#virtual-reality

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sturdy coral
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I'm going to let users set the range, but still pick the default for them (ideally you would invalidate their settings if they changed GPU too but I don't know if I'll go that far)

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roborecall lets you set the range in the options

glossy agate
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Yeah, that's the way to do it. Also not sure if it's true, but I have heard other players complain that UE4 games don't respect the advanced settings SS, so it needs to be in game option. This was a while ago though, and I never tested it.

sturdy coral
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there was an old bug I think it is fixed now

mighty carbon
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I forgot how much of a chore is making art for the storefront ๐Ÿ˜ฆ

sturdy coral
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it actually was dependent on mirror window resolution

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I think it was a throwback from the days of extended mode and they just kept some of the calculation in place

glossy agate
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Ah nice. So it's fixed now?

tired tree
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been fixed since like 4.12 or 4.13

sturdy coral
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yeah it is fixed, it was definitely a problem with raw data and I think pool nation back when they launched

glossy agate
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Yeah, really old then haha.

wet jasper
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oh hi

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I'm trying to set up a stereo scenecapturecomponent2d

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but I'm having a hard time displaying the captured textures

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do you have any ideas on how to deal with thi?

sturdy coral
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display them where?

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in game or in the mirror window

wet jasper
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I have 2 scenecaptures in a different part of the scene, and I want to display that result in a portal in the game

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I'm pretty much trying to replicate portal, but in VR

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I have a mesh in the middle of my scene whose material displays those render targets

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in standard, non-vr mode it works perfectly, I just get the screenposition node, divide by the aspect ratio and use that as my UVs

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but for some reason I can't get that to work in VR

sturdy coral
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what does it look like instead? you think it has the wrong aspect ratio or something?

wet jasper
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if I just use the mesh UVs straight up instead of the screenposition one, it looks squashed and badly cropped

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the perspective on the purple room was supposed to match the one in the blue room

sturdy coral
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yeah but that's expected with the mesh UVs right? it should look like that in 2d too

wet jasper
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yup, yup

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with the screen UVs it looks like this in 2d:

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see that the perspective matches perfectly

sturdy coral
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yeah

wet jasper
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in vr:

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that's one eye, the other one has a similar weirdness and the object positions don't match up

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this is how I create my uvs

sturdy coral
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@wet jasper is instanced stereo on?

wet jasper
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it's off

sly elk
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hey bruno

wet jasper
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oh hi alec! how is it going?

sly elk
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Doing well. Haven't seen you in the VR discord before. Welcome ๐Ÿ˜ƒ

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Scencapture2d does weird things in VR with r.screenpercentage

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at least on oculus

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might be related to a bug I posted, let me find the link

wet jasper
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thanks! I'm new here

sly elk
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what are you working on bruno? You were at gameloft before, right?

wet jasper
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I was, now I'm at minority, working on vr stuff

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that black bar bug is really weird, I haven't seen that yet

sturdy coral
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@wet jasper if it isn't an issue with the scenecapture itself, I would write a debug shader to display the calculated UVs as a grid and just look for oddities

sly elk
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i only see it at higher resolutions

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like doing 1920x1080 capture for a full screen camera

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but you might test and see if changing the screen percentage has an effect on how wrong the perspective is

sturdy coral
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once you fix this you are probably going to run into the issue that the scene capture lags behind the HMD a bit; it used to happen with planar reflections too and they fixed it there, you may be able to find the changes they had to make there and port them to your own scene capture

spiral zephyr
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seems like microsoft controllar rotation is almost 100% preserved when out of sight, so can at least be used as a laser-pointer when hands are by the side

wet jasper
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it does lag behind yeah ๐Ÿ˜ฆ

chilly thicket
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Okay, I had a question about the unreal vr editor.

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I've been told I need to enable it from the settings, but it isn't an option.

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I'm running UE 4.17.1.

sturdy coral
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@chilly thicket it should just be a button that is enabled by default on 4.16 and 4.17

chilly thicket
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Oh, then how do I use it?

sturdy coral
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just click it

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it is in the main toolbar

chilly thicket
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Wow, I feel so dumb now ๐Ÿ˜„

sturdy coral
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alt-` to exit

chilly thicket
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I had figured out how to do the vr preview thing.

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But for some reason I completely missed the "VR Mode" button.

sturdy coral
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on 4.16 you can set it to auto launch when you put on the headset in the editor preferences

chilly thicket
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Yeah, I enabled that.

sturdy coral
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I don't know on 4.17 if that is default or what

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ah, k

chilly thicket
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Oh, wait, maybe I didn't.

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Lol.

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But, thanks for helping me.

sturdy coral
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np

mighty carbon
sturdy coral
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@mighty carbon 2015

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ah I guess it was only just published

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but filed in 2015

mighty carbon
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yeah, they look archaic too

full junco
mighty carbon
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how on Earth do you manage to have these issues o.O

full junco
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sometimes it works, and then suddenly it stops working and complains about poor tracking quality

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and when it complains, everything is super laggy

mighty carbon
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get yourself a dedicated PCIe USB 3.0 card with 2 controllers on it.. And plug sensors into the card, leaving the rest on mobo

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do you have Vive stuff plugged into your PC too at the same time as you are using Rift ?

full junco
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if I get a PCIe USB 3.0 card then I can't fit 2 GPUs into my PC, 2 GPUs cover up all available PCIe slots

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no, I dont have the vive connected

mighty carbon
full junco
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the primary issue is the rift itself

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and after restarting the PC the tracking issues are always fixed

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for a while, until they start again

alpine torrent
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@full junco seems like you could mod your pc rig

full junco
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@alpine torrent ?

alpine torrent
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PCIe extension so those other PCIe slots arent covered by GPUs

full junco
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I think GPUs are very close to the mainboard, so not even an extension would fit in there

fresh laurel
alpine torrent
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so you dont think moving GPUs to other place with extension cable to get more space?

full junco
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ah well, moving GPUs to another place with extension cable would work, but where do you want to put a GPU then

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they are heavy

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a PCIe USB card you can just losely put in the case, a GPU definitely not

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I also have one SSD just losely floating around in my case, those arent heavy

alpine torrent
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well ther is a options but it's up to you

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yeah gpu totally need to be installed where it hold and not float

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some PC cases are easily moddable

mighty carbon
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no @full junco , the issue is with your PC, not with Rift

full junco
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part of the issue is likely something with my PC, but the rift is one of the most picky things you can imagine when it comes to USB

mighty carbon
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my PC isn't even VR-ready.. It's just a PC I built in mind with Rift. And it works like a clock, out of the box.

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I had issues when I put all sensors and HMD onto one USB 3.0 controller

full junco
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I tried all USB 3, all USB 2, and a mix of everything

mighty carbon
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once I spread it around, I had no issues

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doesn't matter.. if you have 1 USB 3.0 controller on the mobo or bandwidth insufficient, you'll have issues

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one of my controllers has 8 USB ports on it

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another one has only 2

full junco
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I have 3 different controllers

mighty carbon
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well, put 2 sensors on Intel and 1 on ASMedia and HMD on VIA

full junco
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I only have 2 sensors, and as I said I tried all combinations that made sense but it doesnt matter, after a few hours it breaks and I have to restart the PC

mighty carbon
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update drivers maybe too ?

full junco
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everything is up to date

sly elk
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I have random USB issues with my 3 camera setup even with the PCIe USB card that r/oculus suggests

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usually a system restart fixes it

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I wish oculus would ditch their tracking for something like vive. It seems like a better solution

wet jasper
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seriously. I've given up on oculus tracking

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I have those tracking issues daily

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on my work pc, we've tried installing more usb3 ports, spreading things around

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still works like crap and I stopped caring really

full junco
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@wet jasper you also have issues where you have to restart the PC for being able to use it again?

sly elk
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I can still use my rift, the tracking is just awful

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until I restart

full junco
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in my case the image on the rift rougly freezes for 0.2 seconds every 0.2 seconds

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oculus software complains then

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restart fixes it

sly elk
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yeah

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how long does the restart fix it for?

full junco
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a few hours I think

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I think at least for 1 hour

mighty carbon
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btw, have any of you tried reporting issues to Oculus ?

wet jasper
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I just live with it when it starts to behave badly, sometimes I get a bit dizzy and take a break

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I do ask the IT guys for help and they've returned a couple headsets already due to problems

mighty carbon
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how do you expect Oculus to fix it if you aren't willing to provide feedback ?! o.O

sturdy coral
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I've had it crash the whole PC with a bluescreen

full junco
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@mighty carbon where should I report it? I dont think they care about issues I have

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any issue I have they are likely already aware of and its just not reproducible for them so they didnt fix it

mighty carbon
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Developer's section of their website..

