#virtual-reality

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wicked oak
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the CPU doesnt get stressed more due to high res, but for the GPU it increases more than linearly

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to run 4k, wich is 4 times 1080p, you need a bit more than 4 times the rawpower

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with foveated, you dont need it

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Nvidia already has prototypes with "invisible" foveated renderign

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and if you follow oculus talks and tech, they are going serious at it

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they already have like 99% availability

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the issue is that last 1%

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they dont want to make the people that have weird eyes unable to use it

alpine torrent
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would you think Oculus provide AR device?

wicked oak
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oh they will for sure

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but AR i see it more coming from facebook side

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Oculus seems more focused on VR

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of course a lot of the tech bleeds together

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oculus inside out tracking can be put on an AR device

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and have you seen facebook AR presentations?

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they have absolutely insane AR tech

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becouse they are training their computer vision AIs with the insane amount of data Facebook has

dusk vigil
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Trust in Cyberpunk ; )

wicked oak
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i think facebook has the most advanced AI related computer vision stuff. Oculus has the most advanced VR stuff, Google and microsoft both have insane amounts of tech in "practical" AR

alpine torrent
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I saw and they even have those drone planes to map and do other stuff

wicked oak
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SteamVR has lighthouse tech and basically thatsit

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they leave the details to the manufacturers

alpine torrent
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Microsoft have build they AI chip with Bing services as it made them able to do it to now as azure have ability build AI there if you want. Google should have done the some with they Google Search as well

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they might have done it too

wicked oak
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we are starting to get actual AI chips

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made for neural nets

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google has a few really cool ones

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those will be greaton AR devices, as AR relies a lot on AI

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those are much more energy efficient for that purpose

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so the thing will end with a CPU, a GPU, and a neural net accelerator

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or maybe they just add matrix operations to the gpu "cuda" cores

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like nvidia is doing for their Tesla gpus

alpine torrent
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tensorflow to devices

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HoloLens next iteration get AI to it

tired tree
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Wonder if Epic will have that Mixed Reality Framework plugin finished or at least useable by 4.18

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its implemented nicely

alpine torrent
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could it be out by October 17th?

mighty carbon
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where did you get that date @alpine torrent ?

alpine torrent
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It was announced in IFA that date when new VR headset comes to store

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as Windows 10 Fall Creators Update

full junco
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@alpine torrent why are you always talking about microsoft as if they are super relevant

mighty carbon
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I think he gets paid promoting MR - guerrilla marketing ๐Ÿ™€

alpine torrent
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only good vr experience was with Nokia Ozo vr camera live testing and watching some footage with GearVr so far so i hope those new ones to give me better VR experience and I dont have room for outside in setup

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@mighty carbon I am a Windows Insider so i guess it's come from that

tired tree
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oh, so you've only tested "meh" vr so far?

alpine torrent
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DK1 DK2 and zoom in experience as i felt too close to screen and rift in that vr camera demo what was so cool but gear vr was some video middle of it in last Slush I wasnt feeling good as i had to take of gear vr from my head

mighty carbon
full junco
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@alpine torrent if you dont have enough "room" for a rift you also dont have enough "room" for a windows headset

alpine torrent
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"the room" of setting those tracker cameras in vive and rift, as inside out you can set it up more easy and faster and show stuff

mighty carbon
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woohoo!, My Gear VR app passed both Technical and Content reviews.. Final review is Distribution review. I will keep keeping my fingers crossed ๐Ÿ˜Š

mighty carbon
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has anyone used Epic's plugin to capture 360 deg. stereo panorama ? (or maybe Nvidia Ansel?)

iron talon
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heya everyone, sorry for a noobish question but im having trouble getting a widget working in vr. its a health / mana /exp with each one being different colors (based of off a single stat bar sub widget) when i test in in fps style it works well (can increase and decrease hp / mana etc) but in vr the colors change but the text signifying its number ( ie 500/500 or something) doesnt work and it wont increment. im putting it into a seperate bp actor for vr but it doesnt seem to wana respond x.X any ideas >.<

silk lodge
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are you talking to it properly?

iron talon
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i thought that might be an issue but everything seems to be solid

silk lodge
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are you able to run any tests that make it work?

iron talon
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not sure if it counts but been shoving print string everywhere to see if stuff responds or not x.X

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if i use a fps vr oriented char it works (it appears on top left screen) other than that with a standard vr char doesnt seem to work

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i feel like im missing something obvious but yea x.X

silk lodge
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keep doing the print strings ๐Ÿ˜ƒ

iron talon
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lol x.X

glossy agate
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@mighty carbon I have. It takes a while, like I ran it for 4 days when I was out of town to capture 1.5 min vid at 30fps

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There is a thread on the forums for setup. Basically lock stepping your frames and all the console command settings you can use on key press through the level BP

mighty carbon
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nah, I need a single shot

dusk vigil
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@iron talon sounds rather strange that. I've done some widgets and they work fine in both normal and vr mode

iron talon
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yea, what i dont get is ive done it for another project and it worked fine

dusk vigil
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There must indeed be something funky there

iron talon
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im cursed i tell you >.<

dusk vigil
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There's always a reason...

iron talon
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its usually the last one ya try x.X

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so i try going in reverse... and itll end up being the first >.<

dusk vigil
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Try migrating the widget from the previous project to sanity check?

iron talon
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sounds like a decent idea lol, now if i can find it x.X

dusk vigil
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I'm a big fan of sanity checking

iron talon
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lol, i might follow on your bandwagon with that soon

iron talon
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found half of 3 bars off to the side after moving some stuff around o.0

wintry escarp
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hmmm vive are doijng their own finance now for HMD kits, ยฃ27.50 a month

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gnighty

glossy agate
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Not through Paypal anymore?

uneven moon
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Using a spotlight for a flashlight (movable) cuts FPS in half from 90 to 45 when casting shadows and pointing at anything. How do I get around this? I need it to cast shadows otherwise pointing it at my other hand causes the light to go through as if I were hollow

glossy agate
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What GPU are you on? Dynamic shadows for VR are just not a good idea in general

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If you are at 90 to begin with you may have some other issues if no actual gameplay elements are built yet

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and you are using instanced stereo right?

uneven moon
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I'm getting around 90 FPS and the game is nearly complete, so a lot is happening

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I'm not using instanced stereo

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I have the forward renderer enabled, though

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Should I enable instanced stereo?

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The game will be playable on the Rift, Vive and PSVR

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Will instanced stereo work for all 3?

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My project loads to 45% and gets stuck when some project settings are changed. Right now with instanced stereo, it's hanging at 45%

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If I go and disable it manually from the ini file, it loads up.

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e_e

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I found that deleting the DerivedDataCache folder fixes issues like this, but once I did that, the folder disappeared forever. Nothing I do will rebuild it

glossy agate
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Ah okay didnt realize the game was almost done, thought you just started it haha

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Instanced stereo should save you a lot of performance.

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Im still on deffered rendering. Was having issues with forward

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And yes instanced will work for all 3

vocal maple
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What could be the reason that meshes attached to motion controllers only generate hit events when colliding with physics objects?

tired tree
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because attached actors don't sweep movements so the only collision events they will get is from the physics thread.

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its a known thing in the engine

vocal maple
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Hmm. Is there a way to work around that? Maybe by manually setting the position every tick?

tired tree
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manually setting the position every tick would do it

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as would just running a shape sweep to detect hits

vocal maple
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what is a shape sweep?

tired tree
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you could also go with a prefab system like Ramas on the marketplace

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which already handles all of the tracing for you

vocal maple
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what is the system called?

