#virtual-reality

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wicked oak
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more like a laptop

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phones have 4 big cores and 4 little cores

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or similar stuff

sturdy coral
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yeah says 4 Cortex A57 and 4 Cortex A53

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the a57 @ 1.9Ghz and a53 @ 1.3Ghz

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yeah doom assets were modified, which might have included combining meshes for lower draw calls

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I don't know how they clock them mobile vs. docked etc.

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but still, that is pretty weak hardware

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they only run at 30hz though

tired tree
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waiting for final screens, because the "video" preview looked pretty bad

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no idea if it was video compression killing it since it was already muddier, or if it really is that low res

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oh..

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there was a review two days ago....might actually be that muddy

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"Unfortunately, while playing DOOM it seemed as if vaseline had been smeared across the Switch screen. The game looked muddy as hell, which prompted me to ask a rep if there was something wrong with the Switch I was using. She assured me there wasnโ€™t, and after getting a look at the game running on other demo units, it looked that was indeed how the game looks and itโ€™s not great (I also asked the same Bethesda rep about the resolution. She didnโ€™t have an answer). The DOOM station was situated right by a giant window, with the light of day causing a nasty glare, which further exposed the lack of graphical fidelity. Enemies were hard to distinguish from the background, and button prompts that appeared on screen were impossible to make out due to the size of the text."

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guess that answers that one

sturdy coral
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yeah, that could just be because it a dark game

wicked oak
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TAA intensifies

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seems to be rendering at maybe 500p

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and then upscaling to 720p with temporal

sturdy coral
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yeah it could be TAA issues I guess

tired tree
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not like anyone expected the golden god of shooters on the switch anyway

wicked oak
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playing it on a controller is still a crime

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you cant play it properly

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from time to time i play arcade mode, where i go around like a speed demon hitting everything. You cant go that fast and that accurate on a controller

mighty carbon
sturdy coral
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non-vr makes a lot of sense for it, many more games should be 2D and VR IMO

mighty carbon
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perhaps

tired tree
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def anything in space with a ship it doesn't make sense to limit to VR

mighty carbon
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I can probably release my new project as non-VR game.. But I am definitely going to make it for VR first.

uneven moon
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Any PSVR dev?

tired tree
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@mighty carbon pretty sure the point is to make it for both

sly elk
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im planning both vr and non vr.. its maybe 20% more work and the potential audience for non VR is way bigger

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depends on the game though

sturdy coral
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balance is the challenging part

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in competitive stuff at least

sly elk
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yeah. Fortunately I don't have that issue. My big problem is parity in dexterity

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which is an issue with VR as well. I would love to support something like the knuckles controllers

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but if I make the game require that much finger level dexterity then I will have issues with vive wands or mixed reality

glossy agate
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Just tested someone elses game from here that had 2D and VR support, also had mixed support. Was pretty cool. Actually ran smoother in VR than 2D for me for some reason. Pretty sure they were using the VR expansion plugin for the support.

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Game was Water Planet coming out in a few weeks I think

mighty carbon
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well, I don't really care much for non-VR gaming anymore.. It's no longer as immersive as it used to be. So I'd rather focus on what I enjoy and once it's all said and done, I can tweak balance and gameplay for non-VR (using same levels and same assets). Probably would have to make new view weapon models and anims for non-VR.

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(would be the same package, just with non-VR functionality added)

uneven moon
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Is there a way to set inputs based on HMD used? If the CV1 is being used, I want Button #1 to = X, but on Vive, Button #1 = left MC touch pad, left pressed

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Or do I need to package 2 separate builds for the respective HMD?

sturdy coral
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@uneven moon you can put a branch on HMD after each event

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or in C++ there are better ways

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I think it is called setupinputcomponent on the PlayerController, to swap to different bindings and stuff

uneven moon
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The only issue I'm having is being able to set the console A and console B as I can't find anything regarding this in the Engine - Input settings
UE4 can't tell the difference between the Oculus and the HTC Vive with inputs, the inputs are generic for both consoles
But, I can tell the pawn which inputs to use based on which console is being used
If I can figure out how to tell the engine that SET A of inputs = Console A, and SET B = Console B

glossy agate
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@uneven moon Look at the schematics for button layout numbers on both controllers. The buttons may already overlap how you need, or you may be able to rethink them in a way that will be less work.

uneven moon
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I think with this, I can probably tell the pawn which set of inputs to use

sturdy coral
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yeah that's what I meant by branching on name

uneven moon
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Well, all the inputs are MotionController generic, only difference is the HMD controllers are mapped differently

tired tree
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no you can't

uneven moon
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Damn, do I need to package 2 builds then?

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One for Vive one for Oculus?

tired tree
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for steamVR unless you use ouclus only

sturdy coral
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@tired tree well you need your plugin to get the name if using steamvr

uneven moon
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I use both, also PSVR

tired tree
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it will always report SteamVR

uneven moon
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So 3 separate builds huh

tired tree
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you then have to go get the actal hardware name

sturdy coral
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and the controller model has a different transform

uneven moon
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So SteamVR might register as Oculus is what you're saying

tired tree
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no

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steamVR will always return SteamVR

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no matter what hmd is connected

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its how they implemented that node

uneven moon
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But SteamVR supports Oculus though

tired tree
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thats my point

uneven moon
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I need people on Steam to be able to buy the game and based on their actual HMD, have certain input mappings

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So it has to support both

tired tree
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you have to directly query the sdk to detect which hmd is being used

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epic doesn't implement it

sturdy coral
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if using steamvr, you need a different node than GetHMDDeviceName to discriminate between the two

uneven moon
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Damn.. would it be easier to ONLY support HTC Vive on Steam?

tired tree
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no....

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that would be harder

sturdy coral
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you will run into lots of other problems if you want to support both rift on steamvr and rift on native

tired tree
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you would have to run two different launch options

uneven moon
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Do you have any links to somewhere that explains the process? I've not done this before for release

tired tree
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we just explained it....there is no doc for this

uneven moon
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I don't know how to query the SDK for example

tired tree
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do you know c++?

uneven moon
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No, the proj is fully BP

tired tree
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well it will need c++

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either a plugin or a small class in your project

uneven moon
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Any realistic solutions, even with compromise if I stick to BP?

tired tree
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option in menu

uneven moon
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So I let them choose their device and set inputs based on that?

tired tree
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but that will get more unweildy as more hmds are added to steamvr

sturdy coral
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there is a console command that I think can query it

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but I don't think you can read console command results in BP without C++

uneven moon
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I don't suppose this would be it

sturdy coral
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that's the one I'm thinking of, but I'm not sure it gives enough info

uneven moon
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I suppose something as basic as 'Rift' or 'Vive' would work?

glossy agate
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Both controllers have like 1-8 button number. You can compare the 2 and work out your inputs so it works on both. Its pretty intuitive and it worked for my game.

uneven moon
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Yeah, that's what i'm thinking

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Is there a way to set, in BP, that Button 1 = Button

tired tree
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that would give enough information

uneven moon
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So I can do this on beginplay

tired tree
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it does MF, Model, Serial, and driver

glossy agate
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Use your input settings

tired tree
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but it returns as a conjoined string

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to console

uneven moon
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In my input settings, I have MC button 1 set to do a certain action but on beginplay, if HMD is Vive, I need to change it to something else, and if Rift, keep it the way it is

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Can I alter my default inputs in BP?

