#virtual-reality

1 messages ยท Page 167 of 1

eternal inlet
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@fleet plume yeah i read that too, and can't find an option in my bios to change USB behavior, but tried all USB3 ports i have (i got 2 PCI mounted hubs + the ones on motherboard)

fleet plume
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though don't try bleeding a chicken (2nd line in his post) ๐Ÿ˜›

eternal inlet
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lol

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it might be USB related in some way... i just don't recall changing anything + i did a complete re-install of my PC

fleet plume
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2nd comment: "i need a roll back... it cost me 2 day to find out what wrong im on 1080ti and every app stutter and reprojection after this update! roll back please!"

eternal inlet
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....

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that's actually very excactly the time i started to have this problem

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๐Ÿ˜ฎ

fleet plume
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lol damn

eternal inlet
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thanks @fleet plume im now almost certain that's the cause! Im reading through the comments on that thread, and lots of it seem consistent with what i see

fleet plume
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you're welcome ๐Ÿ˜ƒ

eternal inlet
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aha, switching to the openvr-inputemulator-temporary branch actually worked! โค

fleet plume
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is that a UE4 branch?

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didn't find it on github, also that would've meant that UE4 is the problem

mighty carbon
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is it possible to add custom console commands without editing source code ? (for like, cheat codes and stuff)

mighty carbon
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that's not as simple as typing "god" to turn on God mode :/

sturdy coral
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the console isn't there in shipping builds anyway

mighty carbon
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oh

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hmm

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I see

sturdy coral
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you'll have to modify code to reenable it I think, or build your own in UMG anyway

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then you can call the command god or whatever else

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@mighty carbon how were gearvr users supposed to type in the console anyway, bluetooth keyboard?

mighty carbon
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nah, for PC

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I have bluetooth keyboard, so I could technically use it when testing/debugging the game

wicked oak
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im using behavior tree to implement boss patterns ATM

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my mistake on behavior tree for DWVR is that i kept too much data on controller and BT. This new architecture just reads the relevant values from pawn components

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so if i want to make any enemy do melee attacks, i just give him a melee combat component, and some attack animations/data on it. The behavior "melee combat" reads that and performs the attacsk

eternal inlet
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@fleet plume no it's in Steam, under Library/Tools/SteamVR/Properties/Betas

fleet plume
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i was wondering how one would load older releases/branches; guess the password is only mandatory for some of the branches then...

glossy agate
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You could just do like alt+g or something to set a bool to false to stop taking damage though

mighty carbon
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true

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but I am nostalgic about typing in cheat codes in the console ๐Ÿ˜›

glossy agate
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This is VR though. Gotta do cheats through secret gestures like a spell

wicked oak
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i literally have a debug panel on the wrist

mighty carbon
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do you type on it @wicked oak ?

wicked oak
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no

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i just have a bunch of buttons that call debug commands

mighty carbon
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ah, I see

umbral star
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I have an issue:
My shipped(!) game starts in VR, although I don't have a VR Device.
I however want the game to be toggleable between VR and non-VR. how do I do that?

sonic lake
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@umbral star You may have the Start in VR option checked in your project settings

umbral star
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it is disabled

wicked oak
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-nohmd commandline

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i think it was that one

sonic lake
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You can toggle to / from stereo mode using Enable HMD

umbral star
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Thank you, -nohmd starts the game with a mono screen.

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Enable HMD doesn't work though

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I read it only works if HMD is connected/available

sonic lake
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So you want to emulate VR?

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-emulatestereo

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But AFAIK is not toggable in game

umbral star
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no, i don't want to emulate. I do not have a VR device right now. But I want to have the possibility to play in VR if I have one.

sonic lake
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But that is what Enable HMD does. A sample logic is in the FPS template.

umbral star
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I see. I will look into that. Thanks ๐Ÿ˜ƒ

mighty carbon
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that's barebones though

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I wonder if it worth getting PS4Pro + PSVR

granite jacinth
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asfdsadf

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this has been frustrating me to no end.... has anyone expereience their HMDs (right now the Vive) has full control of the camera in game, you can see it more

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BUT, in the HMD itself, it doesn't load the game

wicked oak
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ive only ever seen that in Vive

granite jacinth
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It's been happening to me lately

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Yeah, well, I'm on the Vive now, can't remember if I got it before on the Rift

wicked oak
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i think it was some weird ass vive settings or similar

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i dont remember ever getting that issue on Rift

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except in one case

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multiplayer

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multiplayer vr is all sorts of fucked

granite jacinth
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It only JUST started happening, and I haven't messed with any settings. SO I wonder if the SteamVR update did something

wicked oak
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due to how the window input gets handled

granite jacinth
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Hmm

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Also, only seems to be an Editor issue

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Cause I just checked out Pavlov earlier today

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(Also was using it before in Editor, but it's just randomly deciding to not work)

glossy agate
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That only happened to me when I was trying to record with shadow play

granite jacinth
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meh, not trying to record, just test stuff in editor ๐Ÿ˜ญ

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Why does it have to be so hard ๐Ÿ˜‰

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Why can't shit just work right all the time

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Especially EXPENSIVE SHIT

glossy agate
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What did you think of pavlov weapon handling?

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His BR mode is coming out soon, and I guess he has gotten up to 30 players on before getting any lag. Should be pretty fun if it gets a decent loadout inventory system made for a BR gamemode

granite jacinth
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@glossy agate Meh, I didn't like it

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I don't like picking up object with trigger

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and then triyng to drop stuff was horrendous

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I was fumbling around forever until I found out it was a two-button thing

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(accidently)

glossy agate
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Yeah, itโ€™s wonky cause sometimes you shoot while trying to frantically grab a gun

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And the guns felt floaty.

granite jacinth
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Yeah, hopefully after integrating this VR Toolkit into the game

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I can start working on actual additions

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Not refactoring/restructure/redoing shit

glossy agate
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The sawed off shotgun reload is sweet though. Where you flick your wrist up to close it

granite jacinth
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Oh nice, I didn't play it long

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I just started it up and stayed in the starting area

glossy agate
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Yeah thatโ€™s not long at all haha

granite jacinth
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I had really hoped Weapon Master would have been a good buy

wicked oak
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@granite jacinth you mean mordentrals plugin?

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im using it on my new project. a small part of it

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he really has great stuff

granite jacinth
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@wicked oak VRE is his plugin and it's great

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I tried to integrate Weapon Master VR BP pack

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but that shit was not happening

wicked oak
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mostly becouse i was lazy as fuck about implementing a pickup and replication for something like the 6th time

granite jacinth
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It's too messy and overcomplicated and I would have had to redo 50% of that pack

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Waste of my time

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Turns out, VR Toolkit is much more simplified in its approach and easier to integrate into a project

wicked oak
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C++ "pretty much everything components" way

main ether
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Yeah i tried VRE a long time ago , too. It was a bit inadequate..