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also on their forums

chilly thicket
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Is there a good tutorial for how to use the VR editor out there?

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Or are the website docs the main thing?

winter venture
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pretty much just the docs I think, and a lot of that is outdated and sparse

chilly thicket
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Yeah.

winter venture
chilly thicket
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I beileve you use up and down on the joystick.

winter venture
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that scrolls the main window but not that tool selection menu (at least using the touchpad on vive..)

chilly thicket
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Oh, okay.

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Yeah, I really have no idea how to use it.

digital marlin
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Once you get use to the VR editor is it worth it?

chilly thicket
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It looks like it has potential.

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But there's no guides on how to use the latest version of it.

winter venture
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if these little control issues were fixed or better documented i think it would be worth it for some things

chilly thicket
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Also, the UI isn't exactly intuative.

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I spent a minute trying to figure out how to select things on the menu.

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I guess the best way right now is trial and error.

winter venture
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took me a long time to figure out how to undo/redo, the docs say press right/left on the touchpad but you have to swipe and it seems really inconsistent

chilly thicket
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Wow.

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Weird.

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One of us should make a guide ๐Ÿ˜„

winter venture
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yeah I wish someone would ๐Ÿ˜† I haven't spent much time in it because of all these problems

sturdy coral
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Is there a good way to attach something by a socket instead of to a socket?

digital marlin
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by a socket?

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Like.. the location of the socket instead of the socket itself?

sturdy coral
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Yeah

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For example with motion controllers, I want to attach the hand to them by a socket on the hand

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And then I have the same socket on the third person mesh, where the motion controller is instead attached to the socket

digital marlin
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Well you can reference a socket on a mesh and get its location.

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not sure if that helps

sturdy coral
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Yeah I can do an inverse transform or something

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Was just wondering if there was a built-in way

glossy agate
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Like having the hand for first person and 3rd person char attach to to same location on a weapon?

sturdy coral
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yeah

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like for 2D first person arms you just make the same socket and attach the gun to the socket in both places, so there isn't really a difference

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but for vr hands holding a controller the attachment order is sort of reversed

mighty carbon
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where do you folks get EULAs for your projects ?

glossy agate
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@sturdy coral Im working on something similar right now with full body IK. Want to work on it together?

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Im overriding the hand bone to match a scene component childed to my hand meshes base so it matches perfect (third person hands will be wrong if matching to controller), so if FP hand snaps to socket, third person should follow is my thinking

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Just have to give the TP hand a holding anim, and you will 1 up the other MP shooters

sturdy coral
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@glossy agate yeah, I've had it with IK and stuff with just manual close-enough alignment, and then still attaching the gun to a replicated motion controller object and not a socket on the actual mesh

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but now I'm looking at doing more stuff with animation like that where the hand might detach from where the motion controller is to do a reload animation

glossy agate
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How do you get crouching? Thats what Im really having trouble with. Blend space? Been trying with overiding based on HMD height but its not going anywhere fast

sturdy coral
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yeah I'm working that out now too

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a blendspace like thing is what I'm leaning towards, with the walk phase (time the foot makes contact) synced up between the two

glossy agate
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I have just never worked in anim programming so this all cold start for me haha. Gonna try again tomorrow

sturdy coral
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yeah I have done very little with it either

mighty carbon
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submitting app to a store is one of the least favorite moments in game dev :/

digital marlin
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guys, some advice here. I'm trying to attach a camera and make it move in relation to a boat that's it on. It's just transform vectors that are changing.

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ugh, I've explained that horribly.

full junco
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@mighty carbon why?

uneven moon
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I'm trying to check the speed of my MC as part of a condition but it doesn't seem to be working

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If I set the value to 0, it works. So it's as if the MC doesn't move even when it does

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I tried setting the target to the MC itself, the mesh under it, etc. but no luck

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Anyone do this before?

full junco
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@uneven moon I think I tried that and you cant do that

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dont get the velocity, the function doesnt work for motion controllers

uneven moon
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@full junco Did you figure it out?

full junco
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you have to just manually calculate the velocity

uneven moon
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Not sure how I'd do that

full junco
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well, just compare the current location with the location from the frame before

uneven moon
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so instead of >= a speed value, I check to see if it travels X distance within X time?

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then maybe set a bool to 'Punch' and use that in the condition

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not sure if this would work, just a theory

full junco
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currentframe - oldframe = velocity

uneven moon
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what nodes for currentframe / oldframe?

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sorry, a little confused

full junco
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get world location on the motion controller

uneven moon
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if I'm using an event tick, how exactly do I differentiate between last frame / current frame?

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here's what I started so far

full junco
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you store the location in a variable every tick

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and next tick you can look at what the variable was last tick before you update it again

full junco
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why do you break and create the same vector?

uneven moon
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sorry, ignore the question, I think I found a solution

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will post back if it works

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If you check velocity on a component attached to the MC instead of the MC through angular velocity, it works

full junco
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ok

frozen egret
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Does anyone have an explanation what the ARSample does? I have created my own AR (ARKIT apple) project but when I place objects on the field I can never get "behind them" while the ARSample lets you do this

dusky moon
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Guys why is there no documentation for adding Oculus Entitlement check in UE4 ?! I'm really confused ...

granite jacinth
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@uneven moon super late reply, but that should work

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I've used that node for velocity on MoCons

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@dusky moon I right clicked, Search On Google "Oculus Entitlement check in UE4" and got a shitton of hits

dusky moon
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@granite jacinth those results are only answershub stuff. I still can't find a clear do this then that documentation for it:/

eternal inlet
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hi guys, long time no see... wanted to drop in and ask a quick question about 4.17 and packaged build and StereoLayers... seems that in PIE it works just fine, but once i package, the material gets all black... anyone got that behavior before and know how to work around it?

eternal inlet
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nevermind... i reverted to using a regular plane with depthtest disabled on that mat

vocal whale
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@eternal inlet man nice to see you here, still waiting your awesome tutorials.. cheers

mighty carbon
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is anyone here with Gear VR ? (besides smilertoo)

mighty carbon
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is there an easy way to freeze the game and to snap 360 deg. shot while running in PIE ?

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Would Nvidia Ansel work out of the box?

mighty carbon
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lol, no one ?!

normal thorn
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well its not easy

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I messed with a bunch of "solutions"

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and all were a huge pain. Like the one from Kite& LIghtning that they use on the hellsomething photoreal girl blog

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thats awful. I got it to work once. Then next time I tried it either wasn't compatable anymore or I did something wrong either way its not easy

mighty carbon
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I thought UE4 supports Ansel out of the box

normal thorn
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Then there's allars implementation thats a can of worms...