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in real-time

tired tree
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they have notes about opening up those to blueprints, guess they just haven't gotten around to it yet

uneven moon
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that would be really useful

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hmm

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trying to think of how I'd override those inputs in BP

granite jacinth
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Input remapping is possible in BP

uneven moon
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Okay good, thanks Victor, I'll look into it

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Should be a quick solve

granite jacinth
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Relatively simple

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A bit cumbersome tho

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Just look for the nodes

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They are pretty self explanatory

uneven moon
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Do you know if the HMD Detect will let me effectively remap to Vive / Rift?

granite jacinth
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I am sure someone must have done a Tutorial by now also

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You can do it however you want

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A simple switchcase

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What I did before though

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Was simply have different inputs for rift and vive

sturdy coral
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if you ship with both the oculus plugin and steamvr you need to patch some other stuff in C++ to support rift via steamvr

granite jacinth
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In project settings

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If they overlapped

granite jacinth
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I did a switch case in bp

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I have functions for my inputs so, it is a matter of allowing it to do what I want depending on platform

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Hmm, I never had issues with both rift and vive

sturdy coral
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the oculus plugin gets priority by default so it only affects things if you are trying to support both the rift plugin and the rift via steamvr

granite jacinth
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Ah, you are doing commandline

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Gotcha

sturdy coral
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main reason to support both is people complain if you don't have native Oculus sdk support

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but people also want to be able to use the steamvr overlay and message friends and stuff

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without taking of the HMD

glossy agate
granite jacinth
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@wicked oak update for psvr?!

wicked oak
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there are a couple highly stupid bugs

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that im preparing a hotfix for

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i watched a minor streamer (with liike 5 views) hit those

sturdy coral
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how quickly will they let you get out a fix on PS4?

wicked oak
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they have a hotfix specific short way

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if you are only doing minor tweaks, you dont need to do full patch review

sturdy coral
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oh, that's nice

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@wicked oak do they have like a "new arrivals" area of the store where you get featured?

wicked oak
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ive had around 6-10 concurrent players since release

mighty carbon
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Oculus introduced refund policy today

uneven moon
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How long ago did you release, @wicked oak ?

wicked oak
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couple hours

uneven moon
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Damn, nice man

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Any trailers up we can check out?

wicked oak
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steam page has the latest

uneven moon
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I just got approved into the Sony program but I have no clue what to do from here on, did you have to wait a while after you filled out the banking/tax/etc. info out? When I log in, it just takes me to the Checklist page but there are no steps left

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Also, what's the game called?

wicked oak
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that was hella fast

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like, really damn fast

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it was like 3 weeks for one of us

uneven moon
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Yeah it took like a week for us

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After the form with the IP

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What's your game called?

wicked oak
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DWVR

full junco
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@wicked oak a streamer hit bugs that sony didn't find? I thought you said sony finds everything? ๐Ÿ˜›

mighty carbon
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lol

wicked oak
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they find them, but they do not report "game" bugs

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they only report tech bugs or crashes

full junco
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ah

glossy agate
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Yeah with PSVR can you even put out beta keys to have a few testers look at it for you before release?

mighty carbon
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I noticed that none of the AR solutions that involve HMD support UE4 ๐Ÿ˜ฆ

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it's all about Unity

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๐Ÿ™„

sturdy coral
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it looks heavy

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that cel shading looks cool, hope it works well in VR

mighty carbon
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what do you mean by "heavy" ?

tired tree
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mmm, think i found the solution for the stereo portal late update issue

uneven moon
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Does anyone know what the device names are in UE4 for Vive and Rift?

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As in, how they're written out exactly

full junco
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just print it out

uneven moon
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I don't have a Vive

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I can check the Rift one

full junco
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well then just check if its != rift for the vive ๐Ÿ˜›

uneven moon
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So if it's Not rift, set as Vive? haha

full junco
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yeah

uneven moon
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Sounds good, thanks

full junco
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I dont think you'll be able to create a game that nicely plays on vive if you only have a rift

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you need both for testing

uneven moon
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Don't have a budget, unfortunately - we need to test on Vive, Rift and PSVR

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It's our first project, it's a hit or miss

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But I'll do some testing with others

granite jacinth
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you guys are silly

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SteamVR

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OculusHMD

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should be

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one sec, opening up my project anyway

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@uneven moon

sly elk
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fwiw the name of the OculusHMD changed in 4.17

granite jacinth
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Aye, that's what I wrote ๐Ÿ˜‰

uneven moon
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Oculus prints as Oculus Rift

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I'm using 4.16

tired tree
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"SimpleHMD"
"PSVR"
"OculusHMD"
// No Gear VR name, returns oculushmd
"SteamVR"
"FGoogleVRHMD"
"OSVR"
"AppleARKit"
"FGoogleARCoreHMD"

uneven moon
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Strange..

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I did this:

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And got 'Oculus Rift' as the print

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I then tested it in a branch and got a True if the name = Oculus Rift

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This ^

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4.16

tired tree
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static FName DefaultName(TEXT("OculusRift"));
return DefaultName;

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yeah they change them later

uneven moon
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So for 4.16 I'm good?

tired tree
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yes

uneven moon
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Okay cool

sturdy coral
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@mighty carbon I mean the weight of it. it looks large so I assume heavy

uneven moon
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How did you find all the references without doing prints?

full junco
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he looked at the source

uneven moon
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Ah gotcha

tired tree
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they changed the plugin name from OculusRift to OculusHMD in 4.17

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and merged gearVR into it

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it managed to break the template and a bunch of peoples projects that were relying on that very same string compare that you are using

full junco
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I'm currently testing 4.18 preview 2 with vulkan to see how performance is

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in 4.17 it wasn't that great

wicked oak
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@full junco tell me the results plz

tired tree
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i'll be curious as well

wicked oak
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im currently having issues becouse epic had the ingenious idea

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of making both the normal gamepad

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and the AIM controller

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use the same inputs

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in fact, they arent like multiple players or anything

tired tree
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I didn't check out the vulkan part of 4.18, were there significant changes?

wicked oak
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they go through the same exact events

full junco
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what was the command for setting the max fps?

wicked oak
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this has the great part of "wait why the fuck some streamer has fucked up input"

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becouse his gamepad had fucked up input, and was overriding the aim controller joystick

full junco
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@tired tree there were a lot of improvements to vulkan, yeah

tired tree
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t.maxfps

full junco
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ah right, thanks

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doesn't seem to work in vulkan, I'm capped at 60 fps

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might still be impossible to disable vsync

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but yay, profilegpu finally works!