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@granite jacinth you mean VRTK for Unity?

granite jacinth
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I would say something snarky, but I guess I could see how you could have made that mistake, but it still wouldn't make sense since I was talking about integrating something into VRE ๐Ÿ˜‰

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And this is UE4

main ether
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I know , i know

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But thats what the Unity project is named ๐Ÿ˜ƒ It's now discontinued

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Have a link to the UE4 VR Toolkit, or is it "VR Gun ToolKit " ?

tired tree
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@main ether inadequate how?

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you talking about Expansion Plugin?

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because i'm curious what it was lacking if that is what you meant

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generally its more people not understanding something

rocky nimbus
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'Only Tick Pose when Rendered' - does this mean it'll tick when the camera can see the skeletal mesh or when the skeletal mesh is not culled but may not be visible (behind a building, for example)?

main ether
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@tired tree Sorry to say, i used it for a project almost 2 years ago. I just got back to UE4 and I will give it another spin

granite jacinth
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yeah it was probably poop 2 years ago

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I've been using it pretty consistently for about 1.5 years now

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I still am finding new shit everyday about it

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It's pretty good once you actually know the inner workings of it

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Makes you rethink some of the stuff you've already implemented

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He's also always adding new stuff

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So, that's my problem, I don't read

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๐Ÿ˜‰

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Once in awhile he'll make a video

main ether
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BTW, this is different from the VR template available in new blueprint projects, right?

granite jacinth
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I think he should do that every few weeks hahahahahh @tired tree ????

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But the baby might be getting in the way

glossy agate
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its not on marketplace

granite jacinth
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But yeah, I think there's a lot inside the plugin that's a bit of a mystery because it's not "documented" really well at the moment

main ether
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OK

tired tree
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yeah i don't think you are talkign about the same thing

main ether
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I know i'm talking about VR Expansion because i still have the proiect sitting in my projects folder ๐Ÿ˜ƒ

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But I think i also used what has now become the official VR template which was mostly blueprint

tired tree
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not two years ago you didn't

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its not that old

main ether
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "VRExpansionPlugin",
"Description": "Adds several new VR features & components to UE4",
"Category": "VR",
"CreatedBy": "Joshua (MordenTral) Statzer",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"EnabledByDefault": true,
"CanContainContent": false,
"IsBetaVersion": false,
"Installed": true,
"Modules": [
{
"Name": "VRExpansionPlugin",
"Type": "RunTime",
"LoadingPhase": "Default"
}
]
}

tired tree
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thats not two years :p

main ether
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about 15 months ๐Ÿ˜ƒ

tired tree
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you might have used the template that proteus made?

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it included the controllers

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back then

main ether
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No idea ... ๐Ÿ˜ƒ As i said i will definitely give it another spin

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Are there any example projects for it?

tired tree
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there is now

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wasn't until least year

main ether
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Cool

glossy agate
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Yes. There is a list of games that use it there too if you have tried any

main ether
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I'm making a mountaineering game, was kinda preparing to write everything myself but do you think there is something i can leverage in VRE for that?

tired tree
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for what? climbing?

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yes

main ether
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Yes

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Though I'm also implementing climbing by ice axes so its quite specific

tired tree
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doesn't matter

main ether
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Though if theres something i can use to switch between pulling yourself and using your hands

tired tree
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its a directed movement mode

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you control it

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granted

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its less useful in single player

main ether
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Sounds great

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Oh

tired tree
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as you can do it a multitude of ways in SP

main ether
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This will be SP

tired tree
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don't need anything complicated for that

main ether
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Yeah i know

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But ice axes will be mountable to your belt or something

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So being able to grab and release them as physical objects will be useful

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For example if you grab an axe, hit the wall with it, the object should physically collide with the wall , and depending on impact get mounted

tired tree
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yeah, that is easy, you just have to figure out when to release then though

main ether
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I implemented a prototype of this in Unity by creating a temporary configurable joint in case of a successful hit, so you dont really release it, after its stuck you are now in movement mode. you can dislodge it by wiggling it ,

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@tired tree what base would you recommend me to extend for player and ice axe respectively ?

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will probably have a 'ice pick class' that has a collider and deals with the lodging/dislodging

main ether
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the problem is to decide what to do when one hand's axe is lodged and the other is free, not even sure how that works IRL

neon dove
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Is there a way for a Player Pawn's body mesh to move ahead of the camera, then resync them afterwards?

jaunty shell
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you'd need the camera to follow the body instead of being a child of it

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not sure if that would add latency

neon dove
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So the body would need to be a separate Actor, and the Camera would be the player Pawn?

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Or just be a scene component that's not under the Camera?

sonic lake
neon dove
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Thank you very much!

neon dove
dusky moon
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Any 1 knows if there's a way to avoid Oculus store to run when I stop VR Preview ?! it's really annoying and sometimes really hits my editor's performance

sonic lake
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You mean that it pops-up and its taskbar icon flashes?

dusky moon
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no I mean when I pull up headset / when it's still on my head the proximity sensor thinks I'm in VR and it runs Oculus Home in the headset

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so I have to completely put off the headset from my head

sonic lake
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I trick I have seen is to use the Compatibility settings for the Oculus application to activate Administrator Only mode (Run as Administrator) and with that it will never start automatically. Give it a try.

dusky moon
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@sonic lake Ace man! Worked ๐Ÿ˜„ life is better

dull bane
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Holy shit what a coincidence I've been looking for a solution for this for ages. God bless this discord. Gonna try when I get home.

dusky moon
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I can't really count how many times this Discord channel changed my life! Let's go lol

soft beacon
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Does anyone here use the VR Expansion plugin?

tired tree
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yes

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what ya need

soft beacon
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I am making a flight control stick for a fligth simulator and trying to figure out how to be able to grip it with both hands. When i use a second hand, instead of adding their movement together, it makes the second hand let go

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I have a VRGripP1 and VRGripS1 sockets on the mesh

tired tree
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i'll PM you

sturdy coral
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@umbral star due to an audio bug, you need to use bStartInVR=false and launch with -vr when you want vr, rather than bStartInVR=true and -nohmd to launch 2d

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bStartInVR=true with -nohmd == sound only comes out of oculus

frigid kite
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Has anyone here experimented with the new temporal upscaling?

sturdy coral
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@frigid kite yes, read up in the history a bit we discussed it a bit wednesday

minor hawk
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Has anyone had much luck finding content on the marketplace that's scaled correctly for VR?

