#virtual-reality

1 messages Β· Page 153 of 1

uneven moon
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Mount = the scene component in the Car BP

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It has no effect at all, I still spawn outside of the car from where my chair is relative to the center of the play space

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Just as it did before this was executed

tired tree
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#1 SnapTo not keep relative

uneven moon
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tried that, no difference

tired tree
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also i would attach the pawn, not the origin

uneven moon
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the pawn is attached on beginplay in the levelbp, so you're right Idk why I'm doing that twice

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one sec

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am I attaching the pawn to the scene component

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or to the car itself

tired tree
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the scene component

uneven moon
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alright, it's set up now but

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I still spawn far off

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That in the levelBP

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and then

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In the pawn BP

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let me revert back to add local offset

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no change

tired tree
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set up a visualization for the origin location, I don't know what special logic you run anywhere

uneven moon
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I printed the HMD position

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and it's at 0, 0, 0 even though I'm not in the center of my play space

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that's why it isn't offsetting

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but why would it be 0?

tired tree
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because you reset origin and position....

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kept the node?

uneven moon
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no, I removed it earlier

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but

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is it possible it reset it and kept it that way

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even though I'm no longer executing it?

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this is in-editor

tired tree
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yea

uneven moon
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ffs, did I just brick my project

tired tree
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no?

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reload the project

uneven moon
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kk 1 sec

tired tree
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remember my whole issue with it was that it was a permanent change while the plugin was running?

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editor keeps an instance, it likely retains that

uneven moon
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yeah good call, I'm getting the correct numbers on the HMD now but

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I don't think the offset is working

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Now I spawn directly above the component I attached to

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But the HMD isn't in the car, it's way above it

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As if I'm standing on the car

mighty carbon
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@full junco It's gotta be a bug in 4.18, because if I create BP actor with ISMC and add my tree into it, I have LODs working and wind working. If I replace ISMC with HISMC - nothing works (I can see vertices on the trees wobble randomly and LODs don't switch at all).

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interestingly enough, LOD switches on grass, but not on trees :/

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(when using landscape grass system)

wicked oak
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have you looked at Pivot Painter stuff?

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its from houdini and 3dsmax, and i think maya

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it encodes the pivot on the vertex color, allowing you do to procedural animations by using that data in the material

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to make the trees wave with the wind

mighty carbon
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makes no sense - trees work just fine in UE4, except when used with grass/foliage system

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plus I don't have either of those 3D apps

wicked oak
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do you use "individual" parameters?

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on the material

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becouse i think you cant have individual material parameters on instanced meshes

mighty carbon
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not sure what you mean

uneven moon
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@tired tree p.s. problem was the tracking origin was set to floor level, setting it to eye level in a scenario where the HMD's location is overriden like this fixed the problem

mighty carbon
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@wicked oak I have a static mesh with material that has wind node and the mesh has 3 LODs. If I place it on the level as an actor - all works. If I use it as ISMC - all works. If I use it as HISMC/foliage/grass - it doesn't work properly (no LODs, vertex anim is all wrong)

wicked oak
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LODs i can understand, but its weird that HISM lods dont work yet ISMC does

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normally its the reverse

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and vertex anim wrong is also very weird

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maybe its trying to get "object origin", and object origin is the HISM origin

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but i havent heard of that happening, really

tired tree
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@uneven moon shouldn't need to do that

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but you likely had a vertical offset on Z

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because that is how Epic says to do it

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would just have to accout for that

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@wicked oak the wind material he is using gets object position a few times and uses local coords

mighty carbon
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is it a bad/wrong thing @tired tree ?

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I wonder if I'd be better off using speedtree wind

tired tree
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or was that the outline system?

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don't remember :p

sturdy coral
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@mighty carbon @tired tree there is a node for that: it is called speed tree coords

tired tree
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kind of curious how it is breaking for you though, been trying to re-create

sturdy coral
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Or something like that

tired tree
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that is fully dynamic with wind

sturdy coral
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only available on foliage

tired tree
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highlighted is static

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unhighlighted is grass tool spawned

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forward renderer too

wintry escarp
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do glowing materials work right in vr, or does the glow look overlaid and 2d?

sturdy coral
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It looks fine, can be expensive for high quality bloom

tired tree
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@sturdy coral yeah but the nodes I was remembering him showing methey were manually doing it, was a marketplace item I think

sturdy coral
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Yeah, he probably just needs to change them to the speed tree node

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And he needs to verify his existing setup actually works on 4.17 before claiming 4.18 broke it

mighty carbon
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@tired tree that was ink outline πŸ˜›

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wind is just that - full wind node plugged into WPO

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after Gear VR project and back and forth with Epic about various issues, I figured I'd save a lot more time by working around issues than producing repro cases and having Epic to shelve it because they don't have a use for that functionality in the internal projects.

tired tree
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except you reported three things as 4.18 bugs

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like yesterday...

mighty carbon
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I did, as I wanted to get some kind of feedback

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sometimes someone already has more info than I do

tired tree
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then ask a question, don't report it as a 4.18 bug

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more so if you didn't test on a previous version

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I have been trying but can't reproduce the shadowing or wind issue

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(was bored on break)

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there is a reason they ask for reproduction projects

sturdy coral
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@mighty carbon ^ reproduce in 4.17 before reporting it as something new

mighty carbon
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like I said, I did it before and ended up with no-fix or broken fix solutions that dragged on and on..

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I'll try LOD issue with 4.16/4.17 since it would be the easiest to create with empty project and built-in tools.

full junco
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@wicked oak LOD with ISMC works if there is only 1 instance, it can change the LOD for all instances at once in an ISMC, and with 1 instance that gives a correct result

mighty carbon
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@wicked oak have you ever chatted to Ali (DA) on Discord ? I think he is avail right now (but showing as offline) - might want to add him and bring up all those streaming issues you posted about here

wicked oak
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mo

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no

uneven moon
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@tired tree I think it was offsetting by the wearer's height given the tracking was set to floor level. If I placed the HMD on the floor, it would be 0, 0, 0 and 1-to-1 with the scene component in the car BP. Seems a bit unnecessary to calculate the offset each time based on the player's height from the ground just to counter it because setting the tracking level to Eye Level does that as well

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The player never exits the car physically either, the entire level is spent in the vehicle

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If there were a transition between the seated position and the standing, then the eye level tracking wouldn't be accurate, yeah

tired tree
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as long as it works, who cares? :p, only said something about resetting since it technically works but also screws everything else up

mighty carbon
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I wonder when 4.19 p1 is coming

wintry escarp
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xmas

mighty carbon
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It would be nice to get it in before xmas

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I want to play games on xmas πŸ˜›

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I guess maybe Nvidia Ampere SLI could render those in VR at 90 fps

mighty carbon
full junco
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I don't think so, and I definitely wouldn't want to use any plugin from the marketplace or forums for anything like that

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what you mean was probably me talking about steam audio

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but thats not just a bunch of linear traces

mighty carbon
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aye

deep falcon
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i tried steam audio and it really didn't feel like i got realistic sound directionality at all. was kinda disappointed :/

glossy agate
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did you have it setup with the right attenuation ect? Worked pretty good for me

full junco
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@deep falcon you tried dynamic or static?

sly elk
deep falcon
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@full junco Hm, I don't know, I tried tweaking a bunch of parameters. Should I maybe go back and play with it more?

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Whatever that algorithm is-- HRTF-- does it actually phase-shift sounds in a realistic way or is it just a better way of doing "it's louder in the right ear"?

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Also does it matter what headphones I use?

sly elk
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I wonder how many combined rift and vive are out there now? Over a million?

glossy agate
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it phase shifts the sound to the closer ear, but but if you apply the materials, like physics materials it should provide accurate bounce ect too.

mighty carbon
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@deep falcon got Gear VR by chance ?

deep falcon
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using Vive

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and that's interesting, thanks

mighty carbon
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I mean, do you own one ?

deep falcon
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i don't right now

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is it a better way to test this stuff?

mighty carbon
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nah, I was just going to give you a key to my app on Gear VR - it has HRTF sound made with Oculus plugin + FMOD

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and if that wouldn't have sounded HRTF enough for you, then I am not sure what kind of positional sound you are looking for πŸ˜ƒ

deep falcon
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oh haha

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if i had the equipment i'd be very interested in trying it!