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Ah I found it

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Would Rama's system be able to detect hits out of the box? Even if the mesh was attached?

full junco
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@uneven moon hanging at 45 % is normal, it's recompiling shaders. can take 10 minutes or so if your cpu isn't the best

glossy agate
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Sounded like he said he deleted chached app data, so it may be all his shaders

full junco
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its always recompiling all shaders when switching instanced stereo on or off

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its easy to see when looking at the task manager

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I don't really know how people don't even look at if their cpu is doing something when something "hangs"

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when the cpu is at 100% that just means you have to wait obviously

vocal maple
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Its kind of frustrating that the cpu can be loaded to 100% like that. I mean the processing power needed to make a window respond and show progress or some indication of work isnt that large.

full junco
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it is showing progress, between 0% and 100%

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just that it stays a while at 45% ๐Ÿ˜„

vocal maple
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Oh ok. I have experienced times when the CPU was at 100% and there was absolutely no way to tell whether unreal was dead or alive

full junco
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what was it doing there?

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can't really remember ever seeing that

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UE4 is always quite responsive or showing progress bars

vocal maple
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building lighting

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the computer just froze completely. But maybe that was due to low ram

full junco
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ah, I dont use static lighting so I can't really say much about that

sturdy coral
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I had it real bad when I had turned off hyperthreading for some reason in the past and forgot to turn it back on

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(I don't think the frozen percentage is due to it, but the system unresponsiveness)

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I would get it with UE4 builds and shader compiles

uneven moon
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@full junco I have an i7700K

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But I'll let it run and see if it loads or crashes

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In the past, hanging at 45% = crash after a minute or so

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Yeah, crashed

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It works again if I go into the ini file and change this:

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Back to false.

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My engine install folder doesn't have the derived data cache folder anymore:

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Could that be the cause?

full junco
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@uneven moon hm, that's very strange then

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delete the intermediate folder for both the engine and the project

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that might help

wicked oak
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instanced stereo should work

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im running instanced stereo in ps4

uneven moon
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It's not just instanced stereo

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Any setting I change in project settings will crash the project load

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until I revert it

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I'll try deleting all the derived cache folders and see if UE4 rebuilds properly

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I'm re-installing the engine now

wicked oak
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the one i know that is crashtastic in 4.16 is the StartInVR one

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the StartInVr changes the HMD plugin load order, and it tries to load the headset plugin before the editor module is loaded

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wich ends up causing a fail becouse the hmd plugin tries to load the editor module (to hook into it), but the editor is not loaded yet, so it fails

uneven moon
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Re-install fixed it

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All shaders being recompiled

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Thanks guys

slender gorge
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Hey guys ! I'm currently working on a VR scene using UE4, our client has a low budget so we decided to render a 360ยฐ video in Unreal and to run it on low configurations PC's. The problem is that the render time for a single frame is huuuuuge (4K stereo render, lot of foliage ...) and we would like to use a .exe in order to launch different sequencers on diffrerent PC's. However, when we build the package, the plugin "Stereo Panoramic movie capture" seems to make the build fail (everything is fine without it, we tyied on an empty scene) even with a dev build. Any clue ? Or alternatives ?

uneven moon
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Game drops from 90+ fps to 45 fps when I put the HMD on my head

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Any thoughts?

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Running at 22ms when the FPS drops

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GPU vis doesn't show anything

wild mauve
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@uneven moon sounds like it's reprojecting

echo thorn
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is there a way i could use sequencer fro my motion controller button rather than enabling VR mode in 4.17

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from*

tired tree
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@uneven moon yeah like Supa said, when it can't hit 90 fps it drops it down to 45 and a stable 22ms so that it can double up frames. You can turn off reprojection in the steamVR settings if you want real indicators of where you are sitting

mighty carbon
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pretty crazy quality visuals

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that would be a game changer for Gear VR development

uneven moon
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@tired tree I see that it'll only use reprojection if I'm below the required FPS (I need it to be 90 anyways)

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Problem is, this also happens with a blank VR template project when I notice it happening in my project

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Sometimes it doesn't happen, other times it does. Same game, same scene, no changes made.

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What might be causing this?

tired tree
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are you starting the vr preview from the blueprint graph or the level designer

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because fps takes a massive hit since 4.16 starting preview from a node graph

uneven moon
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I just click VR preview in the editor, at the top

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Before I put the HMD on ^

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Once it's on ^

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Taking it off makes no difference, it stays at 44-46

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Even when I tweak settings and get a default 145-150 FPS, it still drops to 45 when I put the HMD on.

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I tried changing scalability settings to the lowest possible, it makes 0 difference.

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GTX 1080, i7700K

tired tree
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you said you were running dynamic lighting? and you are running heavy fog?

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you need to d osome rendering profiling...

uneven moon
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But why is it that sometimes the same scene will run at 90 FPS and other times at 45?

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I don't add or take anything away to cause the drop from when it runs smooth

tired tree
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thats why you are going to have to profile....also check your level for hotspots

wicked oak
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@uneven moon one eye vs 2 eyes

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1080p resolution vs 1440p equivalent resolution

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those already would drop your fps to around 70 or so

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and then vsync kicks in

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and goes to 45

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personally i try to keep the editor at locked 120 fps

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and STILL get performance issues

uneven moon
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Hmm

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Can you direct me to a resource on profiling? I'm not 100% sure what you mean or how to do this

wicked oak
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stat gpu

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commandline

uneven moon
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I switched MSAA to "none" and I get 90 fps now

wicked oak
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that one gives you fairly accurate gpu markers

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of what parts take more/less

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for proper profiling, its a lot more complicated

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the wiki explains

uneven moon
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This will definitely be useful, thank you

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Do you guys know if there's a way to alter the mirror preview and not the game itself?

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I want to increase the gamma or something so that the PC monitor sees brighter than the player in VR

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I think Robo Recall managed to alter the preview by adding the leaderboard that only the monitor preview could see, not the player in VR

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So there must be a way

tired tree
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robo recall used what is essentially the new feature of 4.17 with spectator screens

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oh wait...you were saying you were only getting 98fps with HMD turned off? Jesus I just saw 90 and didn't look closely. If you can barely hit above 90 fps just in 2D there is no way you are going to hit it in VR

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I thought you were saying you went between 90-45 while in VR

wintry escarp
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anyone played with the new google AR stuff?

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or apples

granite jacinth
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Anyone doing VR dev should watch this

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But really it applies to any game.

wintry escarp
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AR isn't currently smart enough to put CG between live elements is it

fossil stratus
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when working with an Oculus could installing the motion controllers interfere with an app set up to use the remote?

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is it possible updating the oculus firmware could messed up something?

wintry escarp
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I don't think so, but ive never used the remote

fossil stratus
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ok it works fine with Oculus home

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hmm

wintry escarp
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heh I never even unpacked the gamepad or the remote

fossil stratus
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now its working.. i restarted unreal

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that seems to be the fix for everything on a computer... close & restart program or computer ๐Ÿ˜ƒ

dusk vigil
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Yeah, just an unreal restart is a wise thing to do if something is irrational. Annoying but much the same on all engines at times

normal thorn
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has anyone implemented the 4.17 camera for the vive? so you don't have the black bars?

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the spectator camera

glossy agate
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Guess it's automatic with no bars now.

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Learned this last night

normal thorn
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oh! I'm dl'ing 4.17 now

wicked oak
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houdini for ue4 is hella cool

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look at that fully 3d smoke FX with animation

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the shader is mine, it does some fancy shit by rendering twice and using the custom depth stuffs

glossy agate
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Do you run it real time, or will you bake out the textures?

wicked oak
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this thing is real time

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its a 3d mesh

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and its kind of cheap

glossy agate
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You but will you actually use it in a game game real time?