glossy agate
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Yes. Pretty much everything I have gotten is spot on, or close to spot on. Noticed stuff like guns come out a little big in VR, so they have to be adjusted

minor hawk
sonic lake
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IMHO, it is not just the scale, but also the topology (e.g. small details), the materials (think of using the Forward Renderer with some of its limitations) and the impact on performance (triangles/polygons count, LOD's, etc.) In my experience, many "traditional" assets will look ok-ish in VR, as long as you don't get too close to them or start interacting with them. Some goes for most foliage/trees/organic objects in general. If they are not specifically designed with VR in mind they will hit your performance right away.

full junco
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I try to just get the stuff with highest possible detail, no matter how expensive the rendering is

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can always reduce its detail later

wicked oak
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i try to mantain performance over all the development

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so while i create a level ill make sure to never be on bad perf

full junco
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I wish more stuff on the marketplace would have 4096+ textures

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its just very easy to get very close to meshes in VR

wicked oak
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but then people complain that the textures are overkill

full junco
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why would anyone complain? its super easy to limit the texture to a higher mip level if you want less

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you can set that for every texture in UE4

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so ideally all textures should be 8192 and you then set the value you want there

cosmic shoal
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It depends on the size of the objects in question too. The biggest problem we face is for large stuff. (buildings floors, ceilings) To maintain performance you should plan out your textures so you have a small repeating detail texture that can be seen upclose but since it's repeating it doesn't have to be so big. and a larger one for the over all features. Or other similar tricks, like having two textures and mix them with another to avoid repetitiveness. And lastly to use decals to add details like stains scratches graffity etc. Using those tricks in combination you can avoid using large textures most of the time.

glossy agate
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@minor hawk I have like 5 or 6 environment packs and they were all right. Have 4 or 5 weapon packs and just the guns were a little big.

mighty carbon
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do you think Go will be released right after Ready Player One movie premiere or at GDC ?

wicked oak
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GDC is too soon i think

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but they might announce release date

wary roost
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Can I insert and editing geometry within the VR mode? I couldn't figure out how to place shapes and the website tutorials seem to mention upcoming features over a year ago.

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also is it possible to increase the resolution of the text on the VR menus? most are super blurry

shell karma
supple lotus
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Hi peeps!

We've found a very interesting bug. When we are playing our level in VR (4 player local coop game), the 4th player joining always is in a wrong position and rotation, while the HMD Position prints the correct values. Here's a tiny pics to describe what's actually happening.

wary roost
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hey Clawsome are you able to work with geometry from within VR in UE4?

supple lotus
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As in?

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Here's the image of what's happening

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If the headsets are not rotated towards the game forward direction, then the 4th connecting player will end up in a wrong location and rotation, even though the HMD tracking gives a correct world pos/rot.

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IF all the players face the game forward direction, no such issue happens. And please don't tell me the solution is to tell the players to look in that direction ๐Ÿ˜„

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Rest of the 3 has perfect rot/loc compared to the real world positions

sonic lake
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Interesting. Why 4? Or does it happen only from the 4th up?

supple lotus
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We only got 4 VR here to test. Always happens to the 4th player

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No matter who logs in the latest

real needle
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hey all

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anyone familiar with algorithms for calibrating a VR Camera in game, based on 3+ known points in the scene?
What i need to achieve is to adjust the actual camera height in respect to a predefined camera height (known distances to the points).
This is neccessary due to changing users in a seated experience using the OculusCV1 with 1 tracker.

wary roost
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@supple lotus i mean when in VR mode in the editor can you scale, deform, add, etc geometry?

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in the VR editor menu when i click on shapes they don't pop into the space for me or maybe i cant figure out the controls

supple lotus
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Sadly no idea, I'm just using VR for the games themselves, not for the editor. I'd need to spend too much time to get used to it ๐Ÿ˜„

sonic lake
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@wary roost In the VR editor you can move, rotate and scale actors. You can also add them from the Browser.

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There is a full section in the official documentation. Search for "VR Mode".

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@real needle We develop almost exclusively seated experiences but we always use Floor Level as tracking origin. In this way you can swap users but they will always see the world from their respective seated height. Or did I misunderstood what you are trying to achieve?

real needle
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@sonic lake Hey Marco, Thanks for the reply.
Well, using the floor height isn't an option with the Oculus running with only one sensor, is it?
The scenario will be an application for a trade show, where the users will sit within a real car (sensor inside), and there is supposed to be a quick recalibration of the virtual camera in order to optimize the matching between the physical and the virtual world

mighty carbon
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where do you still find Rift users with only one sensor ?

tired tree
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he just stated that its for a specific application motorsep....

mighty carbon
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why not to use 2 sensors ?

tired tree
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Regardless, if its a seated experience, why can't you just zero to initial location and offset camera to where you want the head?

real needle
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therefore we have default camera locations (centered to the car's seat headrest) to reset the view to. but this doesn't apply to people of different heights

tired tree
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If you want the height

real needle
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@tired tree Thats what we do, but the offset of different body heights definitely is enough to tamper with the perception

tired tree
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retain roomscale

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get the height, and offset to a foot location

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its what I do for my "car" seating (alternative...main enforces same head position)

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when sitting it will retain their seperate head heights then'

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I assume you have a chair setup and want it to feel aproximate

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mmm

sonic lake
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@real needle Where did you get that you need two sensors for Floor Level tracking?

tired tree
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yeah rift allows one camera for front facing floor level

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its not ideal, but it works

sonic lake
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For a seated experience it should be fine

tired tree
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Otherwise height is approximated without outside information.

wary roost
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@sonic lake I mean while editing maps I can't seem to stretch, extrude, or otherwise create geometry to build a map with while in VR mode. Thats what seems to be missing and i'm hoping its not missing. Being able to create content directly in VR is what i want; not use the pc interface.

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How do i place geometry in VR mode if it can be done? I can't find any clear information that it works.

sonic lake
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@wary roost Start by going through the official documentation here: https://docs.unrealengine.com/latest/INT/Engine/Editor/VR/index.html Most of what you are asking is explained there. I am under the impression you have not yet discovered the Radial Menu, which is the way to access the functionalities you need.