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Okay, so ... i'm trying to start a vr project. I'm new to this. I want to do a thing where tilting the handset right or left causes an object on screen to move. I think I know how to proceed with making the object move if I can get a blueprint with access to the handset to receive the handset orientation from the "VR pawn". Problem: There is no "VR Pawn" [in the World Outliner]. The "VR Pawn" is something that magically springs into being [in the World Outliner] when I press Play. I think this has something to do with the Game Mode. There's an unreal document about motion controllers here, but it assumes the VR Pawn exists already and you can just blueprint plug into it: https://docs.unrealengine.com/latest/INT/Platforms/VR/UsingTouchControllers/index.html

Showing you how to pick up and drop objects using Motion Controllers.

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I'm pretty sure i'm asking a super-newb question here, but how is it i actually connect the pawn to my "game" blueprint class in a blueprint?

mighty carbon
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it's going to be a paradox though - TPCAST for Rift will be available in China, but Rift isn't available in China. They can't pass FCC in USA, but Rift is available in USA. Sad sad sad...

glossy agate
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@deep falcon Yes its in the game mode. The chosen pawn will spawn where your player start is.

deep falcon
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So like... I figured out I can go into World Settings and pick "gamemode override", and it lets me make a new game mode there

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what i'm not clear on is like... if i make a new game mode it's blank. Is there a way to "fork" the current game mode?

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like it just says game mode: none. if i look in the ini file that's supposed to contain the default, it just says "GlobalDefaultGameMode=None".

glossy agate
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Yeah you are probably going to want to follow a tutorial first to learn where everything is. They have a bunch on the unreal engine youtube channel. Endless runner tut is good and will show you how most of the major parts work together.

deep falcon
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ok

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i guess i should. i've been avoiding them becuase they're all like an hour long and spend the first 30 minutes going "and here's how you arrange the builtin parts to make a level" and i'm like arrrgh i wanna replace the builtin parts

sturdy coral
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@deep falcon to fork a gamemode you can derive from it, either from AGameModeBase or AGameMode

deep falcon
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Oh, OK

sturdy coral
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AGameModeBase is the most basic one, AGameMode derives from it and implements extra stuff

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like round logic

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it is more shooter/competitive game oriented

deep falcon
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Is agamemode the default if everything is set to None?

sturdy coral
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I can't remember, it might be just for legacy reasons even though AGameModeBase is more generic

deep falcon
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Ok

sturdy coral
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AGameModeBase was added later on in the engine's life

deep falcon
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And the default VR behavior, with the teleportation, that's in AGameMode?

sturdy coral
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I don't think there is any VR specific stuff in there

deep falcon
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Hm, ok

sturdy coral
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you can add a blueprint node to get the current game mode and then print its class or inspect it in the debugger and see what you get by default when things are set to None

deep falcon
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This template project somehow seems to know to spawn all this VR related stuff

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Oh! That's really helpful

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Thanks all and I'll try the endless runner video

sturdy coral
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@deep falcon there are several things that can set the pawn: a project level override on the gamemode's default pawn, a level override on the game mode's default pawn (when you open a level it is in the world settings tab, which isn't visible by default, it is under the Window menu), custom code in the game mode itself

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and then finally the way the vr template does it: they have a placed pawn inside the map and have auto possess player set to player 0

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player 0/1/2/3/4 etc. refers to local players (like split screen or shared screen coop)

deep falcon
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oh! so they do

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this is very helpful thanks

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and sorry i shoulda noticed htat

trail shale
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So I am browsing through my project settings and suddenly realize I do not have stereo instancing on. I have a very unoptimized scene, with too many draw calls, is there a general expected range of performance to expect? I'm getting about 22-25 m/s

mighty carbon
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11ms

trail shale
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@mighty carbon wait, is the performance literally doubled??? (I mean, stereo makes sense, but still)

mighty carbon
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oh, I mean, you should aim for 11 ms with instanced stereo on

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I haven't even tested my scene without instanced stereo

trail shale
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I know, I'm wondering how much I should expert performance wise

mighty carbon
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well, turn it on and see what you get

trail shale
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I'm at about 25 m/s average but it is very unoptimized....many static meshes, few merged actors, excessive materials on certain actors/meshes...pretty much everything I can do to win the "most drawcalls in a single frame" award

full junco
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why do you measure your performance in meters per second?

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πŸ˜›

granite jacinth
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FML

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I finally got my email from Oculus about my hardware req

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No go on the Go

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Too much demand, OP

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At least I'll be getting some more Rifts though

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Anyway

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Anyone getting their hands on one?

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Just wondering the dev workflow for it

full junco
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@deep falcon steam audio has HRTF, and that makes you hear stuff in the correct location, oculus audio has that too. thats not too special. it sounds awesome, but whats special about steam audio is the audio "bouncing" around corners and stuff, so like GI (lightmass) with light does

granite jacinth
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Can't find anything official saying that UE4 supports it

sturdy coral
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When game developer CloudGate Studio got its hands on HTC Vive Tracker peripherals earlier this year, it ledΒ to players kicking dinosaursΒ in virtual reality. It was a fun use case, but the company has much bigger plans for this tech. Its Virtual Self plugin enables developers to use one to three Trackers to provide full-body motion-capture in VR. It will be available to demo in CloudGate'sΒ dinosaur survival game Island 359 on December 1, and at a later date, the plugin will launch for Unreal Engine 4, with a Unity version plugin to come.

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@trail shale don't measure perf in an editor build

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it is much slower

full junco
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and don't measure in meters per second

sturdy coral
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that I have no opinion on πŸ˜›

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@granite jacinth can't find anything official saying it supports what, Oculus Go?

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I think they are shooting for binary compatibility with Gear VR

granite jacinth
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Aye, Oculus Go

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But I don't see how they can be the same

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Any compatible Galaxy would rekt whatever Oculus Go is cooking up

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People keep saying it's a comparable experience, I just can't see how it would be

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I should have double checked when Go was announced for that signups for dev kits...grrr

sturdy coral
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Oculus Go should be more powerful than any galaxy, since it can run at a higher clock with better cooling right?

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I think they've announced which chips are in it

granite jacinth
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I guess I'll look into the hardware now if it's available

real needle
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I've reproed in earlier versions and it works just fine

granite jacinth
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hmm

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That's strange

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Mine works

full junco
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@granite jacinth read it again

real needle
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Can you do my repro steps in 4.18.1 VB?

granite jacinth
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I'll try to repro that

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Strange if that's the case though, how'd that break and no one noticed until now

real needle
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Because Oculus and SteamVR usually doesn't cause problems

sturdy coral
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@real needle thanks, I probably won't move to it until nvidia's branch gets there, but I'll make sure to test that when I do, I do want steamvr support for Oculus

real needle
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Everything "works"

granite jacinth
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(I'm using Rift almost exclusively now)

real needle
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And you turn off Oculus Plugin?

sturdy coral
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maybe when Oculus releases their overlay API you will be able to have steam all the time in the headset though

full junco
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@granite jacinth with steamvr in ue4?

granite jacinth
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Yeah, and SteamVR

sturdy coral
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if that ends up being the case I might just support OVR only

granite jacinth
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I have 3x cameras

real needle
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You turn off steamvr?

granite jacinth
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But I doubt that matters

sturdy coral
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(for rifit)

real needle
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I have three as well

granite jacinth
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No, I have both on

full junco
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@granite jacinth the bug is about if you turn off the oculus sdk in UE4

granite jacinth
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Let me check what you're talking about

real needle
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See, that's the difference

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You didn't read

granite jacinth
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Yeah, but why turn it off if it's broken πŸ˜‰

real needle
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I don't want Oculus SDK for several reasons

granite jacinth
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Just turn it on then

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And now it's not broken

real needle
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No I have bugs with the SDK

granite jacinth
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Ah

full junco
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I also have the oculus sdk disabled in my game

real needle
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For things that works just fine on vive

granite jacinth
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Strange, I've never run into any issues with either SDK

real needle
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I hate how the two sdks work with eachother

full junco
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its a new issue in 4.18

real needle
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And I don't need Oculus for anything

granite jacinth
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Aye, I'm working on two VR games in 4.18 for clients now

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That's why I am like wtf

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One for both, one for just rift

real needle
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I'm having random crash on Play in VR that only happens when playing with the rift, and disabling the Oculus plugin removes that issue but I then have the issue I reported

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Also, having to click the preview window with my mouse to get window focus for keyboard input makes me want to scrap the entire sdk

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it's extremely frustrating to just open console etc

sturdy coral
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@real needle if I turn on stereo in gameinstance::init on Oculus I get a crash, I have to wait a few frames instead for some reason (4.16)

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only with ovr

real needle
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k I don't have any crashes w ovr

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or wait

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OVR you mean OculusVR?

