#virtual-reality

1 messages ยท Page 136 of 1

tired tree
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there. edited

full junco
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nice, thanks for posting

sturdy coral
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Re: impossible for indies to make story driven single player games

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is apple opening up that face tracking stuff as an API?

full junco
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you mean because that makes it easier to capture face animations for story driven games?

sturdy coral
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Yeah, it looked pretty high quality

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Much better looking than the Kinect v2 face capture api

tired tree
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lots of good camera solutions coming out but price point is the wall

willow trail
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maybe this works better though, I dunno.

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I mean it was pretty insane, and that was in 2011 but it felt kind of weird in places

wicked oak
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its still insane

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just the materials are shit this days

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if you got that one and improved the materials/textures, it would look a LOT better

willow trail
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yeah, and to be honest you could see the geometry limitations in the face in the final product

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we can push a little more triangles than we could on PS3 now

tired tree
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they are running it off of single / dual cameras now on a table in front

willow trail
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For which project?

tired tree
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research / software coming out

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like I said though, its going to be expensive

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but 2011 was a long time ago, and there has been a lot of research into facial capture

full junco
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now you also have neural net stuff

willow trail
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VRTemplate uses animation sequences for 3 hands gestures and a blendspace between them. Is that the right solution? How would you go about if you had a lot more hand gestures and wanter to interpolate arbitrarily between any one of them?

tired tree
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hell disney is doing it off of one camera, and I've seen multiple other projects off of one recently

willow trail
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That's pretty crazy

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looks like a regular C920

sturdy coral
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@willow trail not just increased geometry, there are lot of better techniques now of fading in wrinkle maps etc.

willow trail
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If you think about it they put out Max Payne 3 only a year afterwards,

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and that one had crazy wrinkle fading

mighty carbon
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animating face quickly won't help indie games - still need to model and texture faces to the point where facial anims are relevant

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and that alone is a ton of work

tired tree
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indie games have artists too....

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generally

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there are different tiers

mighty carbon
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when I say indie devs, I mean garage indies, who do whatever work they do by day and do game dev after that

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Epic / ID Software used to be indies too, technically

tired tree
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even garage two - three man teams can have competant modelers / riggers

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and a one person project likely doesn't need this

mighty carbon
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sure.. I am pretty competent.. Except I only have so much time for game dev

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makes no sense work for 1 year on 1 character

tired tree
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one year for 1 character is not competent, no offense....

mighty carbon
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eeh, okkk

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try modeling, even low poly .. you'll see quickly that programming yields results much much quicker than content creation

tired tree
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yes...I understand that, and I've done modeling and have many friends that do it

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1 year is not a good time frame for a character regardless...

mighty carbon
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just like with everything one needs to be in the mood for art when making it part time.. If I only have 1 hour a day and I need to make current gen character, there is no fucking way I can make it all textured and animated in a short period of time

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not at that level of quality

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lower poly and not AAA quality, yeah, probably can do it much quicker

tired tree
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1 hour a day for gamedev just really isn't enough, if thats all the time you have, then AAA quality isn't even something you should consider....

mighty carbon
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also, one needs levels, textures, props, weapons, etc.

tired tree
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"garage" indies typically don't work 1 hour a day...

mighty carbon
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also life is full of surprised (also day job is full of them too)

willow trail
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don't today's tool mean making high poly and low poly stuff is basically the same in terms of time? It's not like if we build characters by extruding cube faces anymore right? Isn't it all sculpted in something like Zbrush and then exported in lower poly with normal maps and stuff?

mighty carbon
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I am a garage indie.. It took me forever to build that Gear VR project between learning UE4, fighting UE4 and putting it all together..

tired tree
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ok? i said typically

willow trail
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Dude the timeline thing for animation in the editor is crazy, does anybody actually use that?

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Such a mess

mighty carbon
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Sequencer ?

willow trail
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Yeah

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Scrolling through the track is bad and it keeps creating keys everywhere for no reason

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I'm just looking into making a simple hand gesture but it always ends up being animated with a picky flicking back and forth or something

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that's why i'm wondering if I should even use animation sequences or if there's something else, but that's what the VRTemplate uses

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The other animations don't have tracks, so I'm clearly doing something wrong, I just don't realize what

mighty carbon
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I am not sure what that is.. I haven't use it yet :/

willow trail
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I deleted all the tracks, the hand got back to the default position, I pressed undo and all the tracks are still gone but about half the hand is still in the position I set up before.... This doesn't make any sense but I guess it's working for now?

mighty carbon
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I animate in Blender

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๐Ÿ˜ƒ

willow trail
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oh, autosave just reset the animation

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wow

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I might, but I really just need to set up a couple gesture, don't even really need to animate anything

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seems overkill to load in into blender and just export a skeletal pose (I don't even know how/if you can do that)

glossy agate
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You have your anim track broken down by finger joint. Just use the main track.

cosmic shoal
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@mighty carbon Has exporting to Gear VR gotten any easier since last year? There was a ton of settings and sdk stuff I had to implement to export to GearVR . I got it done, then I tried it again a few months later with another project and just kept failing and I just gave up (it was just a test)

willow trail
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I don't want any track really

glossy agate
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create new anim>set number of frames or time> Go to end and set final position of all bones> go back and blend through the transition.

willow trail
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Alright, I guess it's kind of working now, I mean I deleted the tracks and started again, there doesn't seem to be any keyframe on the main track

glossy agate
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But animating anything besides hard surface is a bad idea in UE4

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Yeah have to set key. Its on the top near create new anim

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But you can ask around on the anim channel for more tips. More qualified people than me over there

willow trail
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channel isn't very active, i've tried, but I'll do what you guys precognize and use Blender

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get a breath of fresh air out of UE editor for a while

cosmic shoal
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I have also used animations from my 3d app, (camera and goal) just because I'm more familiar with the tools there.

glossy agate
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@mighty carbon if you have a budget for your next game you can get a lot of art for cheap on marketplace then just re-texture everything to match. And a char should only take a few hours for a human, no more than 30-40 hours for a crazy custom char like a dark souls boss.

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I have spent <$400 on art and have 85-90% of what I need.

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Doing Fuze to Max to Zbrush (if needed) to Substance to create chars super fast.

willow trail
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other animations sequences don't seem to have keyframes either, they look exactly like this one

glossy agate
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Yeah its just blend space between the 3 states

willow trail
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yeah I'm just trying to define one new state

glossy agate
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That thing at the very bottom of the anim list there

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yeah you have to make a key for that sate in a new anim

willow trail
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puush servers are struggling though

glossy agate
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hit key and apply after you move stuff

mighty carbon
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@glossy agate youhave a way too much free time on your hands ๐Ÿ˜›

glossy agate
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Nah I work full time as a broker and just do 2-3 hours at night and 8 a day on the weekends. On top of freelance work

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to fund the game so I don't have to use my own money

willow trail
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@glossy agate thanks, starting to figure it out

mighty carbon
willow trail
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but why would I want to point the camera at the grapefruits (oranges? lemons?) to have some information pop up that I could just get on my phone (and have the possibility to use notifications) and have it tell me the exact same information since it already has geo data ๐Ÿ˜ฆ

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it's cool but inconvenient, surely the novelty will wear out fast

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they talk about pokemon GO which has nothing to do with AR (the AR part of it sucks and everyone disables it very quickly) and magic leap which is... well it's magic leap, let's be real here

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sorry AR rubs me all the wrong ways

mighty carbon
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AR is overrated and overhyped

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but because Apple is on board, it will be even more hyped

cosmic shoal
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AR is not as fun as VR for me, but it will be very useful for us, it will save us lots of time when we get our hands on the measuring apps.

normal thorn
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when they have AR goggles and I can fix my own car by just getting the app that walks me through it step by step... it will be worth it and amazing. but for games? mayybe

cosmic shoal
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There is a VR game now that has you assembling a car, it's really cool, since al the parts are realistic, not job simulator style.

sly elk
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that is my game

cosmic shoal
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Oh nice, it looks awesome ๐Ÿ˜ƒ

normal thorn
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cool!