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I don't know ansel so I didn't respond to that

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@mighty carbon do you have a devblog or any of your project online? I'm curious what you've been up to

mighty carbon
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nah, I don't have time for that.. Full time engineering work sucks out life out of me, so to speak.. So I only have a few hours of spare time for dev and for nothing else. I might write a postmortem, if I manage to get to Oculus Home and get any measurable sales.

mighty carbon
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what have you been working on @normal thorn ?

normal thorn
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quit my job to go fulltime on that a year ago

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you know, what "they" say never to do

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hah, its ready for release, pretty much, with a launch date of Sept 7th

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hooooping I can make enough to keep indie dev'ing

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Altho my next proejct I'm going to make a demo and pitch it around to see if I can get it funded (for a team of like 5)

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going solo is too hard

mighty carbon
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I see, cool

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well, good luck.. I've been there and indeed, indie dev is ueber-hard ๐Ÿ˜ฆ

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especially solo

normal thorn
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yeah I dream about having even 1 more full time person on the team 200% the team size I have now

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but thanks yeah here's hoping!

mighty carbon
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I'd go for full time VR dev if I could get same kind of salary I am getting now ๐Ÿ˜›

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$200 + tax for just that?! I'd rather swing lightsaber in actual VR, where I could also play other goodies after I get tired of swinging lightsaber

glossy agate
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Yeah that's pretty gimmicky for $200 haha.

uneven moon
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Flashlight holding has got to be the most awkward thing I've had to deal with in developing for VR so far

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With the Oculus MCs

full junco
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why?

uneven moon
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If properly positioned in-hand, the user has to twist their wrist to almost uncomfortable lengths just to face it forward. Maybe it's just the mesh I'm using for the hand, not a lot of control on twisting without looking weird.

glossy agate
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Setting up an animation state for the hand when holding a flashlight should fix that

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Flashlight mesh is lining up with your Real life controller right?

tired tree
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Put the flashlight on the forearm,......

mighty carbon
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or on the head, like in Lone Echo

slim raft
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Its uncomfortable in real life to point a flashlight straight forward

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At least while holding with the same grip you would hold a motion controller

mighty carbon
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hold it like cops do

uneven moon
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I have a point light on the tip of my gun

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Its visibility is set to on then off when the gun is fired

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But if I fire it fast enough,

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It inverts its active state and it stays on, turning off every time the gun fires then back on

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Do I need to limit the player in how fast they can fire the gun or is there a solution to this?

pastel lintel
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my second controller is ridiculously small even though its the same as the first...

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the top one if always super tiny, barely visible

mighty carbon
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oh, just realized all those MR HMDs don't have Fresnel lenses.. Does it mean that FOV is a way lower than in Vive/Rift ?

full junco
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@mighty carbon all reviews I read say that FOV is noticeable lower, yeah

mighty carbon
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gotcha

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I wish someone here got Gear VR.. ๐Ÿ˜ฆ

digital marlin
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holy god damn it

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Sometimes VR is just a huge pain in the ass

quaint loom
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@pastel lintel The static mesh for the actors you are spawning in are identical in scale? Offhand I'd guess they aren't OR the mesh used for each aren't identical

pastel lintel
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i figured it out, its a bug with ue4

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when i use any scale other than 1 for the controller mesh, it doesnt translate to the second

quaint loom
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recompile/restart of UE4 fixed it?

pastel lintel
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so i had to reimport a properly scaled version

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yes

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its fixed now but it was a dumb bug

quaint loom
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hmm, so you haven't instanced the actor then?

pastel lintel
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no i was using SpawnActor and attaching it to the Vive hand

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used the same ActorTranslation for both and everything

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everything was identical

quaint loom
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weird

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glad it's working. Usually if I run into issues it's SteamVR went down, UE4 needs a restart or somehow 32GB of ram got filled from VMs

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still haven't figured out a reliable way to get the motioncontrollers to appear ingame except starting SteamVR BEFORE the UE4 scene

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other way around seems to fail most times

pastel lintel
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same here, turning them on while ue4 is on and having them work is a 50/50 for me

quaint loom
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yea, noticed the UE devstreams that the code used to instantiate the controllers got baked in. So wonder if their implementation is flakey. Will override it later but for now just fixed a teleportation issue I had with nav meshes

mighty carbon
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@digital marlin I'd say it's always pain in the ass

quaint loom
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@digital marlin create a node on the boat somewhere and attach the camera to it is the crude way. If you want the jitter to stop you'll have to dampen it. The best would be mimicing what chickens do for stabilization in 3D

echo thorn
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PLEASE HELP, Can anyone tell how to spawn my 3d widget bp on my VR hand MESH ,like a tablet..i am creating a GUI Pannel

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it is spawning but above the rotation

vocal whale
echo thorn
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Thanks @vocal whale i'll take a look at it

eternal inlet
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@Satoshi Nakamoto#1196 yeah im s bit too busy atm to do tutorials sorry, but im still here hehe

alpine torrent
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in Android ARCore, in iOS ARKit, and in Windows 10 Mixed Reality

alpine torrent
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ok Windows mixed reality controllers have transluted LED what Power up when you press Windows button on controllers

eternal inlet
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anyone know how to get physics velocity of a physicbody of a skeletal mesh? Im catching the Hit events in ComponentHit, but don't see a way to derive which PhysicsBody that triggered that componentHit event, and what it's velocity is

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PhysicsLinearVelocity and ComponentVelocity both report either sort of steady small numbers, or they freak out and "fall" fast on the z-axis

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im trying to use those values to drive "hit" sounds btw

mighty carbon
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finally submitted my Gear VR app for review.. Keeping my fingers crossed.

full junco
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@mighty carbon good luck

mighty carbon
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thanks ๐Ÿ˜ƒ

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it takes 2-3 weeks for the review to take place

mighty carbon
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probably going to start looking for a "partner in crime" soon, for desktop VR project

mighty carbon
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does anyone have time to collaborate ?

alpine torrent
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@mighty carbon you know why Windows VR headset is part of Mixed reality marketing?

full junco
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@alpine torrent because microsoft is stupid

sly elk
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can the tracking cameras on the windows headsets pass through an image?

alpine torrent
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it's not stupid at all

glossy agate
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@alpine torrent They want to be cool like Google Glass and take the market by storm lol

wicked oak
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not stupid at all in fact

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they want people to differenciate them from oculus/vive

alpine torrent
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those headset use hololens tech and Hololens is mixed reality device even it's AR

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Mixed reality hmd's are VR

mighty carbon
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why are you asking me, @alpine torrent ?

alpine torrent
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with mixed reality viewer you can watch your 2in1 device you can use it like ios or android device

mighty carbon
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makes no sense

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btw, what's with Epic? They seem to be super silent, I don't see same regular devs replying to folks on the forums, etc.

sly elk
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I assume they are just busy

glossy agate
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Forum is kinda broken lately. Don't know what happened

alpine torrent
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lots of work i guess

sly elk
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I wish there was a better way to report bugs. I have reported 3 on answer hub and im not sure anyone ever read them

mighty carbon
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it just feels like 10 people work at Epic and all of them at GamesCom

alpine torrent
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pax is happening

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pax west

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gamescom was already week ago

mighty carbon
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where in reality it's Epic.. Just kinda quiet.. I used to get a lot of tweets about Paragon, Fortnite and now it's just nothing...

twin oxide
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Any PSVR devs around?

wicked oak
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@twin oxide im the only one i think

twin oxide
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@wicked oak glad I found ya! Got a probably silly question...how do you launch a packaged build in VR rather than the 2d theater mode? Is it a executable argument or something?

wicked oak
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i use "start in vr"

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make sure morpheus is enabled and everything is configured

twin oxide
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Huh that didn't work for me for some reason

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Let me try again. Might hit ya up later

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I haven't touched anything with Morpheus though, I was under the impression that was 4.6 and under?