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Cuz we have OpenVR

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Which is SteamVR in UE

sturdy coral
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yeah I mean the oculus plugin

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if I do oculus via steamvr I don't get that same crash

real needle
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I've had more grievances using Oculus in editor than SteamVR/Vive

tired tree
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@sturdy coral lol, I wish :p still really curious about them though

mighty carbon
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magically, LOD works now with procedural foliage

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I had my tree 60 meters high and I was scaling it down. I assume foliage was using original size and LOD was also calculated based on that.

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Now that my tree is 12 meters high, LOD works as expected

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wind issue remains 😦

sturdy coral
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@mighty carbon see vanishing of milliseconds

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At some point late in development, AMD’s MatthΓ€us G. Chajdas was having a look at a build of the game and remarked that we are using way too highly tessellated trees in the aforementioned opening scene. He was right: looking up the asset in the editor had revealed that screen sizes of LODs 1+ were set to ridiculous amounts in the single-digit percentage region. In other words, the lower LODs would practically never kick in.

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it became apparent that instanced foliage does not take instance scaling into account when computing the LOD factors

mighty carbon
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I wish I knew that (per Epic's docs or if someone told me on Discord)

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but hey, good to see I came to this conclusion using deductive thinking πŸ˜‰

sturdy coral
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he has code to average scale per cluster

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I don't know why epic never merged all the changes they made

tired tree
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that article was/is a godsend

sturdy coral
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they also did combined frustum culling, which epic is only just now talking about adding

full junco
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whats the difference to what ue4 is doing now?

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I'm awake for 21 hours so can't think too much

sturdy coral
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it culls per eye now even with instance stereo and takes twice as long

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(for frustum culling, not occlusion culling)

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it is supposed to cut ~1ms off of some part of the render thread with a big scene

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I looked through his github link and never saw the commit for that though, I'm not sure it is there

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I think most of the other stuff is though

mighty carbon
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oh wow, wind works, but the values I have to use....

tired tree
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yeah it does // currently, shared would be off of __/

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ok..formatting broke

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\ / \ / ----- \ /

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there

sturdy coral
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yeah, and over any significant distance I think they highly overlap

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except on pimax, probably not worth it there πŸ˜›

tired tree
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they were talking about porting monoscopic far field to PC and not just mobile anyway

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so on the conversion points they would likely be within that anyway

sturdy coral
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instanced stereo is going to have an overhead on pimax too since there will be lots of objects in one eye that aren't seen by the other

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lots more than normal

full junco
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all that tech should just be scrapped

sturdy coral
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because vulkan? πŸ˜›

full junco
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soon all hmd will be high FOV I mean

tired tree
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because lms

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and region based rendering....

sturdy coral
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dispatching the draws should be the same with LMS

tired tree
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I really hope they tie that into their pixel density scalin they are adding in 4.19 eventually

full junco
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so any tech that only works good if both eyes see roughly the same isn't worth persueing now

tired tree
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would be a lot better than the full screen naive method

sturdy coral
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everything won't move to high FOV for a while, but I do think it is going to be super compelling

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mobile and standalone won't move for a real long time I don't think

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I'm a little worried high FOV is going to trigger a lot more motion sickness

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but you can always do FOV restriction and be the same as before during movement

mighty carbon
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btw, on mobile monoscopic doesn't work with multi-view.. So it's either instanced stereo or monoscopic far fields, not both at the same time

sturdy coral
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@mighty carbon I think you're done, ship it

mighty carbon
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ha, I probably should.. I'll add IAP and content later

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I am wondering why I have to use insanely high values for wind to work with instances :/

sturdy coral
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try and debug from the simplest cast, just a quad wiggling around

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I guess it is hard if you just have a blob from the marketplace

tired tree
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@mighty carbon its because that node graph you linked for your wind to me

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uses object radius

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that doesn't work the same for isntances

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obviously the marketplace creator never fully tested it in instances?

mighty carbon
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most likely they didn't

tired tree
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there "was" a bug report for it

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back in 15

mighty carbon
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I guess I should contact the author

tired tree
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its not appearing, so either unfixed and fell off, or....who knows

mighty carbon
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or live with separate material instances for procedural foliage

tired tree
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?

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or fix the wind?

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that would be easier...

sturdy coral
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@mighty carbon you probably need the FoliageScaleFactor node

mighty carbon
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I am not really too savvy in the materials 😦

glossy agate
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LSD simulator VR

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Had the same issue before where a change in the mesh scale would change the wind effect. Never fixed it though.

trail shale
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I just recently discovered you can cut your rendering requirements IN HALF if you only target the pirate demographic

sturdy coral
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target the one-eyed colorblind demographic and save even more

mighty carbon
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@tired tree at 2:05 there is an interesting issue.. I am wondering what would be the best way to make sure there is no reticle on the ground and player can't navigate when arc doesn't "meet" the reticle

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btw, performance is decent so far. Mostly 90 fps. Dips to 45 sometimes, but I blame Landscape for that.

real needle
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@mighty carbon I made a max size landscape and wasn't able to hit performance

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Which is a little sad

granite jacinth
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Hmm strange

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How haven't I seen these anywhere, I assume not in trade shows due to the yuckiness of putting that into people's ears...

real needle
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@granite jacinth nice if you don't like over ears, but they would be annoying to dev with

granite jacinth
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Hm

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I don't know, I wish the rift headphones were better

real needle
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I want a quick on/off

glossy agate
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Those would be nice if you are not sharing with anyone. I use the iPhone ear buds a lot for vive just cause it’s a little more convenient to put on and off

granite jacinth
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I wish I could snag a pair of ossic x

glossy agate
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Yeah those look cool. Wonder what the price is

granite jacinth
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$400+

glossy agate
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Damn haha. Little much for me. And I’m 50% hearing loss in one ear from the mil so probably a waste on me.

granite jacinth
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Meh

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If I can't get it for cheap (sub 200) or free. I'll just wait for the competition πŸ˜‰

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Or v2.0

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But, getting them is the hard part anyway, they are always low in stock

glossy agate
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Anyone here get in the β€œstand out VR” alpha? Can’t tell what engine they used but it looks pretty good for a pubg clone. Huge looking map with lots of players

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Been trying to get a key but they run out fast

glossy flame
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A certain youtuber who uploaded a vid of it says it uses Unity (in the description). Didn't ask how he/she knows.

tired tree
#

pretty obvious that it is unity, the gun interactions and models are marketplace there

glossy flame
#

Damn, I should go the market more often. heh. Just looked at the company who made it. They're French, so Unity was the first that came to mind,.

@rvan You don't need a key to play it. That aforementioned youtuber upped the zip - first game I joined had at least 10 other people in it.

Here:
https://we.tl/qF8FrwHWKU

#

Default unity shaders/lighting. Not pretty.

willow trail
#

Hey, I've started a VR project from scratch a little while ago (used to use the template). Now I've copied the unreal settings from one project to the other be evidently it's not enough, I get weird glitches like some sort of local distortion on the screen (like local tearing, as if there were droplets on the screens), and I can tell some other effects are enabled which weren't (I'm not sure bloom was in for example).

Is there any place where I can see all settings I should enable for VR? crossreferencing with the template is hard when I'm not sure where to look :/

glossy flame
#

@willow trail not sure if it matters, but is the engine version of the project you started from scratch the same as the engine version of the the project you copied the settings over from?

willow trail
#

No I went from 4.17 to 4.18 actually

#

did they rename VR specific parameters?