sly elk
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the problem with AR is that a lot of the cool applications seem to hinge on machine vision that can recognize all kinds of complicated objects. Like as an interactive shop manual, it would need to be able to distinguish between a lot of parts that look very similar to a machine (two similar sized bolts for example)

normal thorn
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if it had the whole engine modeled it needs to only tell you what it expects to be there and what order of operation to do to repair

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it doesn't need to understand what it sees exactly

cosmic shoal
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Cars are getting to the point where you can't do nothing to them if you don't have an electronics degree.

normal thorn
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yeah its a bad example

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haha

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I changed my oil and it was such a pain the butt, that I now am just happier to take it in

mighty carbon
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buy Tesla

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no oil change needed ๐Ÿ˜›

cosmic shoal
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Electric cars are simpler, mechanically, but they tend to be even more complex in electronics.

sly elk
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And more dangerous to work on

glossy agate
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Would be cool though if they tied it to the little plugable diagnostic units that goes to your phone anyway, then it could pull up instructions on repair replace with photos of what parts look like.

cosmic shoal
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It will be like that no doubt

glossy agate
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And the diagnostic units are only like $50 now

sly elk
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Yeah

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And for most types of cars you can get the dealership software off of the net and get full access to the computers

glossy agate
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You ready to build it with me? My mechanic experience from the military may finally come in handy for something

cosmic shoal
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you'd have to start with a manucaturer that has all of the service procedures well documented, I dunno if al of them do, I know Toyota does.

wild mauve
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I don't actually define any collision manually so I was curious ๐Ÿ˜ƒ

glossy agate
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Well you would just start with some core repairs that can be done by an average person like thermostat, head gasket ect.

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Not anything you have to buy special tools for or drop the engine.

mighty carbon
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Magic Leap, the mysterious augmented realityย startup withย a multiple-billion dollar valuation, could soon be taking on more investments, bringing its total valuation close to $6 billion,ย Bloombergย reports. Citing sources familiar with the situation, the report contends thatย Temasek Holdings Pte., a Singaporean investment company, is considering takingย part in a new financing round amounting to more than $500 million. โ€ฆ

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6 more month

granite eagle
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Anyone here had any success or made any $$$ from their VR games?

mighty carbon
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I made $14

granite eagle
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Whats your game?

mighty carbon
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Gear VR experience

granite eagle
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Its for Samsung Gear and not Vive?

mighty carbon
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right

cosmic shoal
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I've made money with VR, but it's not a game, it's a kitchen planner for a local manufacturer and a another app for conference centers.

granite eagle
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Interesting, I was contacted for something similar. Did the client reach out to you?

mighty carbon
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how is VR audio in 4.17 ? Is it all working good, no quirks or some odd workflows ?

cosmic shoal
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We've been working for the hotel industry and conference center industry for 12 years, and the kitchen guys saw what we did for conference centers and we offered the VR version

dusk vigil
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@granite eagle Almost every small VR indie without funding is currently doing b2b gigs on the side to survive, unless they are independently wealthy ( aka living with parents )

granite eagle
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Yeah im shifting from my full time design job to part time. This gives me some spare cash but now I have more time on my hands

dusk vigil
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Kumoon made about 10k but only a fraction of that was VR sales, and that was nearly two years ago

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I find it a bit frustrating to try do things by halves... but I have a very distracting halftime job running a VR dev hub

granite eagle
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Yeah but for the last two years ive been developing multiple games, websites and all sorts. My job sucks up 12hrs a day lol. Part time seems like a holiday for me

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Once (if) I gain some traction I will full time indie

tired tree
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@wild mauve that doesn't have any collision, or gravity, which is why you don't fall through the floor

wild mauve
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Interesting.

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For some reason when I use player start

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i get a capsule component

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I figured that was the reason why

tired tree
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no

wild mauve
tired tree
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that is the player start...

wild mauve
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yeah indeed

tired tree
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its too low

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thus the "bad size"

wild mauve
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No, I need it there so the headset spawns on the floor

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and then when you put it on you're at head height

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since the headset is in the middle of the capsule.

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technically.

tired tree
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i mean you added a capsule following epics setup guide anyway

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but there isn't any world collision built into the base pawns

wild mauve
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I didn't add that capsule tho

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It comes automatically with the Player Start flag

tired tree
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player start has its own collision.....

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that doesn't have to do with your pawn

wild mauve
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oh okay

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So after my player spawns the collision is irrelevant to my player?

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I just kinda want to stop the player from being able to put their head inside walls, you know what I mean?

supple coyote
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hey guys anyone having trouble getting AO to work in VR tempalte

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I know it's disabled by default

supple coyote
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<not using forward renderer

willow trail
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@tired tree I'm cleaning up the pawn eventgraph to remove everything I don't need (and understanding it in the process), but everytime I delete that note : https://puu.sh/xzJUw/f9f84f7aeb.png I'm hit with a compile error https://puu.sh/xzJXR/c0e0014675.png even though it's not connected to anything and visibly nothing ever calls that event anymore. Any idea what's wrong?

supple coyote
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never personally felt hindered by the deferred renderer besides maybe performance reasons but am targeting gtx1080 anyway

willow trail
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Here's where it fails by the way, I don't think it's particularly important but getting either handmeshes seem to return None

tired tree
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if you deleted them it will return none

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everything in that red box is SteamVR only

willow trail
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I haven't deleted the getters, just the useless custom event entry point

tired tree
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dunno, you broke something :p

willow trail
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I guess so... But if I keep this event around it compiles and run fine

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I've been trying to debug this weird thing for 20 minutes, makes no sense

tired tree
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that event isn't even directly tied to the hand meshes

willow trail
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yeah I know, there are no references whatsoever even in the rest of the BP chain

tired tree
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deleted that event, and the calls to it with no issues

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OH

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FPS char is throwing the errors

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it uses the teleport event

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bound to 'T'

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the warning about hand mesh is wrong, just a disconnected node in FPS when you delete the base classes event it uses

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it goes away when you fix it there too

willow trail
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wait where is the event call? "Find References" didn't yield anything

tired tree
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in fps_VivePawnCharacter

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in the main event graph

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it calls ExecuteTeleportation

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bound to the T key

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the new disconnected node logic in 4.17 gets in the way it looks like

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throwing out some random errors instead of what it actually is

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anyway i have to go, easy to solve if you delete it in there, you can PM me if you have more questions

willow trail
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Ohhh I see, thanks!!

wild mauve
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@tired tree sorry for the bother again so just for clarification the playerstart collision is completely irrelevant to the VRPawn and I can do that all manually within the pawn itself correct?

fair hearth
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Correct @wild mauve though the player start will still maintain it's collision even after you spawn. So there will be a capsule there, but it will be independent of your vrpawn

wild mauve
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Sweet

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Do you happen to know if there are any guides that demonstrate how to attach collision to a HMD?

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So I can't put my head inside the ground / walls?

dusk vigil
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I personally hate it when games 'push' you away when your head collides with stuff... I find it nicer just to black out the view if head is inside stuff

sturdy coral
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@supple coyote search the config folder for AO and ambientocclusion, I think it is turned off in the scalability groups

supple coyote
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in this case, the console command : r.AmbientOcclusionLevels 1+ should activate it no?

sturdy coral
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search the config folder for references and see

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there are many related settings

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quality to zero can turn it off etc.

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not just levels

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from what I remember

willow trail
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what's the implementation for dynamic AO?

sturdy coral
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screenspace, using HZB mip levels to optimize the tracing

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there is also a distance field version

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that isn't screenspace

willow trail
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I've only heard that screenspace effects and in particular ssao sucked, never really tried it myself

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but any game without AO these days looks like trash :/

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for VR I mean

sturdy coral
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you can turn off AO for staticlly lit stuff and just have it for details on characters, etc. by turning static fraction down

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I haven't seen the screenspace/stereo problems with it but it may be there

supple coyote
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hmm

sturdy coral
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dfao at least in the past just didn't work with VR at all

supple coyote
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ill take a look at the config thanks man

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im still a little iffy on understanding the diff between diff AOs

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ie. post process AO

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ie. material AO slot

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ie. baking AO through lightmass

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ie. dfao

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like, it's not quite clear to me which is turned off in VR

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or even which does what

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ive heard people say that the AO slot in material has a weak if nonexistant effect?