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oh nice!

wicked oak
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it works by using a texture with all the vertex positions

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each of the triangles in the mesh is on 1 row of the UV

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and then each row is a frame of the animation

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the material scrolls the UVs, getting the "new" position

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its damn good tech XD

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of course, its only bottleneck is the size of said texture

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if you want a 2k mesh, then your texture needs to be 2k width, and its number of rows is how many frames the animation has

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a 2kx2k texture can animate a 2000 vertices mesh over a 2000 frame period

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like Alembic, but faster

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a LOT faster

sturdy coral
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did you see that stuff for the fortnite trailer?

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the husk death cloud stuff

wicked oak
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they use alembic there

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i did, but i dont know how it works

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that would be exactly what i need

sturdy coral
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it is real time computed

wicked oak
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becouse i want a volumetric cloud

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for a 3d explosion FX

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this one is fake as shit XD

sturdy coral
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they use 4 or 5 scene captures around the actor capturing his depth only

wicked oak
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i render custom depth on the backfaces , then render again and compare the distance

sturdy coral
wicked oak
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i know they have some raymarched smoke FX that looks incredible

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the issue is that that one is SUPER expensive

sturdy coral
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yeah I'm sure it is expensive as hell

wicked oak
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definitely not for VR

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not even for realtime cinematics

sturdy coral
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that scrubbing is in realtime

wicked oak
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sure, but i have like 0,5 ms budget

sturdy coral
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I'm not sure if the whole fortnite trailer was, though it was all in engine

wicked oak
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actually, less than that XD

sturdy coral
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yeah I don't think it will work for VR right now

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but his volumetric cloud stuff does work

wicked oak
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the issue with that one is all the scene captures, the compute shader, and worst of all, the raymarch shader

sturdy coral
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I don't know how bad the ray march shader actually is

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have you checked out alumette yet?

wicked oak
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oh god

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lags hardcore

sturdy coral
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all the clouds in that use something similar

wicked oak
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allumette is a simplified version of that i think

sturdy coral
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but they aren't animated

wicked oak
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its a raymarched 3d texture

sturdy coral
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they also do some sort of form fitting of the geometry over the cloud

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I think all his are a cube

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they posted some of their stuff in his thread

wicked oak
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it is a voxel grid

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just checked

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its more or less the same technique the guy is painting above

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and they were a huge chunk of their render time

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i aint running that on a ps4 XD

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thats why ive been looking at more optimized stuff. Maybe i can raymarch a distorted noise sphere, parametrically

sturdy coral
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at some point I'm sure sony is going to allow ps4 pro-only VR titles even though I think they assured people they wouldn't

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though I guess you would deal with a much smaller market

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I think alumette also gets by with keeping the clouds in known locations that don't have a lot of overlap with each other and stuff and they can kind of control the screen size of them

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cause you aren't just totally flying around on your own or anything

wicked oak
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i already added dualshock support to get more possible players XD

sturdy coral
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I didn't get any lag with it other than the normal loading hitches

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on 980ti though

wicked oak
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you can aim with the normal ps4 gamepad tracking

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970, the thing was on the absolute edge

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and that was on a DK2, wich was lower res and lower framerate

sturdy coral
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does dynamic res work on ps4?

wicked oak
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nope

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it only works on oculus becouse its a feature they implemented

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doesnt mean you couldnt "port" it

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its just that i wont do it for DWVR, given that im releasing NOW

sturdy coral
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yeah, john alcatraz ported it to vive, it works well

wicked oak
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i saw the patch

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and thought of implementing it on the PSVR plugin

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same exact changes, but on the psvr plugin

full junco
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with 4.17 supporting the spectator screen, do scene capture components now also support temporal AA or other AA?

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or are you forced to no AA in the spectator screen?

full junco
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@wicked oak I think you tested it?

wicked oak
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@full junco i did

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it was 5 ms frametime for a 500x500 one in a basically empty map

full junco
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well yeah I know about the performance

wicked oak
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no, i did not have AA or anything, i tried to disable everything i could

full junco
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the thing is, I currently need to run the scene capture at 4K resolution to have an acceptable result due to no AA

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full hd with TAA would be way, way cheaper

wicked oak
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is it for a trailer? becouse having that ingame is too expensive

full junco
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yeah its only for capturing stuff for the trailer

wicked oak
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i guess youtubers can deal with it with raw power, but im not sure

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Oculus has a special capture system in their ue4 branch

full junco
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no you cant deal with it with raw power, I get something like 20 fps in the game

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and I already set the screen percentage in the headset to 20 ๐Ÿ˜„

wicked oak
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that lets people sync their cameras there in a general way

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lol

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the performance problem might be due to having to render that texture, its absurd how it has absolutely insane base performance cost

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even if it renders basically nothing

full junco
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scene captures have a high performance impact no matter what you render, yeah

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so you dont know if AA works on scene captures in 4.17?

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in 4.15 scene captures just have no AA at all

wicked oak
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i think they did add AA to capture components

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it was on the patch notes

full junco
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none of those mentions that it would be different in 4.17, but I dont see how they would add spectator screens with no AA

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ah?

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the 4.17 patch notes?

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ah, you are right!

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thanks

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now I just need to find the commit...

wicked oak
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what do you want to do with them?

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3rd person capture?

full junco
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capturing stuff for the trailer that isn't first-person, yeah

wild mauve
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My progress so far!

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3 days in haha

chilly thicket
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Anyone have any idea what that annyoing black box is?

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I'm casting a line then drawing a debug circle, and I have no idea where that black box is coming from.

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And it seems to draw itself in different places on each eye.

wicked oak
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stereo rendering makes debugdraw broken

chilly thicket
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Ohh.

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What do I do instead?

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Put an actor with a texture there instead?

wicked oak
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yeah

chilly thicket
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Okay.

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Complete noob question, how do I go about doing that?

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I made another actor, but I don't know how to target it from this function in another blueprint.

sturdy coral
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@chilly thicket If I remember, you can turn off instanced stereo too and it works ok

chilly thicket
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Oh, okay, that would explain why it worked earlier.

sturdy coral
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that makes you recompile all shaders though

chilly thicket
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But I'll probably be using a custom texture for the circle anyways.

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So I'd rather figure out how to do this.

sturdy coral
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yeah, draw debug is turned off in shipping builds too I think

chilly thicket
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So, sorry for the many questions, I'm still learning this, but I have a TeleportCube cube as a component on my VRPawn.

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How do I telelport it to a vector location?

sturdy coral
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@chilly thicket set world transform blueprint node, uncheck sweep and check teleport

chilly thicket
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Sorry, I'm not quite understanding where to put that.

sturdy coral
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whereever you are doing the teleport

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you drag out the teleportcube onto your blueprint graph

chilly thicket
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Yeah.

sturdy coral
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and then call that on it

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it might have some slightly different name can't remember off hand

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but it should have a checkbox for teleport and sweep

chilly thicket
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Sec.

sturdy coral
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teleport means to not recaculate physics based on the movement, unchecked sweep means not to sweep for collisions

chilly thicket
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Ah, I got it working now, thank you.

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And now to figure out how to make it an arc instead of a line trace.

eternal inlet
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im making a gun-reload mechanism where the player should shoot the gun outside the "view" area... any good ideas how to accomplish that? im thinking about just adding a collider on the camera, but besides that approach what other options do i have?

eternal inlet
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think im just gonna experiment with good old dot product

tired tree
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ah, like old school arcade shooters? yeah dot product from the camera forward would work

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also a good idea

glossy agate
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May want to specify a certain area to reload instead of just anywhere though, or it will be easy to game it.

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I.e. People will end up snapping their head to the side for reloading once they figure it out.

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Like how you can cover the gun nozzle on the house of the dead arcade game for reloads

eternal inlet
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hehe excactly,...