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they don't show the total time there, how annoying

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it feels and runs very smooth though and this is the first time I don't see any visual artifacts

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but this is only the third person example project

tired tree
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do you have frame rate smoothing on?

full junco
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maybe

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I remember a few versions ago rolando said vsync can't be disabled in vulkan yet

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I had smooth frame rate enabled

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disabling that doesn't do anything though

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SSAO seems to be super slow in vulkan

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ha, I reported the bug that running the editor doesn't work with vulkan in 4.18, and 4 minutes later rolando replied that he can't repro it ๐Ÿ˜› that was quick

wicked oak
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im editing the ue4 code to send the AIM joystick events to MotionControllerJoystick

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instead of normal gamepad

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that should let me differentiate

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dammit epic

uneven moon
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Is the Aim controller not recognized as a default PSVR controller?

wicked oak
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nope

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its recognized as a dualshock gamepad

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same inputs

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the issue is that the controller is overriding itself

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ive just edited the code to turn the gamepad axis events into motion controller joystick events

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it has code that is like this

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As you see, the FGamepadKeyNames::Motioncontroller... stuff is there

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becouse i changed it

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it was GamepadLeftJoystick before

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essentially its polling the gamepad and sending the inputs to the engine

mighty carbon
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does UE4 do async compute for anything, especially in VR ?

full junco
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not really

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async compute is only relevant for AMD anyways currently

mighty carbon
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says that guy

sturdy coral
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the main advantage of it is doing compute heavy stuff while doing separate memory bandwidth heavy stuff

wicked oak
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the idea is to keep the gpu at 100%

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so if the gpu is doing shadowing, wich is 100% rasterizer bound (it doesnt run pixel shaders)

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then your async shader is using those unused compute units to do other stuff

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and yes, unreal does use async shaders

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in ps4

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SSAO is done on async

mighty carbon
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but not on PC ?

full junco
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yeah, not on PC

sturdy coral
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compute shaders are used for some stuff on PC, I don't know if they run async

mighty carbon
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lol, bizarre

full junco
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how can I see until which commit the 4.18 branch is in the 4.18 preview 2?

mighty carbon
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imagine UE4 renderer was as awesome as id Tech 6 renderer...

full junco
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ah, the tag I guess

sturdy coral
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yeah git log [tag_name]

full junco
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don't need console commands, can just use the website

sturdy coral
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too much clicking

full junco
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disabling vsync is not yet supported on vulkan rolando said

wicked oak
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getting a bigger amount of players, currently beetween 10 and 15 sustained.

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If google analytics its to take seriously, it already sold a hundred copies

sturdy coral
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that seems like a good start, it isn't even peak playing time yet

wicked oak
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im still really sad there are a couple quite big bugs

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one where trying to use the PSVR aim controller can fail if your dualshock 4 is whack

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as the shitty joystick will override the aim controller imput

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as my controller is on a 100% pristine state

sturdy coral
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ah so is it like the ps4 controller is out of the deadzone and overrides it?

wicked oak
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doesnt happen to me

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yes

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in fact, its weird, i have no deadzones

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absolutely no deadzones at all

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i just went and added my own deadzone to the movement code,

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and also made sure to change the aim controller code

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so instead of calling the axis events as Gamepad Joystick, it calls them as Motion Controller Joystick

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like the vive/touch joysticks

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now both devices have different inputs

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and i can do logic properly

sturdy coral
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I've noticed one of my touch controllers never returns 0 for the joystick axises

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it always has a small value

slim raft
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Haven't used Oculus stuff, but Vive controllers have similar issues with their touch pads.

wicked oak
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@slim raft not at all

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they report 0 when they arent touched

slim raft
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When I said similar I was thinking about the center position being offset in general

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When you are using them as joysticks you don't really ever lift your thumb off them

tired tree
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depends on the angle of your thumb as well though

sturdy coral
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the steam controller has a good option where you can set it relative to your initial touch

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not that that is hard to implement on your own

slim raft
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Wait, it has that option built in?

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I did implement that on my own

digital marlin
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What are the steam controllers like compared to the PS4 ?

sturdy coral
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yeah (the steam gamepad controller)

wicked oak
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@slim raft man, the whole point of steam controllers is to leave the players to tweak the settings

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they are highly customizable

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just make sure your events are easily rebindeable in steam

sturdy coral
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I like it compared to PS4's controller for everything I've tried it for, except flying planes in battlefield

tired tree
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@slim raft replied to your forums post with a header for a derived SceneCaptureComponent that alters the location / rotation just prior to rendering

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you'll have to do all of your custom logic in there instead, I just used basic relative offsets for a hackish test

tired tree
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its not full on render thread late updates, pretty sure that would take engine edits

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but its the latest possible game thread update

slim raft
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I'll take a look

uneven moon
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Hey, I'm trying to package my game but I keep getting errors saying that it can't find certain assets

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I deleted them a while ago

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How can I tell UE4 to not need them or look for them when packaging?

granite jacinth
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@uneven moon Did you fix up redirectors?

slim raft
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@tired tree So, I see the header file. Can you give me a run down of how exactly I use this class?

tired tree
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just a replacement for the scene captures

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add your movement logic into the function override

slim raft
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So all my update logic needs to go into UpdateSceneCaptureContents?

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When is UpdateSceneCaptureContents called?

tired tree
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just prior to sending the scene capture information to the render thread

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its the very last function before that

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anything later would have to be done in the render thread

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and there isn't an easy in like with the normal components

slim raft
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So its called on all scene captures?

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Does it matter if update every frame is true?

tired tree
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yeah you likely want it on auto every frame

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when you call capture is when it sends the data to the deferred list to render

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and that function is called

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but i gotta go, good luck, doubt it will totally clean it up but it may make it tolerable

quiet badger
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I am so freaking stuck with a bug right now. On first launch of my game I can open my vr widget based menu and highlight items with my widget interaction, but I can't click anything. If I close and reopen my game, from that point on the menu will always work. Steam failed my game because of this bug and I even told them about it in advance. How do I test for this????

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I'm using Weapon Master VR, redfoxx is stumped too

pearl tangle
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well yeah it sounds like a pretty breaking bug why do you think warning them in advance of a bug would change things? Sounds like a focus issue of some sort or a timing issue with the widget input being enabled. Try a 0 second delay can sometimes fix those things @quiet badger

glad plank
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@pearl tangle He figured it out. Something got disconnected that needed to be connected.

tired tree
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@slim raft btw, forgot to mention, you need to remove the camera position code you were using and directly query the hmd location. No matter what tick group you use the camera isn't updated until after all ticks are done, so you will always be a frame behind, which would explain why I couldn't see the same extreme wobble in testing.

mighty carbon
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@wicked oak so, how goes with PSVR sales ?

wicked oak
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quite well

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if google analytics is serious, around 150

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americans are still in the morning, so we will see how it goes through the week

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im going to publish a hotfix now

mighty carbon
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I doubt too many will get the game in the next 8 hrs or so (target audience is probably at work/school)

wicked oak
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yup

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good time to upload the patch

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if it sells today as much as yesterday, ill clearly reach the goal of being profitable

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wich means devkit and freelancers got paid back

mighty carbon
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nice

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I guess you are the guy to go to for PSVR ports ๐Ÿ˜‰

sturdy coral
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@quiet badger I get the same issue in shootergame, opening and closing the console fixes it

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but shooter game has a hook to restore focus after opening the console:

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grr can't find it, but somewhere when you open and close the console it resets focus

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just finding a bunch of stuff about console (PS4 etc.) when searching for it

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here it is:

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{
    //Always tick the super
    SCompoundWidget::Tick( AllottedGeometry, InCurrentTime, InDeltaTime );