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and what is that based on

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oy

sturdy coral
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I don't know exactly how material AO works and how it avoids it being applied twice (from material and from screenspace)

willow trail
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ssao (post process) it crytek hacky AO that everyone uses, supposedly bad in VR, baked AO is raytraced and baked so "free", dfao I guess uses raymarching or something, which is expensive but actually works

sturdy coral
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I've heard people say material ao is no different than modifying the diffuse to be darker (multiplying diffuse by ao map)

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4.17 introduced some bent normal AO stuff that I think requires some amount of baking and maybe uses the material AO channel, I haven't checked it out yet

wild mauve
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I don't really mind games pushing my head out of the wall haha I do like the blackout solution however.

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I'm still not sure how to handle like the rest of the movement colliison, I was thinking of just making a cylinder and having it as a child to the rest

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and whenever I move around I check if that collided with something

dusk vigil
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Anything that causes artificial movement to user without user wanting it is bad...

willow trail
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if the user headbutts a wall, he wants it

sturdy coral
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lone echo physically restricts your head and causes artificial movement

supple coyote
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hm hm hm

sturdy coral
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not the greatest thing, but for the most part yeah you just naturally avoid doing it

dusk vigil
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Depends a bit on the game. Claustrophobic small space like that ISS demo it was way too easy to have it happen

wild mauve
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The Nest does it too

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and it feels fine

supple coyote
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so does the material AO effect the bake from lightmass by calculating its effect and then baking into diffuse / lightmap? and does it also affect Screenspace SSAO or is SSAO using something else to calculate

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i guess you just finished by saying youre not sure :p

dusk vigil
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I guess people figure it is the easiest way to keep players from peeking behind the scenes

willow trail
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but lone/echo/arena only really have your head collides, it pushes your entire body out of the way, I didn't really have any problem

sturdy coral
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@supple coyote it affects lightmass

wild mauve
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So how do you guys attach the HMD to a collision capsule?

sturdy coral
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I'm not sure which lightmap it is baked into because you can exclude screenspace from affecting it by changing the static fraction

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and you can read the baked AO from materials (I think only if a certain option is enabled)

wild mauve
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I assume you use the collision capsule as your root but I'd rather avoid doing that since the players height will be dynamic.

sturdy coral
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so it isn't just completely mixed into the baked light

wild mauve
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Is there a way to size a capsule to the distance between the players floor / their HMD?

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so it's dynamic?

supple coyote
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yea

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hmm its complex

sturdy coral
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@wild mauve you can see the ACharacter crouch stuff for how to dynamically change the capsule, it is a pain

supple coyote
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documentation on it is confusing

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in Buffer Visualization mode > Material AO shows my shit as white

wild mauve
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I just can't think of a way to attach the HMD to a capsule without ruining the automatic Steam VR height stuff

supple coyote
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but AO shows as having information

willow trail
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@wild mauve that's what MordenTral does with VRExpansion

wild mauve
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I'd rather attach the capsule to the HMD

sturdy coral
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@tidal pasture ao is probably lightmass ao, material ao is ao in the material slot

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I don't know that for sure though

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you can toggle ssao on and off and see if it affects the AO view

supple coyote
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I think youre right

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cause my scene appears to be baking a fine ass image - so I assume AO is being baked

wild mauve
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@willow trail that video doesn't really help me understand much haha

supple coyote
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ah good idea lol

willow trail
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@wild mauve Yeah sorry, wrong link, ShareX is being problematic ha

wild mauve
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what's he supposed to be showing

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oh haha no worries

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ShareX is great though

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I use streamable as my upload source for videos

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I heard gfycat is best but only 10 secds ๐Ÿ˜ฆ too small

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dorpbox is normally fine too.

sturdy coral
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@wild mauve the character has so much stuff dependent on the rooted capsule that you are pretty much stuck with it if you want a robust character with good multiplayer support, etc.

wild mauve
willow trail
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I didn't know you could use something else than puush huh

wild mauve
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I don't even have puush as an option for sharex

willow trail
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but yeah ShareX is my favorite piece of windows software for sure

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with AltDrag ๐Ÿ˜ƒ

wild mauve
willow trail
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you can't make a new puush account

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blame Dean Herbert

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too many people started using it, but I'm glad there are alternatives

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I got it before it closed so I just kept using it I suppose

wild mauve
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hmm

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What result does that yield? It just determines the HMD's height from the floor and assigns the capsule to it?

willow trail
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oh right, it's just that capsule are defined using the distance between the center and the end of the cylinder (start of the hemisphere)

wild mauve
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I see

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What happens if you attach a collision mesh to the HMD and hit a wall? It acts like an unstoppable force right?

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(In response to a deleted comment) See if there is any information on that thread

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The issue is with the comparison in the blueprint. It's comparing FirstPersonCharacter string against "FirstPersonCharacter_C_1" this is because the character is instanced in the real game and isn't when you're running from within the editor.

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There's a good chance it's not the same as your problem, but it might be a start.

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Also is your character placed too low or something?

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Nevermind then? I guess you deleted the comment.

willow trail
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@wild mauve I don't know what happens if you attach a collision mesh to be honest, but the default template behavior (that uses a capsule for the collision) is to push you back. But he also implemented gradual black out when you're in a vehicle, so both methods are probably available

wild mauve
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Oh, I see. I haven't looked at the template for anything so far haha so I wouldn't have caught that.

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I'll have to take a look I guess. I hate having so many projects on the go at once haha

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In the example, did you catch if he had the capsule as the root?

willow trail
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VRExpansion's template is a gold mine ๐Ÿ˜ƒ

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@wild mauve yup

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well the root is a VRRootComponent which inherits the capsule component

wild mauve
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What's the VRRootComponent?

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Just an inherited capsule / motion controllers I assume?

willow trail
wild mauve
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oh it's in C++

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I'll have to give it a read

fair hearth
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I've got an issue with casting to my vrpawn, it works fine editor, but doesn't work in packaged game, I don't know why any thoughts?

sturdy coral
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blueprint or c++

wild mauve
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@willow trail I'm looking at VR Expansion and is it royalty free?

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Like can I use it to sell a game or do I have to license it?

tired tree
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@wild mauve MIT licensed, meaning free to do whatever you want with it, granted you technically need to give credit somewhere with MIT

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I don't pursue that, but its in your best interests to do it anyway

wild mauve
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Oh, you're the dude who makes it?

tired tree
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yes

wild mauve
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Haha didn't put one and one together.

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Is it possible to just grab your HMD collision stuff explicitly?

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I'm not exactly familiar with UE4 enough to understand what a plugin is.

tired tree
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no

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not really

wild mauve
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I assumed it was just a template

tired tree
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its all tied into a character

wild mauve
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Ah I see

tired tree
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if you wanted something more simple you would be better off adding a capsule that follows XY with the hmd and manually tracing

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the character is a total overhaul, gives the full power of the normal engine character]

wild mauve
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Oh I see, yeah currently I'm just posessing a pawn and flinging my arms around

tired tree
#

vrrootcomponent is a special case, i override the physics location and rendering location of the root capsule so its offset

#

technically outside of normal engine workflow

wild mauve
#

As far as the simple suggestion you made there my goal was to create a HMD collision model that allows for the HMD to navigate around based on that collision volume so you can walk up stairs with locomotion

tired tree
#

lets me do some special things ,but requires a ton of re-writes to a base character

wild mauve
#

ah cool stuff

tired tree
#

well you basically have to re-make walking logic then]

#

and gravity, and collision

#

its totally doable

#

but will be difficult to pull off to the quality that the engine character does it

#

more so in multiplayer

wild mauve
#

Yeah I hear you there. I was thinking it might be possible to grab the OpenVR's information on where the floor is, and where the HMD is, and dynamically create a capsule based on that information

tired tree
#

well...yeah..