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i don't mind that play style ๐Ÿ˜ƒ

glossy agate
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Haha. Or you could do hips or next to head. While out of camera just to force players to take gun off target. Unless it's a super challenging game anyway then head snap would be good

chilly thicket
#

Could anyone direct me to a good place to learn about implemnting multiplayer for VR?

#

From what I've heard, it sounded like it was different than just normal multiplayer, but I can't find any guides about how to do it.

tired tree
#

snapping head to the side is kind of worse than moving your hands to the side like in the arcade

#

doubt anyone would d othat

glossy agate
#

Well yeah to the side would be bad with HMD haha. Looking up real quick to reload would be more comfortable.

#

@chilly thicket there is a epic livestream video on it, and an example project for it on the asset sharing forum thread

chilly thicket
#

Oh, okay.

glossy agate
#

Not the one I was talking about but that one looks good too! First time I've seen it. MordenTrals vr expansion plugin also has VR multiplayer in it

#

That's what I'm using. I have the epic livestream one too but haven't really messed with it much

chilly thicket
#

Oh, okay.

#

I just tried this one and I'm not too impressed.

#

I'll try that other one.

#

Do you happen to have a link to the epic livestream's one?

glossy agate
#

I'm just on my phone so no. Go to asset sharing thread (must be logged in). Should be right there towards the top cause it's popular. If you find the video on ue4 YouTube they may have a direct link too.

chilly thicket
#

Okay.

tired tree
#

the epic tutorial is very bandwidth heavy

#

but functional

chilly thicket
#

Nice.

#

The template I tried was very unintuitive to me.

#

So I'm thinking maybe I should just develop my game, and impliment multiplayer later.

tired tree
#

the proteus one?

#

yeah he has always had his own style

#

but planning multiplayer "at some point" is generally a bad idea

#

I know that Ryan mentioned my template/plugin but you are brand new to vr dev if I remember and its likely too much to just step into

#

if you only need hmd / controllers replicating than epics tutorial would function

chilly thicket
#

Well, besides hmd/controllers, there would be the thing the person is holding + a thing they might be doing with that said thing.

#

Also, I couldn't find the epic template one, because apperently I'm terrible at searching the internet.

dusky moon
#

What's the best way to attach a body to User's chest ?! like when user looks down in VR can see it ... problem is when I attach it to the VR Pawn's camera the child object gets the orientation (rotation) as well . how can I just attach it to VR camera's location and not rotation ?

eternal inlet
#

@dusky moon you want the yaw part of the rotation still, right?

dusky moon
#

@eternal inlet yes right

eternal inlet
#

other than that, i'd suggest you set the location and rotation on tick manually

#

i mean, based on the camera transform

dusky moon
#

ahh I that's what I also was assuming... just thought it might be a bit dirty to set that in tick I donnow ๐Ÿ˜ƒ

eternal inlet
#

yeah i know what you mean

#

and im sure someone is gonna say something about missing late update ๐Ÿ˜‰

#

but it should work fine

dusky moon
#

Thanks man! will give it a go

eternal inlet
#

np

dusky moon
#

haven't heard stuff from you lately ... looking forward man

eternal inlet
#

no im working full time regular job

#

and a film project too

#

and my own vr game ...

#

no more time sadly

#

i've meant to update it on my channel too

#

but hope i can grab a brief moment soon to make a little video about recent work and maybe throw out a few tips/ideas

#

how's your projects running?

dusky moon
#

cool ... yeah I'm hardly workin on it. going to record a trailer in sequencer this week

#

it's in mid-production and hoping to get fundings

#

but the VR body is getting real rad and excited with it

#

it's still not functional in VR but still

eternal inlet
#

uuuh sounds really good man

dusky moon
#

Cheers!

eternal inlet
#

personally i went for ikinema for fullbody solving

#

though i don't use the feet in most recent tests i've done

#

so it's just chest and arms/hands

#

it lags a bit behind, but seem ok

dusky moon
#

ah cool! because my body also lacks feet

#

I'll need some suggestions from you in the future ๐Ÿ˜ƒ

eternal inlet
#

sure thing, just say it

dusky moon
#

got to go dude, keep posting ๐Ÿ˜‰ cya

eternal inlet
#

laters man and gl

vagrant mantle
#

I want to make a vr application where the objects in the scene can be moved with HTC vive motion controller with a laser like the unity editor does, any reference for that?

uneven moon
#

Hmm

#

I can think of a way to do it but it would be cheating, I suppose

vagrant mantle
#

@uneven moon can you explain that

#

Anyone?

uneven moon
#

I think the correct way would be to create a consistent line trace and attach certain components to it but I'm not sure how you would do that (look into it). Another way that might work is if you created a cylinder, applied a moving laser material and then attached those certain components to it upon begin overlap > bool true > input (e.g. trigger) hold . release = drop.

real needle
#

Hi. I need to make FHD or better 2K screen capture. Is it possible with VR Spectator Screen ? Anyone ever tested it? I have read documentation, but I don't understand very well how it works

full junco
#

@real needle you can use a 2K scene capture for the spectator screen

#

obviously you won't be able to have good fps with that, but I guess you don't care about that

real needle
#

sorry but how I can do that ? No necessary to have good fps

full junco
#

I havent used the spectator screen in 4.17, but it shouldnt be hard

real needle
#

yes I think so but I don't undestand how it works

eternal inlet
#

I tried "t.MaxFPS 30"

#

how come it doesn't throttle down fps?

#

im doing this with a Vive btw, if that has any relevance?

eternal inlet
#

is there a way to tell it to capture at a different fixed framerate? like 25 or 30?

pearl tangle
#

@eternal inlet rig it up in a blueprint with a delay or an adjusted ticker on there to capture

eternal inlet
#

oh right... could try that yes

#

im thinking of using the sequencer instead if that's possible

tired tree
#

no don't do that

#

the node re-initializes everything and will be really slow

#

you could toggle the Capture every frame boolean but it likely would also have perf issues

#

i've been thinking about overriding a scenecapture to allow for set update htz

eternal inlet
#

@tired tree i had a feeling doing this manually could be an issue

#

right now im trying to do this via the sequencer, but for some reason i don't get anything in the sequence... so i saw somewhere that u needed to add ie. a static mesh that had it's transform driven by the camera

#

however, i don't know how to make sure that the recorded sequence gets recorded from that transform

full junco
#

you update a scene capture with updating its location

#

so just set the same location 30 times per second

#

you don't really benefit from that though

#

it's easier to just let it capture every frame

#

if every third frame is below 90 fps that doesn't really feel better than if all frames are below 90 fps

eternal inlet
#

im trying to record a movie at 30fps

#

in the 1920x1080 resolution

full junco
#

well but for that you wouldn't have to care about the scene capture update frequency?

eternal inlet
#

optimally i would like to use the sequencer, but not sure that's possible

full junco
#

"the" sequencer?

eternal inlet
#

yes, the sequencer in ue4

full junco
#

sequencer is a name so when you say "the" it sounds weird

eternal inlet
#

kk

full junco
#

what's the issue with just letting it run at 90 fps?

eternal inlet
#

that it's lagging badly

#

it's for a movie project

full junco
#

capturing at 30 fps will feel same laggy

eternal inlet
#

it's that project that Caravella mentioned a bit earlier

full junco
#

you work on it together?

eternal inlet
#

yeah

full junco
#

ah nice

eternal inlet
#

anyway ue4 crashed now on me 4 times in a row... im gonna ragequit and take a break for a few hours

#

lol

full junco
#

๐Ÿ˜„

#

4.17?

eternal inlet
#

Yah

eternal inlet
#

seems setting Sequence Length = 0 crashes editor when exiting

#

but also i can't for the love of god get sequencer to record from the viewpoint of my hmd

#

when i play it back, it shows view from the hmd, but when i record movie, it just shows a stationary view

#

also the controllers don't move, so im guessing i need to add them manually somehow which may be an issue in itself since i use ikinema to drive the fullbody movement which currently is not captured in sequencer at all

glossy agate
#

I didn't even realize sequencer could do live recording like that besides anim recording.

rigid quiver
#

Anyone know how to make the rumble of controllers for a shorter time? Here's the rumble from the template and it works, i'd just like it to be a shorter period of time.

granite jacinth
#

@rigid quiver make the curve smaller

rigid quiver
#

aha! got it thanks!

eternal inlet
#

speaking of rumble... anyone noticed that only one controller will rumble at a time? or is it just me?

uneven moon
#

@eternal inlet You have control over which controller rumbles and when

#

If you're holding a gun in your right hand and it's fired, you wouldn't also want your left hand (without a gun) to rumble

eternal inlet
#

that's not what i mean

#

if i trigger rumble on both controllers, usally only one of them will actually rumble

uneven moon
#

Hmm..