    //ugly code seeing if the console is open
    UConsole* ViewportConsole = (GEngine !=NULL && GEngine->GameViewport != NULL) ? GEngine->GameViewport->ViewportConsole : NULL;
    if (ViewportConsole != NULL && (ViewportConsole->ConsoleState == "Typing" || ViewportConsole->ConsoleState == "Open"))
    {
        if (!bConsoleVisible)
        {
            bConsoleVisible = true;
            FSlateApplication::Get().SetAllUserFocusToGameViewport();
        }
    }
    else
    {
        if (bConsoleVisible)
        {
            bConsoleVisible = false;
            FSlateApplication::Get().SetKeyboardFocus(SharedThis(this));
        }
    }
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for whatever reason toggling the console on and off will fix the focus issue for me, even if the viewport already had complete focus

mighty carbon
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lol or rofl ?

slim raft
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๐Ÿ˜†

tired tree
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ouch

granite jacinth
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The funny thing is

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It's actually not the worst idea ever

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But, there are bound to be people who are going to be butthurt about misuse of a wheelchair

wicked oak
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its fucking retarded

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there is little to no change beetween that and just be seated with traditional locomotion

sturdy coral
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you need a full kuka arm:

glossy agate
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Yeah they already have a foot pedal thing that is similar, but you get to keep your hands free on the controller

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Need that arm to play echo arena the right way

sturdy coral
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it gives really strong sensations of flight

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the harry potter ride at universal uses them

#

I don't know if you had any control over it

tired tree
#

Best use case yet

slim raft
#

It requires the app to be specifically developed for it. The user base will never be large enough to justify that.

mighty carbon
#

high quality AR would be good for pr0n

#

๐Ÿ˜†

glossy agate
#

Just need GPUs good enough to render some high quality skin shaders, and labia SSS

spiral zephyr
#

must...resist..making...ARwaifu...app...

#

...pride...of..my...parents......

wicked oak
#

@spiral zephyr easy money tho

#

like actually easy money

spiral zephyr
#

ye for suuuure

#

maybe sell under an alias

#

haha

wicked oak
#

i cant art, so i cant do that myself

#

and ripping of 3d waifus from places over the internet and games is not really that much legal

spiral zephyr
#

photoscan yourself immediately

slim raft
#

If you can find a platform for distribution that doesn't ban such wonderful ideas

mighty carbon
#

it seems like if you sell it in USA, maybe worth thinking about alias. I don't think pr0n looked down upon as much in countries outside of US as in US

wicked oak
#

@slim raft plenty of waifu simulators around

#

Patreon would work great

slim raft
#

I think most app stores disallow porn, so you might have to to some marketing on forums and such

spiral zephyr
#

but i also want to not hate my new sellout self

#

meh, porn? just skimpy bikinis

#

and physics

slim raft
#

๐Ÿค‘ ๐Ÿ† ๐Ÿ‘Œ

spiral zephyr
#

or a pretty robot like edie or something would work

glossy agate
#

Just have to be able to pose them so weebos can take selfies with them to put on Instagram and devient art

spiral zephyr
#

maybe 2 lines of voiceover

#

ye

#

ARkit is really fun in mirrors, all ar-things are vampires or exist just in mirror

#

i mean arcore, but same same

mighty carbon
#

AR should come with strong AI

#

then lonely single people could have companions (for pr0n and talk) and we can buy Ferraries ๐Ÿ˜„

glossy agate
#

OpenAI, if you can write python

mighty carbon
#

well, actually no AI is needed - just have a real person behind the avatar ๐Ÿ˜ƒ

wicked oak
#

no, that ai wouldnt work

#

you would need game style AI

#

with a fuckton of possible states

glossy agate
#

Hey it beat the best dota players

wicked oak
#

in a narrow well defined problem

#

you dont want it to "win" against a human

#

in games you need to be interesting

mighty carbon
#

AI has to be conversational

wicked oak
#

and you cant really code an interesting metric

tired tree
#

granted evolutionary ai isn't required to use a win condition for state changes

#

you can tie "winning" to making a person happy

glossy agate
#

I thought the waifu thing was shallow. They just wanted to pretend they are interacting with a teen cartoon girl with bouncy boobs

tired tree
#

or less than solid concepts, if you work it right

mighty carbon
#

I am talking about AI AI.. The one you can talk to

tired tree
#

but its an emergent field still, even this far along

mighty carbon
#

doesn't have to be human-like, but something that isn't boring and evolves (conversation wise)

glossy agate
#

Or the AI is trying to get the player off. Have the player do thumbs up or thumbs down for learning reinforcement

mighty carbon
#

I wonder what kind of AI could recognize emotions and have conversation going.. Probably something that doesn't even exist yet

tired tree
#

it does to some extent

#

but its not far enough along to be worth it for something like that

#

too uncanny valley

glossy agate
#

But the new iphones have face recognition now, so someone will probably try it soon.

tired tree
#

they have emotion detecting face tracking already with fairly good results

#

but you have to account for a very large variability

#

and the conversation is the hard part

mighty carbon
#

true

#

but still it should be good enough for AI to kind see you are moving like a tired person and don't have a happy face to ask you : "Master, are you stoned?!" ๐Ÿ˜›

glossy agate
#

haha

tired tree
#

body hints are harder than facial ones to a point

#

and requires more work

wicked oak
#

ive said many times that cute pets and waifus are the killer apps of AR

#

waifus are too nerdy, but everyone would like to have some kind of neat virtual pet

tired tree
#

oh they are...they making a killing on patreon

#

but its not very fullfilling, so I guess its up to your priorities

glossy agate
#

Next laptop Ill probably get a mac just for ARKit. Have windows at home for real VR.

#

Ill try it maybe. Compile thousands of lines from JOI videos, then thumb up or thumb down to pick your own adventure down the tree. Ill make between dozens or millions of dollars.

wicked oak
#

@tired tree some people do have fun doing lewd stuff

#

you only need to see all the doujins for anime/manga. where amateur artists draw their own manga about other stuff (most of the time lewd)

mighty carbon
#

I don't really like all these waifus apps.. Graphics are horrible, anims are worse, no AI at all. Meh.. I also have a real pet, so dumb VR/AR pets aren't attractive either

#

well, anime/manga look 1000s better than any 3D stuff I've seen so far (in VR)

#

There are some cutesy looking anime games on Steam, but those are just games and not in VR

#

I still think until AR comes in the form of goggles it won't be a mass market everyone has/uses on daily basis

wicked oak
#

its becouse people suck at making them

#

i do know the tech to do proper 3d anime, but my artist skills are limited

#

i could probably get one of those models and improve it (tech side) to look quite good

mighty carbon
wicked oak
#

that is fucking retarded

mighty carbon
#

you bet

#

they should have hired him, and if he didn't fit in, they could have fired him easily - that's what 3 month probation period in US is for

spiral zephyr
#

@glossy agate why not googles arcore? waiting a couple years? At some point it'll get 'unified' with gEarth, and ai will use existing sensors+knowledge of aprtmnt layout/habits to track good enough from pocket inside and, plus gps etc on the go.