#

you set it to xy from the hmd

#

every tick

#

in local space

wild mauve
#

So basically the only thing stopping me from falling to my death in my game currently is the fact that my pawn has no physics being simulated. If I wanted collision I would need to add a capsule component and attach it to the Pawn's HMD location. I'd then want to make it so my HMD can't go below the top of that capsule, I assume.

#

And you say it's possible for me to dynamically size that capsule so I think I might be able to get some kind of collision that has step-up working

#

It might have even been you, but I saw recently a video where a guy was walking up a spiral staircase. by walking around his playspace. Was really neat.

tired tree
#

that was @sturdy coral but my stuff does it too

#

its not that easy though

#

you will have to manually trace for the floor

#

and move the capsule to avoid it

wild mauve
#

You mean trace for the floor from the HMD's current position

tired tree
#

yeah

#

and move the actor

#

which moves everything else

wild mauve
#

So HMD -> Floor, get the distance, if it decreases, we raise the collision capsule by the difference and adjust the HMD based on the new location of the top of the collision capsule?

tired tree
#

no

#

you raise the actor

#

that will already raise the capsule and hmd

wild mauve
#

Oh, yes, my bad.

tired tree
#

@full junco that skybox override works perfectly btw, you really need to use SuspendRendering alongside it to force the room when you want it and the texture needs to be uncompressed.

#

also ClearOverride, otherwise it stays

wild mauve
#

@tired tree if I end up using VR Expansion, is there anything I need to fundamentally change with how my game works? I Currently have a lot of interaction between my enemies, my players, and my weapons. They're all very intertwined.

#

And by very I mean, well, they reference each other for data values.

#

So not very, just are, I guess. Would it require a lot of reworking?

tired tree
#

i have no idea what you have working

#

entirely depends

#

you don't have to use my gripping at all if you don't want to

wild mauve
#

Oh, okay.

#

That's good to hear haha

tired tree
#

its just there if you want it, has a ton of features though

wild mauve
#

Yeah, I saw some cool stuff.

#

I'll go try installing it. Is the 4.17.1 version you uploaded a while back in good condition or should I go for building a bleeding edge variant?

tired tree
#

that one is up to .2

#

but better off learning to tcompile it

wild mauve
#

I can't seem to find 4.17.2 in my launcher I'm assuming that must be one of their bleeding edge builds as well haha. Will it break if I try using it on my 4.17.2 build I wonder

#

I'll give it a shot either way

#

cant hurt to try

tired tree
#

no

#

sorry i meant .1

#

forgot they haven't released a .2 yet

wild mauve
#

No worries ^^

#

Sorry for being somewhat useless when it comes to these weird VR questions.

#

I've only been using UE4 for about a week haha

#

Only thing even marginally impressive that I've done is wrote my own alternative to their damage system.

#

That's about it.

tired tree
#

while fun i'd imagine, i'll note that generally you don't want to re-write their damage system :p

#

it ties into a lot of things and is useful

wild mauve
#

Yeah, I noticed that. It has a lot of functionality

#

I only rewrote the damage interactions between entities I specifically made though

#

so it shouldn't be too rough if I decide to branch out using theirs for certain things

#

and mine for specific things.

wild mauve
#

Can't seem to generate visual studio project f iles.

#

Gonna try downloading the SDK see if that fixes it

glossy agate
#

make sure you rename the folder to something not super long

wild mauve
#

This look good?

#

Ay, it worked after the SDK installed.

#

Hopefully it builds fast on my R7 1700 haha

#

Here's to hoping

mighty carbon
#

so my PC apparently doesn't doesn't meet requirements for Windows MR because Fall Creators update isn't installed (I guess it's not out yet) and something is up with USB port (it shows as yellow exclamation mark)

wild mauve
#

6 mins, huh.

#

@mighty carbon opt into the Beta.

mighty carbon
#

oh, so it's not out yet officially ?

wild mauve
#

nope

#

I have the beta though, decent stability wise.

mighty carbon
#

also I have USB 3.1 Type-A and Type-C... I don't get what Microsoft needs ..

wild mauve
#

Win Key + "Insider" and click on the buttons that look like they need to be clicked on.

#

You'll get preview builds for their latest content, including the upcoming 32bit -> 64 bit legacy support upgrades

mighty carbon
#

meh, I'll wait for the release.. I am just curious if my system is 100% ready and apparently it's not

wild mauve
#

So you can have more than 4 gigs of ram on a 32bit software ๐Ÿ˜„

#

I built it with 4.17.1 (it's all I have installed)

tired tree
#

yeah

wild mauve
#

and it's the build you made about 15 minutes ago

tired tree
#

you have to compile it

#

there is a getting started tutorial on the main thread

#

first post

wild mauve
#

it already finished.

tired tree
#

did you compile it as dev editor?

wild mauve
#

yes

#

My folder is named "VRExpansionPlugin"

#

Not "OpenVRExpansionPlugin"

#

I'm assuming that could be why?

tired tree
#

no the file structure is correct

#

try pressing f5 in editor to run the editor from it, it should work as is

wild mauve
#

Should I rebuild?

tired tree
#

are you SURE you built them for THAT project?

wild mauve
#

I am indeed.

tired tree
#

that messages means it not built

wild mauve
#

lmao woops

#

Yes I'm certain.

#

The MSVC shows VRProject - Development Editor

tired tree
#

its saying VRProject is also not built....

wild mauve
#

and the Missing VRProject Modules says the project name

#

I'll click yes

#

see what it does

tired tree
#

shouldn't work, it doesn't re-compile plugins well from the launcher

wild mauve
#

new plugins are available

#

apparently.

#

Everything seems to work

tired tree
#

weird

wild mauve
#

Indeed.

tired tree
#

pm me next time though, i hate spamming general channels

wild mauve
#

Glad you could come with me on that journey.

#

Yeah, for sure.

#

Apologies.

glossy agate
#

Anyone here shooting new players in the onward free weekend that started? Hit me up and we can play.

uneven moon
#

Is moving the thumbstick on the CV1 MCs the same as touching/pressing the round keypad on the Vive?

granite jacinth
#

no

#

But, close enough

full junco
#

@uneven moon it is the same when you use steamvr

uneven moon
#

welp

#

My AI moves sideways after spawn rotation manipulated

wheat dust
#

Has anyone here managed to build an ARKit-plugin project for the latest iOS 11 Beta ?

glad plank
#

@uneven moon did you rotate the skeletal mesh instead of the actor?

willow trail
#

A game where the guns is your hand, each hand gesture changes the way you shoot. For every different gesture the source(s) of the projectiles are gonna be placed differently on the mesh. What do you guys reckon is the best way to go about that without hardcoding the transform for each gesture?

tired tree
#

gesture recognition....

willow trail
#

I was thinking about something stupid like adding stray bones and animating them throughout the sequences, then get the world location of those bones but I think that's dumb

tired tree
#

just use the marketplace plugin for it

#

its pretty ok

#

some things could be improved, but its good enough that i haven't felt the need to make my own yet

willow trail
#

No sorry, I wasn't clear, basically since the guns are you hand, depending on which pose the hand is in the "gun" "barrel" is gonna be placed differently

#

can be palm, your index finger, or 4 of your five fingers

#

I just need to start the projectile where it matters

tired tree
#

oh, you are running touch only?

willow trail
#

not necessarily

tired tree
#

pretty much

willow trail
#

the actual finger location doesn't matter

tired tree
#

unless knuckkles

#

you aren't getting finger positions at all on vive controllers

willow trail
#

I'm not interested in having 1:1 hand gesture, it's all gonna be faked

#

you'll switch through gesture with something like a radial menu with the stick

tired tree
#

well if you are just looking for projectile spot, use a socket on the gun mesh

#

spawn the projectile from the sockets location and orientation

willow trail
#

ooooh of course

#

have a bunch of sockets for all possible locations and use the one I'm looking for

#

I suppose you can query for individual bone location too right?

tired tree
#

yes

willow trail
#

ok cool, I was thinking too complicated

uneven moon
#

@glad plank I changed the rotation value under the Spawn AI from Class node, but I also tried extending to a separate Set Actor Rotation node, he always moves sideways if I do this.