#

That's strange

#

I'll have to test it

noble charm
#

@eternal inlet how are you setting them to rumble. I've seen that happen when I tried to rumble them separately.

#

It only plays one of the feedbacks

#

You'd have to have one defined to rumble both controllers

eternal inlet
#

and call this obv for the montioncontroller in question (which has the Variable "Hand" set to either Left or Right)

noble charm
#

Yeah so that's why it's not working

#

Because you are setting it to not affect the other hand

eternal inlet
#

i don't quite see the bug

noble charm
#

It doesn't combine the two forcefeedbacks

eternal inlet
#

ooh i see it now

#

that method is affecting both controllers

noble charm
#

Yep

eternal inlet
#

i thought it was two different servos

#

a left and right servo

#

silly me

noble charm
#

That would be cool

eternal inlet
#

so does there exist a method that only rumbles one controller?

noble charm
#

I don't think so

#

I don't think so

eternal inlet
#

ok, so i suppose if two controllerrs should rumble but duration overlaps, how do you handle that?

sturdy coral
#

@eternal inlet I don't think you can without writing your own extension

#

things should just be able to superimpose over each other but I don't think there is a way

eternal inlet
#

oh damn... that seems really strange to me

#

i mean the implementation they choose

sturdy coral
#

@eternal inlet they do implement IHapticDevice now, maybe the haptic feedback nodes are working now

#

I haven't tried them in a long time. I'm not sure if they have a way to do overlapping effects

eternal inlet
#

thx @sturdy coral i'll have a look at it

fossil stratus
#

is there way to record 360 video of my vr project while playing it?

#

in unreal?

#

What i'm thinking of doing with the video is make a prerendered interactive 360 video that could run on mobile

#

Anyone try something like this before?

glossy agate
#

You can't record 360 real time yet. The built in plugin takes like 2min per frame.

#

Although earlier this year a guy on Reddit sent me a vid of real time 360 recording of VR gameplay in unity. Said he was trying to make a UE4 version too so we may be able to do it one day.

uneven moon
#

I can set up a camera to record my character in-game while I possess it and play as him, right?

dusky moon
#

@uneven moon@uneven moon yes, you should setup Scene capture camera . and record that.
check out the new feature in 4.17 ... VR Mirror window

#

there's a documentation for it

pastel lintel
#

hey sorry for the dumb question, but why do most vr games look bad?
i mean, lots are based in small areas, and i've seen beautiful arch viz scenes with ue4.
why not use archviz scenes with vr for something cool? is it just because vr is new so all the new games are just rushed ones?

gilded oyster
#

its harder to render any scene in VR

pastel lintel
#

for the computer? like it takes more power?

gilded oyster
#

Yeah

#

Not saying that's a valid excuse for every game

#

But could explain some of that

pastel lintel
#

i wonder why it's harder, i imagine the vive just boils down to a second monitor

gilded oyster
#

plus VR has to hit a higher framerate

pastel lintel
#

two maybe, at separate angles

#

isnt 60 the most we see?

gilded oyster
#

nope

pastel lintel
#

oh

gilded oyster
#

Realistically you can reliably distingush individual frames only below 24 fps - but that doesn't mean higher FPS is wasted

pastel lintel
#

yeah i can feel a difference between 40 and 60

gilded oyster
pastel lintel
#

interesting

gilded oyster
#

Anyway IIRC vr "minimums" are 90fps

pastel lintel
#

alright cool, thanks ๐Ÿ˜„

gilded oyster
slender gorge
#

Hey guys, do you know if there is a way to force the viewer camera rotation in a 360 video captured in UE4 and displayed on a Vive ?

short mural
#

Hello guys. I have a question regarding media player not saving the video file when closed in editor. So I am trying to make a working projector in VR, and so far everything is working except when I close the Media Player (opened in editor) the video files linked to it go black. I did hit save, all my video files are in the Movie folder and have been relinked to their paths. I really don't know how to approach this further, I've been googling for days... Plz help ๐Ÿ˜„

chilly thicket
#

How resource intensive would adding a wind effect to my trees be?

sturdy coral
#

@chilly thicket depends, it adds geometry shader work and potentially some draw calls for drawing to the velocity buffer unless you are using msaa

chilly thicket
#

Hm, okay.

#

I'm trying to decide if i want to do that for my vr game.

#

I guess I could always easily add it later if wanted.

sturdy coral
#

yeah, you can always test it out

#

kite demo trees have wind and you can run them at a lower LOD to test in VR

chilly thicket
#

Ah, nice.

#

But I've been making my own low poly trees.

full junco
#

I use speedtree trees with wind @chilly thicket

chilly thicket
#

Sorry, I don't know what speedtree is.

full junco
#

they sell trees

chilly thicket
#

Oh, okay, cool.

#

But this is an indie game, I don't have any budget really.

full junco
#

well, its not that expensive

chilly thicket
#

60-100 dollars is expensive to me.

#

I'm only 16.

full junco
#

in those packages you get 9 different trees though, so per tree its cheap and you dont need any more trees for your whole game probably

chilly thicket
#

Nice.

#

This is one of the trees I made.

full junco
#

I wouldn't call it speedtree quality, but I can see that its a tree

wicked oak
#

whats more quality than speedtree?

#

they use it for literally every movie

chilly thicket
#

Yeah, that was the second tree I ever made.

#

So I"m still pretty new to modeling them.

vocal whale
#

hello guys, is anyone know that issue; widgets "on hovered" event keep firing therefore hovered sound keep looping ? any idea ?

willow trail
#

Is anybody else getting weird artifacts (the black lines) when drawing debug lines in VR? This isn't some residual call to draw debug line, the artifact is completely different on the left and right eye. https://puu.sh/xxcOs/80991c9117.png

chilly thicket
#

Drawing debug lines isn't supported for VR if you have instanced stereo on.

#

At least I think that's what's going on.

#

You can either turn off instanced stereo in your project settings, or use another method of drawing lines.

#

@willow trail ^

willow trail
#

Hmm ok, too bad, guess I'll use cylinders then, thanks ๐Ÿ˜ƒ

chilly thicket
#

No problemo.

willow trail
#

Oh alright I forgot what instanced stereo rendering was, I suppose I can also just disable that for debugging, I thought you were talking about disabling stereo rendering altogether

chilly thicket
#

Ah, okay.

#

Just a warning, it'll make you rebuild all shaders whenever you turn it on or off.

willow trail
#

Oh right, good to know, won't be an issue for the VR template I reckon

chilly thicket
#

Yeah, but I've heard the VR Template isn't exactly optimized.

#

But I'm not entirely sure if it still is like that or not.

tired tree
#

The black lines are a bug introduced in 4.16

#

they had the exact same issue back in 4.13 and fixed it, no idea why it has been persistent this long this time.

