal inlet
#

oh i should play RR again... didn't notice you could pull in things like that

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got pissed at it because i only own a vive and the controls was odd

pearl tangle
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robo revive works well now and it has 360 mode working properly in it so you can disable the teleport rotation changes

eternal inlet
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ah

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should try again then

pearl tangle
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the only bit thats slightly annoying is the gripping guns or bullets but it's setup with robo revive to either toggle if you press it or it holds down and releases when you release if you hold for longer than 3 seconds

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touch controllers are still more comfortable for the game itself but I have played through the entire game on my vive instead of the rift because the vive works a lot better and it's more fun with the room scale

vagrant mantle
eternal inlet
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@pearl tangle i'll finish up the slotting logic hopefully today and start to experiment with a sort of slotting setup and let u know if i come up with something i feel is good

pearl tangle
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snapping range on stuff and visualization of that I think will be your key. giving some haptics to it so you know when it's snapping would help too

eternal inlet
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agree

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generally a hover event setup will be usefull for that kind of stuff

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i added to some Slider/Rotator handles i did last week, but afterwards thought that it might be a general base functionality that should be available to anything you can "touch"

pearl tangle
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would love to see what you did with that actually. Doing some ourselves for a project at the moment and playing with the snaps

eternal inlet
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sure thing, i actually got it covered on some videos on my channel

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should probably do a short version of them, to demonstrate what it does, because it spent quite a lot of time thinking and talking during those videos

pearl tangle
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i watch videos at 4x speed anyways so should be alright ๐Ÿ˜‰ send us a link to your channel will check it out

eternal inlet
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hehe ๐Ÿ˜„

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this is actually the short version of what i built during the last series

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oh except i just notice the hover visuals are broken in that video lol ๐Ÿ˜

pearl tangle
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Ah did you do the interaction examples stuff that was up a while ago with the levers and drawers and whatnot?

dusky moon
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@eternal inlet that's so great! could you also make a Plug mechanism ... like when you attach a USB cable into the Port ?!

eternal inlet
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@pearl tangle no i think that's @silver pulsar you think of

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my work is inspired by his though

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but i chose a somewhat different implementation but still similar

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@dusky moon that's what im doing with the slotting mechanic im working on now

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unfortunately i ran into some issues with mesh collisions not getting updated correctly which has been bugging me for a while.... appears @graceful junco was fighting that issue too and found a workaround for

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so im gonna see if i can do that too ๐Ÿ˜ƒ

dusky moon
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Cool! looking forward to that one

vagrant mantle
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Hey guys can u help me out

dusky moon
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@eternal inlet Also, Is your VRInteractables built on basis of VR Template of UE4 ? or is it based on your own custom VR Pawn/etc setup ?!

eternal inlet
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it can be followed along with the default VRTemplate

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the movement mechanic i implemented for my VRPawn is not related to that, but i used it in the videos though

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oh, but in a remade version where i use a Character as a capsule, and a Pawn as the camera holder and counter move the positions to get the roomscale collision stuff

tired tree
#

jonas, one of the mechanics i always wanted to implement but never got around to so far is a "Bag of holding" inventory

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items are small and arranged within it, and expand to full size when removed

eternal inlet
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quite similar to the other tutorial i did with a PhysicsCapsule, but this time with a Character

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aye @tired tree excactly as i thought too

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it would be so awsome to do

dusky moon
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hmm I see, Thats good to hear... so I can follow as I'm starting to accomodate my project with VR template

tired tree
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its not hard to make, I just don't have "items" to store in one in the template so its not a big priority :p

eternal inlet
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understand that

dusky moon
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One other mechanism that I'm dreaming of ... is Touch interaction with UMG screen !

eternal inlet
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@dusky moon just take whatever i say with a grain of salt, it's all recorded as part of my own learning process, so i may be saying some gibberish a few times hehe

dusky moon
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haha thats fine man! ๐Ÿ˜„

eternal inlet
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๐Ÿ‘

jaunty shell
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@dusky moon as in dataglove touch ?

dusky moon
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@jaunty shell I guess so ... Just basically being able to interact with UMGs by contacting them with motion controller hands

jaunty shell
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should be possible right now with a very short Widget interactor attached to each fingertip ๐Ÿ˜‚

dusky moon
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hmmm yep! and with some haptic on each trigger it could be rad!

jaunty shell
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triggers on datagloves ? :v

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I'm using a slight vibration on the controller right now when the user presses a button (but its a laser pointer, not the controller directly)

dusky moon
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the thing is that haptic makes the interaction with the screen more pleasant , because your hands wont collide with the screen you need to somehow feel it's presense

jaunty shell
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yeah

eternal inlet
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@tired tree your white waist ball inventory works supprisingly well btw... only thing i miss is a snapping logic, and yeah, maybe making things somewhat smaller when inside the inventory, hover feedback when getting things from them, and ability to have stacks of items

tired tree
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lol, thats not actually an inventory

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I literally just gave it a disk and made one object check for it

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to show people how easy it is

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i haven't done any actual inventory setup because..its not really plugin related to be honest

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attaching to sockets and locations on grip release is game side

eternal inlet
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I know it was just a demo, but a good one too ๐Ÿ‘๐Ÿผ

mighty carbon
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what's new people?

clever sky
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@eternal inlet have you done a tractor beam for objects into your hand yet?