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Clearly new to this ๐Ÿ˜ณ

sturdy coral
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@mighty carbon it is probably just that fortnite launched and they have tons of work supporting that

mighty carbon
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probably

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It hurts engine dev IMO and the Marketplace

sturdy coral
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@mighty carbon now that most of their known games have been released, they may also be having a lot of prototype/design/preproduction work on new stuff

alpine torrent
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also work on forums rework

sturdy coral
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the only unreleased stuff is UT and that new mobile thing I think

mighty carbon
#

I see

sturdy coral
#

@mighty carbon maybe we'll see some new VR features and or a new game at oculus connect 4

mighty carbon
#

@sturdy coral I sure hope so ๐Ÿ˜„

mighty carbon
#

wow, that was fast - got feedback on my submission to Oculus Home

#

(forgot to disable fps counter, which surprisingly only shows up on S7 Edge Marshmallow)

full junco
#

@wicked oak @alpine torrent it is stupid to call it MR when its just VR

alpine torrent
#

@full junco well terry said the headself is VR but why it's called MR because the device family is called windows mixed reality where those VR headsets belong as HoloLens what is AR

#

MR contains then VR and AR

#

so in those windows mixed reality headsets you can be in your virtual house what are mapped

full junco
#

it is stupid though. people know what VR is and people who wanna buy a VR headset will buy a rift or vive because they don't even know that microsofts "MR" is just VR

#

people don't know what "MR" is

alpine torrent
#

well MR HMD headsets are VR

#

like rift and vive are HMD

#

there is this mixed reality viewer what is a app what use camera like arkit use camera in ipads or ARcore in android use camera

full junco
#

everything with a display that you wear on your head is a HMD

uneven moon
#

I have a complex pawn with most of the code specific to the use of a single gun in my game but I want to be able to switch to a different gun with its own complex set-up, is it practical to just possess a new pawn in real-time when the player purchases the new weapon or would this disengage them?

#

Have not been able to test it yet

#

The two pawns would be in the same place and the player cannot teleport, only move in his/her room-scale set-up so in theory, when the new pawn is possessed it would take on the location of the HMD

full junco
#

I didnt use my vive since I got my rift (I only worked on adding rift support), now I connected my vive again and its just sooo nice to have good tracking again ๐Ÿ˜„

uneven moon
#

Needa get on that 3-sensor set-up

#

Oculus needs to extend the range of each sensor so we only need 2 like the Vive

alpine torrent
#

or wait to october 17th

uneven moon
#

What's happening then

alpine torrent
#

Windows Mixed Reality HMDs come to store

full junco
#

since I dont play games with my rift I didnt really want to spend money on a third sensor. I only need it for making sure my game works well

#

and how will windows VR stuff help me with rift compatibility? lol

uneven moon
#

Have any of you developed for Oculus/Vive but also PSVR?

alpine torrent
#

those headsets support SteamVR

full junco
#

vblanco has @uneven moon

uneven moon
#

@wicked oak Message me when you get a chance

alpine torrent
#

also that day is Windows 10 Fall Creators Update release date

full junco
#

@alpine torrent yeah, and thats nice, but I still need to use a rift when adding support for touch controllers

#

and if microsoft releases an update at that date, you better wait 3 months until they fixed all the issues. they usually fail to deliver working stuff

alpine torrent
#

those mixed reality headset as those are inside out ones use led light in the controllers

#

@full junco well if you are insider those issues are fixed

full junco
#

do the windows headsets actually work with windows 7?

alpine torrent
#

Windows 10

full junco
#

I would never use a windows insider build for productive work, I am actually using the windows 10 branch for business to make sure that I dont get all those bugs that microsoft always has in its new updates

alpine torrent
#

and work with no Discrete GPU laptops in 60FPS

#

well you could use windows insider for business if you like

full junco
#

@alpine torrent I'm not sure why, but reading your english is kinda hard for me

#

your sentences often just make no sense to me, like "those mixed reality headset as those are inside out ones use led light in the controllers"

#

and what do you mean with "could use windows insider for business"? the point of using the windows insider branch is getting new features and stuff earlier, while the point of using the branch for business is getting new features later when they are definitely working. so both at once obviously doesnt work

uneven moon
#

Have either of you guys experienced slightly annoying glare or flares on your HMD lenses when looking at bright, emissive objects in dark environments?

#

I have an almost black room-type environment with some text floating in front of the player (white, emissive) and when I turn my head slightly and look at it, there's a weird lens effect. I presume it's just how the lenses are when in a situation like this because most VR games don't have that kind of contrast

wise thunder
#

God rays, definitely not a new problem ๐Ÿ˜ƒ

full junco
#

@uneven moon yes, thats a general issue with current lenses

uneven moon
#

Damn, so having an exponential height fog will always cause this?

full junco
#

solution is to avoid bright objects in dark environments

uneven moon
#

The game almost relies on that haha

#

Dark environment, flashlight

#

Some candles

#

All of these create that contrast

#

I have some ideas to eliminate some of it, will let you know if it works.

full junco
#

ok

digital marlin
#

@uneven moon I think I read somewhere you should turn scattering to 0 to help with that

#

On your fog*

uneven moon
#

@digital marlin This?

digital marlin
#

mmmmmmmm maybe, I was playing around with this stuff yesterday and came across a side note about VR and turning off scattering to help with some lighting issues.

#

It may help or it may not - maybe give it a bit of a google and see if there's any meat there.

glossy agate
#

@uneven moon that will cause massive smearing in vr. You notice it a lot in the steam room where it's dark purple with a white floor square

vocal maple
#

How can I get the angle between my camera and my hand? Like between the forward vector of the camera and the position of my hand

full junco
#

when is the steamvr "missed frame" notification actually saying a frame is missed? I thought it would be any frame that took longer than 11.1 ms to render, but if I constantly have frames that take ~12ms to render I dont get any missed frame warning from steamvr

#

@tired tree maybe you know that?

#

ah, I have to disable async and interleaved reprojection, then any frame above 11 ms is missed

full junco
#

@sturdy coral thanks so much for finding that issue with the r.forward.lightgridpixelsize fix for the adaptive pixel density. I just noticed for the first time that I actually see the same issue you saw!

sturdy coral
#

@full junco I've got another slight fix to it

#

light grid requires power of two sizes

full junco
#

couldnt explain why everything felt laggy in my main menu, I use a lot of translucency there

sturdy coral
#

so I modified it to take non-power of twos so you can adapt the grid

full junco
#

do you know why a small light grid size creates performance issues with the APD (adaptive pixel density)?

sturdy coral
#

I think there is just some step where the grid data structure is getting reinitialized or something

full junco
#

the real solution would be to just fix that so that its not reinitialized

#

the issue is still in 4.17?

sturdy coral
#

yeah if you could just have a maximum grid instead and only use part of it

#

I'm not sure, I'm on 4.16

full junco
#

ah

#

it might be fixed in 4.17

sturdy coral
#

I'm not 100% sure the grid being in pixel size makes a lot of sense anyway

full junco
#

epic did a few fixes for ADP stuff "recently", I saw some commits about it that fixed unnessassary buffer reallocations or stuff like that, I think those are in 4.16 or 4.17

#

was a few months ago

sturdy coral
#

the way I have it fixed right now requires a 1:1 aspect ratio because otherwise there are cases where things get rounded and a column or a row gets added

#

after a 1pixel increase in one dimension

#

but I think it wouldn't be too hard to hold it stable as long as you guaranteed you had roughly the same aspect ratio

#

and took that into account when picking the grid size

full junco
#

well the aspect ratio always stays same even with APD?

sturdy coral
#

@full junco yeah, but there is pixel rounding

full junco
#

I dont see a difference between 64 and 2048 in my level

sturdy coral
#

yeah just the shaders have to traverse through a longer list of lights

#

and reflection captures

full junco
#

I dont have any lights or reflection captures in this level

sturdy coral
#

but it is a linked list so if you don't have a lot of lights in the scene it isn't a huge issue, and there will still be a good bit of z slices doing culling

#

one other thing I changed was passing the prior frame percentage to the TAA thing as a two-component float for horizontal and vertical

#

just to avoid any rounding issues, I don't think I really saw it in practice

full junco
#

ok, sounds cleaner

#

can you show what exactly you changed there?