#

Also, any Canadian steam developers here?

mighty carbon
#

I am surprised by the lack of outlets reviewing Gear VR apps ... not ๐Ÿ™„ ๐Ÿ’ฉ

chilly thicket
#

Is there an easy way to test if someone is using a vive or rift?

willow trail
#

this is just for the stick direction, surely there's a better way

chilly thicket
#

Yeah, it's way overly complex to get it.

tired tree
#

@chilly thicket there is an HMDType node, but for steamVR it will always return HMD_SteamVR, so you need to poll hardware data

chilly thicket
#

Oh, okay.

#

Well, that should work for me for now.

tired tree
#

not really

#

....

chilly thicket
#

Oh.

tired tree
#

if you are using SteamVR like I said, even oculus returns "steamvr

chilly thicket
#

Oh.

tired tree
#

so if you intend seperate button mappings you either need an option that they choose, or to directly poll the hardware type from steamvr

chilly thicket
#

Ah, okay.

#

What would be the best way to have different bindings?

#

Can unreal load a set of bindings depending on what headset is used?

royal ruin
#

@willow trail regarfing your gesture-shooting problem

#

unfortunatley, the best way is to animate it all while adding the required extra bones to the skeleton

#

anything else would be pretty complicated

tired tree
#

prettty sure thats still covered by a plugin currently Curcuit

willow trail
#

I was overlythinking it, I don't ever need to change a position on the fly, I added sockets to the skeletal mesh and I'll just get the location of the one I want. I haven't tried it yet but I expect it should work just fine ๐Ÿ˜ƒ

chilly thicket
#

Okay.

royal ruin
#

yeah, unless you need specific animations for the the attached stuff, (i.e. projectile shooting location), you'll be fine with sockets

tired tree
#

but you can use bindings differently, and at least for cross plugin inputs since they are different events you can map them seperately to the same inputs

chilly thicket
#

Yeah, but the problem is that the names of the bindings overlap.

#

Like, Grip1 on a touch, is the useful grip button on the back.

#

While on a vive controller, it's the hard to use grip button on the side.

tired tree
#

"but you can use bindings differently"

chilly thicket
#

Yeah.

#

Oh, apperently joystick left and right is the same as swiping left and right on a vive controller.

#

So I don't even need to change that now ๐Ÿ˜„

chilly thicket
#

Question 2, what is the best way to handle rotating the character?

#

The way I do it right now seems kind of strange, and instead of just rotating it often seems to teleport you to the side as well.

#

I think it has to do with roomscale stuff.

#

This is how I do it right now.

tired tree
#

you need to rotate off of a pivot, which is the HMD location

chilly thicket
#

Yeah.

tired tree
#

your actors location != your HMD location, its offset in relative space

chilly thicket
#

How do I set the pivot point once I have that offset?

tired tree
#

math

#

or cheat

chilly thicket
#

Lol.

tired tree
#

cheating is rotating off of 0, then moving the actor backwards by the offset with the new rotation

#

you will be moving the actor regardless

chilly thicket
#

Ah, I see.

#

That seems a little too hacky.

tired tree
#

it not

chilly thicket
#

Lol.

tired tree
#

// Compute new rotation
const FQuat OldRotation = UpdatedComponent->GetComponentQuat();
const FQuat DeltaRotation = (RotationRate * DeltaTime).Quaternion();
const FQuat NewRotation = bRotationInLocalSpace ? (OldRotation * DeltaRotation) : (DeltaRotation * OldRotation);

// Compute new location
FVector DeltaLocation = FVector::ZeroVector;
if (!PivotTranslation.IsZero())
{
    const FVector OldPivot = OldRotation.RotateVector(PivotTranslation);
    const FVector NewPivot = NewRotation.RotateVector(PivotTranslation);
    DeltaLocation = (OldPivot - NewPivot); // ConstrainDirectionToPlane() not necessary because it's done by MoveUpdatedComponent() below.
}
#

this is how they do it with the rotating component, there are other methods but this is easy to understand

#

just subtracting the pivot location difference between the two rotations and applying it to the actor

chilly thicket
#

Okay.

sturdy coral
#

@chilly thicket I think there is something like a rotate around axis blueprint node too

chilly thicket
#

Oh, okay.

mighty carbon
#

how do you guys usually handle weapon models for player ? Are they part of the player's BP actor or somehow else ?

sturdy coral
#

shooter game makes them their own actor

#

main thing to consider if you are doing multiplayer is actor channels

chilly thicket
#

Actually, I have the same question as him, lol.

glossy agate
#

All in the weapon

sturdy coral
#

reliable events only arrive in order within an actor channel, there are no order guarantees between two actors

#

ah sorry I see you are just talking about the model, not the actual weapon class

mighty carbon
#

yeah, models

#

weapon class would be a separate BP from player's BP

#

if all weapons are individual actors and aren't tied to player's BP actor in any way, how do I attach them to player when he picks up or switches a weapon ?

sturdy coral
#

you can attach actors

mighty carbon
#

(I was thinking having child actor in the player BP and just setting weapon actor appropriately toggling visibility of it)

sturdy coral
#

there is a weird issue with attached actors, the attachment will be replicated if both are replicated actors, but if the main actor goes out of net relevancy, when it comes back in the attachment won't be re-established

mighty carbon
#

so it's better to keep weapon already in the player BP (in one way or another) for networking purposes and avoid using attachment ?

sturdy coral
#

not necessarily, just don't rely on attachment replication if you use net relevancy

tired tree
#

don't use child actors

sturdy coral
#

replicate it yourself

tired tree
#

they are borked in so many ways currently....

mighty carbon
#

I don't even know what you are saying @sturdy coral ๐Ÿ˜› I don't know anything about networking ๐Ÿ˜›

sturdy coral
#

@mighty carbon one of the reasons it is better to do networking from the start instead of planning on adding it later

#

all kinds of things can have to get redone

mighty carbon
#

@tired tree borked in MP or in general? I use child actor a lot in my Gear VR game and had no issues

sturdy coral
#

and there are so many weird bugs and caveats you won't choose the right thing unless testing it constantly from the start lots of times

mighty carbon
#

@sturdy coral agree, but as it is a lot of stuff is over my head.. So I'd rather structure my SP in a way it's easy to add MP without completely redoing systems.

tired tree
#

in general

mighty carbon
#

hmm.. never had any issues with child actor being a part of player BP

tired tree
#

have had them assume random transforms on client side for no reason, cause forced re-saving of its parent actor on every editor load, crash randomally

#

its a fairly newish thing and isn't anywhere near perfect yet

#

that being said I do use them for my door

#

they work correctly most of the time

#

"most"

mighty carbon
#

I see

#

since child actors would be children of hands, I assume issues will pop up there

#

actually, I don't think I need to worry about it - your template already has weapon pickup

#

๐Ÿ˜„

tired tree
#

attached actors != child actor components

#

but I don't attach anyway

#

so moot point

mighty carbon
#

yeah

#

lol, I forgot that you already have a lot of stuff in the template

willow trail
#

Is there a way to automatically set the debug filter to an object that's spawned after start?

#

again the repetition of VR preview, exit focus, move window, go to blueprint, set debug filter, switch to vr preview, exit mouse focus but not window focus and then hover the different values is kind of a pain :/

#

or regular non VR preview for that matter

uneven moon
#

been struggling with debugging during VR preview as well, I have multiple monitors so I usually leave the debug on the left but hit preview on the middle so that when I tab back into UE4, it's not obscured by the VR preview window

#

it makes it a little easier but still very tedious

tired tree
#

meh, I run most of my debugging through log events and have a special in game console that displays the full log to me

#

then i can debug with the hmd on

#

at least for blueprint stuff and things i'm not breaking code at

willow trail
#

by log event do you mean the text you've attached to the motion controllers? That's the only thing I see as referred to as log in the template. Is there a simple/default way to log values?