#

you can use a scaled mesh instead of a debug line for pointer lines too

robust orbit
#

@short mural the media source is not stored in the MediaPlayer. you have to open it via Blueprint.

#

there are various BP functions to open media, i.e. OpenUrl, OpenSource, OpenPlaylistIndex

eternal inlet
#

if i have an actor that is living in a persistent level, and it spawns another actor, which sublevel will that new actor be spawned into?

#

i would have thought that it would land in the persistent level too, but doesnt seem to be the case

sturdy coral
#

@eternal inlet not sure but:

#
    class   ULevel* OverrideLevel;```
#

that's in struct ENGINE_API FActorSpawnParameters

eternal inlet
#

aha..

#

so the outer of the actor, that means excactly?

#

i continued a bit experimenting, and since im doing my stuff in bp, and so far don't venture too much into c++, i hope to find a way there

#

but...

#

it actually seems to spawn now in the persistentlevel, or i did something different

sturdy coral
#

I think even uobjects have an outer, pretty sure it is who owns it for garbage collection

eternal inlet
#

makes sense

#

the reason i didnt think it was spawning in the pl, may have been a mistake from my side then

#

i moved my "loading level" outside the grid in the world

#

then funny stuff started to happen

sturdy coral
#

floating point precision errors?

#

like jittering motion controllers and stuff?

eternal inlet
#

yes, but also i got a bunch of null errors

willow trail
#

I've got my headset sitting next to me for convenience, I'm just trying motion control stuff, but the input don't trigger when the headset is not worn. Anyone knows if it's the Oculus API not sending inputs in this state, or if it's on UE side/the VR template?

#

oh and to piggy back on my own question, can I actually just use the mirrored render with a fixed camera to test for that?

#

I realize I can just use a piece of tape, just wondering if there's a better way to do it ๐Ÿ˜ƒ

mighty carbon
#

so, I passed all reviews for my Gear VR app, but despite passing tech and content review with flying colors it was still slated for Gallery ๐Ÿ˜ฆ

#

I guess it was too basic, but then again, there are a ton of basic apps in the store store

hybrid plume
#

Hi @willow trail why don't you hit play with the vr checked?

willow trail
#

@hybrid plume Hey, what do you mean? I use VR preview to start it

#

It's just that I'd like to see my motion controllers in game without having to put my headset on, it's a hassle when debugging stuff

hybrid plume
#

do you click play?

willow trail
hybrid plume
#

please send me the whole screenshot

willow trail
#

It behave as expected when I'm wearing the HMD, but I got no feedback (except position) on both oculus touch if the proximity sensor isn't triggered

hybrid plume
#

its a settings issue

willow trail
#

Alright, I'm hoping it is, do you know what I should change? This is the default behavior for the VR template and I couldn't find any ressource online regarding this

#

I've been looking through my project settings, nothing seems to come close, kind of lost to be honest, I'm starting to doubt that this might be on Oculus's side

hybrid plume
#

type "is head mounted display enabled"

wintry escarp
#

whats the gearvr gallery?

willow trail
#

@hybrid plume Right, I can check if it's enabled, but I'm not using that, I'm reading from inputAction *, but nothing comes through when the HMD is not enabled. No option in the project settings that I could see change that behavior, I'd expect a bool to be set under the Engine - Input, but there is no such thing

#

In addition to that, I don't get any input either if the window is not focused, which makes it really hard to debug blueprint

#

Been bashing my head on this for an hour, this sounds so basic, it's a bit disheartening

lime dagger
#

wait what?

#

oh don't do it that way

#

in the project settings just create an action that maps to the motion controller button or axis or etc

willow trail
#

Yes that's what I did, I didn't know there was any other way

lime dagger
#

what you have shown int he puu.sh is just trying to use the default events

willow trail
#

oh if you mean using "Get MC Thumbstick X" instead of getting the axis value from the inputAction, then this doesn't work on my end, axis seems to always stay at 0

lime dagger
#

because its an action

#

not an axis

#

make it an input axis

willow trail
#

yes the but the action have an axis value

lime dagger
#

... No make it an axis

willow trail
#

it already is an axis

lime dagger
#

no make it an axis input

willow trail
lime dagger
#

input actions are different than axis mappings

willow trail
#

yes that's what I'm using I think

lime dagger
#

-_-

#

wait

willow trail
#

it works fine when the window is in focus AND the hmd is on my head

lime dagger
#

window always has to have focus

willow trail
#

I'm pretty sure this behavior is not enforced by the Oculus API though

lime dagger
#

are using the vive/rift/etc? Are you sure the hardware doesn't require the HMD to use the motion controller?

willow trail
#

I'm using an Oculus with touch

#

it's possible that it does yes, that was my initial question

lime dagger
#

Pretty sure with the vive the HMD connects with the controllers

#

they may have standardized it

willow trail
#

as far as I know even early Oculus demo would play fine without the window in focus, but I have noticed that most Unreal project do need focus :/

lime dagger
#

If the window doesn't have focus it will not render as fast as you want it

#

and the input is tied to the frame rate

willow trail
#

Perhaps, but if that's the case I put the blame on UE then, I haven't seen a drop in framerate in other games when being out of focus

lime dagger
#

Perhaps but if you find that then dig into the engine code

#

find out why

#

and perhaps then create a solution around it and make a pull request back to epic ๐Ÿ˜„

willow trail
#

But anyway, my biggest problem right now is that everytime I want to debug my BP (and that's often since I'm new to it), I have to press "Play VR", then move the window out of the way, alt-tab to the UE window that for some reason got minized/hidden, look at the part of the BP I want to debug, switch back to the window, put my headset on half-way, hold the controller, and still maneuver my mouse over the value I want to watch

#

this takes half the time of debugging, really irritating

glossy agate
#

@willow trail The oculus HMD checks if its worn, and I think it just doest work when not worn.

lime dagger
#

yup that is also true

#

something the vive doesn't do

willow trail
#

a piece of paper fixed that problem, but all the rest of my problems remain unfortunately

glossy agate
#

May be able to override the bisworn and make it always true? Not sure though cause Im on Vive

tired tree
#

its set in the plugin

#

Isworn is just providing access

lime dagger
#

anyways, it was fixed with a hardware override it sounds like.

#

So honestly for VR development

#

what I do is build it in editor without VR then build the VR bits in and test it in VR miniumally because coding with VR is, yes, a bit of a pain

#

I typically keep one controller or maybe two next to me and the HMD on my lap

willow trail
#

I get you but right now I'm trying to figure out motion controls and the API with that, none-VR is not an option :/

lime dagger
#

ah then enjoy. I created my own motion controller component on top of theirs

#

and I did it using the vive

willow trail
#

I've got the headset on my right, looking at me, a piece of paper triggering the proximity sensor, as much of a hack as it is, I'm fine with that. The whole minimized window and focus thingy are still a pain

lime dagger
#

and was fairly easy to do as long as the vive head headset was tracking

#

I also have the oculus rift with touch controllers

#

am using those primarly now

#

with the vive that stuff was easier tbh

glossy agate
#

Go to editor setting>Play>Try that box that says start preview window on top or whatever it says

willow trail
#

This option? When I tick it and press play everything gets minimized for some reason, I have to press alt-tab to even see the preview

#

Is there any option to start that window on my second screen (UE doesn't remember window placement or screen), and ALSO not minize the editor?

#

that would already be a huge time saver tbh

#

I also tried "disable centering window on screen" or something, but it still centers it

#

I'm just using windows right now, I don't have a toolchain set up, I've never compiled jack on windows, the only solution seems to recompile the whole engine...

mighty carbon
#

@wintry escarp well, fire up Gear VR and see for yourself ๐Ÿ˜‰

chilly thicket
#

So, does anyone know where I can get like a guide on how to do multiplayer completely?