#

I mean I didn't literally copy paste of course, I went through both and added all the options that mattered

wicked oak
#

they changed plenty of stuff in the VR side

glossy flame
#

I'd think it's best to use project settings from a vr template of the same engine version as that of your scratch project. You know you could also just reset your scratch one to default first. Then save/export the project settings from a fresh vr template of a 4.18 project. (there're buttons at the top for load/save settings)

willow trail
#

@wicked oak @glossy flame Alright thanks, I'll do that then

glossy flame
#

I'm a newb tho. vblanco knows what's up, so if he says do something different, do that.

willow trail
#

I can't seem to export all the settings though

#

You'd expect "All settings" to export everything, but it only exports the first option (Project / Description)

sturdy coral
#

@willow trail that sounds like asyncronous spacewarp, disable it in the Oculus debug tool and see if your game is running choppy

#

Doom min spec is apparently a 1070

#

Pretty nuts since it is also on PSVR right?

wicked oak
#

they are kind of bullshitting

#

unless its a heavy drawcall game

#

probably their "minimum" means 1.5 supersample 90 fps

full junco
#

do they use TAA or MSAA?

mighty carbon
sturdy coral
#

I know they support TAA, but they might support MSAA too

wicked oak
#

most likely TAA

#

works great on the desktop version, so i dont see why they wont reuse it

#

the doom engine can be put VR to good use like straight out of the box

#

just add stereo, basically

sturdy coral
#

I bet all their foggy/frosted glass effects look good

willow trail
#

@sturdy coral Might be an oculus feature but I don't remembering seeing that before I ported stuff to a new project

#

oh well

#

Anyone has an idea on how to export all settings at once?

sturdy coral
#

@willow trail can't you just copy the config folder?

willow trail
#

I have but there's ton of stuff that remain problematic

#

some settings must not be written to the config files?

sturdy coral
#

The saved folder can have some stuff sometimes

willow trail
#

I get TAA and HDR after copying the configs from the VR template for some reason

#

oh ok

sly elk
#

anyone here ever had issues with room scale games where collisions on objects you are holding aren't 100% reliable? I have a print screen for debugging right after event begin overlap and about 10% of the time it doesn't trigger

full junco
#

why do you say "with room scale games"?

uneven moon
#

@sly elk Overlaps aren't any different in VR,

#

Could be an issue with your settings, or a scale issue

sly elk
#

Yeah. Scale maybe. This has been annoying to track down because overlap events will fire correctly, just not 100% of the time

#

im using 1 uu = 1 cm

#

I can't find any cvars for collision accuracy. Any advice on what to look at?

#

Here's a video. I have tested different types of collision geometry, including just a single box for each object and it still happens. What you can't see on the VR preview window is that there is a debug print on every overlap event. When the collision fails its not reporting any overlap. https://www.youtube.com/watch?v=5rREm7YUUpc&feature=youtu.be

#

also how quickly i move the objects doesn't seem to matter

sturdy coral
#

Overlaps do have bugs in VR, I think only when overlapping an actors own components though

trail shale
#

@sly elk Are you able to start with getting every type of actor hit? Make your overlap fire on every single actor availble and see if you can find what it is hitting, as long as your channels are good you might have something you are colliding with that you aren't realizing

#

If that is the case, you can make an Is equal branch to the name of the object you want to collide with and just ignore everything else

#

That's the issue I had at least

tired tree
#

orrrrrrr....manage collision channels...

sly elk
#

I have collision channels managed - single channel between parts, there are no collisions on the motion controllers or any of the motion controller sub objects

#

if I had unexpected other collisions occuring I would get an event overlap firing

#

*single custom channel

trail shale
#

@sly elk , yeah, @tired tree may do it the right way. But if you want to do it the FUN way, the ZANY way, trust me, I don't know what I'm talking about.

glossy flame
#

<redacted>@Alecmoody I'm pretty sure that if the parent's got collision disabled it disables the collision of all its children.

glossy flame
#

@sly elk Might turning on CCD make a difference?

mighty carbon
#

alrighty, I figured out the issue with missing ambient - had to expand lightmass volume and re-bake lighting (even though I have stationary skylight)

glossy agate
#

you still have to bake with stationary always if you have static meshes set to static

mighty carbon
#

my trees are also stationary

#

not static

glossy agate
#

thats what I meant. Non moveable will accept baked lighting

mighty carbon
#

?!

glossy agate
#

stationary lights provide both for the scene

mighty carbon
#

now that I rebaked lighting, my stationary trees have ambient on them

#

I am guessing it's the perk of volumetric lightmaps ?

tired tree
#

no?

#

you just had unbaked lighting....

mighty carbon
#

@tired tree so, I pinged tree assets author about the issue with wind. He recorded a video for me showing how to fix it. Guess what he advised - duplicate material, and use the original for standalone meshes (original sway values), and duplicate for instances (much higher sway values which I have to keep adjusting based on how many more instances I add)

#

stationary provides both baked and dynamic lighting, does it not?

glossy agate
#

Yeah but the nice AO is baked

tired tree
#

you are going to remove that bug report now right

#

?

glossy agate
#

unless you are using the distance field thing, which I am not sure how it looks cause I havnt tried it

mighty carbon
#

so if it does dynamic lighting, then stationary objects should receive it, correct?

#

(they do receive directional lighting and cast dynamic shadows)

glossy agate
#

yes, just the moveable lighting will show. If you bake, it gets overridden so it has baked and the little "lighting needs to be built" warning goes away

mighty carbon
#

I answered my own question @tired tree , marked it as "accepted". Not sure I need to remove it.

tired tree
#

thats fine

mighty carbon
#

@glossy agate my point is if I have stationary lighting and stationary objects, I don't need to be baking anything. However, it seems that if I have to have ambient, I have to bake it.

#

not ambient occlusions, ambient lighting (not real-time GI either)

#

note that I never got warning that lighting needs to be baked (when you add static mesh to the level, you get that in red letters)

glossy agate
#

Hmm, not sure why its not asking for a bake

mighty carbon
#

bah, all dynamic shadows are gone now

#

WTF

glossy agate
mighty carbon
#

right, mine did not look like that

glossy agate
#

maybe your light settings are off? Like you turned off dynamic shadow or something?

mighty carbon
#

so, more bizarrness - ticked Dynamic Indirect Lighting on my directional light - shadows from the trees showed up again

#

nah, I didn't do such thing. I checked and double checked

#

again, that was the issue with procedural foliage instances and (H)ISMCs

#

standalone actors (like that table on your pic) worked just fine

glossy agate
#

I did procedural props before but it was completely baked. Maybe on those you have to pick full static or full moveable

mighty carbon
#

it has stationary option

#

I've had nothing but headache and bizarre behavior of the instances in 4.18.1 😦

#

lol, WTF.... I deleted one stationary mesh, added another mesh, switch that one to be stationary - got red warning I have 120 objects that needs lighting to be rebuilt o.O

#

meh, better play Wolf 2 before I go crazy

glossy agate
#

I just tried out a few rounds of stand out. Suuuper janky right now but it was lots of fun if you want to try that out. They are giving keys on their discord.

glossy flame
#

@rvan I played it last night w/o a key. What's the date of the alpha version u needed a key for?

glossy agate
#

I have a key. Got it today.

#

I just got the key before I had got home to download your link, but thanks for the hookup.

glad shoal
#

I just got my hands on an HTC Vive, so I'm fumbling around with Unreal's VR stuff. Looks like I'm in for a lot of trial and error. I also am looking at purchasing a 360 camera, so wondering if that's an option to cut screen into a game and actual VR vid.

#

not and.. an actual VR vid

glossy flame
#

@glad shoal Hi. What do you mean by "an option to cut screen into a game an actual VR vid"?

glad shoal
#

If I use a 360 camera tied under a drone and take an actual 360 video in real space. Could I then insert that 360 into a VR game as a cutscreen

glossy flame
#

I've never heard of a cutsceen before. Maybe you mean cutscene? If so, yeah you can do that. There are a couple ways to do it I think. If I remember correctly, (in unity at least) I think you just apply the 360 video material to a sphere that's got its normals flipped (or maybe just set the material to double-sided) and then parent the sphere to the player (set it to only inherit the player's location), or better yet make the sphere gigantic so that even if the player moves they won't be able to cut through the screen. hehe.

glad shoal
#

yes cutscene, sorry it's late here

glossy flame
#

np. cutscreen sounds cooler.

glad shoal
#

lol

glossy flame
#

Just know that if you do the gigantic sphere, you're going to have to do some stuff about the world the player was in before the cutscene started. Like you might want to hide certain stuff. Depending on the setup I'd imagine it could be more or less of a pain to get the 360 vid to look nice and not clip into shit.

glad shoal
#

Wow, that' great info. Bookmarked into my VR bookmarks for later. Thanks

glossy flame
#

No problem!

#

@anyone Could anyone tell me if this room overview looks normal?

#

I calibrated it for standing only. And I placed the vive controllers and HMD off to the side of the center position. Was curious if the colors look correct.

jaunty shell
#

@glossy flame are your lighthouses cabled or using wireless ?

glossy flame
#

wireless

jaunty shell
#

then its not normal πŸ˜„

#

see the small cones ?