#

In my case I tend to log axis and vector and stuff which are constantly changing, if there's no other way I'll set up a piece of text attached to the camera, just wondering

mighty carbon
#

that doesn't sound good :/

#

"the marketplace team is having some issues such as restructuring and lay offs which is delaying a lot of products"

tired tree
#

@willow trail no, that screen with the keyboard in the template

#

uses a VRLogComponent

willow trail
#

@uneven moon Oh didn't see your comment. Yeah my biggest issue is that the VR preview window (in particular) ignores the editor settings that allows you to place the window where you want/remember position. I've complained about it on the answerhub

tired tree
#

also could just render the texture it makes into a stereo layer and have a terminator like console hud which would be fun

#

@mighty carbon a lot of it is likely the restructuring as they said they are attempting to automate parts of the update process

#

though I think its been improved since then

mighty carbon
#

I hope so

#

"layoffs" doesn't sound too good for any company

willow trail
#

@tired tree Thanks, I'll use that when I'm debugging in VR

sturdy coral
#

@willow trail @tired tree re: debugging, does gameplay debugger work in VR or are all the overlays done in 2d screenspace?

tired tree
#

it has a procedural keyboard now and better functionality

#

all the overlays are 2d I believe

#

they are working on fixing up the graphs in VR for 4.18

#

dunno about that

willow trail
#

a procedural keyboard? Like built procedurally or do you actually query the default windows layout?

#

I expect the first one but as a fellow AZERTY user I can always be hopeful ๐Ÿ˜ƒ

tired tree
#

its generated off of a data table: Ie: one datatable is a keypad, one is a full keyboard

#

so it can be used for things besides keyboards

willow trail
#

and I suppose you use your regular buttons for that

#

sick

tired tree
#

the c++ ones yes, but different meshes

#

the std setting is UMG though

#

but there is a hidden button that switches it to 3D with wands

#

auto complete works too since I am emulating input into the console

willow trail
#

that's gonna be really nice when I get there ๐Ÿ˜ƒ

tired tree
#

man, i really should make short clips with features

#

linking to timestamps of full videos is annoying

tired tree
#

mmmm

#

4.18 preview 1 should be out soon

#

they switched over to 4.19 in main and localized master

mighty carbon
#

interesting

#

is 4.18 more of a maintenance release ? (roadmap has very few items on it)

feral maple
eternal inlet
#

anyone know how to check for an actors mobility? in bp it doesn't seem available, so im asking how to expose it to bp in c++

mighty carbon
#

why not to set bool when actor is moving ?

#

(e.g. when actor is changing location)

eternal inlet
#

oh sorry i didn't starte the question clearly

#

if i want to set an actors transform, and it's mobility is static

forest plover
#

no he's talking about if its set to static mobile or stationary

eternal inlet
#

then it will throw a warning

#

so im looking for a way to check it's mobility flag

#

before i try to set it

#

or rather check it's mobility flag if i need to save it's trransform

forest plover
#

try getting the root component and see if you can get the mobility from there?

eternal inlet
#

neat thx @forest plover

glossy agate
#

What are you using it for? I didn't even know it was possible to change at runtime. Really cool

#

Also what happens to your lightmaps when you do this?

tired tree
#

the editor will throw warnings but it lets you do it

#

I bypassed some silly checks a long time ago with my voxel volumes by doing that

#

but those never had lightmaps to begin with so no wasted memory - also they had live generated collision so I was changing channels too

uneven moon
#

some1 hmu on teamview I'm dying on this basic problem I can't lmao

glossy agate
uneven moon
#

Holy shit

#

Now let me play this in AR/MR haha

#

(HMD)

mighty carbon
#

cool ... when watching presentation

#

heh, a little too late, but Wwise is available for Gear VR now ๐Ÿ™„

eternal inlet
#

shiiit that's cool

#

@glossy agate im making up my own save level state, since i can't get things to persist or behave as i want otherwise

#

when i switch in and out of streaming levels

glossy agate
#

Nice!

eternal inlet
#

now im trying to find the best way to handle things that are spawned dynamically and make sure they persist between save and loads

#

it's kinda workin,g but needs me to set things up for each type of classes i have, since i don't have an easy way to tell what info i want to save or not

#

so for ie. a weapon i want to save count in mag as an example

glossy agate
#

Cool. I have a count in mag in my project if you want me to pm you a pic later

eternal inlet
#

which you save also between restarts of the game?

glossy agate
#

Ah no. Just a forloop in the construction script to fill it, then just subtract as I shoot so you would just have to save the sunbraction int var somewhere.

eternal inlet
#

jup that's what im doing now

#

so problem trying to find the best possible solution for, is instances where a weapon was dropped by a npc

#

in that case, i spawn a weapon from it, and hide the one he's holding since it's just a static mesh

#

so i spawn a pickupable weapon

#

when game is saved, that state is saved too

#

but when i try to reload it, i will have to respawn it also, since it doesn't exist when game starts

#

in theory it's not so hard at all, but just trying to find the best way to administer the different arrays i have so i don't save too much and make too many checks and such

glossy agate
#

Oh so you track the npc shots so it only spawns a weapon with the remaining ammo amount right?

eternal inlet
#

not excactly

#

they always spawn with a certain amount of ammo

#

but if i pick it up, fire 5 shots from a mag with 30 shots, and drop it on the ground, it has 25 left

#

and thus when loaded should load with 25 ammo again

#

i could track ammo on the npc too, but didn't bother to do it

glossy agate
#

I get it. You are making a full on campaign game now, or still the film project?

eternal inlet
#

full on campaign game

quaint loom
#

@eternal inlet can you not just have it spawn a gun controller actor to hold that info? Then respawn with a variable saying X ammo remaining?

#

then you can toggle visibility/anchor at will if you need to

#

as a bonus

#

non-rendered actors can hold data too

sturdy coral
#

says there are sample hands on the oculus UE4 branch

uneven moon
#

Anyone successfully release on Oculus here?

analog topaz
#

can i test teleporation with oculus ? will it be same with htc vive? cuz my client has htc vive

#

@uneven moon btw the vr green cyrcles were fixed by making directional light and sky light static instead of stationary ! ty

uneven moon
#

Teleporting should be the same, yes

#

And good to hear haha

mighty carbon
#

Thanks @sturdy coral

analog topaz
#

@uneven moon thanks! ๐Ÿ˜„

noble charm
#

@uneven moon currently undergoing review. Just passed the second stage

uneven moon
#

@noble charm I have a few questions, can we PM?

noble charm
#

Yeah sure

uneven moon
#

Having problems with pausing the game when the user takes the HMD off, anyone achieve this?

#

This loop is the only way I can think of to consistently be aware of the HMD's activity (on head / not on head)

#

But it doesn't work.

tired tree
#

there is a IsWorn node.....

#

4.17 specifically improves on it too

uneven moon
#

@tired tree Can't find the IsWorn node, I'm using 4.16

#

Is it a new feature in 4.17?

#

Or perhaps these?

tired tree
#

if isWorn isn't there I dont' think those delegates work yet

#

they fixed them and added isworn at the same time

#

it might be 4.17

uneven moon
#

How did people achieve the pause/unpause based on HMD worn state before 4.17?

#

And yes, the delegates don't work in 4.16

tired tree
#

they didn't unless they manually did it in code

#

think the oculus ones work in 4.16

#

but not the steamVR

sturdy coral
#

is worn is seriously broken in 4.16, I just made an answerhub yesterday and described a fix

#

also just added proximity stuff to make the transition to NotWorn much faster, but apparently steamvr will report Oculus has a proximity sensor, but then won't update the proximity sensor status

#

I'm testing out that part now, will probably have to special case oculus via steamvr

tired tree
#

they made changes to it already

#

did you test in 4.17?

sturdy coral
#

@tired tree I didn't test 4.17 but I looked over the code

uneven moon
#

Was hoping for an easy solution that works across the rift/vive and psvr but it looks like I'll have to drop the functionality altogether for this one

sturdy coral
#

this was the issue I ran into, it shouldn't cause an issue for pausing:

#

well it might, depends on how you handle it

sturdy coral
#

what's the commandline thing to force oculus to use steamvr without disabling the oculus plugin? -hmd=SteamVR or something?