Build worlds in a virtual reality environment using the full capabilities of the editor toolset with interactions designed specifically for VR.

wary roost
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thanks though thats the same problem im having

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yes it has those functions but not extrude, distort along 1 axis, or place new geometry

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so its very difficult to actually build an environment within vr

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its more like we can move stuff around at the moment and decorate with meshes

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ive been using an app called Anyland that has amazing fully immersive design function but its entirely additive sculpture with set shapes

sonic lake
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UE4 is not designed to be a 3D modeling environment, in VR or out of it.

wary roost
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i was hoping unreal engine would have some more advanced features for snapping, adding vertices, etc

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no i know that

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but for basic world geometry it should be as fun as the old editors were right?

sonic lake
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You can block-out a level using BSPs

wary roost
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yes BSPs i forgot what they were called thanks

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i used to make BSP levels

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i want to make some lower poly BSP environments for a VR game project which i can do fine in desktop mode

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its just that modeling something like that in a VR environment is so much better

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my worry is that not a lot of developers and designers have really had time to model environments in VR yet

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with the right toolset it kicks desktop modeling's ass so hard

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im looking into importing OBJ builds from anyland and google blocks

sonic lake
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You can import OBJ's into the Browser and then place them in VR as needed. Resize, stretch, scale, snap are all available..

wary roost
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shit im getting excited; hope this works out decently

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do obj files retain their colour and possibly shader information?

sonic lake
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A VR mesh editor was introduced at GDC 2017 but I have lost track of it. Need to check.

wary roost
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thanks a lot for your time; i appreciate it

sonic lake
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Yes, you can import OBJ files with matching MTL files

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Or FBX

dusky moon
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It really starts to piss me off this VR mirror everytime I want to record a video of my VR stuff. It's so zoomed in and my hands (controllers) is almost invisible unless you put them infront of your face.

tired tree
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@dusky moon change mirror mode to a scene capture

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can do some fun things with it

dusky moon
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@tired tree Hmm I was thinking about it... was just worried about the performance drop but should test how it ruins my fps while recording. seems like the only viable solution

tired tree
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its temporary anyway and you can scale down the render target

dusky moon
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yeah right, I loved the Idea of handheld camera though ๐Ÿ˜„ only if it could have some kind of stabilization to avoid camera shake. would be best

tired tree
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You can do that fine

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low pass filter it

granite jacinth
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HMmm

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How do you get SteamVR to register the damn Windows MR HMDs after downloading the SteamVR for WMR?

mighty carbon
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I wonder how Epic monetizes with Fortnite

tired tree
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crates

glossy agate
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There is a full fortnite game for sale. BR mode just has micro transactions

mighty carbon
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oh, I see

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I thought it was totally free

glossy agate
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In BR its just cosmetics you pay for. If you wind you get 1 free item, but I havnt gotten anything else

sturdy coral
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@granite jacinth do you have other headsets plugged in at the same time or just windows mr? it just picks it up for me and auto launches mixed reality portal if it isn't up

granite jacinth
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@muchcharles#2724 I did, but then I unplugged Vive

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I guess Rift was still there, but that plugin is disabled in the project

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Meh, I still wish there was an easier way to dev with multiple HMDs on one PC

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I just got a HDMI switch, which will help for that one HDMI slot on my 1070ti

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And means I can finally get my 3rd monitor back

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But, too many damn USB ports

wary roost
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@muchcharles#2724 that github link is a 404 for me ๐Ÿ˜ฆ

glossy agate
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@wary roost you probably have to be signed in to get it

sturdy coral
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@wary roost search "ue4 github", it will tell you how to link your accounts to get access to engine source

tired tree
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@sturdy coral good idea, I can have VR babysit my toddler then

wary roost
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I managed to import a couple of test models as OBJ from Anyland and i'm happy to see they work! problem is the colours are a bit different and the gradient shading and effects like metallic sheen are missing. Any ideas?

cosmic shoal
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objs don't have shading information, so no.. no ideas

wary roost
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ok thanks, for my first project i may just keep it simple then for speed and convenience

fleet plume
#

while running your game as PIE, is there a flag to check if the game is being run normally or in VR preview?

sonic lake
#

Via Blueprints: Is Head Mount Display Connected and Is Head Mount Display Enabled

fleet plume
#

is the enabled flag set by the vr preview mode?

#

nvm i'll just give it a try ๐Ÿ˜ƒ

sonic lake
#

Yes. Check the FPS template and how it handles VR vs non VR.

supple lotus
#

So the 4th character issue still persists no matter what we try. Anyone got any idea at least where to look? :/

fleet plume
#

@sonic lake after including "HeadMountedDisplay" as dependency in the build file, UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayEnabled() does the trick
it's false when in regular PIE and true when in vr preview PIE

sonic lake
#

@wary roost Not sure how that materials were defined/exported, but sometimes it is necessary to tweak them in UE4 to match its PBR roughness/metallic workflow.

#

@supple lotus I am still wondering why 4 and not 2 or 3 or 5. This may give you a hint on where to look.

#

Anything hardcoded which assumes you have max 3 players and doesn't update properly once the 4th one comes in?

supple lotus
#

No, it's all dynamic, the systems are built in a way like it could support 50 PCs and VIVEs

#

And we are wondering about the same thing ๐Ÿ˜„ If it was the 5th, that would be amazing because we plan 4 players! ๐Ÿ˜„

sonic lake
#

But then it will work anyway because you never have 5 players ๐Ÿ˜‰

#

Did you try to reproduce it on a minimal project?

#

This may give you the confidence that the problem is within the Engine and not in your code.

#

Or viceversa of course.

tired tree
#

Is it a random 4th player every time or is it the same system?

#

if its the same system are you sure that the room setup has the same forward direction?

supple lotus
#

4th random player

tired tree
#

that image you posted above looks like a 90 degree rotation on the playspace

supple lotus
#

Yes, it looks like the orientation is being set wrongly

tired tree
#

well you said that the HMD loc is correct

#

which means that your pawn is rotated then

#

center of play space = pawn zero

supple lotus
#

If we set "Reset Orientation (Yaw=0.f)" for the grip buttons, log in, have a wrong position/rotation, THEN physically rotate in the real space towards the forward direction, and press the reset, it replaces and rotates the char back to proper position

#

However, we cannot figure out what rotation to feed into this system, because the HMD loc and rotation is presented in real world place properly, whlist the actor is in a wrong pos/rot

tired tree
#

?

#

place actor in center of your virtual room

#

don't rotate

supple lotus
#

they spawn in center with 0-0-0 rotation

tired tree
#

then don't reset orientation

#

this is vive correct?

supple lotus
#

Yes

#

I'm saying that a "temporary workaround" is this manual reset call

#

however that's more than sub-optimal, as we cannot expect players to always push up the HMD and reset themselves if they get in a wrong pos/rot

tired tree
#

well its all relative to the room

supple lotus
#

or if they do it by accident during gameplay.

tired tree
#

the HMD tracking is correct

#

something in your spawn is incorrect

supple lotus
#

it's literally a Spawn at 0-0-0 on rot/pos

tired tree
#

otherwise they would be offset in the steam homne too

supple lotus
#

nothing else

#

Everything else is offsetted/rotated by the engine doing something for the movement/orientation from the HMD

tired tree
#

engine literally sets it to relative space rot/loc == api loc/rot

#

unless you reset

#

then it adds a permanent offset

supple lotus
#

It's sadly being screwed up without any manual reset/rotation/locating set

tired tree
#

it wouldn't be the engine

#

if its 4 players

#

but random

#

so all work

#

by themselves

#

the tracking is clientside

supple lotus
#

If they face the forward direction when the map travel occurs, it's perfect and nothing is screwed up

#

But we also cannot expect them not to look around at all until they are instructed

tired tree
#

and if they all face away?