AI problem is no problem as long as connected, bc cloud AI for heavy lifting/stuff that can take 3 secs to respond

mighty carbon
#

3 sec isn't bad at all

#

(if that's what it is really, for average house Internet connection)

glossy agate
#

I just have iphone which is why I was going that route. So I can test it

wicked oak
#

@glossy agate emulation

spiral zephyr
#

i admit in 3wks of arcore dev i've lost 35 hours bc no emulator

#

nice breaks tho

sly elk
#

Hey- For those who have done psvr games. What was your your drawcall target?

wicked oak
#

@sly elk same as PC

#

in fact, its faster on ps4

#

i think i run 1500 drawcalls

tacit quest
#

hey guys, has anyone bought any of the vr hands from the marketplace? or know where to get good high quality hand with basic open/grab/point/thumb poses included

#

?

wicked oak
#

yes, drawcalls use less performance on ps4 than on a big ass gaming pc with literally 4 times the power

#

blame multithread rendering optimizations, async shaders, and a low level graphics API

slim raft
#

I haven't seen any hands that looked worth buying.

#

Bought a set from Ironbelly and regret it

tacit quest
#

ya those have some bad reviews, i was looking at the other pack from benedikt, but they don't seem to have poses. he has a youtube video setting up an animation bp, but doesn't show where the animations or blendspace come from, and the grab looks pretty bad

#

oculus hands are awful, thought hands would have been a solved problem by now, it's weird

mighty carbon
#

why are they awful ?

#

(Oculus hands)

tacit quest
#

they are low poly with terrible topology that don't deform correctly with animations

mighty carbon
#

where did you get those ?

tacit quest
#

unless there is a high quality version i'm not finding

#

i got the unreal demo from oculus and the hand pack, both contained the same hands

mighty carbon
#

btw, get yourself Daz Studio with Genesis 3+ models and cut off their hands.

tacit quest
#

not in budget

mighty carbon
#

it's ... free

tacit quest
#

time isn't free

wicked oak
#

blender

#

there is makehuman

#

cut off their hands

mighty carbon
#

the time you spend asking questions here would be better spent downloading Daz and cutting model's hands off ๐Ÿ˜›

tacit quest
#

not really, i don't have the time, would have to pass off to artist, editing, cut up, make poses, etc, was hoping there was out of the box solution. the vr template is perfect except robot mesh unfortunately

mighty carbon
#

okay...

wicked oak
#

vr template is not enough

#

if you want good hands

#

download the oculus sample

#

they are white untextured, but they have good animations

tacit quest
#

^ oculus hands are garbage

#

have you seen the topology?

wicked oak
#

i just used the skeleton for my hands

#

but my mesh is mine

sturdy coral
#

Should be possible to animate the ue4 ones to just match their animations

#

Most of the animations are just blending between two poses

tacit quest
#

ya was hoping not to have to put too much time into hands. client work, limited time/budget, hoping to spend less time making hands n stuff. will have to make poses regardless i think, might just buy the benedikt hands and get some poses made

#

it's the mesh in the template that doesn't jive, need human hands

#

just wanted to ping you guys to see if there was a secret stash people were using since no one was filling the gap in the marketplace

wicked oak
#

well mate, VR needs good hands if you are going to use hands

#

thats why for the final vresion of my game i just turn off the hand meshes when picking up objects

#

that way i dont have to implement hand poses

sturdy coral
#

My current thought is to have the hands have the whole ue4 skeleton, so that the same animation can be used in first and layered in for third person

mighty carbon
#

do you guys still write des docs ? Is there some new modern format for GDD ?

sturdy coral
#

Then you could also have optional IK arms like raw data

wicked oak
#

@mighty carbon i do/dont at the same time

#

i dont have a proper GDD

#

but i do have google docs documents

#

where i write down feature ideas or plans

sturdy coral
#

I do all one note because it works on every platform [ actually, not Linux :( ] and has good pen support

tired tree
#

yeah well, Motorsep is always taking about plot and story driven gameplay

#

so likely he needs a GDD

sturdy coral
#

I think this new iphone face capture stuff is going to be reallg big for indie story driven games

mighty carbon
#

I am wrapping up key points for the story/lore (not going to write actual novel out of it, not yet anyway ๐Ÿ˜‰ ) and since I've written a few des docs in the past, I really don't look forward to writing another one in the same format

#

(but I have to write something anyway to have a clear roadmap)

wicked oak
#

no one but you will read that GDD

#

do not bother on making it pretty

#

make something you understand for yourself

#

as a notebook for example

mighty carbon
#

my des docs are never pretty ๐Ÿ˜›

wicked oak
#

thats for medium+ teams

#

as a lone dev you dont need anything but just a notebook

spiral zephyr
#

dont you mean a folder of new bitmap picture(098).bmp

mighty carbon
mighty carbon
#

@wicked oak did you make a list of assets and such for your project ? (part of GDD or Production Document I am guessing)

wicked oak
#

my assets are pretty much all marketplace

#

except the characters

#

wich are only a few

#

so no

mighty carbon
#

aye

wicked oak
#

i will no doubt have an asset list once i know what i need

#

for the modular sets and similar

quiet badger
#

I ended you fixing the bug. The game creates a save if it didn't have one, but never loaded it after

uneven moon
#

Can I use google analytics on the Oculus store? If so, where in the game submission is this entry?

frosty robin
#

Does anyone know hwy i cant see my controllers in Editor when using VR, but when baking a project, they are visible?

#

makes testing pretty hard since no inputs work..
they pop up in the worldoutliner correctly in editor though, but no control over them.. they are just laying on the ground, like i didnt start the controllers.

willow trail
tired tree
#

is it not compiled?

#

it also depends on subsystem steam

willow trail
#

I don't know, I didn't change anything, it just broke suddenly

tired tree
#

so if you removed that you'd have to remove the module

#

don't know how their new module dependancy system warns, haven't intentionally disabled a dependancy yet

willow trail
#

Hmmmm, I don't know, but I can't start the editor anymore

#

Might be unrelated to your plugin, I don't know Assertion failed: GIsHotReload [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp] [Line: 608] Trying to recreate class 'UAdvancedExternalUILibrary' outside of hot reload!

#

I've rebuilt my project, making sure to have everything closed, but it didn't help, should I just pull the trigger and recompile the engine or will that not do anything?

tired tree
#

engine doesn't have anything to do wit hit

willow trail
#

alright :/

tired tree
#

where did you re-compile? it looks like it is trying to build with editor running

willow trail
#

in VS

#

I don't know there might be some phantom unreal/vs process running, I'll reboot

glad plank
#

anyone else getting really erratic and often times bad performance since updating to 4.17.2 and the new steam VR update?

willow trail
#

The editor loads fine when I start debug through VS, but it fails with the message above when launching it by itself

tired tree
#

compile dev build

#

that is what the editor uses

#

development editor

willow trail
#

Ok, will do thanks

mighty carbon
#

@wicked oak do you use UE4's built-in AI stuff (BT/blackboard, Move To, etc.) or did you roll out your own solutions for DWVR ?

wicked oak
#

i do use it

#

all those

#

not really very happy with it. im going to remake the enemies completely and get rid of character movement component, default MoveTo logic, and behavior trees

#

at least for my basic enemies

tired tree
#

yeah for your game the CMC is fairly heavy, don't need that much

mighty carbon
#

what's wrong with using BTs and Move To ?