#

(tried that without luck)

#

hmm 4.14 release notes say no dash:

#

'New: Added the ability to select which HMD module to use on startup by passing "hmd=<name>" on the command line. '

#

I tried hmd=SteamVR with no luck

uneven moon
#

Why does EG want us to put this in our credits:

#

They don't own all the rights to the products we develop, just the engine and the license we're issued to use it

sturdy coral
#

it says the engine is copyright, not the game

uneven moon
#

Ah, fair enough

sturdy coral
#

hmm yeah with hmd=SteamVR it tracks the head and stuff but just never shows anything in the headset except "Please Wait"

#

steamvr works with Rift if I disable the Oculus plugin though

sturdy coral
#

Seems to possibly be because Oculus creates a session inside the plugin's PreInit even if the plugin doesn't get used

#

Possibly same root cause as Oculus hijacking your audio even if you set -nohmd on the commandline

sturdy coral
#

jesus well that was a pain in the ass

#

the OculusInput plugin ignores hmd=SteamVR and calls ovr_Initialize in a way that breaks steamvr (looks like it passes a different minor version)

mighty carbon
#

because it's designed to work with Oculus Home / software ?

sturdy coral
#

4.17 probably doesn't need it because I think they merged OculusHMD and OculusInput

mighty carbon
wild mauve
#

Anyone here ever successfuly grab some content from the VR Expansion plugin and drag it into their project?

#

I was trying to copy over the Vive Character and everything pretty much breaks

#

I have the VR expansion plugin installed properly and it's parented to the "VR Character" properly.

glossy agate
#

Did you migrate?

#

Or just copy and paste through the windows folder?

wild mauve
#

Copy paste.

#

I'm assuming that's not the best approach ๐Ÿ˜›

glossy agate
#

Nah haha. Right click and migrate

#

Also you want to export then import your input settings

#

Save you like 3 min of time

#

And you may need to add vrtrace channel back in unless the plugin does it for you

wild mauve
#

I'll be sure to add VR Trace back, I don't think it does haha

#

Thanks by the way!

#

I was copy pasta'ing all the code over and trying to replicate it hehe

tired tree
#

Heads up btw anyone that cares, if you have a fast moving game and had to turn late updates off for it due to them breaking at high speeds, 4.18 changed how late updates are done to get rid of race conditions between the game and rendering threads

#

not only does this fix the high speed massive issues, but in general late updates are higher quality and more stable

#

its likely worth either updating or backporting the changes they made

cosmic shoal
#

MIgration gave me headaches at first too. Coming from unity I was set on finding a way to make prefabs to export..

wild mauve
#

What's a prefab?

cosmic shoal
#

In unity you group things in a prefab and export them out, load a new project and load them in

sturdy coral
#

@tired tree thx, that's good to know. I thought they had already done something similar, putting it behind a lock?

cosmic shoal
#

well Technically it's a "package" not a prefab, prefabs are designed to be called at runtime from within your scene

sturdy coral
#

also, back on the topic of detecting headset worn state, beware if you do enable/disable stereo based on worn state that if the app is exiting and you enable stereo it will cancel the exit and make steam VR appear to fail to exit your app or possibly cause a force quit

#

quitting disables stereo, waits 4 seconds for it to apply, then quits, and if you reenable in the meantime the app abandons quitting

cosmic shoal
#

speaking of SteamVR I found a thinggie called iVRy that lets you use SteamVR on an iPhone ๐Ÿ˜„

wild mauve
#

haha that's pretty cool

cosmic shoal
#

you can use it with a cable or wifi

wild mauve
#

you mean like, with one of those headsets?

sturdy coral
#

is it using ar kit?

cosmic shoal
#

not using ARkit

#

just the giroscope

wild mauve
#

I wish the vive trackers weren't 150 bucks

#

I'd be better off just making one

#

ffs

#

with an arduino

#

I even already have the arduinos and a 3d printer lmao

sturdy coral
#

the photodiodes with micro driver board are pretty expensive I think

#

$2 a pop or something

cosmic shoal
#

I think inside out tracking like in Arkit and ArCore (android version) is the future for head tracking, controllers are a different matter

wild mauve
#

could buy em in bulk probably

#

you need like 16 per device right?

sturdy coral
#

I think they said the trackers have even more than the controllers

#

because they aren't able to have them on the bottom where you mount so they needed more to make up for it

#

yeah I don't think bulk pricing has been revealed

wild mauve
#

hmm

#

20 diodes on the controller

cosmic shoal
#

78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u78u7878787878787878787878787878787878787878787878787878787878787878787878787878787

sturdy coral
#

the newer design is supposed to get cheaper

cosmic shoal
#

sorry that was my cat

wild mauve
#

But does steam vr NEED that many tracking points?

#

or can you make custom trackers

#

with custom amounts of tracking points

#

because it's supposed to be open source right? Should be able to emulate it

sturdy coral
#

it doesn't need that many, but helps with occlusion and stuff

wild mauve
#

I wonder what happens if a diode "breaks" inside the controller

cosmic shoal
#

it probably just gets ignored

sturdy coral
#

it isn't really open source, but is free

cosmic shoal
#

I've heard about a bunch of controller failures, but not from the diodes, (usually the trackpad stops responding)

wild mauve
#

apparently an easy fix though

cosmic shoal
#

yeah, depends on how bad it is

wild mauve
#

I don't know if i'd risk my luck trying to fix it on my own

#

or sending it to htc vive

#

both are a gamble apparently

cosmic shoal
#

the easy fix is actually just to "pop" it in to place without opening the controllers. It seems after a good whack the seams get misaligned and pop out of position

#

I would open it, I find it fun to do stuff like that. My parents didn't find it funny when I took apart the phone when I was 8 tho.

wild mauve
#

Do you guys know what preset VRTrace is set to?

#

Block All or ignore all?

#

It wont import for some reason ๐Ÿ˜›

#

Actually nevermind it worked.

#

Oddly enough it ate up all my own pre-made channels.

#

Darn.

sturdy coral
#

use source control ๐Ÿ˜ฎ

mighty carbon
#

@raven halo what press outlets did you use to promo your Gear VR game ?

raven halo
#

hey man, sorry, just came back from a crazy weekend. Remind me tomorrow and I'll try to send you a list!

#

I'm going to bed now, just logged in to check work stuff before bed

#

๐Ÿ˜›

mighty carbon
#

k, thanks ๐Ÿ˜ƒ

tired tree
#

@sturdy coral they put the transform behind a lock, but they still access the scene references from an array that is built on the game thread, so the render thread and game thread could be reading/writing it at the same time. Now they have 2 of the transform and array and flip flop between them for each frame so the write and read is staggered

uneven moon
#

Any PSVR developers here?

glossy agate
#

Vblanco is the only one I have seen here

mighty carbon
#

The SDK itself though also has this:

#

"PC SDK 1.18 adds two Vulkan-specific functions that must be used by an application using the Vulkan API. Note that both NVIDIA and AMD released drivers very recently which address Vulkan issues. See API Changes below for more information.."

uneven moon
#

Trying to rotate my VR pawn when the thumbstick is moved left (DoOnce, offset rot 90 degrees in that direction)

#

Should it be under Axis Mappings? It doesn't work the way I set it up under Action Mappings

#

No prints either

wild mauve
#

Anyone happen to know what's going on here?

#

Everything seems to compile fine but when I try to use the Grippable object it doesn't respond

#

and when I try to use my old interactables they just act like physics objects.

uneven moon
#

Woah that's weird, it's almost like you're spawning duplicates because the originals never move

#

The knives, at least

#

How are you previewing this?

wild mauve
#

I just have a bunch of those daggers spawned lolo

#

what do you mean previewing?