#

only one gets offset?

#

and its the last player?

supple lotus
#

Only one and it's "random" as in the last one to finalize the map travel

#

can happen to anyone only depends on who becomes the last is how the engine orders the logins

#

if we init the map instantly, skipping lobby, and log in one by one, it's always the last

#

if we connect on lobby, and do a map travel, then it's the last finished traveller

tired tree
#

and after travel you've checked pawn rot?

supple lotus
#

0-0-0

#

as well as for location

#

so the actor itself spawns in the proper spot, proper rotation

tired tree
#

but HMD loc/rot is correct?

#

when queried?

supple lotus
#

yes

tired tree
#

do you use a root component

supple lotus
#

Yes, but it's not being moved

#

There is a camera, that is attached to the HMD

#

and the position of that camera to the HMD position

#

as well as the rotation of it

tired tree
#

just have bfollow ticked right

supple lotus
#

Camera -> Lock To HMD (True)

tired tree
#

aight, manually align a component in relative space to the read HMD location/rot

#

if that is also offset, then you are getting parent rotation

#

if it isn't, then the camera is rotating wrong

#

but that shouldn't happen ever

supple lotus
#

Root ->Camera -> rest of stuff

#

So nothing is being moved besides the camera

tired tree
#

yeah but did you specifically check the root rot?

#

doesn't matter if you moved it

supple lotus
#

Yes

tired tree
#

if the HMD relative loc is correct, and all rotations are correct

supple lotus
#

0-0-0 for the root both for loc and rot

tired tree
#

there is no reason for it to be offset

#

you are working with hard values here, not that hard to check that the camera matches the same relative location

supple lotus
#

Yeah it's taking a time to build, distribute, test

#

Small update

#

doing a few tests, 2 of them goes bad now

#

one by small amount and one by extreme amount

tired tree
#

You dont' have bUseControllerRotationYaw enabled on your pawn do you

supple lotus
#

We do have

#

Why?

tired tree
#

because that resets the actors rotation

#

to the control rotation

#

if the control rotation is changing, it will rotate the pawn AFTER spawn

#

PlayerControllerTick->CheckControlRotation->RotateActorToFaceControlRotation

#

You can SetControlRotation to zero though

mighty carbon
#

also we might be getting 4.19pre5 before release prior to GDC

tired tree
#

motorsep

#

you don't need to parrot their update thread in here...

versed kayak
#

Hey guys, I posted in the blueprints channel about getting launch character to work with a VR pawn, which I have managed to do by reparenting the class from Pawn to Character, however this has caused the player height to stop working, and now my camera is stuck in the floor. Can anybody help me with how to fix this? I've attached an image of what I believe is the relevant part of the BP, which I have tried changing to "Eye level" instead of "Floor level" but that doesn't seem to work :/

tired tree
#

Change your VR root level, it likely is wrong now

#

also you will find many issues trying to use the character as is with roomscale

versed kayak
#

Could you tell me how to change the root level? Also do you have any tips on how to implement a launching mechanic without using Character as a parent class?

tired tree
#

literally can just store the direction / velocity you want and decrement it over time with gravityZ * deltatime

#

don't need to go into air resistance and all of that normally

#

the basic epic tutorial for VR has a root component for the camera / controllers that they offset in Z

#

its likely offset wrong now that you are using a character with a capsule

versed kayak
#

I'm pretty new to this so forgive me, I understand how to get the desired position, what I want is to point at a wall, press the grip button and be pulled/launched in that direction, how would I move the payer towards that location without teleporting them?

supple lotus
#

@tired tree Thank you, that was it. It did not get turned off in constructor as it should've

tired tree
#

@versed kayak Add location on tick modified by delta time, but that is all kind of VR unrelated. You might want to go look up some tutorials

#

@supple lotus since you are using a flat pawn and not a char, the control rotation isn't replicated anyway directly, might as well just untick that bool all together

supple lotus
#

Did, and all fixed. Thanks a lot ๐Ÿ˜ƒ

mighty carbon
#

@tired tree did you get awarded channel moderator role or something ?

tired tree
#

he literally just posted that GDC likely means an extended preview

mighty carbon
#

and ?

tired tree
#

and you come in here "little birdie told me preview 5 before gdc"

#

every time they update anything

mighty carbon
#

so ?

tired tree
#

fine, you do you

#

but its meaningless

#

you already predicted .19 being out twice now

#

in here

mighty carbon
#

๐Ÿ˜ƒ

tired tree
#

there is no point to it

#

it comes when it comes

mighty carbon
#

I guess I just want my mobile VR fix already

mighty carbon
#

Oculus is killing Gallery

#

all Gallery titles are being moved to respective sections of Home

#

(whatever category you submitted the app under)

#

@wicked oak ^^

wicked oak
#

i see

#

not sure of that, really

#

even if DWVR is under Gallery

#

not being in gallery was a mark of quality

#

consumers know that nongallery games are the highest tier

#

now everything is mixed, and all the games are mingled together

#

as the search options are garbage

mighty carbon
#

I wouldn't say that

#

there were a lot of quality apps in the Gallery

#

maybe it will be harder to get in now, in general

wicked oak
#

Gallery had a very arbitrary part

#

games had to be technically perfect, but also oculus had to like the game subjetively

mighty carbon
#

so, then why have Gallery at all ?

#

back when it all started, only apps that were hand picked by Oculus (and suited for masses) made it to the store

#

now it's more like Steam but without flooding, yet

#

tbh, when it comes to PC you are better off going solo, no Steam, no Home..

tired tree
#

no you aren't

#

even with the spam of games into steam, and the restrictions of home

#

people don't randomly go around searching for games anymore outside of the major players.

#

you would have to get one hell of a social presence in order to get a playerbase like that

#

people like their download and go, refund protection, community integrations

mighty carbon
#

it's arguable, especially for small indies.. You can always build foundation community outside of Steam, then release on Steam when you have non-random users..

#

even releasing on Steam requires social presence in order to see decent sales

cosmic shoal
#

People hate to give out their credit card numbers too, so they hessitate to buy anything ouside their current platforms.

mighty carbon
#

they won't be giving it to you, but to PayPal or Amazon or whatever payment processing service you choose to use

#

also, having SSL helps boosting confidence

cosmic shoal
#

not always, I bought Escape from Takov, and I had to give out my CC details, hated to do that, but I really wanted to play it ๐Ÿ˜ƒ

#

(it's really good, and really frustrating too)

mighty carbon
#

I've done this before.. The only thing people wanted is Steam key (even though I offered DRM-free downloads).

wicked oak
#

@main gustn#6226 humble widget

#

you buy the stuff from a humble store account

#

they give 95% to the dev

#

and support paypal and other things like it

cosmic shoal
#

It is better for developers no doubt, (there was no choice for that on Escape from Tarkov tho) I do like Humble store for buying games.