#

or just PR it to my APD branch

sturdy coral
#

yeah sure

full junco
#

thanks

sturdy coral
#

I made the changes as I pulled in your commit so I don't have them as two separate commits and trying to find a way to undo that and make it look like two

#

the stuff I changed in compute light grid is only guaranteed to hold it stable for square aspect right now, but it removes the power-of-two grid cell pixel size requirement

full junco
#

but who has a square aspect ratio in VR?

sturdy coral
#

yeah, no one I don't think, I've still got to add a bit of code to it to make it stable for rectangles in the face of something like a one pixel increase in the resolution in one dimension

#

it will be mostly stable ~99.9% of the time right now even for non-square aspect ratio

#

one other theory I was testing (not in that diff) was using a much larger horizontal than vertical resolution to see how much more stereo perception is improved from focusing on horizontal

#

it wasn't a clear win

full junco
#

ok

#

where do you actually see that stuff?

#

so where can you notice artifacts?

#

when looking at a light through a translucent object?

sturdy coral
#

the power of two grid artifacts I saw in shootergame sanctuary

#

if the grid wasn't power of two you would see these aliased grid things pop up everywhere where it looked like the wrong reflection capture was used

full junco
#

and if no reflection captures are used?

sturdy coral
#

you would probably see it with lights too but I didn't in that scene, it is mostly a directional light and bounce lighting

#

they passed grid size in as an int32 shift-width, then determined what cell they were in by shifting the screen cord by that amount

#

so instead I pass an inverse number in as a float32 and multiply screen coord by that instead

#

I was worried it would a lot more expensive since it is used in the base pass and the lighting passes, but floating multiply is faster than integer shift on gpus

#

but there is some extra int->float conversion so I think it is a tiny bit slower overall

#

but just a couple cycles

full junco
#

ok, I honestly dont really get how that light grid stuff works and what its actually doing, so I only understand half of what you say

#

but thats fine

sturdy coral
#

yeah, it is basically a 3d array with a linked list inside of all lights that affect that cell

#

and the shaders use screen position and depth to find which array index to check, then they only loop through the lights in that list instead of looping through every light in the scene

#

(and reflection captures)

full junco
#

ok, makes sense

sturdy coral
#

if you aren't really using tons of lights it probably just adds a little overhead

full junco
#

looking at your code, why does it actually matter to have PercentageOfMax be a FVector2D seperate for X/Y? if the percentage is at 80% then its 80% of X and 80% of Y, so X and Y is always the same in that vector?

sturdy coral
#

@full junco just cause X/Y are integers

#

so there are tiny rounding differences, but nothing very significant

#

like you increase percentage by a small amount and it is kind of random whether X goes up or Y goes up, depending on how close it was to rounding up

full junco
#

ah

#

if you checkout my code, then paste in the state of the repo with your code, you should have the difference as a commit, right?

sturdy coral
#

yeah I think something like that

#

I think I can just apply this diff I managed to get too

full junco
#

ah, I never used diffs

sturdy coral
#

@full junco sent you a pull request. I had to do a bit of merging to 4.15 and wasn't able to compile and test because my repo had trouble going back to 4.15 with permissions on the dependencies or something weird

#

so it might not build cleanly

full junco
#

thanks, looks nice!

#

@sturdy coral I dont like setting the res to 1200x1200 though, that wastes performance

sturdy coral
#

yeah that was just a hack while I was testing it out

#

needs to read in the real base res from steam

#

but is also wanted that square aspect for now to keep the grid from every rounding over

full junco
#

also doesnt really make sense to limit the multiplier to 2.0 and 0.4 there I think. that EnableAQS code is too specific, thats code better to have in the game source and not in the engine source I think

#

thats why I didnt add such stuff in that branch

sturdy coral
#

yeah you can just take that whole function library stuff out

#

I just stuck that in while I was testing it at first to drive it from blueprint

full junco
#

its maybe nice as an example, so maybe it should be called EnableAQS_Example

sturdy coral
#

ultimately everything should probably use the the hmd pd interface oculus uses, I guess "vr pd" or whatever it would be under the new unified commands

full junco
#

I didnt look at that new unified stuff yet

#

the APD is still oculus only though, right?

sturdy coral
#

yeah pretty sure

#

Under the new unified thing I think it is something like vr.oculus.pd or something like that

full junco
#

ok

#

@sturdy coral I can't really "edit" your PR, I need to merge it locally and then edit it and commit it myself, right?

digital marlin
#

does ProjectileComponent velocity impacted at the rotation of the object at all?

#

Specifically the pitch. Trying to get an object to shoot up into the air.

full junco
digital marlin
#

oh, oops wrong channel

full junco
#

๐Ÿ˜„

sturdy coral
#

@full junco yeah, you can add my repo as a remote, then do git cherry-pick -n [commit-id]

#

-n will tell it not to commit right away, so you can edit it before commit, merge probably has the same option

full junco
#

yeah

uneven moon
#

Anyone know why I can't cast to VR_PawnMagnum but I can cast to VR_Pawn?

#

Same set-up both ways, one works, other doesn't.

glossy agate
#

Put the logic in your weapons man. Can't really tell what you are trying to do, but it looks backwards giving the m9 to the magnum pawn.

uneven moon
#

@glossy agate This is happening inside the Level BP. The 'Buy_M9' event is inside the Magnum pawn and the 'Buy_Magnum' is inside the M9 pawn. When the player tries to buy the Magnum, it possesses the Magnum pawn and vice versa.

#

The 'Equip' functions just handle the possessions

#

I can possess the magnum pawn upon purchase just fine

#

The logic is replicated for the M9 purchase but fails to cast

#

It casts to the Magnum pawn because the ability to purchase the M9 is inside of it.

#

Just as the ability to purchase the Magnum is inside the M9

glossy agate
#

In my opinion that is poor methodology for this. Using level BP is a really bad idea to set char weapons. Put the weapon logic into a weapon actor then just spawn it for your pawn to hold.

digital marlin
#

yeah I'd avoid Level BP

glossy agate
#

This is going to cause you a lot of problems.

uneven moon
#

I'm in too deep haha

digital marlin
#

Even a simplistic in-world BP that contains your stuff is better

#

lol

#

I know the feeling.

uneven moon
#

I've got each pawn set up to work for one gun in particular

#

Too much code to break down and put inside of weapon BPs

#

Yeah it's similar

#

If I can get it to work, I'll settle - it took like a week to set everything up, it's a little late to rebuild

#

Why is the cast failing, though?
I cast to the M9 and get the binded event Buy_Magnum and it possesses the Magnum pawn. Then I do it vice versa and the Magnum cast fails to check for its M9 event

#

They're identical in the way they're set up

real needle
#

has anyone here received their $100 US application posting fee refund from Steamworks?

eternal inlet
#

anyone know how to work around vr hands that are scaled -1 (left hand), where textures and some other things like textrenderer, will also flip, when item are attached to them?

noble charm
#

Don't attach items to the mesh component

#

Attach them to the parent of the mesh

#

@eternal inlet

eternal inlet
#

well, i kinda need to, since i need to attach a mesh to a socket on the hand

#

@noble charm

#

but i found a workaround

#

i check if the scale is -1 and then i reset the attached mesh and rotate it back in place

#

then it works as it should

noble charm
#

That works

#

You could also create a separate mesh for the other hand

eternal inlet
#

yah, but that require two different animbp's then, right?

noble charm
#

Hmm not sure if reusing it would work

eternal inlet
#

me neither, just assumed i needed two anim_bp's

#

because each hand would have it's own skeleton

glossy agate
#

@eternal inlet I'll check my project shortly. Have 2 hand meshes in mine, I'll see how it's set up.

eternal inlet
#

ah cool thx @glossy agate

glossy agate
#

Okay its just the same mesh in here twice. Just -1 scale

#

one anim BP

eternal inlet
#

oki, so it's the same as the std vr template

#

thx for checking

glossy agate
#

Like the template but the hand is in the pawn BP twice so they can be referenced easily I guess

eternal inlet
#

yeah

sturdy coral
#

@eternal inlet are you using ignore scale when attaching?