#

these should be aligned

#

else your lighthouses wont be able to synchronise

glossy flame
#

Ah. The cones in the center?

jaunty shell
#

yeah the small cones in the center

glossy flame
#

Gotcha. Thanks!

jaunty shell
#

o7

glossy flame
#

A lot!

jaunty shell
#

you can eyeball it by looking up your lighthouses : if you see the other one through the mirror effect of the first one, and you do the same for the other, then its aligned enough !

glossy flame
#

Sweet trick. Thanks.

jaunty shell
#

the debug from steam vr is too slow to update anyways

glossy flame
#

Roger that. Shoot, I've followed their setup tutorials numerous times, and all the say is they should be facing each other. Never interpreted it as literally dead on facing each other.

jaunty shell
#

yeah small stuff can make a great difference πŸ˜ƒ

glossy flame
full junco
#

should be ok

#

why do you ask?

#

is anything not working?

#

the alignment of the lighthouses really doesn't matter much, they just always work.

wicked oak
#

Oculus Go devkits starting to appear

#

seems i didnt get one. but ill do a second request soon-ish

#

showing the Aquila prototype wich is a LOT more impressive

jaunty shell
#

@glossy flame red is just the color of the bottom lighthouse

#

you should be good now

#

got any tracking problem ? check for reflective surfaces such as glass, mirrors

glossy flame
#

@John Alcatraz & LifeForLife. Thanks for the feedback. Yeah, I'm still getting tracking probs. just wanted to know if this looked good before sending it in for repair. Aside from checking the innards of the lighthouses I looked around at all the steamvr reddits, and stuff but couldn't find much of any info on room overview. Thanks guys!

#

Not very intuitive that red and green scan area.

full junco
#

thats a view no one really ever looks at

#

so its not designed to be intuitive I think

#

what tracking problems to you have? was it that 1 lighthouse thats not working correctly?

glossy flame
#

Heh, that makes sense. I'm not sure if it's just one. They seem to have the same symptoms. Like as I was trying to align them, they changed colors. Move it a little bit, shutdown steamvr. Relaunch it, check it. Sometimes the previously red one was green and vice versa.

mighty carbon
#

@wicked oak Oculus contacted me and said that due to the high demand for Go, I am not going to get one this year.

wicked oak
#

they actually anwered to you?

#

first time i ever see them actually saying no to anyone

#

normally they dont even say yes

#

definitely they didnt tell me that they sent them when my oculus devkits arrived

glossy flame
#

They said no to me when I asked them to give mordentral a cv1 for the good of virtual humanity. Heh.

mighty carbon
#

"I didn't ask for this" (c)

#

:P

#

I got email out of the blue saying that

glossy flame
full junco
#

@glossy flame eh? the colors don't mean anything I think, one is always green and the other one is always red

#

its just to visually show you the 2 cones

glossy flame
#

Gotcha. Just kinda strange why they were flipping. It's good to know one red one green is as designed. Woulda made more sense to me if one was always the same color tho, like device 1 is green device 2 red.

#

I'm gonna try to hook it up to a different pc tomorrow.

full junco
#

it will just randomly pick a color when that thing opens

#

its only to make it easier to see the 2 cones, the color doesn't matter, so they had no reason to not make it random

glossy flame
#

Cool. Thanks. Where'd you find that info? Older steamvr reddits, or maybe steam threads when vibe first came out,?

full junco
#

I'm just guessing based on what I know

#

like I said, I also had a broken lighthouse

#

and the steamvr software can't know if a lighthouse works or not

#

you just have to put some cloth over 1 lighthouse and see if tracking works with only the other one

#

and repeat that for the other one too

glossy flame
#

Cool ill try that. I assume that's not the same as setting one to a and the other to c...

full junco
#

yeah that doesn't matter

glossy flame
#

Cool. Thanks. Sorry for bringing this issue to ue4 vr dev. My excuse is that I use the vive for ue4 dev 99% of the time.

wicked oak
#

new video of my prototype, after i essentially remade all enemies

#

difficulty is a tiny bit overtuned right now, far too many enemies at once

#

red enemies burst fire, green enemies get close to you and shotgun in the face (they are also on acid never stop moving), machinegunners stay on a place and spam

full junco
#

I dislike the mix of smooth locomotion and teleport

tired tree
#

for the FOV cones

wicked oak
#

teleport and jumping will have energy, they wont be truly spammable

tired tree
#

there is a lighthouse skin in Steam that adds the FOV as actual model elements

#

so you can load into the room and visually look at the overlap in VR

#

waaaaaay, more useful

wicked oak
#

@full junco it actually plays quite well, but the current smooth turning and jumping around can cause nausea for some people. Ill eventually add those FOV blinders, wich seem to work well

#

people are more acustomed to movement, the locomotion squad is more rabid than ever

#

look at them REEEEEEEEEEEEEEEEEEEEE-ing on every single skyrim or doomvr video that shows teleport

#

might be a interesting thing to make a game for the people that do have their "vr legs"

#

this is going to be PSVR after all, wich is even more rabid about smooth locomotion

full junco
#

but its still a minority

#

just a very loud minority

wicked oak
#

i actually have stats on DWVR, lots of people bought it from the smooth locomotion and AIM support

#

and of course i will have a "just teleport" mode to play the game

#

probably i will nerf bullet speed by a ton for that mode

full junco
#

how do you know who bought it for smooth locomotion?

wicked oak
#

becouse i have stats

#

from google analytics

#

i get events depending on the config people use

#

and well, the comments on places

full junco
#

ah

wicked oak
#

its also a game with huge maps

#

due to the procedural generation

#

so teleport constantly will get really, really, really old

#

at least the teleport+smooth+jumping makes moving around the map a lot more fun

mighty carbon
#

Doom VFR unlocks today at 7pm EST on Steam

glossy flame
#

@tired tree those lighthouse skin's will help me. thx

mighty carbon
#
VRScout

A first look at Oculus' standalone VR headset. One of the biggest announcements that came out of Oculus Connect in October was the unveiling of a $199 standalone VR headset. Dubbed Oculus Go, the upcoming headset is basically an all-in-one mobile computer. The days of sliding in your mobile device or plugging into a PC may behind us. And with a price tag of $199, Oculus Go not only cuts the cord, but makes VR more accessible to the masses. There are large swaths of consumers sitting on the sidelines waiting to jump into VR. They’re just not ready to

little nacelle
#

Hi there, Who uses the IKinema plugin here?
I'd need some help. When I put my controller on a table without touching it, my hand (Which is attached to the controller) Still moves when I move my head around. Any chance that somebody using the plugin could help me?

full junco
#

@mighty carbon go is boring

mighty carbon
#

@full junco how can you tell ?

wicked oak
#

i think Go is awesome

#

i mean all in one gearvr for cheap

full junco
#

nothing about mobilevr is awesome

mighty carbon
#

it should be better than Gear VR due to lenses and hopefully less drifty controller

wicked oak
#

you need to see it as a separate platform

#

of COURSE is not as good as pc vr

#

but can you bring pc vr with you?

#

it is impossible and will allways be

#

mobile vr standalone is the future

mighty carbon
#

where do you want to bring VR, @wicked oak ?

full junco
#

go isn't much better than a gearvr, and gearvr is shitty. go is cheaper than gearvr+phone, but still mobile is not a platform where you can have good VR games

wicked oak
#

@mighty carbon public transport, carrying it from place to place, be able to lie in a couch lazy as hell to watch a movie

#

gearvr is not that bad tho

#

for what it is

mighty carbon
#

public transport is something no one uses in the most of USA

wicked oak
#

im developing games for it at the moment, is nowhere near that bad

#

i think

#

having no cable is awesome

full junco
#

I agree that santa cruz is interesting, but go is lame

mighty carbon
#

true about cable and couch

wicked oak
#

Go is cheap

#

will bring many customers

#

the biggest barrier for VR is the gaming pc

#

by far

#

having a box that says VR and "just works" will sell well

full junco
#

I wouldn't advice anyone to buy a go. if someone wants cheap vr, safe some more money and buy a ps4 pro with a psvr

wicked oak
#

even if its not the absolute highest end

#

your argument is like "why would you get a 3ds, if its low res"

mighty carbon
#

my issue with Gear VR isn't the hardware.. It's the users with mindset of mobile gamers ($10 is too expensive, anything else is ok if the game has a ton of content; most of them want f2p though)

full junco
#

well mobile games in 2d work

#

because its not stuff to immerse you, its stuff you do when youre bored

mighty carbon
#

ps4pro + PSVR = PC + Rift

wicked oak
#

i think santacruz will be awesome

#

and Go will bring a LOT of users

#

but casuals

full junco
#

it won't

wicked oak
#

santacruz seems to work like pc vr, just with lower power

#

so you could do pc vr experiences, just with low/simple graphics

#

no cable

full junco
#

enough people already have a good phone, go will be significantly less users than gearvr and daydream

wicked oak
#

carry anywhere

#

i doubt it

#

i see it selling much more than daydream

#

like at least order of magnitude

mighty carbon
#

we'll see about Go.. I don't have my hopes up. Gear VR userbase numbers were artificially inflated and the mindset is so not gaming friendly.