#

Steam is a bit greedy to be honest

mighty carbon
#

@wicked oak do you know if UE4 imports glTF with anims already ? (multiple anims, like FBX)

wicked oak
#

it doesnt

#

only static mesh, and very, very basic

#

but when it works, it works a LOT better than fbx

mighty carbon
#

hmm.. I wonder when Epic adds proper support for it

#

4.21 probably

wicked oak
#

4.20 most likely, but GDC will have news on it

#

ue4 actively supporting GLTF is huge

#

becouse it means RIP fbx

#

if ue4 and unity support the format, the format dethrones fbx

mighty carbon
#

Akeytsu implementing support for glTF too

#

afaik

wicked oak
#

do you have that software?

#

im in need of animations, but honestly making mannequin compatible anims with blender is...

#

hard

#

i know how to animate (and i have to animate myself to have the exact gameplay i want)

#

@mighty carbon

mighty carbon
#

I do, but I haven't touched it since beta was over

#

also, I have never tested exporting Mannequin compatible skeleton (don't really care for that) - bones orientations might be different from Maya

wicked oak
#

i mostly want an alternative to blender animation that works with fbx ๐Ÿ˜ฆ

#

without being maya wich is 6k dollars

mighty carbon
#

I like Akeytsu.. It's well designed imo, although it has no constraints or anything fancy - it's aimed for all out hand-crafted animations

wicked oak
#

i only need ik

#

if it has ik/fk switching, its all i need

#

for character animations

mighty carbon
#

It has IK for arms and legs

wicked oak
#

sweet

#

i guess ill try the demo they have

glossy agate
#

@mighty carbon exporting and putting into maya is super easy. I did that for my hands, and it saved a lot of time

mighty carbon
#

no Maya here

#

๐Ÿ˜ƒ

wicked oak
#

if i was going to do purely mechanical anims

#

i would probably try to use houdini

#

after all it still keeps all its procedural weird shit even for bone animation, so you can create highly overkill rigs if you want to

mighty carbon
#

Blender is good enough for mechanical anims

wicked oak
#

blender is great at everything

#

its just fucking FBX

#

that i dont want to deal with

#

becouse FBX support in blender is extremelly finnicky

#

keep in mind blender is an animation software at its core, its meant to do animation, and has lots and lots and lots of focus on that

cosmic shoal
#

In my tests with exporting lightwave animations FBX for unreal didn't work either, but Alembic did. I dunno if that is viable in Blender.

mighty carbon
#

@wicked oak if you try Akeytsu, I am sure you will say Blender isn't that awesome ๐Ÿ˜‰

mighty carbon
#

I am not sure how people do archviz in VR - the scale feels off and playing with World to Meters doesn't help :/

plain glade
#

Hello, hello . There's a question about VR . I tried develop a VRET(Virtual Reality Exposure Therapy) project. So there should be one player which will wear VR Glasses, and the other one will send some commands such as start scenario, give some sounds etc. . I ve already did this system with WebSocket. But I dont want use 2 computer. and I couldnt add live streaming system for now. Is there anyway to use this system in one pc? Because if unreal project window is not selected, the fps getting worse. I read somewhere about VR Spectator. But someone said same thing about fps.

pearl tangle
#

@plain glade you can do it now with the spectator mode fine, just make sure you reduce the resolution and framerate of the spectator mode for the screen. Or if you aren't using a camera view for the spectator mode then it wont matter you can just put a umg up there

plain glade
#

@pearl tangle you mean with 4.18? and if I want what the hmd users see I can do it with render target I guess. Am I right?

pearl tangle
#

you can just toggle between the different camera view and the hmd view straight away. Or just update the position of the camera to the HMD camera and change it to somewhere else if you want

plain glade
#

@pearl tangle ty for answer. I will do it with 4.18

mighty carbon
#

@pearl tangle have you done archviz for VR by chance?

pearl tangle
#

Patches of it but nothing major yet

mighty carbon
#

Do you happen to know why scale feels off in VR, even though geometry is built 1:1 scale ?

mighty carbon
#

@pearl tangle ^^

pearl tangle
#

It shouldn't.

#

Although I haven't done any of that with the rift only with the vive and scale always feels perfect. Have done photogrammetry and tracking things with vive trackers and it matches properly no worries

tired tree
#

It shouldn't feel off at all unless you have your IPD calibrated incorrectly

mighty carbon
#

I haven't tested in Rift, but in Gear VR it's off :(

#

Not sure how it's connected to IPD

#

I should probably model existing room, just make sure

tired tree
#

IPD being off changes your eye perspective, the perceived scaling is off of that

#

it changes the convergence of them on objects, so you perceive the scale differently

#

You also have to realize that GearVR is aproximated height

#

you need to make sure your camera is the right height or that also will throw things off to how you are used to them

mighty carbon
#

I see

#

What about FOV? Does it play role in creating perception of scale too ?

jaunty shell
#

oshit MWC is next week already

#

"Another technology innovation is Adreno Foveation, which combines graphics rendering with eye tracking." woah a consumer ready eye tracking on mobile headsets before high end PC ? ๐Ÿ˜ฎ

mighty carbon
#

sounds like it

jaunty shell
#

neat

sharp swan
#

eye tracking, or as I like to call it, Fingerprints 2.0

mighty carbon
#

ooh, it looks like pre5 might have a fix for multiview

sturdy coral
#

@mighty carbon FOV should be unrelated to scale. Don't ever touch FOV in VR.. you have to go out of your way to do it

#

Even with the right height if you are sitting while the camera is at your standing height it can cause a scale illusion where everything feels a bit off

mighty carbon
#

nah, I don't mess with FOV.. Just wondering about it, since Gear VR has lower FOV than Rift/Vive

glossy agate
#

@mighty carbon Do the starter content doorframes look off too? You can compare your house models against that.

mighty carbon
#

@glossy agate was it in some project from the Vault ?

glossy agate
#

Nah, its just the starter content you can add when making the project. Has the doors, frames table and that little statue ect.

mighty carbon
#

nah, I usually create projects without starter content

#

plus, I made queen size bed and that's what looks off the most

glossy agate
#

Same, I just know those are scaled correct, so its easy for a fast comparison in case you have any glaring issues

mighty carbon
#

well, measuring in UE4 yields correct dimensions in cm

#

so there is no way my geometry is off

sturdy coral
#

@mighty carbon mordentral asked but I wasn't sure from your answer

#

Did you set your ipd in GearVR settings?