#

like (C++): UseWeaponMesh->AttachToComponent(UsePawnMesh, FAttachmentTransformRules::SnapToTargetNotIncludingScale, AttachPoint);

eternal inlet
#

this is what i do

#

can only select keep world or keep relative or snap to target

sturdy coral
#

@eternal inlet set scale to keep world be right in most cases, unless you get into making a game where you grow/shrink and stuff

eternal inlet
#

hmm, i'll try it

chilly thicket
#

I'm trying to animate a character so that the arms on it stay attached to the body, but the hands follow around with motion controller movement.

#

What would be the best way to do this?

sturdy coral
#

@chilly thicket see mitch's vr content examples on the forums

chilly thicket
#

Keep in mind I'm still new to ue4 ๐Ÿ˜„

sturdy coral
#

there is an IK example map

chilly thicket
#

Okay.

sturdy coral
#

(inverse kinematics)

eternal inlet
#

oh, mitch has a good ik arms setup?

chilly thicket
#

Could I get a link?

eternal inlet
#

thought it was suffering from elbows that would flip backwards and stuff

sturdy coral
#

it might, but it is a good start for seeing how it works

chilly thicket
#

Wait, I think I found it.

sturdy coral
#

it doesn't move shoulders or anything either

eternal inlet
#

keep world, flips the mesh upside down

#

keep relative, mirrors some things

#

and snap the same as relative

sturdy coral
#

@eternal inlet yeah you might have to rotate to fix, I think the hand meshes are mirrored in Z right?

eternal inlet
#

yeah

#

so if i keep world and just rotate, it should be fine

sturdy coral
#

I would just add something like a a grip_left and grip_right socket

#

and rotate the socket

winter venture
#

i ended up using two meshes myself, couldn't get physics assets to work with the mirrored hand

sturdy coral
#

you should be able to mirror the socket too

chilly thicket
#

I can only find his head IK, not for arms.

sturdy coral
#

@chilly thicket the one with arms might just be on his book's github and not on the content examples, I can't remember

chilly thicket
#

Oh okay.

sturdy coral
chilly thicket
#

Oh, thanks.

sturdy coral
#

@winter venture ah that sucks that physics don't work on mirrored

#

I don't really need physics assets on hands but I was planning on mirroring character mesh to get mirrored rifle animations based on dominate hand

#

but I need ragdolls

winter venture
#

yeah, kind of a PIA two use two, I guess most people don't do much hand collision though

sturdy coral
#

if your mirror your animations in your 3d package I guess at least for full characters you could use the slot system to chose between the two sets of animations

#

I don't know if that is the right approach though, more memory use, and probably complicates a lot of other things, sync groups and stuff

wild mauve
#

Anyone here know why the mobile platform is the recommended target on the wiki?

#

I assume its settings or something

full junco
#

recommended target for what?

glossy agate
#

Supa that's old.

#

Use pc settings

sturdy coral
#

@wild mauve pc settings and you can pull in configs from the default vr template too for an ok baseline

wild mauve
#

ah okay

#

@glossy agate @sturdy coral thanks.

#

What's the easiest way to wipe the pre-existing VR template?

#

I'd like to start from scratch 100%

#

full stop haha

#

forces me to learn each component

sturdy coral
#

I don't know about wipe but just make a new empty map, you can make your own controller, pawn, etc. too

wild mauve
#

Do I choose maximum quality

#

or just 2D/3D scalable

sturdy coral
#

maximum is fine

wild mauve
#

What's the difference?

sturdy coral
#

I think it is just scalability groups that enable/disable some settings

#

the VR template configs have those anyway

#

and more tuned to VR, turning off screenspace reflections by default, etc.

#

you can make a new empty project and just bring over the settings folder stuff if you want

#

some of it may complain because you will have things like default editor map set to something that doesn't exist

wild mauve
#

ah I see

sturdy coral
#

but I think it will still open and let you fix it

wild mauve
#

Indeed, I made a skeletal mesh today

#

and wanted to try setting them as my hands

#

using motion controllers

#

Nothing impressive haha, just picked up blender last week there

sturdy coral
#

yeah, you may try the VR template because it has a map with hands

#

you could just replace them with your mesh

wild mauve
#

I wanted to implement the whole system myself, to learn. ๐Ÿ˜›

#

I understand it's a bit of an umbrella system when it comes to VR

#

you have the VR Pawn which is parent to the controllers and whatnot

sturdy coral
#

there are many ways to do it

#

the hands can be attached actors instead of components, the motion controller components can be in the player controller instead of the pawn (so still available when nothing is possessed or as a spectator class etc.)

#

the template is a decent baseline to learn from, then there are a few others on the forums, mordentral's is the most popular

#

@wild mauve you can also look at the roborecall mod kit, but you aren't allowed to copy their code

#

but you can modify it and stuff just to learn with

full junco
#

if you want to start from "from scratch", just create a new project and dont use the VR template

wild mauve
#

That was my intention

#

but I noticed that there were different settings

full junco
#

I didnt use the VR template as a base for my project, though that was because it didnt exist back then

wild mauve
#

When I import my hand that I designed

#

What's the physics asset used for?

#

I managed to import the animations fine anywho, and targeted the correct mesh

#

@full junco it wont let me delete "VirtualRealityBP" folder.

#

Any ideas why?

full junco
#

its buggy

#

stuff is still referenced there

#

you can delete it in the windows explorer

wild mauve
#

Alright haha

#

Any suggestions for things to spend on UE4's market place?

#

I still have 30 buckaroos from when it went free

full junco
#

lol that was a long time ago ๐Ÿ˜„

wild mauve
#

indeed it was

#

:p

wild mauve
#

@full junco hey would you happen to know a good tutorial for the VR Pawn / HMD setup?

full junco
#

no

#

I honestly dont know any good tutorials about anything

wild mauve
#

haha no worries

full junco
#

I like to do things myself without looking at tutorials. I find it easier than trying to understand how someone else is doing something

wild mauve
#

Normally me too, that's how I ended up doing my own server database for FiveM (a GTA:V mod) ๐Ÿ˜›

#

Was working on an MMO-style modification but honestly it's just a lot of work

#

And the project isn't popular enough to have people to work with so I moved on to actual game dev

#

which I've been blowing off until this point

full junco
#

ah nice

wild mauve
#

That being said UE4 has a fairly in-depth blueprint system so I'm lost on some parts

digital marlin
#

@wild mauve what's the issue?

wild mauve
#

@digital marlin I'm just trying to setup a basic generic HMD setup

#

And then of course add in controllers afterwords

#

So far I have a blank player pawn

#

that I assigned to my game mode

#

I'm not sure I understand how going directly into VR Preview at this point

#

allows the pawn to have HMD control

digital marlin
#

Well it's just a camera

#

The pawn is just the pawn - it either is getting spawned or you're possessing it on start up.

wild mauve
#

well when I go standalone the controls are the default pawn

#

but in the preview play it's the VRPawn I made

digital marlin
#

What's your player start & gamemode setup like?

wild mauve
#

uhh

#

there's my default modes

#

There's my VRGameMode

digital marlin
#

okay, all good there. Are you specifying on your preview that you're spawning on playerstart and not camera ?

wild mauve
#

looks like player start is grayed out

digital marlin
#

Do you have a player start in the level?

wild mauve
#

You mean the VRPawn?

digital marlin
#

No I mean player start

wild mauve
#

Hmm, I don't think so.

digital marlin
#

Try that

#

Try putting in a player start

wild mauve
#

I think that worked

#

(I have no controls in viewport now and standalone

#

actually nevermind

#

nope I have controls in standalone still

digital marlin
#

but if you move your VR set, do you get anything?