wicked oak
#

@tired tree and its a fucking headache to make it jump beetween places

#

too complicated for my needs @mighty carbon

#

just extra code i dont need and gets in the way

#

and for the Move To, i want better logic

#

than just run in a straight line

mighty carbon
#

I started watching AI tutorials last night and in the one from WTF/HTF series (where AI simply moves toward player and waits for 5 sec, then moves again) Move To was used. I hear Move To is bad (why? how?) and people replace it with own BP logic. However, I can't find any tutorials showing how to replace Move To in BT with own solution.

tired tree
#

I think most people running into not liking BT and default AI don't need everything it provides, its overkill

#

also who said moveto is bad?

mighty carbon
tired tree
#

as in?

wicked oak
#

Move To does what it says

tired tree
#

one guy?

wicked oak
#

runs straight to the target

tired tree
#

i only saw slayemin say that

wicked oak
#

the thing is that i want to code my characters to not even have charactermovementcomponent, but their own pathing

mighty carbon
#

I saw it a way back from other folks

wicked oak
#

so i wont use moveto

#

i will just grab a path, and follow that one

#

and do the pathfind async

mighty carbon
#

so, if there are obstacles, wouldn't Move To go around them to get to you ?

tired tree
#

yes, in straight lines

#

it performs its function well

#

if you wanted more nuanced movement, you'd have to alter it or do something else

mighty carbon
#

I assume altering has to be done in C++ ?

tired tree
#

altering yes, making your own, no

mighty carbon
#

how would I connect BT with my own Move To function ?

wicked oak
#

you create a BTTask "Custom Move To"

#

and call it

#

really not that hard to do in fact

mighty carbon
#

(I probably should learn AI as is, with all built-in stuff first and then go into more advanced topics)

wicked oak
#

even in blueprint

#

but, can you do a pathfind request from blueprint?

#

there is a C++ function that is NavSystem::FindPathSync/Async

#

wich essentally returns a path

wicked oak
#

A*

tired tree
#

been working on it a long time

wicked oak
#

incredibly bad idea

#

like actually terrible

tired tree
#

yeah not nav mesh

wicked oak
#

thats will be hella slow

#

its the best example of "put that in c++ goddamit"

tired tree
#

we are talking about motorsep, he isn't going to be making things in c++

#

and nativization can get you half way there.....halfway

mighty carbon
#

I guess I can only find out whether I need custom Move To from making Ai using standard UE4 functionality first, and then iterate based upon what I'll build.

tired tree
#

granted that project is also turn based

#

so it doesn't have to worry too much about live results

wicked oak
#

but you can run into iteration limits in blueprint real fast

tired tree
#

you can up iteration max

#

in settings

wicked oak
#

still a terrible idea

mighty carbon
#

what else is "bad" about UE4's AI stuff ?

wicked oak
#

nothing really is "bad"

#

its a toolset you can use or not

#

problem is that you have to use it properly

#

behavior tree for my AIs was not a good fit

#

and it caused issues

tired tree
#

think people run into situations where something will be a lot of work or highly custom and say "its bad"

#

when its just "not good for my use"

wicked oak
#

Move To works fine

#

as a default pathfinding

#

if you need to go from A to B in the shortest way possible

#

its all you need

#

but if you need to do custom stuff, then not really

#

ue4 lets you easily grab a path from a navmesh

#

so you can just grab a path, and use your own logic

#

alternatively

mighty carbon
#

what do you mean by "custom stuff" when we talk about Move To ?

wicked oak
#

you can create your own Path Following Component

#

becouse all Move To really does is find a path, and send it to the path following component

tired tree
#

things like pausing, speed ups and slow downs, spline based movement?

#

moveto doesn't do those

wicked oak
#

spline based movement, dodges, cancels, special movements

tired tree
#

but its AI

#

you aren't going to get away with complicated movements without work anyway

wicked oak
#

yup

mighty carbon
#

I see

#

Yeah, I'd have to make my own custom Move To that can do all of those things

tired tree
#

you can totally work those into BT btw

mighty carbon
#

using standard Move To ?

tired tree
#

for the most part

#

except spline

#

could move to point along a spline....but pretty much ignoring most of it anyway

mighty carbon
#

I see

#

I'll poke at it.. Still have a long way to go with AI ๐Ÿ˜ƒ

#

is there any difference between making AI for non-VR FPS and VR FPS ?

#

(I assume there is no difference)

#

btw, @wicked oak , DWVR got high rating on PS4 store ๐Ÿ˜ƒ

tired tree
#

have to take into account player position and likely want to go off of look direction of the player

#

nothing else is really going to be different

mighty carbon
#

aye, cool

wicked oak
#

oh, thats real nice

#

seems it was 1 5 star review, and a 4 star review

#

it seems it will be a success, definitely enough to be worth it

#

ive got 600 sessions on my analytics

#

keep in mind this includes PC version. Wich i also released, so also getting some sales

#

a good stimate would be 400 actual sales

mighty carbon
#

so far, do you think PSVR would be your most profitable platform ?

#

(and perhaps less poisonous community?)

#

@wicked oak ^^

wicked oak
#

communitity definitely better for now

#

sales i still dont have final numbers

#

but looks like its in line to surpass PC

#

for reference, DWVR has around 1000 sales in PC

#

beetween oculus and steam

#

700 in steam, 300 in oculus

#

more or less

#

so if i already have 400 sales on psvr in 2 days...

#

keep in mind its not like in Steam, where you drop off from the new releases list and you dissapear

#

ill be on the frontpage of "new vr games" for a month or two

mighty carbon
#

I see, cool

chilly thicket
#

I feel like I'm probably missing something very obvious.

#

I have an actor variable, and I want to cast to it.

#

But for some reason I can't figure out how to cast to an actor that isn't going to be the same every time.

#

I only see how to cast to certian blueprints.

wicked oak
#

@chilly thicket learn OOP logic

#

essentially its a tree

#

if you want to cast to "multiple" objects, you need to cast to a common parent of them

#

alternatively, you can use interfaces

chilly thicket
#

Oh, I see.

wicked oak
#

if you implement the same interface, declaring a couple events, in your different classes

#

then you can go and cast to that interface

#

and call those couple events

chilly thicket
#

For some reason I don't understand interfaces really yet.

#

Ohhhh, wait, I understand now.

#

Or not.

wicked oak
#

what exactly do you want to do

chilly thicket
#

Here:

#

I get the nearest overlapping actor, then attach it to my motion controller.

#

Then, I want to get a variable called GrabOffset from the nearest overlapping actor.

#

The nearest overlapping actor will always use the GrabInterface.

wicked oak
#

dont use an interface for grabbing

#

im doing the same thing myself, it ended up being bad

#

my new systems are more interesting

chilly thicket
#

Oh.