wicked oak
#

becouse no one ever has daydream

#

only the Pixel and i think other phone supports it

#

and the headset is separate

#

GearVR was indeed artificially inflated

#

from the free headset with the phone

full junco
#

go will also be that "360 video" user base

wicked oak
#

but that isnt bad

#

it will be the best device to watch 360 video

#

and to act as a cinema to watch netflix or similar

mighty carbon
#

remember how Daydream was touted to be Gear VR killer and there was so much buzz about it?? Where is it all now?

wicked oak
#

you have heard about carmack himself saying that. Even with the whole (well no shit its his pet project)

full junco
#

but people that have go won't play much games with it, so its boring for game developers

wicked oak
#

i do think there will be gamers, but we will see about it

mighty carbon
#

nah

wicked oak
#

did you know that EVE game is the most sold VR game ever?

#

for gear

#

even if its kind of an special case tho

mighty carbon
#

well, Gear VR has a few games that propelled devs to stardom. I don't know if it was purely based on sales or if they were co-funded by oculus

wicked oak
#

they were

mighty carbon
#

Endspace and Anshar Wars

wicked oak
#

i personally know people who got sponsored by oculus

#

god tier tech btw

#

the insane guys recoded all the shaders in ue4

#

all of them

#

literally just running the whole game on opaque-unlit

#

becouse default shaders are overkill

#

ill probably end up doing that on my current game

mighty carbon
#

but why?! I don't have performance issues in my app on Gear VR with old S6 phone and I use full lighting (all baked though)

wicked oak
#

becouse they have a very high end game and they had the tech expertise to do it

#

by doing that, they have optimized shaders for the exact stuff they need

#

and literally nothing outside of that

#

for example they dont even have a postprocess, they do their fog/hdr calculations on the surface material itself

#

their lightmaps are custom

mighty carbon
#

tbh that's something Oculus/Epic should offer out of the box

#

lol

#

exponential fog is as cheap as fog in the materials

#

HDR on mobile is slow no matter how you do it

wicked oak
#

fog is done on the vertex shader i think

#

its an option

mighty carbon
#

unless you do image-based bloom only

wicked oak
#

what i mean with the hdr stuff is that they do it on the surface shader itself (color correction), so it doesnt need to go trough a single postprocess

#

not sure if they use bloom at all, i think they do not have a single postprocess in their game

#

this game

mighty carbon
#

If Go offers better visuals due to wider fov/better lenses and controller isn't drifty, I might make something for it

#

that's what @raven halo worked on @wicked oak

wicked oak
#

they are already saying that

#

yup

tired tree
#

epic can't offer literally everything out of the box....

wicked oak
#

i meet with him this afternoon, and other spanish devs

tired tree
#

engine already has some bloat issues

mighty carbon
#

and Carmack did critical review on it already

wicked oak
#

yup

#

he liked it

#

so the devs contacted him

#

and he made oculus put it on the frontpage XD

#

but you can see it looks quite good

#

with the metallic shaders and the light and stuff

mighty carbon
#

is anyone planning on getting Doom VFR on Steam ? (people here with Vive and Rift)

wicked oak
#

i plan to pirate it

#

and buy it on PS4

#

i want to play both versions but buying the same game twice is kind of stupid

mighty carbon
#

Can you please let us know if it works with Rift (it would be insta-buy for me)

wicked oak
#

depends if i can find the torrent for it

mighty carbon
#

heh

wicked oak
#

i will not share the torrent with you

#

go buy the game

mighty carbon
#

I will, if it runs with Rift (I am sure it will run, but the controls.... )

wicked oak
#

nah, controls of rift vs vive are easy

#

the issue is the other way

#

as you need to emulate gestures and stuff

raven halo
#

we have no post process for Daedalus, the tonemapper is happening in the material itself. That's how old mobile games used to do it

#

I did look into adding bloom at the very beginning, but I could not find a way to easily reduce the size of the bloom buffer

#

I think it could be possible

#

Oculus Go is as fast as the american S7

#

fun fact, the american S7 is slower if your game is running on openGL ES 3.1

#

compared to the international model

wicked oak
#

so you got your devkit @raven halo ?

raven halo
#

nop, not at all

wicked oak
#

i will try to port my current prototype to the gearvr i have right now, mostly to see how would it go

#

its rendering at like 1 ms on PC lol

raven halo
#

some devs got an email last week saying a dev kit would be sent to them. and some are getting the actual dev kit this week

#

I can't wait to have some time (and PS4 devkits) and see how Daedalus runs on it πŸ˜›

wicked oak
#

it will probably run at 200x resolution

raven halo
#

maybe at 120hz

#

and high resolution

wicked oak
#

i could run 200% res for DWVR

#

in the main menu

raven halo
#

nice

wicked oak
#

so your game probably 120hz + very high res

#

but wasnt daedalus funded with oculus money? you can just put it on PSVR?

raven halo
#

nah, daedalus was done in the 2 months between Oculus seeing Red Matter's prototype and us signing the contract with them

#

Daedalus is already available on Daydream, we even managed to get it featured!

wicked oak
#

neat

raven halo
#

but as you all know... sales on Daydream are even worse than gearvr if that's possible

#

πŸ˜›

wicked oak
#

btw, favourite debugger for gearvr?

#

im going to need to perform some graphics debugging on it

raven halo
#

this might sound crazy

#

but I have done no debugging for Daedalus at all

#

the main issue I found anyway was thermals

wicked oak
#

i mostly just want to run a GPU debugger to see the drawcalls

raven halo
#

the issue was never to maintain 60fps

wicked oak
#

Aquila is stupidly ambitious to put on a phone

raven halo
#

ahhh I see

wicked oak
#

so it aint going to be easy if i want to do it

raven halo
#

in our case draw calls are strangly above 50

#

I would basically count them as I was doing the environments πŸ˜›

#

wow

#

that game could be really fun in gearvr

wicked oak
#

thats why im doing this prototype. The "milestone" for "first playable" ends this weekend

raven halo
#

add some awesome graphics like Daedalus and it's a winner πŸ˜›

wicked oak
#

after that ill try to put it on gear

#

and psvr

#

and see how it goes

raven halo
#

cool! πŸ˜„

#

locomotion system looks very promising for gearvr

#

I guess you use one button to teleport and the other to shoot

wicked oak
#

im playing it on 1 controller here XD

raven halo
#

that's about it, right?

wicked oak
#

yes

raven halo
#

clever

wicked oak
#

of course, for the PC/PSVR version you will have extra stuff

#

but a "cut down" gearvr version is something i want to do

#

as everything will be procedural, i could just tweak the stuff to spawn less enemies or LOD-d enemies on gear

raven halo
#

πŸ‘ŒπŸ»

wicked oak
#

once i have it on gearvr, hopefully next week, ill send the prototype to oculus for begging

sly elk
#

Does anyone know how to read variables off of a child actor component? https://i.imgur.com/H7BJ1GH.png Each of the stud snapping locations on the hub is a child actor component - I'm doing this to allow wheel studs to snap to multiple locations. The BP_StudSnapLoc objects each have a bool I want to read but I haven't been able to figure out how to get at it. The best I can do is cast to the BP_StudSnapLoc class, which isn't helpful because I want to read each copy of the actor subobject individually.

#

if I drag in a reference, then get the child actor, I can cast to the blueprint, but that isn't specific to each instance

mighty carbon
#

hmm.. Epic bleeds talent - now they are looking for a PR manager :/

#

(they used to have one)

sly elk
glossy agate
#

Hmm I am doing something similar with my inventory system. I think I was getting the bool ref right off the child actor ref.

raven halo
#

I think you can get bp child components by tag

wicked oak
#

@sly elk that photo is pretty much how it goes

sly elk
#

But how do I get the variable for that specific copy of the child class BP?