#

as in is it following your HMD?

wild mauve
#

one sec

#

headsets not plugged in

#

:p

digital marlin
#

....

#

yeah that might be an issue lol

wild mauve
#

Indeed ๐Ÿ˜›

digital marlin
#

A few versions ago, setting up VR required a few additional steps but now it's just a camera.

wild mauve
#

That's good to hear.

digital marlin
#

Yeah a bit easier these days

wild mauve
#

I reformatted recently

#

since my windows install was corrupt

#

and now SteamVR wont launch haha

#

oh perhaps it's the HDMI woops

digital marlin
#

Yeah probably the HDMI

wild mauve
#

@digital marlin Doesn't the HTC Vive do standalone now?

#

Or do you need Viveport still

#

She's all plugged in and still refuses to launch steam vr haha

#

I'll just go down load Vive

digital marlin
#

Ohh not sure, tbh. I've always had Viveport installed

#

So.. yes?

wild mauve
#

they auto charged me 10 bucks so I uninstalled them last time

digital marlin
#

ugh yeah sounds like em

wild mauve
#

:<

#

I hope someone buys vive from them that isn't jerks

digital marlin
#

god damn bloatware

full junco
#

I have never installed viveport

#

so it was never needed for the vive

wild mauve
#

hmm

full junco
#

how does that actually work? the vive needs steamvr, so steam has to be installed. does the vive work when viveport is installed but no steam?

wild mauve
#

Not sure, I honestly just can't launch steam vr haha

full junco
#

or is steamvr shipping standalone with viveport?

wild mauve
#

it wont work when I hit the button

#

I'll try getting it all working

#

and then removing viveport from launch options in steam vr

#

and just get open vr

#

also apparently vive triggered a steamvr download on steam's end

full junco
#

what do you mean with "just get open vr"?

#

openvr is steamvr

wild mauve
#

yeah but there's advanced settings

#

on github

full junco
#

well I never used those either

wild mauve
#

Oh, it's awesome

#

It has tons of options

full junco
#

but you shouldnt call those openvr because openvr is just the name for the steamvr api

wild mauve
#
Set supersampling values.
Enable/disable asynchronous and interleaved reprojection.
Save supersampling and reprojection settings into profiles.
Change several chaperone settings not accessible via SteamVR settings (to e.g. make it completely invisible).
Chaperone Proximity Warning: Several warning methods can be configured.
Chaperone Profiles: Allows to quickly switch chaperone geometry and settings while in VR.
Temporarily move and rotate the playspace.
Floor height fix.
Displays several performance statistics and other statistics (e.g. headset rotations).
Select the playback/mirror/recording audio device
Mute/unmute and set volume of audio mirror device.
Mute/unmute and set volume of microphone device.
Implements push-to-talk and allows to configure push-to-talk profiles.
Desktop mode shows a window on the desktop instead of a vr overlay.
Revive settings support (Requires Revive 1.0.4+ for full functionality).
VR Keyboard Input Utilities
Simple Alarm Clock
Player height adjust toggle (Credits to mklim)```
#

also isn't the idea of headset rotations as an overlay great? Lets you unravel your headset without taking it off

full junco
#

well theres nothing in there that I would need that isnt in the regular steamvr settings

wild mauve
#

@full junco regular steamvr has one supersampling option

#

openvr has profiles per game

full junco
#

dont call it openvr

#

please

#

its advanced settings for openvr, openvr is just the name for the API

#

openvr does not have profiles per game, those advanced settings have profiles per game

wild mauve
#

Alright.. I know what it is now dude I just referred to it as OpenVR because that's what it had in the name

#

relax

#

;p

#

nobody was hurt in the making of my comment

full junco
#

well, yeah, I just like it to be used correctly ๐Ÿ˜„

wild mauve
#

Is the DAS worth getting for developing purposes exclusively?

#

I'm not exactly torn about the current one for playing

#

but I like the idea of being able to pop it up while not using it

#

and going back in on a whim

#

instead of restrapping

full junco
#

"pop it up"?

wild mauve
#

Yeah doesn't the DAS allow you to rotate the HMD up

full junco
#

no?

wild mauve
#

like the oculus rift?

digital marlin
#

?

full junco
#

you cant rotate the rift up

wild mauve
#

I see people shift it up all the time

#

like a welders mask

digital marlin
#

What do you mean? Like physically lift the visor?

wild mauve
#

yeah

full junco
#

the LG headset you can rotate up

wild mauve
#

hmm

digital marlin
#

^

wild mauve
#

I seen someone with oculus doing the welders mask sorta thing and thought that was the point of the DAS

digital marlin
#

It'd make deving much easier.

wild mauve
#

what's the point of the DAS then?

#

I know it has speakers built in

full junco
#

it feels better

wild mauve
#

I see

full junco
#

less weight on your face

wild mauve
#

Is it worth 130 dollars though

#

Canadian pesos

full junco
#

I havent used the DAS, but if its same like the rift strap then it would be very annoying for devving. the vive you can hold in one hand and look through it, the rift you have to fully put on your head for being able to look through it

wild mauve
#

I get what you mean

#

yeah that's pretty useful just putting it up to my forrehead to peer through the goggles

full junco
#

and I much prefer just holding the headset in front of my eyes for a few seconds to see if something looks correctly without having to take off my headphones and stuff

wild mauve
#

I need to craft up a little desk mount for my HMD

#

currently it rests on my wall which is about 2 meters from my desk while not in use

#

I feel like if it were closer I'd be using it more often

#

I need more desk space haha

full junco
#

no lighthouse can see my desk

wild mauve
#

that's shitty

#

Luckily one of mine can

full junco
#

I can turn left in my chair and then I can use my vive or rift

#

so I usually test stuff while still sitting

wild mauve
#

makes sense though

full junco
#

only 1 lighthouse/camera sees me there, but its fine

wild mauve
#

My favorite part about what I'm working on, or rather, hoping to work on, I wont get people complaining about teleporting vs locomotion

#

because my game wont have either muhahah

full junco
#

vive tracking is still perfect with 1 lighthouse 3 meters away, rift tracking with 1 camera 3 meters away is shitty though

wild mauve
#

sword fighting at room scale

#

I'm trying to setup a few Xbox 360 Kinects to do motion capture

#

albeit choppy it would be nice to see how well it works

#

Even if most is fixed up in post production

full junco
#

ok

wild mauve
#

@digital marlin I have tracking but I also have regular WASD / Mouse movement

#

Any ideas?

digital marlin
#

having tracking doesn't negate your WASD keys

#

Are your controllers working as usual ?

wild mauve
#

I only have 1 controller hooked up but I don't think UE4 is setup for controllers I at least didnt set it up

digital marlin
#

so.. can you like use the VR stuff normally?

#

like play a game or something?

wild mauve
#

yeah

#

@digital marlin indeed I can.

#

๐Ÿ˜ƒ

#

So how does my game still have wasd movement?

#

If you don't mind my asking I have no blueprint that defines that behaviour

#

and I removed all input

digital marlin
#

Ah, what's your inputs?

#

inside your project settings. Are you using the VR template?

wild mauve
#

Yeah but I removed everything

#

to have as much of a blank start as possible @digital marlin

#

I added in the skeletal mesh and paired it to the left hand

#

still doesnt seem to show up in-game.

#

same for the right

#

HMD still works fine but no hands ๐Ÿ˜›

#

my hand was out in front of me

#

as hard as that is to believe due to the fact that's so basic haha

#

Collision is disabled so it shouldn't be that ๐Ÿค”

#

Hmm, apparently there's an issue in previous version where if you nested them from your camera you would inherit the rotation of the base class twice

#

maybe now that it uses the pawn without a camera

#

I need to not use the root?