#

For vr.

#

Because I can't seem to find any info I can understand on the topic.

granite jacinth
#

@chilly thicket hmm

mighty carbon
#

it's a complex topic, @chilly thicket

chilly thicket
#

Yeah.

mighty carbon
#

unless you are quite seasoned in making single player for VR, I wouldn't touch MP with a long stick

chilly thicket
#

Well, I've done SP vr stuff before.

#

And I wanted to do multiplayer.

mighty carbon
#

(unless you can partner up with someone who is experienced in MP or hire someone to implement it)

#

I would first read eXi's compendium on UE4 networking

#

just to get acquainted with networking

chilly thicket
#

Okay.

chilly thicket
#

Yeah, I googled it ๐Ÿ˜„

mighty carbon
#

100+ pages is no joke o.O

chilly thicket
#

Well, thanks for pointing me in the right direction.

mighty carbon
#

sure thing, np

sturdy coral
#

@lime dagger still doesn't seem safe in constructor, spawnactor runs first which constructs, IsLocalPlayerController will return false if called in constructor on server for a local player, then SetLocalController is called and it will start returning true

lime dagger
#

I didn't say constructor

#

I said on construction

sturdy coral
#

oh, OnConstruction, didn't realize that was a method

#

sorry wrong room too =[

lime dagger
#

also it should be is locally controlled

#
{
    return ( Controller && Controller->IsLocalController() );
} ```
#

also on the non-authority because local controllers exist on the server and the client

#

gah nvm IsLocalController is all you need

#

and controller of course

sturdy coral
#

yeah I don't necessarily have a pawn for what I'm doing (during death camera)

lime dagger
#

(thats fine cause you don't need to use that exact function)

#

you can use islocalcontroller

fossil stratus
#

anyone here developing on oculus?

granite jacinth
#

@fossil stratus yup

full junco
#

sometimes I do, but I prefer the vive

fossil stratus
#

do recommend any good tutorial to get set up with oculus?

#

in unreal

#

it doesnt seem to work right with the unreal vr template

granite jacinth
#

@fossil stratus there is a mistake unless it got fixed

#

change the name on switch

#

to OculusHMD

#

from whatever it is now

fossil stratus
#

in HMDLocomotion Pawn?

granite jacinth
#

@fossil stratus Hmm, no idea. Let me check. What's your exacty issue? I mean "it doesnt seem to work right with the unreal vr template" doesn't help me troubleshoot.

fossil stratus
#

actyu

#

actually i should just go to bed and look into this in the morning.. im too tired to think straight right now

willow trail
#

Anyone uses the VRExpansion plugin by sweet sweet Mr Mordentral? I'm trying to use blueprint with it, followed the BP setup through from his bitbucket wiki, but I literally have no idea where to go after just plopping a VRCharacter in my scene. I don't know exactly how I'm suppose to use the plugin, how to get movement and motion controllers to work. I know this is super vague, I swear I'm not trying to be lazy, just a bit overwhelming. I'd rather use BP because it makes it much easier to screw around and test stuff ofc.

#

To try and refine my question as much as I can I suppose, what kind of BP am I supposed to create? Are there settings that are exposed from the VRCharacter class to the Editor or something? What are a couple of nodes that I'll have to put down to get started and act on?

tired tree
#

there is a template you can use as references

#

it has a ton of stuff implemented (it is the base of the packaged demo)

willow trail
#

Yes sorry, I missed your template, been at 45% init for a while now (think it's the shaders building?), I'll look into it as soon as it's loaded, thanks ๐Ÿ˜ƒ

#

Is the template supposed to work on 4.17.1 ? It complains that every plugins won't work with this engine version, I ignored the warnings.

sly elk
#

so I licensed stock music for my video. I don't want ads playing before it because that is counterproductive

#

today I find out there have been ads (which haven't been playing for me since itis my YT channel)

#

check the video

#

the company I licensed the music from files a copyright claim

#

and is monetizing it

wild mauve
#

You have the contract?

sly elk
#

yeah

wild mauve
#

Where you licensed it?

#

Email or whatever

#

Contact their legal team.

sly elk
#

I filed a dispute and I also contacted them

tired tree
#

@willow trail requires compilation

sly elk
#

but its infuriating. If your company sells stock music. DONT FILE COPYRIGHT CLAIMS ON YOUR CUSTOMERS

wild mauve
#

They might not have known you were a customer.

#

You have to realize that this is normal practice.

willow trail
#

@tired tree Alright, all should be well then

tired tree
#

I don't package in the binaries to the repository as the history is too large

wild mauve
#

You provide your video or youtube channel and they basically ignore any videos uploaded by you.

sly elk
#

Yeah. But there is no mechanism to tell them you are a customer when you upload the video

wild mauve
#

You tell them that before you upload the video

#

Obviously this should have been in the contract

sly elk
#

they have no system for that

wild mauve
#

I used to license through Monstercat.

#

Decent company.

#

They used to do it for free

#

and had a generic free license

#

but now they charge like 20$ a month

#

or something stupid

#

Needless to say NCS (No Copyright Sounds) is the best there is atm.

willow trail
#

@tired tree Gotcha, I've been struggling in the past to exclude history on binaries but still provide them, as far as I recall it's nigh impossible on git, but maybe I just suck at versioning

sly elk
#

It seems to me that if your business is licensing stock music for youtube videos either have a system to prevent this from happening or assume when you see your song on YT it is one of your customers. This approach just assumes every customer is a violator

willow trail
#

@sly elk Every content creator's bane unfortunately, youtube doesn't sanction overaggressive copyright claims so that's just how everyone does it

sly elk
#

Like why on earth would I license music from these people again? This is not how you get repeat business

#

Yeah, I get that YT is an unmoderated system that is easily abused. I just don't understand the business side for them here. Either they intend to make most of their money off of copyright claims and don't actually care about the licensing I paid for or they have put together a system to ensure no repeat business.

wild mauve
#

Or you know, it's a mistake.

#

And now that they know you r channel is licensed they likely wont file claims against it again?

#

Who is the company?

willow trail
#

Heh, I'd say the latter, how hard is it to filter youtube's email to licensees email first, and then send a mail a couple days before actually pulling the trigger

#

couple days worth of sweet ad bucks lost tho

#

actually not, since I'm pretty sure they retroactively get all the money if the video was monetized.

wild mauve
#

No

#

if you copyright claim someone's video

#

you get all monetization until they fight the claim

#

They can sue you for damages but youtube does not step in

#

There have been several court cases rewarding in favor of the copyright claimant so no one sues them

willow trail
#

I wonder if those were just case where it was on the fence, like partial use of some work. If you sue them for damage with the contract saying that you're legally entitled to use the music anywhere you want and monetize for it, I don't know how you could possibly lose

#

would set a better precedent

wild mauve
#

youtube + legal issues = absolutel fuckshow

#

especially in the US

willow trail
#

I suppose, I really don't know jack about the US legal system

willow trail
#

Man I swear this editor is driving me nuts with VR... I don't know if it's only on oculus but I've got problem everywhere

#

loss of focus when I put my headset on, which means there's no input

glad plank
#

You have to click the window sometimes

willow trail
#

debugging anything is a huge pain, I don't get how anybody does this

glad plank
#

UE4 wasn't designed for VR

#

its obvious ๐Ÿ˜›

willow trail
#

I do, specifically whenever I put the headset on

glad plank
#

The debugging thing is infuriating btw

#

why does the editor disappear?

gilded oyster
#

I do not miss debugging VR projects, and I didn't even have a serious one

willow trail
#

yeah why does it disappear and why can't the VR mirrored window remember it's previous position

wild mauve
#

whats your question

willow trail
#

I don't mean that to be disparaging to the EU Editor, I legitimately don't understand how that's possible.

wild mauve
#

issue*

willow trail
#

Like how do they build a mostly full fledged VR editor but still don't allow to change the most basic of behavior, I don't know

wild mauve
#

?

glad plank
#

We likely wont get an editor that plays nice with VR until UE5

wild mauve
#

Who actually uses the VR editor to make levels though

#

I find it useless

glad plank
#

blueprints?