#

I'm using VR Expansion's (Mordentral's) FPS Vive character

#

It's for quick testing without using the HMD

uneven moon
#

Does this still happen when you use the HMD?

wild mauve
#

Yeah, it would.

#

It's an issue with the object im trying to grab

#

not the character

uneven moon
#

When did this start occuring

wild mauve
#

I figured someone here might have experience with the VR Expansion stuff

uneven moon
#

What changed

#

oh

wild mauve
#

I implemented the VR expansion stuff into my project... ๐Ÿ˜›

uneven moon
#

Ah fair, that's an issue directly related to that, not the actual set-up of your game haha

#

So hopefully someone does have experience with it

wild mauve
#

Yeah for sure

tired tree
#

looks like you have it defaulted to manipulation grip on the swords

#

dunno how you have the daggers set up

#

them not picking up could be a ton of different things, since you just migrated files instead of building it yourself I don't know if you missed things or not

mighty carbon
#

@raven halo PM

mighty carbon
#

@tired tree do you happen to know if animation with root motion will have any issues in MP ?

tired tree
#

yea, i would suggest you not do it

#

while its all technically implemented

#

root motion movement is a pain in the first place

#

let alone in multiplayer

#

depends on if its a bot or a character though

mighty carbon
#

what's the difference between a bot and a character in this context ?

#

I wouldn't use it for player per se, but it just looks so much better when AI uses root motion - it keeps them grounded and feet never slip (unless they do because of animation itself)

tired tree
#

characters have to have root motion built into the character control

#

its a huge PITA

#

bots, are bots, so if you treat the root motion as part of it then it works easier

#

but its still going to be more work

#

i'm not an animation guy, but there are a ton of complaints about root motion floating around and my brief experience with it was not fun

#

also the character source dealing with it is...interesting

#

root motion is applied outside of standard control

real needle
#

How do you participate in Steam Sales? I'm wondering about their upcoming Halloween sale, I don't see a way to opt-in. Has anyone had experience with participating before? Is it invite-only?

mighty carbon
#

got it.. I guess I'll stay way from it

#

they'll send you an e-mail @real needle

#

then you follow the instructions in that e-mail

#

at least that's how it used to be up to the last sale

real needle
#

that email goes out to all devs, then?

mighty carbon
#

that I don't know

real needle
#

okay, thanks for the info

mighty carbon
#

np

mighty carbon
#

@raven halo still asleep? ๐Ÿ˜ƒ

mighty carbon
#

I am wondering if @raven halo gets notifications when he gets highlighted ๐Ÿ˜‰

raven halo
#

sorry dude, I'm just so insanly busy

#

im ignroing everything

mighty carbon
#

mm..k

real needle
#

Anybody tested Virtual Reality Spectator Screen? My render is sparkle, a kind of aliasing ... I tested many things in the parameters (canvas render target & SceneCaptureComponent2D) but it does not change anything.

sturdy coral
#

@real needle scene captures don't support TAA, so you get aliasing

#

I think you can use msaa and try some of the shader/specular aliasing workarounds

real needle
sturdy coral
#

@real needle seems hard to tell, max res is 720p

#

they could be running it at 4k and downscaling or something

wild mauve
#

compression alone will kinda stop it from really being visible on youtube ๐Ÿ˜ฆ

sturdy coral
#

I can see undersampling on the UI text

#

actually I can see lots of flickering that wouldn't be there with TAA, like the stain/or vegetation that is over the blue part of the fence

real needle
#

yes, ui text seem sparkle

sturdy coral
#

the wall itself isn't going to have aliasing because it is just a quad with a properly sampled texture

#

specular aliasing doesn't really happen with flat diffuse

real needle
#

Yes, you are right

sturdy coral
#

it could possibly be visible on the specular reflections of the black paint, but I don't see it

real needle
#

I would make good vr screen capture video ... is not easy !

#

I'll make some tests with msaa

sturdy coral
#

you will have to switch everything to the forward renderer

#

you can still use TAA with forward if you want, you may find a way to turn on TAA only on the headset and turn on MSAA on the capture

#

it may require some source changes

#

or at least C++, all the scene capture options aren't exposed to blueprint

real needle
#

humm, ok ... ๐Ÿ˜ฆ

#

I hope that will easily to next version of ue4

sturdy coral
#

the "ShowFlags" are what aren't all available in blueprint, it is pretty easy in C++

#

I needed it for rifle scopes, this was the whole of my class:

#

#include "Components/SceneCaptureComponent2D.h"
#include "SceneCaptureComponentNoShadows.generated.h"

/**
 *
 */
UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class SHOOTERGAME_API USceneCaptureComponentNoShadows : public USceneCaptureComponent2D
{
    GENERATED_BODY()
    USceneCaptureComponentNoShadows(const FObjectInitializer& ObjectInitializer);


};```
real needle
#

my knowledges is limited ^^

sturdy coral
#
#include "SceneCaptureComponentNoShadows.h"


USceneCaptureComponentNoShadows::USceneCaptureComponentNoShadows(const FObjectInitializer& ObjectInitializer)
{
    ShowFlags.SetDynamicShadows(false);
}```
#

there might be a similar showflag for MSAA

#

(would still require forward everywhere)

real needle
#

Ok thank you. I work with @eternal inlet , maybe he will understand better than me ๐Ÿ˜ƒ

eternal inlet
#

@real needle and @muchcharles#2724 sadly i don't do much c++ either ๐Ÿ˜

real needle
#

I spoke too fast

eternal inlet
#

could be that someone on answerhub knows it?

#

it is indeed very strange that the scenecapturecomponent makes colors look grainy

sturdy coral
#

that might be a different problem

#

grainy colors or aliasing?

eternal inlet
#

well the aliasing i don't think we can do much about

real needle
eternal inlet
#

i was more worried about the loss of colors

#

yeah, it's quite visible on the clouds

sturdy coral
#

hard to tell without a comparison

#

I think there are some options on whether to do tonemapping or not

#

because a scene capture could get tone mapping from the main tonemapping pass if it is displayed in game

#

but if it is the whole mirror window, it needs its own tonemapping

eternal inlet
#

this is how i set it up

sturdy coral
#

looks like LDR to a HDR target

glossy agate
#

Will the camera post processing bring the color back? Like if you are losing saturation

sturdy coral
#

not sure if that is the only problem

eternal inlet
#

oh right, but i tried HDR settings, and then everything gets dark

#

like the gamma is toned way too much down

sturdy coral
#

does your render target have the right srgb settings?

eternal inlet
#

it looks like this

#

this vs

#

don't mind the vignette

#

the middle of the top picture is how the colors are normally

#

as you can see... much too dark

sturdy coral
#

middle of the top?

eternal inlet
#

i mean

#

the center of the top picture

#

sec, lemme remove the damn vignette

sturdy coral
#

if top is supposed to be how it looks normally, the middle of it looks darker than the middle of the bottom

#

k

eternal inlet
#

clearly that is much darker than the non-spectator

sturdy coral
#

oh, but you said top was how it was normally, you mean the top was the spectator and the bottom was normal?

eternal inlet
#

but @real needle can you tell if the dark one is grainy too?

#

yes sorry Muchchales

real needle
#

if i change gamma ?

sturdy coral
#

one answerhub says to use a gamma of 2.2

#

there are lots of topics on it

#

you will probably want to look for someone rendering a scenecapture to a slate widget or something, since post processing wouldn't affect that and it would be similar to the mirror view

eternal inlet
real needle
#

2.2 is same thing

sturdy coral
#

I think you might have something wrong overall in your setup though but it would take experimentation to find out what

eternal inlet
#

here it's easier to see the levels of tones

#

i set it to 2

#

even with 3 doesnt make much difference

#

this is the setup

#

not much i can see how i can do different

sturdy coral
#

rendering ldr 8 bit probably has srgb, and then putting it into 16 bit linear probably isn't getting converted right

eternal inlet
#

so u mean that rendering is happening in 8bit when set to texture?

#

becoz the other options give the right gamma

#

and dont loose the colors

#

this is how it seems to work