#

If that is off by 5%, scale will be off by 5%

fossil stratus
#

Hi Guys, I took a break from VR stuff for a bit and now I'm thinking of starting a new VR Project. In the past I was using Mitch's VR Lab Template. Would you still recommend that now or is there something else I should use as a starting point?

tired tree
#

@sturdy coral Secretly Motorsep is an iguana and its off by a lot

sturdy coral
#

๐Ÿฒ

tired tree
#

Also damn you, I ended up buying my son one of those bead slider toys. I forgot how much kids love those.

mighty carbon
#

@sturdy coral there is no way to adjust IPD on Gear VR

tired tree
#

They rate the IPD coverage of GearVR from 55-71?

#

That is a lot of difference.....

mighty carbon
#

yeah

#

I wonder if Go will have adjustable IPD

sturdy coral
#

@mighty carbon I thought there was software adjustment in one of the setup menus.. guess not

#

You could find out if they are using 64mm or whatever and then change world to meters by the same ratio as your ipd is to 64mm, but don't leave that in if you are shipping to users

#

I know you said worldtometers didn't help though, but did it really have no effect?

mighty carbon
#

I set WtoM to be 200 and ended up with tiny model of controller and 1/2 of my original camera height.. But as far as geometry scale, it didn't seem to change the way I expected it to change

cold siren
#

@tribal sandtorstep are you finding this on GearVR only?

#

I have a use case that suggests that scale is off in ue4 as well

#

with RIFT

#

scale is off by a very small factor though

#

@mighty carbon *

mighty carbon
#

I haven't tried this project with Rift (since the goal is to have it on mobile VR)

#

it's not an issue with project that don't require to match VR scale to reality as close as possible

#

lol, new Gear VR has 100 deg. FOV

raven halo
#

new gearvr?

mighty carbon
#

2017

raven halo
#

oh shiet, i thought you might have been referring to the one the ywill announce soon

#

I mean, with the S9 around the corner I'm assuming there will be a new one?

#

right?

mighty carbon
#

I don't think they will - S9 is in the same body as S8, so S9 should fit 2017 Gear VR

#

from what I've read S9 is literally S8, but with new SoC

#

S9+ has different cameras though

real needle
mighty carbon
#

๐Ÿ˜ฆ

proper osprey
#

Hey, Im doing an arch viz project in vr and I was wondering if I can reach for better quality (texture, polly count, etc) than usual. Since is a small apartment and it doesn't have a lot of meshes in view at the same time. Thanks!

#

like using 4k texture for a few objects, increasing lightmap resolution

granite jacinth
#

Sure

#

Just profile

violet musk
#

If you go too hard you might need sublevels if you wanna package to an .exe, to keep that in mind

mighty carbon
#

4.19pre5 no longer crashes with multiview on ๐Ÿ˜ƒ

granite jacinth
#

Yo

#

Anyone have the Acer WMR dev kit? And can send me the driver?

#

I decided to delete all instances of WMR to try to unfuck whatever was going on (wouldn't work in SteamVR mode for games/editor even with the extension)

#

And....the POS W10 won't register the HMD at all

sturdy coral
#

@granite jacinth are you connected with a displayport adapter?

granite jacinth
#

@sturdy coral nope

#

HDMI

#

I killed off both my Vive and Rift from my rig too

#

Just to make sure those weren't interfering

#

I just don't understand it, I googled the hell outta it. And there are a few things about it...but the only solution is "plug it into a new USB"

#

I tried all 20+

#

Uninstalled Portal, rebooted. Plugged HMD back in.

#

I just don't get why they can't make stuff that works for everyone the first time :)

#

Dunno, sent MSFT a ticket and posted on forums.

#

I will see if I can find a contact over there directly. I mean, every "set-up" video makes it look easy. And for the majority probably will be. Those that didn't have a Vive or Rift (or both) already installed.

#

But meh. Could be any number of reasons. But definitely wouldn't mind an easy way to start the download again for the initial WMR.

#

Can't find a way to do it. Make sure that I have all the files needed.

dusky moon
#

So I'm using this VR Spectator Screen in 4.18 and noticed this annoying bug with RenderTargets :
https://issues.unrealengine.com/issue/UE-51811
Is there any workaround for this ? can't really figure out how to capture proper 1920x1080 without a headache.

cosmic shoal
#

@VictorBurgos#7534 I could not get WMR headset to work on my system no matter what I tried, I was in windows insider edition of windows 10. formated and reinstalled windows 10, let it update and it worked first try.

pearl tangle
#

that is concerning. I just bought 5 of the damn things last week hah

cosmic shoal
#

I'm on my third one..

#

I ruined the first one, second one had one screen fail

jaunty shell
#

looks sturdy ๐Ÿค”

cosmic shoal
#

What ruined the first one would ruin any vr headset.. Sun got to the lenses and the magnified sun light burned the screens. seen it mentioned on rift and vive

shell karma
#

@dusky moon had the same thing happening in 4.19, haven't found a workaround sadly

#

happens with 4k output aswell

dusky moon
#

@shell karma yeah it's sad. It's targeted to be fixed on 4.20 and until then we can't use more than 1280x720 for the Rendertarget resolution ... beyond that the Black bar appears

#

I recorded a video using 1280x720 and the texts look like shit

shell karma
#

I know your pain

jaunty shell
#

damn

mighty carbon
#

Tom Forsyth left Oculus (don't know the details) :/

#

WTF is going on...

modern ether
#

Hi, is there a way to keep Steam VR from turning on whenever I start up UE4? I know of the developer start on app launch checkbox, but I turned that off and closed Steam VR and it's still doing it...

full junco
#

@mighty carbon should I know "Tom Forsyth"?

#

never heard that name

mighty carbon
#

know your heroes

full junco
#

ok, so someone who moved from valves VR stuff to oculus

mighty carbon
#

that's not how I see it, but okay

full junco
#

"not how you see it"? lol, I just cited a fact from his website

mighty carbon
#

eeh, people move from one company to another

#

what if he moved from Valve to Sony instead of Oculus.. Would that be different ?

wicked oak
#

people move from company to company all the time

#

in fact, if you dont, you are an idiot

#

of course, dont hop company every year, but every 3-4 years, sure

full junco
#

it would be a different move, because its a different company, but why is that relevant? @mighty carbon

wicked oak
#

such is the life of a mercenary programmer

#

i think im going to advertise a PS4 porting help in unreal forums and reddit. What do you think could help?

#

basically to port indie games to PS4, maybe publish them myself

#

for a price

mighty carbon
#

sure.. Just make sure to mention you don't sign agreements or NDAs ๐Ÿ˜‰

wicked oak
#

i dont sign NDAs for free, and every one i would sign will get read by a lawyer

#

as part of a commercial contract? sure NDA is fine

#

as long as its not ridiculous

mighty carbon
#

well, what if the contract doesn't pan out ?