#

oh, nevermind, I am getting the specific one based on the initial reference I drag in- I had two copies of the hub and studs in the scene and when I did my debug testing I was printing the variables to the screen. The other hub was also printing the bools and that is what confused me

#

I'm curious if anyone has an opinion on the way I am doing this. It seems like a flexible solution to me but im open to someone saying this is a dumb way to do it: https://i.imgur.com/nORvRGt.png

wicked oak
#

maybe you could use components instead of child actors

#

but it depends a lot on the use case

#

also components do weird shit dammit epic

#

if only it worked like unity...

tired tree
#

Child Actors do more weird shit than anything else

#

their initialization order is all screwed

#

causes tons of random problems

#

@sly elk if it is a set group of variables, make an interface you can uery with

#

Components or sockets would be better tbh, but I don't know what you are doing with your snaps

#

generally snap points wouldn't be an entire actor

#

more so with how child actors behave

sly elk
#

so i get how to handle the sockets for snapping to multiple locations (like we talked about with filtering an array by name) but that doesn't allow for tracking and setting bools for install status for each specific location. If I used a component the same way as I am using the child actor where (each snap location would get a component that held a socket) I think I would have issues with BP communication and making universal parts like fasteners truly universal.

#

and yeah, i have experienced how weird child actor components can be

#

i get a lot more unreal crashing

#

which is part of why I asked because this feels kind of unstable to be in the core mechanics

#

I realize this quickly turns into a more complicated problem than can easily be discussed in chat. If anyone wants to do some paid consulting and step through this with me in detail let me know.

tired tree
#

why would a component be more of an issue than an actor for you?

#

that is pretty much the perfect role for a scene component

#

you just have to define your socket types, make the component the socket and either subclass it or have it contain calibration variables

#

making them "universal" is more up to you correctly taking the time to think ahead of time about how to tag things for acceptance

mighty carbon
#

it's on Steam too

#

BBC launched its VR division officially

sly elk
#

I see what you are saying- use a scene component not a component in the blueprint

glossy agate
#

Do you have to cast everytime you do that? Cant get the bool ref right off the comp ref? When I get home I will see how mine looks. On a item being socketed it fires an event on the shild actor slot that sets bool. Then every time it gets overlapped it checks the bool on the child actor to see if more can be attached. I have a local bool also that sets attachibility until a removal event is fired.

#

well that came out hella confusing. Ill try and PM you a screen shot when I get home haha

sly elk
#

Yeah, you can't get the bool without jumping through those hoops

sturdy coral
#

@vblanco in Carmack's talk at Connect he says they expect many less sales with Go than Gear and that they won't be putting the marketing dollars into it like Samsung has

mighty carbon
#

yeah

#

although, it's like me releasing on Gear VR without any PR - no sales at the end of the day

#

feels like no one besides Carmack believes in mobile VR πŸ˜›

#

so to keep him on board they let him develop and release his dream project - Oculus Go ... and then move on πŸ˜ƒ

sturdy coral
#

At least the users will mostly be real users who sought it out and not random people that just got it free with their phone

#

I just got a Gear, I have note 4 and didn't know the newer gears would work with it but it fits ok

#

People had said you had to dremel the gear to make it fit and stuff but it seemed to fit without that, the lens distortion correction is a little bit wrong though

raven halo
#

Yeah exactly. I honestly fell for the numbers of gearvr owners. Thought there would be money to be made there. Turns out most gearvr owners either have it collecting dust or are just watching porn. Lol

mighty carbon
#

so, gotta make pr0n then πŸ˜›

mighty carbon
#

"... with support for id Software's Doom VFR. The game is built for Oculus' Rift headset ... "

#

lol

#

has anyone tried Windows MR hands on with a backpack PC ?

tawdry dragon
#

Anyone here had any troubles with Trigger events not working with Mixed Reality Headsets running SteamVR?

mighty carbon
#

There is AMA on Oculus forums.. Platform integration has no ETA. Vulkan has no ETA, but Rift support will come before Gear VR / Go support.

real needle
sturdy coral
#

@real needle doh, that sucks

full junco
#

@sturdy coral yeah, its a shitty response

#

steamvr is supposed to work with all hmds

#

and it always did in ue4

real needle
#

@sturdy coral would appreciate more comments on the thread

#

I don't feel like starting a new one, the issue is the same

#

Since his suggestion was to turn on the oculus plugin

#

I wrote to Nick Whiting

full junco
#

@sturdy coral yeah, we need to comment there and tell rudy that it has to work

#

but I'll wait a bit before I comment, it shouldn't look like we just comment there because @real needle asked us to, it looks more convincing if it appears as if we just found the thread ourself πŸ˜›

mighty carbon
#

Doom VFR doesn't work with Rift after all

mighty carbon
#

reportedly it works almost fine with Windows MR headsets

#

so like it was foretold, Beth locked Rift out

#

I'll wait couple of days and then get my refund

sturdy coral
#

they will probably do the same with FO4 and Skyrim then

glossy agate
#

ah burn that sucks. In a couple days maybe someone will write a mod for it to work on rift.

tired tree
#

@real needle Rudy's response there is entirely wrong, but I don't think they have much VR experience in the first place from some other times I have reported things that they did not understand. If you clarify well enough I don't see them not progressing with it.

#

hmmmmm.....curious why the DOOM VFR port uses Rift hand offsets if it locks out rift

#

almost like they devved on rifts

sturdy coral
#

you think the offset issue is it is using rift sdk offsets?

mighty carbon
#

I was actually able to get through all the splash screens to the loading screen and when the counter reached 96% the game quit

tired tree
#

the angle they are talking about is 30-40 degrees of pitch

#

which is pretty much where you set the rift offset at

#

dunno, was just wondering

#

because otherwise...who the hell would playtest on vive that long and accept that angle

sturdy coral
#

yeah, sounds crazy, the whole things sounds pretty bad

#

apparently the teleport is head look

#

or at least somehow head relative

#

they should have just ported all of Doom using the reduced switch assets and done smooth locomotion

glossy flame
#

@tired tree Is that project renamer C# script you made only to be used with VRExpPlugin projects? Or should any kind of project be ok?

tired tree
#

should work with anything

glossy flame
#

Sweet thanks! I won't hold you to it of course. Was just curious

tired tree
#

its quick and dirty, possible it has many edge cases where it fails

glossy flame
#

Yeah. I vividly remember you saying that. So far as I've used it on VR it's been perfect.

full junco
#

@tired tree you should also comment on what rudy wrote. if @real needle, @sturdy coral , @tired tree and @full junco all tell rudy that he's wrong, he might ctually believe it πŸ˜›

real needle
#

I just got a response from Nick

full junco
#

ah? that was quick

real needle
#

"The thread is somewhat right, in that it's not a case we test actively, and so not surprised it potentially regressed. However, since it works with the Vive still, that's somewhat surprising."

#

And then he asked me why I'm not using the oculus plugin

full junco
#

eh what? its surprising that steamvr works with the vive?

real needle
#

Well yes since it's supposed to be agnostic

#

In terms of HMD

full junco
#

well, yeah

#

that alone should be reason enough for them to look at it

real needle
#

yeah nick usually never leaves us hanging if there actually is a problem

#

so hopefully he'll take a look at it when he gets back

#

they're all telling me to use oculus plugin "as well". But to me it seems dumb to battle two plugins and their code changes instead of using one

full junco
#

yeah

sturdy coral
#

plus there are other issues, users can't use the steam overlay

#

hopefully steam will eventually tap into the new rift overlay api when it is out

full junco
#

as a dev with limited amount of time, making sure that everything works with 1 sdk is a lot more convenient than making sure that everything works with 2 sdks

sturdy coral
#

I just wanted people to have the option to use either one

#

even though it is a bit more work

real needle
#

yeah like I answered nick, is that I'm having issues when running OculusSDK that I don't have when using SteamVR

full junco
#

just like if I would release on linux, I would like to use vulkan on both linux and PC

#

same API would mean there are likely no big differences, apart from gpu driver bugs

#

@real needle have you tried 4.18 with the newest steamvr beta?

real needle
#

no the steamvr beta (home) breaks testing OnlineSubsystemSteam when playing out of editor

#

Right click - launch game

#

Works without SteamVR Home, but if home is installed then it doesn't find any sessions

sturdy coral
#

weird, I need to look out for that

full junco
#

you should test it, just to see if the rendering is broken on rift with the beta too

real needle
#

@sturdy coral Yeah it caused me a lot of headaches before I solved it

full junco
#

a steamvr update could also magically fix the rendering issue with rift

#

so its definitely worth testing

real needle
#

@full junco yeah I will

tired tree
#

you can use the beta

#

just have to disable home

#

its toggle

plain glade
#

Hello, I just wanna know. Is it possible to use Augmented Reality with HTC Vive?

mighty carbon
#

Interesting

full junco
#

@mighty carbon maybe don't link something without even saying at all what it's about

mighty carbon
#

you see Doom VFR image?