#

not sure haha

#

@digital marlin any ideas?

#

Apologies for the bother.

digital marlin
#

hrmm

wild mauve
#

mkay

digital marlin
#

So, your setup is what? HMD and then you have two components of hands?

wild mauve
#

so dragging the pawn into the scene manually

#

lets me control the hands

#

but they aren't attached to my HMD

digital marlin
#

They shouldn't be

wild mauve
#

Indeed..

digital marlin
#

well, I mean they should be components but shouldn't be attached like in a heirarchy

wild mauve
#

Yeah

#

That's my whole hierarchy

#

and when I drag this pawn into the scene those hands are controllable

digital marlin
#

Separate them

wild mauve
#

but they aren't attached to the HMD

#

they are separate though

digital marlin
#

okay,

wild mauve
#

Root is their parent

digital marlin
#

Do yourself a favour and see how Unreal do it.

#

It's pretty simple and it'll explain it better. Basically it's a HMD and the HMD spawns a hand component for each hand.

wild mauve
#

indeed

digital marlin
#

So you've got 1 HMD + 1 hand controller for the left hand and inverted, 1 other hand controller for the right.

wild mauve
#

Yep

#

oh no I killed you with my stupidity ๐Ÿ˜›

digital marlin
#

yeah sorry mate I'm tapped out

#

I'd just advise check out what the unreal guys do with the setup. It's fairly basic but there's probably one or two things there worth seeing.

wild mauve
#

they literally do it the way I do it ๐Ÿ˜ฎ

#

Scene -> Motion Controller -> Mesh

wild mauve
#

ay my default pawn wasn't selected

#

๐Ÿ˜„

wild mauve
#

@digital marlin any reason my hands are on the back of my rig instead of the front?

#

It's like ue4 thinks my headset is backwards

#

I've tried r estarting steam VR (which shows the controllers working fine)

wild mauve
#

nevermind looks like I needed to replace the player start

#

glitched out I guess

sly elk
#

I had that happen once. Dropped a new copy of the pawn in and it was fixed

tired tree
#

player start probably had some rotation to it

granite jacinth
#

Hmmm, so can't really debug this properly just yet, but has anyone noticed anything strange with physics or "time dilation being set" while in VR Preview?

#

Also @tired tree , just out of curiousity, has anyone complained about grip functions "going bad" in 4.17 ?

forest plover
#

Not from what I've noticed, time dilation doesn't seem to cause any problems or weird artifacts when I use VR Preview on my end... depends on what your doing though

granite jacinth
#

hmm, well, it's just acting strange. Converted project from 4.15 to 4.17

#

And now everything just seems to be globally set to something stupid small

#

But, when I force Global Time Dilation while in game, nothing changes

#

So, I don't think it's that really, something else

#

But, what's strange, is it only happen in VR preview

#

Everything works fine in any other mode

forest plover
#

Is substepping on?

granite jacinth
#

nope

forest plover
#

so when you converted, the actual value for all of your object's time dilation was set to some small value?

granite jacinth
#

No

#

That's the thing, there only one change in time dilation

#

and that's when the player dies

#

(but that function never gets called, so that's not it)

#

But anyway, since it's not a known problem, could just be something stupid in my project.

forest plover
#

yeah more than likely...

tired tree
#

@granite jacinth no? what do you mean going bad

granite jacinth
#

I did finally figure out the issue, but I wish I knew why it occured.

#

@tired tree Umm

#

Event On Grip

#

Kept giving me compile errors

#

I would delete the node, put it back in, and compile, then it was good. Then later on, it would go bad again

#

But, if no one else has complained, again, could just be something stupid with my migration to 4.17, so no worries. ยฏ_(ใƒ„)_/ยฏ

tired tree
#

wut

#

thats weird, sounds like possible a problem with their new broken pin implementation

granite jacinth
#

AH, could be

#

I mean, I have definitely had to redo some BPs because of that

tired tree
#

I haven't had any of that, or other users either

#

so dunnoi

granite jacinth
#

yeah, could just be due to this migration

chilly thicket
#

So, I'm trying to pass the rotational data of one of my variables into a block, but I don't know how to get the one this guide is using.

wise thunder
#

That looks like a transform that was split

#

(right click the output pin, click split)

chilly thicket
#

That's what I have.

#

Oh, okay.

#

Ah, that worked.

#

Thanks.

eternal inlet
#

in BP, if i want to add something to location in Hand bonespace, and then convert that into componentspace, how the heck do i do that?

digital marlin
#

ah..

#

what?

#

hand bonespace?

uneven moon
#

Is there a way to adjust the post-process settings ONLY on the preview window on the monitor while ignoring the post process in-game within the HMD? My game is dark on a monitor but looks fine in VR and I want to be able to record gameplay whilst letting the viewer experience it as intended simultaneously

chilly thicket
full junco
#

@uneven moon good question, but I think its not easily possible without rerendering the whole scene

#

it should be possible to add a custom PP pass just on the preview texture maybe and adjust the gamme a bit, but thats already quite a lot of work I guess

eternal inlet
#

@digital marlin My character's hand is pointing in a direction with the VR Motioncontroller, and i want to add a recoil effect to it, so it moves back relative to the hand's orientation, and also add a random rotation

#

i used to use the ModifyBone node, which allow us to add Translation/Rotation to a bone in BoneSpace

#

but now since i use IKinema for this, and they drive IK-tasks from ComponentSpace, i have to add that Translation/Rotation in ComponentSpace, but translated from BoneSpace... sry for th shitty explanation

#

im tired

#

i'll revisit it tomorrow i think

chilly thicket
#

I guess, to refine my question, I'm trying to reference components in my pawn from a blueprint.

#

And I'm not sure how.

full junco
#

@chilly thicket #blueprint is the place where that fits better

chilly thicket
#

Okay.

glossy agate
#

@eternal inlet does the local to component node work? I know there is a default node to convert between those two.

#

Or you could just lerp the hand mesh to match relative transform of the gun if they all have different recoil, although that can be a little immersion breaking. Pavlov does some of that like if you 1 hand an Ak long enough it twists back till it eventually pops out of your hand.

chilly thicket
#

And now, my one final problem I can't seem to find a solution to, I need a way to reset height.

#

Is there a certian block that can do this, because I can't find one.

glossy agate
#

@chilly thicket reset orientation and position node

chilly thicket
#

That doesn't reset height.

#

Just orientation and x-z position.

glossy agate
#

Is your steam cage under the ground?

chilly thicket
#

Well, I don't use steam.

#

But I can reach down under the ground with my controller.

#

Slightly.

glossy agate
#

Yeah it's tracking origin you need to set. It's a node, but you may have other problems too.

chilly thicket
#

I think I already do that when the game starts.

#

Which makes me think maybe the problem is related to my acutal Rift config.

glossy agate
#

Probably need to do it spawning your pawn

#

Your other problems I think you have is improper character setup if that doesn't work.

#

Are you using the provided epic template? Or is this a new problem?

chilly thicket
#

Technically I'm using a slightly customized template from this book:

#

The CH7_CharacterIK one.

glossy agate
#

Oh cool. You are on the right track then. Still may be tracking origin though because it may be different for rift.

chilly thicket
#

Yeah.

glossy agate
#

Think his project is vive, and the node gives option for floor or eye height

#

Just try the other option and see what it does

chilly thicket
#

Eye height puts me on the floor.

#

Floor height is the one that's almost right, but a little too short.

glossy agate
#

Was it wrong when you first opened the template?

chilly thicket
#

Yeah.

glossy agate
#

Probably check your oculus Room setup settings, and if that doesn't work I'm pretty sure I saw an answer hub for a fix moving the camera down for a new floor setting.