#

What would you suggest, then?

wicked oak
#

from a prototype in making right now

#

about advanced interactions and weapon systems

chilly thicket
#

Nice, I like the snapping and highlighting.

wicked oak
#

the way that works, is with components

#

i have a Grab Component

#

that holds grabbing events

#

then, in the gun blueprint

#

i respond to those events

#

as you can see, different zones do different stuff

#

the "full highlight" equips the weapon, and the magazine is detacheable

#

thats all on the blueprint itself

#

i have a Grab Component that has 3 blueprint events

#

OnGrab, on Drop, and OnInteract

#

they do not have physics, they are just scene components

#

the physics are on the child collision

#

in the hand, i do a sweep to find all the collision objects of type "Interaction"

#

and get their parent

#

if their parent is a GrabComponent, then i use its logic

#

it IS definitely complicated

#

but im aiming for very complex interactions

#

the GrabComponent also holds the hihglight logic

chilly thicket
#

Ah, interesting.

wicked oak
#

let me show you a pic of that rifle blueprint

#

so you see how exactly the whole "grab" components are

chilly thicket
#

Okay.

wicked oak
#

the actual code is C++

#

and unfinishd

#

this is the header

#

you can see how i declare delegates and have some properties

#

that you can then use from the actual weapon blueprint

#

see how i have 3 different grab components, and each of them has some kind of collision component as child?

chilly thicket
#

Ah, makes sense.

wicked oak
#

the actual attachment logic is all on the weaponC++ side

#

i will end up moving the "normal" parts of it into the component itself, as helper functions

#

but the idea is that if i want something to be interactuable, i just give it a GrabComponent and setup it

#

and it will all work

chilly thicket
#

Ah, okay.

tired tree
#

Yeah I run the same thing except I used an interface instead

#

due to having to have it really generic

chilly thicket
#

Interesting.

tired tree
#

interfaces make it easier to override functionality on specific objects since you can just change the functions directly

#

but if you already know what you will have for interactions, a component is fine

chilly thicket
#

Yeah, I'm still leaning towards using interfaces.

wicked oak
#

but interfaces dont allow multiple points in one object

#

and dont have a spatial location

#

or state

#

keep in mind im sending events @tired tree

tired tree
#

Mine do

#

and have events as well

#

I run off of socket locations that get passed in by type and closest to query location

wicked oak
#

this is how the blueprint for the rifle looks

#

before i made it into C++

tired tree
#

i'll admit my approach is different from literally everyone elses though

#

for most grip types the controllers move the object

#

the object doesn't move itself

#

except for one type that has the object move itself

wicked oak
#

i want to leave those configurable

#

but the exact architecture is still not set in stone

#

ill create more interactuable stuff with this to see what works/doesnt work

#

and settle on a system that works for everything and its easy to use for complex interactions

#

i think this is my 4th interaction system

#

first one is used in DWVR, directly as a VRItem class

#

second one was used for VRMultigames, a VRItem interface

#

3rd one was a component one, but not as good as this one, i used it for my Aquila prototype

#

4th one is this one

tired tree
#

should settle on a design soon ๐Ÿ˜‰ could push out your projects faster

#

this would be a perfect time for you to get your system fleshed out, right after release during bugfix and idea period

wicked oak
#

yes

#

im still not completely sure on my next project, so im implementing tech

#

i dont want to have the mistake like in DWVR

#

of way too rigid interactions

#

i want interactions on the level of H3 and robo recall

tired tree
#

h3 is pretty easy to do / do better for the base system

#

its all physics, and there are some downsides to how they implement them that is fixable

chilly thicket
#

I don't know which way to do it anymore lol.

wicked oak
#

h3 is basically all physics and grabbing stuff

#

but i dont want to do all physics

#

becouse physics get unwieldy and i want snappy gameplay

#

thats why in the video its clear you can telekinesis stuff to your hand

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you dont really need to pick stuff from the floor, you can pick stuff from a distance

#

i do that with 3 capsule sweeps

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of different sizes

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to "emulate" a cone trace

glossy agate
#

h3 went super in depth too. You don't really need to chamber actual mesh rounds in most games. But I watched some of his dev vlogs, lots a of cool stuff.

#

I just spawn shell if its been fired, and a full bullet mesh is its chambered but not fired. Bullet meshes in the mag are just to show you have ammo and dissapear when the mag is empty.

tired tree
#

well its a gun simulator, that is its core attraction

glossy agate
#

Yeah for his its perfect.

silk lodge
#

@wicked oak any reason you don't do a dot product / ray cast?

wicked oak
#

@silk lodge i AM doing raycasting

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sphere sweeps

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for the actual object to use, i get the first item (distance)

#

closest one

silk lodge
#

those sound way moire expensive

wicked oak
#

might add dot product for angle later

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so what?

#

not really

#

it really isnt a problem at all.

silk lodge
#

I suppose if you're not using it that much

wicked oak
#

for the last or second sweeps, i might use angle, thats not a bad idea. But most likely i will end up with a formula balancing distance and angle

tired tree
#

puzzabug are you talking about multiple ray casts, or getting every object in range and raycasting to them. Because both are slower than his method

wicked oak
#

my method is just 3 sphere sweeps on the Interaction channel

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and check the stuff that its hit

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the ONLY objects on the interaction channel are the trigger collisions for interactuable objects

#

so i guess physX will do it well

tired tree
#

can't that pick up objects through walls then?

wicked oak
#

yes

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it can

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might do something about that if i find its needed

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like a worldstatic trace back

tired tree
#

on bounds edges

glossy agate
#

if walls blocked that channel and did nothing with it wouldn't that work? Anything in front would pick up due to less distance

tired tree
#

and if it is half blocked?

glossy agate
#

yeah i guess you would be stuck there until players figured out how thick the trace was to avoid wall

chilly thicket
#

So, can someone explain which way is better for this?

#

I want to get a variable from an actor blueprint.

#

But the blueprint I'm getting it from will be different depending on what actor I'm choosing.

glossy agate
#

Cast to parent of that class and just get the var

chilly thicket
#

Okay.

tired tree
#

base parent actor for everything like Ryan said, or an interface to "getValue"

glossy agate
#

What is your actor specifically?

tired tree
#

interfaces don't need everything to have the same parent, so they are more useful for things that are drastically different but need the same variables.

chilly thicket
#

So, just a second, how do I do a parent class for all my grabbable objects? I'm confused about that.

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@terse quartz It's a actor mesh.

tired tree
#

class settings

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change parent

glossy agate
#

BP_grippableobject. Then right click and create all your child actors from it

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They will inherit all the common variables

chilly thicket
#

Oh, I think I see now.

tired tree
#

anything with that as the parent, you can cast to the parent class, and if the cast succeeds, use its variables

chilly thicket
#

I honestly need to re-write and clean up my code, because it's super messy now that I've been trying to add stuff on and get this to work.

#

So for the parent class I just need to make a blueprint thing with the variables/code I want?

tired tree
#

yeah well you are still learning and experimenting, you'll make a final system later

chilly thicket
#

Yeah.

tired tree
#

anything you made prior to parenting / interfacing is likely not something you would want to use in the end anyway

chilly thicket
#

Do childs of parents inherit the event graph code too?

tired tree
#

yes

chilly thicket
#

Oh okay, cool.

tired tree
#

and functions

chilly thicket
#

Nice.

#

That should work for me.

#

And then, just to confirm, I would cast to that parent class, targetting the actor that is a child of that class?

tired tree
#

yes

chilly thicket
#

Okay, cool.