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Once you do, you can combine it with an icon or list based inventory menu

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Click on the item and continue holding and it lerps into your hand.

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Let go before it hits your hand and it pops back into inventory.

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Then you can just use your standard UI pointer based inventory management.

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UploadVR. Whoo boy. Those accusations sure are something.

jaunty shell
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@clever sky do you think there's some truth to it or its the venom of a grumpy employee who's been ejected ?

clever sky
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I don't know to be honest.

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I don't know the character of the people working in Upload VR. But at the same time, this isn't the first time something like this has happened among tech startups...

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Uber, Magic Leap, now UploadVR. Very different sizes... but all with that fratboy culture writ large.

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On the other hand... if you make these sort of accusations, boy do they land hand. Good incentive to fuck with people by tapping the internet outrage machine.

jaunty shell
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pretty "fucked up" indeed

clever sky
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But yeah... those accusations are like... comically absurdly wrong.

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But then, Trump is president, so... you know what they say about reality been stranger than fiction.

mighty carbon
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well, if what they are being accused of is all true, then it's really sad

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it's probably worse than high school level of behavior

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I can't imagine grown up men acting like that at work

eternal inlet
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@clever sky u have an example running that show that mechanic?

clever sky
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Nope ๐Ÿ˜›

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Or do you mean range grab?

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Range grab like in Robo Recall

real needle
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hi everyone. I have a question. How can I change something like a game mode (Mode A at table 1 and Mode B at table 2), when my vr pawn enters a specific area? A overlapping event does not seem to trigger because I teleport with my locomotion pawn and therefore "skipping" the boundary, I guess. How would you do such a game mode change?

glossy agate
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@clever sky was playing the new freedom loco update last night. Really cool stuff with the hand outlines for climbing! How do I get to the mountain level though?

clever sky
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Go through the simple town - up the ramp through the orange door to the enxt level, across the roof top to the other building and open the blue door

eternal inlet
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@clever sky generally just a good inventory management system

glossy agate
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Ahh ok

clever sky
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Cheers tho.

eternal inlet
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I mean i look for a good example of one

clever sky
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@eternal inlet There are plenty of inventory systems to draw inspiration upon from gaming. A lot of people like Diablo style tetris management.

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Some people prefer straight up lists.

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Grid and icons are pretty typical.

eternal inlet
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Yeah something along diablo type would be nice but not sure how it would feel in vr

clever sky
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If you have a competent interaction system, shouldn't be too bad.

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Most of it comes down to UI design work.

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The VR part just amounts to showing the inventory widget and figuring out how to get it in and out of the widget.

eternal inlet
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Thats what i hope to build, but its not as straight forward as it sounds

clever sky
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It never is! ๐Ÿ˜›

glossy agate
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Jonas for the inventory you could have it like a pocket satchel on the hip. Drop items directly in it to add to inventory, and you can holster main items on your body like guns/grenades. Then you can pull off the hip satchel and drag it open to reveal slots and swap out items. Was thinking just making it like umg and using sprite icons for the items.

eternal inlet
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I'll fiddle around with things and see what i can come up with

glossy agate
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That was the system I was thinking of doing anyway

eternal inlet
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I agree weapons would be good to have handy at a holster position

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For quick access

granite jacinth
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UploadVR in some deep poop

eternal inlet
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I prefer things to be actual 3d objects, but for inventory they should be smaller

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But not too small, otherwise it will be hard to pick them up again

glossy agate
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Yep. To swap them out you just click the umg sprite and it can just switch a catagory item. I.e. One rifle, one pistol, 3 grenades, couple potion slots ect. So when you click a rifle in inventory it just swaps the ride you have holstered

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Super basic and easy to learn but versatile enough for a inventory system you can plan.

eternal inlet
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Except for umg i follow u

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I avoid umg completely

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Its a personal preference

glossy agate
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Yeah, you can probably come up with something better. I was thinking simple cause I'm not that good at programming haha

eternal inlet
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Me neither, so i practice using this as a usecase

glossy agate
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Can't wait to check it out. If you make a 3D version of the day z inventory that would be dope!

eternal inlet
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Will have to get dayz or find a video showing the inventory system they have

real needle
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hi everyone. I have a question: How can I change something like a Enum (Enum A at table 1 and Enum B at table 2), when my vr pawn enters a specific area? A overlapping event does not seem to trigger because I teleport with my locomotion pawn and therefore "skipping" the boundary, I guess. How would you do such an enum change?