#

It's not about anything but that obviously πŸ˜‰

sturdy coral
#

@mighty carbon @full junco the changelog has more details, they added a hidden area mesh for rift into the beta and it fixed the launch issues

#

Doom was just closing or crashing if it got no hidden area mesh

#

@real needle ^ that may be the ue4 issue too but unlikely

#

I've looked at that code in the past but not on 4.18

mighty carbon
#

@sturdy coral have you played VFR yet ?

#

I looked into .exe and there are bunch of cvars to adjust controllers (probably weapon angles too)

sturdy coral
#

Oh cool, I'm probably going to wait until it gets some more patches to pick it up

full junco
#

@sturdy coral interesting

tired tree
#

@sturdy coral they JUST changed code for the hidden area mesh and oculus

#

think it was in 4.19

#

might have been 4.18 though

#

shit runs together

mighty carbon
full junco
#

why do you even post that here

#

if you disagree with an article, its best to not give it clicks

#

clicking on that is supporting it

mighty carbon
#

never thought about it this way :/

wicked oak
forest plover
#

VR Dizzy is my personal favorite website based around vr...

marsh ermine
#

Is it currently possible to stop processing the HMD tilt/pitch/roll of a second pawn inside a VR game?

#

Like one player using VR - and the second using non-vr on the same PC.

real needle
#

@marsh ermine I'm guessing you're simulating several clients in editor?

#

That won't work

#

But if you want to play on the same computer, you can use the new spectator modes to display an image that isn't the HMD image on the preview monitor

#

I would wait until epic officially introduce "social play" features (like what exists on PS4) though, since you'll have to hack things quite a bit to get my previous option to work

#

@sturdy coral @full junco So I've emailed back and forth w nick for a bit and he also stated that using the rift with steamvr is not a priority

#

So making some noise on the answerhub post is probably our best bet

#

I did tell him we're a couple of devs wanting that feature but "a couple" isn't a strong argument xD

full junco
#

@real needle hm, so what exactly did he say?

real needle
#

"I can have our QA look to see if they can reproduce this, but to be quite honest, the Oculus-on-Steam path is low priority for us as a whole, so the fix might take quite a while to implement."

full junco
#

hm

#

well, maybe "quite a while" means "more than 2 days" and instead "1 week"?

#

not sure what you told him

#

the problem really is that it always worked perfectly, so people like I just designed their game to never use the oculus sdk

#

and thats not just something that people can change now

marsh ermine
#

@real needle yeah the actual problem was multiple clients using the same HMD

#

thanks for your answer - was just a Jam Idea anyway πŸ˜„

real needle
#

@full junco He asked my why I didn't want to use the OculusSDK and I told him that I'm having problems with it that doesn't occur when I'm using steamvr, and there is also some SteamVR related stuff I wan't (grab custom controller meshes, query which device is used etc)

#

And since oculus plugin gets picked, all of that breaks since it relies on steamVR

full junco
#

yeah

#

did you test it with the beta?

real needle
#

no I will tonight

#

rift is at home

#

With these settings I am not able to resize or minimize the window, which makes me confused

#

I think "start in vr" breaks that...

sturdy coral
real needle
#

@sturdy coral Awesome!

tired tree
#

niceeeee, it returns thumbnails too

#

as well as a nice little gltf2 importer

glossy flame
#

@mighty carbon Tho I want to see their angle on it, I've mucked with Hololens at work - that abysmal fov and inability to remove light makes it a shitty choice for most game types imo. Until AR can display black (remove light), vr is here to stay.. or am I wrong?

sturdy coral
#

Maybe the new trend in the future will be people painting their walls black

mighty carbon
#

VR is here to stay .. It's just naysayers plant seeds of doubt into the minds of investors

#

IMO

glossy flame
#

Them seeds... any1 know of any developments on getting black to display? One stupid idea that just came to mind - make the visor 2-ply. One side's got like a tint material in it that can block light and the other ply projects it. Maybe magic leap's doing something about it, but all their demos are in low light rooms. Is there anyone in here doing AR stuff?

#

Hololens still can't easily be used in ue4 like it can in unity right?

tired tree
#

this google poly thing is neat, but the library is still very small

#

not to mention weird

#

guess pulling from tilt brush would do that

real needle
#

that looks like it's from Blocks though

tired tree
#

maybe, dunno

real needle
#

do you get access to the entire poly library through the app?

tired tree
#

yeah

real needle
#

that's what I thought

tired tree
#

bunch of filtering settings

real needle
#

right, and I know you can filter as creator as well

tired tree
#

added the thumbnails so i could see what was going on

#

yeah, that must be blocks, tiltbrush doesn't load mats

real needle
#

do they come in as atlased textures or is it 1 mat per color?

tacit quest
#

hey guys, has anyone had experience with vive reporting worn state as unknown most of the time, trying to track the worn state, oculus works fine

tired tree
#

no, can have full textures

sturdy coral
#

@glossy flame the problem is displaying black at the right focus, the 2-ply thing would have it out of focus

#

magic leap supposedly had some moire pattern interference thing in a patent to do it but I never heard it explained well

glossy flame
#

@sturdy coral interesting. Cool thanks for the info. Shit I gotta study more.

glossy flame
#

Seems Magic Leap is supporting Unity first though. Poly toolkit API came out a day earlier on Unity.

real needle
#

@sturdy coral It was similar to noise cancelling technology at a high level, sounds great but we haven't seen anything like that yet

glossy flame
#

No transparent materials on poly meshes yet, it seems. Just simple rgb now. Transparency is definitely coming they said. I wonder if they got rigged (skeletal) meshes. Couldn't find any...

#

Nm, seeing as it only converts objs and blocks models I take it meshes with armatures are out of the picture.

wicked oak
#

@MordenTral#2571 gltf?

#

any chance of making it load those gltf from files instead of network?

#

reading in reddit people want Carmack to do a DoomVR review

warped breach
#

Ahoy

#

I need some help figuring out how to impliment this in VR . My weapon's position is entirely driven by motion controllers, no animations at all.

#

I don't have to use the same method used in the video, I just need the same result, a weapon that collides with other colliders.

#

I tried making my sword have physics, with a physics constraint, but the sword would start to leave the hand and spin in 0 gravity, instead of staying in my hand.

#

I know if the physics constraint is by itself, the sword collides with geometry fine, without going wacky.

#

but as soon as i try to attach this to the player's right hand, it stops behaving normal.

#

there is probably another step I need to do to get it work, but I'm not sure what that is, so any help is appreciated. Been trying to figure this out for weeks

tired tree
#

@glossy flame no, it came out at the same time, UE4 just didn't blog about it until last night.

#

@wicked oak it uses a small MIT licensed GLTF loader and converts to procedural mesh, no reason why you couldn't use it yourself

#

@warped breach use a physics handle, they aren't perfect, but they are intended for just that sort of use

warped breach
#

can a physics handle affect IK?

tired tree
#

?

#

you can run IK off of the location if that is what you mean

#

I think you might be thinking about that backwards

warped breach
#

okay i worded it wrong

#

if my weapon collides with the world

#

will my hand move?

tired tree
#

if you ik to the weapon, yes?

#

though you should consider ghost hands as well or soemthing

warped breach
#

yeah, im gonna need ghosts

tired tree
#

I wouldn't want my only representation of my arms to bend away from me

warped breach
#

so the handle goes on the weapon BP or character BP?

tired tree
#

depends on how you setup gripping

#

controller, or weapon generally

warped breach
#

okay, im going to test that out

#

btw, you know any info about ghosting stuff off hand?

#

i can impliment that after i get this working

tired tree
#

just fade in a ghost mesh if the hand attached to the weapon gets outside of a set distance from the controller

warped breach
#

@tired tree Im having some confusion figuring out how to use this physics handle

#

im assuming i need to say something that says the weapon must use it

#

but idk how

#

I don't see an input like I did for physics constraint, and i cant make it a parent of the mesh

tired tree
#

look up the documentation for it

#

or a tutorial

#

its not very hard, its a component to control contraints

warped breach
#

ive used a physics handle before, just not attached to a hand on an IK body

#

and as ive already seen with a constraint

#

constraint works fine on sword, until the sword is attached to the character