#

Thanks for your help.

terse quartz
#

@chilly thicket tagged the wrong guy

chilly thicket
#

Huh?

terse quartz
#

Happened twice now in this discord.. wonder why people can't tag the right "Ryan"

chilly thicket
#

Oh, oops.

terse quartz
#

You tagged me

chilly thicket
#

I see what you mean now, sorry about that.

terse quartz
#

No problem. Just try to look at the pictures and name spelling :P

glossy agate
#

There can be only one! We have to fight to the death now

chilly thicket
#

Good idea.

terse quartz
#

Mine has the capital R so its official

#

you're a fake

sturdy coral
#

it might have some of that additional Vr stuff

#

(haven't watched yet)

granite jacinth
#

@sturdy coral I tuned into it for a bit. Looks promising, especially whenever they enable 360

#

Did he go over VR applications at all?

sturdy coral
#

I just watched the beginning to see if he gave a summary, he just kinda jumps in and says he'll be demoing everything

#

so I don't know if there is actually any VR content in it

granite jacinth
#

ah

#

I'll skim through it on VOD later

mighty carbon
alpine torrent
mighty carbon
#
#

I wonder how those will fare in VR (i3 with 4 cores that is)

full junco
#

i3 is for office

mighty carbon
#

lol

full junco
#

i5 or i7 for gaming

mighty carbon
#

I have no issues gaming with i3-6100

#

VR or non-VR

full junco
#

well, you haven't played my game ๐Ÿ˜›

mighty carbon
#

that means your game needs more work ๐Ÿ˜‰

full junco
#

no, it means an i3 is slow

mighty carbon
#

not when that i3 can run all AAA games on the market

full junco
#

it can't

mighty carbon
#

it runs Doom, Deus Ex MD, Dishonored 2 perfectly fine

#

oh and Prey too

full junco
#

min spec for star wars battlefront 2 is i5

#

recommended spec is i7

#

and thats the only game where I read about any specs recently

#

surely other AAA games are similar

mighty carbon
#

I haven't played SWBF1 so I can't say much about that.. Not my kind of game

full junco
#

min spec for battlefield 1 is i5 too

#

assassins creed origins is i5 min spec too

#

every game I google says i5 min spec

#

oh, and Dishonored 2 also has min spec i5

#

doesn't mean it won't run on a i3, but it means the devs think it will run so badly on a i3 that you shouldnt even buy the game then

mighty carbon
#

eeh, doesn't matter what min specs are.. I am telling you I've been playing on my PC smoothly

#

Deus Ex MD is very demanding game

#

More demanding than Dishonored 2

full junco
#

well, I know people that played games at 10 fps for hours and say it runs "smoothly"

mighty carbon
#

lol, no, I am not playing at 10 fps

#

those games are designed for 30 fps in mind (Doom is for 60 fps in mind)

mighty carbon
#

do you guys know if 4.18 will have any AI improvements / fixes / features ?

wicked oak
#

from my findings

#

not really

#

other than the typical minor fixes on random stuff

uneven moon
#

Animation during simulation ^

#

Animation during VR preview ^

#

In the sim mode, on PC, the character's height in the world is correct and his arm is against the ground

#

When played in VR, he is higher up and this causes his arm to not be on the ground + his head to peak when it shouldn't

#

Why is there a difference in his spawn height based on VR preview or standard in-editor sim?

#

Here is the only thing that happens differently when in VR:

#

The spawned actor's rotation faces the player...

#

Whereas in-editor sim, it always faces one direction that for some reason the engine thinks is the HMD when it isn't. He even walks to it if I let him, and stops when he gets there.

#

This is all fine, but why does rotating him to my camera manager cause him to spawn higher up?

lament bay
#

Hey everyone- I'm having a lot of trouble right now around double vision texture tearing stuff happening with 4.17 and the rift. I have one basic 3d umg element in the scene at this point, and nothing else, with just some text and a solid blue background, and when I move my head up and down in the hMD I'm seeing really severe texture tearing/double vision kind of stuff-- like the same exact copy of the umg widget flickers rapidly over and over as I move my head up and down... and it also happens when I move my head horizontally side to side as well

Does anyone have any idea what the issue might be? I have a 1060 laptop setup too

#

So now Im feeling like Im going crazy... The default VR motion controller map has no tearing at all, and when I migrated it into my project, to make sure it wasn't a project-specific settings issue, it ran just as smoothly. I then migrated the same asset that was giving me so much trouble in previous map into the VR default map, and the tearing no longer appeared! I also tested this just with a simple cube with an unlit material with solid emissive color, and saw same results...

Is it possible there's some kind of map specific graphics setting I screwed up somehow? Or some kind of corruption to a specific map ?

#

another interesting tidbit...I migrated the map with the basic cube which had the judder to a fresh project, and even though the only thing in that map is the one cube, the "Compiling Shaders" dialogue box popped up and compiled 1200 shaders...\

#

the judder seemed to be gone though

glossy agate
#

@uneven moon try breaking the rotator and ignore pitch?

digital marlin
#

@mighty carbon what was the name of your game again?

uneven moon
#

@glossy agate I'll test that now

#

It worked! Thanks a lot.

#

That was my last bug, game's done haha

mighty carbon
#

@digital marlin For Gear VR ?

willow trail
#

Dammit, anyone having problem compiling while the editor is open? I suddenly just can't do it anymore, linker can't open advancedsteamsession and vrexplansionplugin dlls

#

works fine if I close the editor, but I didn't have that problem before

uneven moon
#

When uploading a 'binary' to Oculus, do I just package my game in a zip and upload that??

mighty carbon
#

read docs

uneven moon
#

I did, it just says 'upload binary'

mighty carbon
uneven phoenix
#

alright, does anyone know how to determine which contoller is interacting with a given object?

granite jacinth
#

@uneven phoenix You would know?

#

How do you have your controllers set up

uneven phoenix
#

i dont, i dont even have them yet. but im trying to find the controller that is holding an object, the thing that im doing im going to make it so that it always keeps one object still, and the other object moves.

#

i made a reddit post about it, but havnt gotten anything yet

granite jacinth
#

@uneven phoenix K, well, make it

#

And use the reference of the controller

#

Anytime you interact with something, use an interface

#

or if not, and you cast, just pass it

uneven phoenix
#

alright

quaint loom
#

@uneven phoenix further to @granite jacinth you can have the interface pass an output to tell you that a pickup was successful and to pass the object/actor reference of what it was. Can do on Blueprint Class or Blueprint Interface

#

and/or (if you prefer)

echo thorn
#

@tired tree Hey buddy , i was finally able to create a VR handicam in vr with 2d scene capture, a bit similar to yours but i was thinking of having one more feature on this , but i am not able to find a solution

#

This is what i want , i want to run this command when i pull the trigger on my vive "SP.PanoramicMovie" this is a plugin command

#

plugin - Stereo Panoramic Capture

#

it is all happening but BUt , it is capturing from the main VR camera

#

i want to capture shots from that scene 2d screen i created , Would it be possible @tired tree , @granite jacinth

#

PS- Can Stereo Panoramic Capture plugin work on 2d capture component!

#

Anybody can help thoug

pearl tangle
#

@echo thorn Why don't you try the monoscopic 360 capture plugin, would work way faster and easier too

echo thorn
#

Well that plugins sounds new to me

pearl tangle
#

the stereo 1 will only use the camera that you are currently focussed on im pretty sure

echo thorn
#

plugin*

pearl tangle
#

Simple Panorama Exporter it's called