eternal inlet
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Might do that

jaunty shell
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T_T dayz, so much potential wasted

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@real needle are you setting the location of your pawn ? I think there's a bool you can check for that

glossy agate
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It's just a slot system based on object size if you google it. Forces users to plan out what they really need

jaunty shell
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"sweep" I think

real needle
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@jaunty shell The "Teleport"-Node is currently used, so no. But using the set location with this "sweep" will fire any overlap events?

jaunty shell
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that's what the doc says

real needle
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Hmm interessting, I will test that then

jaunty shell
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I'm using the set location node to teleport my pawn around and it works flawlessely

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shouldn't be that different from the teleport node

real needle
jaunty shell
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should work

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you sure your pawn has a collider ?

real needle
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yeah, had no collision on my camera/head

jaunty shell
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@real needle so is it working now ? :p

eternal inlet
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@ryan#9503 dayz inventory management looks confusing as fuck lol

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i watched two videos now, and i still dont quite get it

jaunty shell
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basically its a drag n drop inventory with containers

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and clunky interactions

real needle
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@jaunty shell yes it works ^^ thank you. Now I only have to determine what those playmodes /enums actually change for the players ๐Ÿ˜„

glossy agate
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@eternal inlet I meant just the space allocation haha. Not the dragging stuff around portion. If you have a grid you can do like 2 slots rifle, one slot pistol ect so you can plan a load out better than then point system onward uses.

eternal inlet
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ah ok yes then i understand

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i also realize i should investigate a bit into other inventory systems a bit more hehe

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i should look at how onward does it

glossy agate
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There newer update just gives you 8 points to use on items like guns grenades and weapon attachments armor ect. Thought a slot system makes more sense though especially if it's a rpg type game where you can have a couple loadouts at once.

eternal inlet
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yeah slot system sounds more appealing to me too, but also sounds interresting with a point system... guess it's something like a weight system?

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weight/size

jaunty shell
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@real needle nice, good luck with the enums :p

glossy agate
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Yeah exactly. Gonna be sweet

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Maybe level up to earn more slots

eternal inlet
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and/or based on a strength attribute

quaint jay
#

Hi guys. Does anyone know when and if they will fix the mirror modes for vive?

jaunty shell
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@quaint jay what's the problem ?

quaint jay
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I want to get the preview as 16:9

jaunty shell
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check this thread then

quaint jay
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i know you can compile it yourself but then i need to share engine and project with the guys im working with right?

jaunty shell
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you need to edit the source of UE4

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yep

quaint jay
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ok. then i guess i will just bake it in that ediror for builds

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thanks anyway. strange that its not implemented for the vive same as the rift

jaunty shell
#

yeah its been on the backburner for quite a while in the old UE4 trello

pearl tangle
#

You can just make your own fork of the engine and then your other developers grab your branch of it instead

quaint jay
#

@pearl tangle Its not that critical right now. But yes thats an option. Still just hope it can get fixed ๐Ÿ˜ƒ

pearl tangle
#

pretty much you are stuck with a customization to the engine at the moment as Epic is doing a different version of mirroring and mixed reality stuff but doesn't seem like it will be out for a while still

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there are some other alternatives that give you some tweaks and then just add a new mirror mode which are a bit better but still require an engine build

quaint jay
#

I only need if to be able to capture videos from or for final builds so i'm ok with just making a copy for that right now

pearl tangle
#

oh, then I would just do that in sequencer recording instead then

quaint jay
#

have no experience with it.. sounds like i need to look into that.

pearl tangle
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pretty much you just press record and start playing and you can record whatever you want from any angle with the proper cinema camera rather than recording the screen output. works well for third person capture as well if you have a head model for your character too

mighty carbon
#

what are good reasons for upgrading to 4.16 from 4.15 ? (VR related good reasons)

pearl tangle
#

steam audio integration

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updated VR editor

quaint jay
#

@pearl tangle OK. Thanks ๐Ÿ˜ƒ

mighty carbon
#

@pearl tangle and is that all? ๐Ÿ˜ฆ I don't use VR Editor and Steam Audio is still raw in 4.16 (Valve's words)

#

do you know if there is anything good for Gear VR ?

pearl tangle
#

the new cloth physics stuff should be very helpful too

#

you can do runtime permissions for android

#

VR Updates:
Unified Console Commands across VR platforms. The previous code base did not share common interfaces across HDMs; now there is a shared layer that developers can work from rather than maintaining each platform individually. This provides several benefits such as easier bootstrapping of new platforms, consistent interfaces, and less redundancies in HMD implementations.
The mobile multiview path now supports GearVR. Mobile multiview is similar to instanced stereo on the desktop, and provides an optimized path for stereo rendering on the CPU. Enable this in your Project Settings under VR, and restart the editor to take effect.