#

talking about debugging blueprints

wild mauve
#

Oh, I thought you were talking about that weird VR Halo Forge rip off.

glad plank
#

no lol

willow trail
#

My issues are numerous I've already gone at length on them yesterday, and apparently there's no solution? Like Redfox said, the editor disappear, the window needs focus for input, can't set the VR window to appear on the second screen. But yes, debugging BP is atrocious, the loops I have to jump through just to see a value while having the VR preview is ridiculous

glad plank
#

at least I wasn't

#

also

wild mauve
#

when you launch a VR title

glad plank
#

when you have a blueprint open and are watching it for debugging

wild mauve
#

I just press shift + f1

#

and drag the window over

glad plank
#

the performance in VR gets murdered

wild mauve
#

and click back on the game

glad plank
#

like 50% fps drop

wild mauve
#

yeah mine runs awful when monitoring BP

glad plank
#

why does blueprint take up so much gpu resources?

wild mauve
#

Honestly

#

I'd love to set up the VR controller

#

finish it

#

done

#

yada yada

#

and then just put in a regular 3D character

#

for the rest of design until I need to playtest in VR

glad plank
#

I would love to be able to open blueprint in a window IN VR whilst testing gameplay

wild mauve
#

That would be cool.

glad plank
#

That would be intuitive and fast

wild mauve
#

You could probably do it somehow.

#

Using a widget

#

Put in a feature request ๐Ÿ˜„

willow trail
#

@wild mauve I feel like this is not viable for any meaningful motion controller interaction. So much of the cool games that already exist couldn't have regular pancake+controller equivalent for testing

#

at least any idea that I want to work on wouldn't really work

wild mauve
#

pancake + controller?

#

what's that mean ๐Ÿ˜›

willow trail
#

pancake gaming

#

it's what they did before the VR age

#

when screens were somehow dissociated from your face, it was a weird and uncanny period of video games

gilded oyster
#

You know, that's actually a really good point. Why couldn't you basically develop the entire game in VR - BP and all? Seems like they'd be able to make BP display/edit widgets like they did for the level editor.

glad plank
#

I think they are or have developed them

gilded oyster
#

very gimmicky, but hey

glad plank
#

you can blueprint in vr right?

#

the vr editor that is

#

I remember them showing it off

wild mauve
#

You can do some stuff

#

I remember seeing it

willow trail
#

Haven't seen anything like that in the 20 seconds I spent looking 2 minutes ago

wild mauve
#

You guys have any experience with drawing HUD's in VR?

#

I'm interested in curving it.

glad plank
#

what I want is during VR Preview to be able to have a window open floating somewhere in your view that shows the blueprint you are working on so you can debug

wild mauve
#

Like drawing it on a sphere around the players face.

#

But on one section of the sphere. Perhaps you cast the widget / UI to a material?

glad plank
#

Couldn't you do a static mesh?

wild mauve
#

redfox you can do that through steamvr

#

you c an have more than one display active

#

in VR

#

at any given time

#

Not sure about occulus

#

They do it for Star-Citizen as their VR-Setup.

glad plank
#

SO while I am testing my level in VR I can have a blueprint visible?

#

I don't think we are talking about the same thing

wild mauve
#

Well, I don't know if it'll work with UE4 since UE4 is very controlling over window hierarchy

#

BUT

#

I know it works for like youtube

#

or twitch

#

so if it works for those I assume it'll work in VR

glad plank
#

I need it to work in UE4 ๐Ÿ˜›

wild mauve
#

Yeah, but I never used it before so I wouldn't know.

#

I'm not sure of any reason why it wouldn't work.

#

The only one I can think of is how fucky UE4 handles windows

#

feels so clunky compared to like every other program

#

well

#

I can't click behind a BP

#

to pull the main editor forward

#

and alt-tab to a bp

#

I either need to move the BP to another window or close it

#

super annoying

glad plank
#

for your UI could you attach a UI to the surface of a curved static mesh?

wild mauve
#

I'm not sure ๐Ÿ˜ฎ

#

I'm still relatively new to UE4

glad plank
#

You could do it with a dynamic material

wild mauve
#

I'm, admittedly, still very confused on how to spawn text that faces the player constantly but is also in 3D space

glad plank
#

not sure what is faster performance wise

#

Widgets

wild mauve
#

Yeah but widgets are rotated in 3d space

#

aren't they?

glad plank
#

Thats how I do it

#

I think there is an option to treat them as sprites?

#

or at least the UI that is being rendered bythe widget

willow trail
#

There's three things which would be huge time savers and would pull me right back around, maybe you can tell me if that's possible if one of you is familiar with the deep inner workings of the Editor/UE.

  1. Keep editor open when previewer VR. I expect that's possible
  2. Change default VR preview window position. I expect that's very much possible, there a setting that sounds like it'd do that, but it doesn't.
  3. The editor already captures all input from the motion controller, so why not feed them to the game when it's out of focus. Also that's a problem outside of the editor, many unreal games seem to have that problem. I have no idea if that's feasible but that's the big one for me
wild mauve
#

Keep editor open?

#

That's just a generic option in settings

#

oh btw turn off those noises too if you don't like hearing "WHOOOMP" when you spawn in.

#

That's like a default for me at this point.

glad plank
#
  1. There is a setting for this
#
  1. This is a Windows issue
wild mauve
glad plank
#

windows doesn't like multiple...windows ๐Ÿ˜›

willow trail
#

But Oculus game work just fine out of focus

#

So this can't be a win API or Oculus API issue

wild mauve
#

if you're curious

glad plank
#

cool thanks supa

wild mauve
#

no prob haha

glad plank
#

btw, if you are crashing a lot in 4.17 turn off the auto compilation thingy in the blueprint options

#

I couldn't get anything done in Weapon Master until I did that

wild mauve
#

What's weapon master?

#

That a UE4 tool?

#

I never heard of it.

glad plank
#

Yeah, its our asset on the MP

wild mauve
#

I'll take a look.

glad plank
#

Large blueprint template

#

that option was murdering it lol

wild mauve
#

I already do my weapon handling manually

#

but I'd be interested to see it either way

glad plank
#

nice!

#

We are both gun nuts so we do our best to recreate accurate weapon manipulation

willow trail
#

@near spruce Can you put me to those settings (keeping editor open and changing default VR window position)? I couldn't find either of those yesterday

wild mauve
#

Decent. I have mostly swords in my game haha!

#

Only because swords are easy to model ๐Ÿ˜›

glad plank
#

I am currently trying to figure out how best to use splines to create magazines with moving ammo ๐Ÿ˜›

willow trail
#

@glad plank btw,

wild mauve
#

You can search them @willow trail

willow trail
#

Oh I did

wild mauve
#

4.17?

willow trail
#

yy

wild mauve
#

O_o

#

haha

#

you're in Project Settings

#

not editor preferences

#

any money

#

haha

#

netflix in tiltbrush

#

with that overlay VR thing

#

Looks awesome I need to download it

willow trail
#

@wild mauve Nah i'm indeed in editor preferences

#

I'm not talking about the sound thing though

wild mauve
#

ยฏ_(ใƒ„)_/ยฏ

glad plank
#

Haha could do twitch to, 24 hours of bob ross