#

you have to sign NDA first, then you see what they ask of you and only then it either becomes a contract or it doesn't

wicked oak
#

usually i have the NDA as part of the commercial contract itself

#

and i allways read contracts very well, plus i have a family member who is a lawyer (some uncle)

#

so i give that to him to review too

mighty carbon
#

and if you aren't willing to sign NDA for something that might or might not come to fruition, how do you expect to secure a contract ?

wicked oak
#

thats why i wont sign an NDA at the beggining, unless its for a big contract

full junco
#

there is nothing bad about signing NDAs about stuff @mighty carbon

wicked oak
#

@full junco its becouse he wanted me to sign one and i refused

#

a while ago

#

same thing with Zaptruder and his VR stuffs

mighty carbon
#

@full junco I don't argue about that ๐Ÿ˜ƒ I have no issues signing them. Vblanco does.

wicked oak
#

he wanted me to sign an NDA to try his VR demos, and i was like "hell nah"

full junco
#

yeah for such stuff I also dont sign NDAs

#

but for commercial stuff, sure

wicked oak
#

becouse i take the NDAs very seriously

#

so i would only sign one as a very serious thing. Like something that actually NEEDs to be NDA-d

full junco
#

I dont take anything seriously ๐Ÿ˜„ but I read what I sign, and when its not relevant enough I am too lazy to read it

wicked oak
#

like PS4 documents for example

#

i read the 50 page PS4 agreement several times

#

and then sent it to the lawyer

mighty carbon
#

gameplay mechanics need to be NDAed, because if not, nothing stops you from "borrowing" them.. Same goes for lore/story.

wicked oak
#

who then also read it

#

ideas are worthless

full junco
#

@mighty carbon no, thats stupid

wicked oak
#

execution matters

#

i have around 20 prototypes or so, 10 of wich can become a game

full junco
#

everyone is allowed to copy gameplay mechanics or ideas etc

wicked oak
#

if they had art

mighty carbon
#

but, if you have no concept of what you are to borrow, you got no way to execute it

full junco
#

the important stuff is the implementation, not the idea

wicked oak
#

but everyone has ideas about stuff

mighty carbon
#

indeed

wicked oak
#

im very open about actually analizing every game i play

mighty carbon
#

except some ideas are great, some - not so much..

wicked oak
#

and play every competitor game

#

or games that might share functionality/features/concept

#

to see why they work in that game, and if the features would work in mine

full junco
#

well I dont play any games because I'm too lazy to analyze anything

#

๐Ÿ˜„

wicked oak
#

for example, im looking at Warframes AI system for wave management and enemy spawns

mighty carbon
#

that's why you simply ripped off Minecraft and made it into a VR game, right @full junco ? ๐Ÿ˜›

wicked oak
#

but then, my dungeon generator is more inspired by Diablo 3

#

and for the combat im taking some clues from skyrim vr

full junco
#

@wicked oak well I didnt

wicked oak
#

but thats not good, really

full junco
#

just because its voxel doesnt means its related to minecraft in any way

wicked oak
#

you should alllways investigate every game that might be close to what you have in mind

#

see what works and what doesnt

#

and how it relates to your game

full junco
#

yeah, should. I just cant get myself to play games

wicked oak
#

this is from the hacknplan of the Aquila project i just scrapped

#

i have a section, at the GDD stuff, where i analyze games that might be relevant

#

to see what could work and what doesnt

#

if there is a feature i like, i rip it off directly

#

and logicallly, take in mind that works badly in another game precisely to avoid doing a similar mistake

full junco
#

I dont do plans

wicked oak
#

my plans exist to get broken

mighty carbon
#

so, how does one make games if one doesn't play games? Paradox...

wicked oak
#

i just write stuff that comes to my mind

#

so a few days later i can go back and read it

full junco
#

@mighty carbon you make games by writing code, not by playing games ๐Ÿ˜›

wicked oak
#

but you need to do some "design"

#

i do it to an overkill degree becouse im not that much of a designer myself

#

so i approach design from a optimizers/engineer standpoint

full junco
#

my players are the "designers". I just execute

wicked oak
#

analyzing other people works, taking what i like and would fit, and learning from their mistakes

#

the issue is that this works well with the features themselves, but with things like level design and art it plain doesnt work

#

so i hire people to do that for me

full junco
#

well I chose to make a game where I dont need level design or art ๐Ÿ˜„

#

I currently have some super weird issue...

#

when I enable the "OnlineSubsystemSteam" plugin, my game no longer runs in VR when packaged (neither development packaged nor shipping packaged). it just runs as if "Start in VR" would be false. so the console bar is at the bottom of the game window etc

#

doing "stereo on" does nothing

#

the game runs as if it would have no clue that VR even exists

#

anyone has any idea what that could be and how to fix it?

#

disabling the "OnlineSubsystemSteam" plugin makes it work

#

I would guess enabling the "OnlineSubsystemSteam plugin somehow breaks the SteamVR plugin

#

but why?

#

@sturdy coral @tired tree do you have any ideas?

wicked oak
#

not my case

#

ive ran SteamVR and Subsystem steam without an issue

#

to have multiplayer vr htrough steam with a vive

tired tree
#

dunno, only ever saw the reverse, the subsystem breaking when steamVRHomeBeta was enabled

#

and that was just if it wasn't launched through steam

#

since home takes the auth there

full junco
#

running "development" config from VS doesnt work, running packaged dev locally doesnt work, and running packaged shipping from steam also doesnt work

#

always broken when the OnlineSubsystemSteam plugin is enabled

tired tree
#

well its default enabled in engine

#

so literally everyone else is running them side by side

full junco
#

I had it disabled since forever for some reason

#

but now I need it, so I enabled it and saw this issue

tired tree
#

did you update your SteamVR module but leave the steam subsystem one outdated?

#

the newer steam subsystem allowed for some module changes

#

they are tied together somewhat

full junco
#

@tired tree oh, thats a freaking good idea...

#

I did update the SteamVR SDK a long time ago

#

this is where it fails

tired tree
#

yeah, remember back in the day they had to manually load the SteamVR .dll because the steam subsystem was outdated

#

you don't need to do that anymore

full junco
#

"back in the day" was when?

tired tree
#

mmmm, i don't remember the exact switch off, i think i was about to finally remove my dll loading around 4.14

#

or .15

full junco
#

I'm on 4.15

tired tree
#

"Removed OpenVR direct dll bindings due to 1.39 steamSDK update in 4.16."

#

nope was 4.16

full junco
#

thats when they updated the steamworks SDK

#

the one before 4.16 was many years old

tired tree
#

yeah, thats my commit note

#

i'm actually not sure they themselves ever went back and refactored

full junco
#

but why can that make the OpenVR initialization fail?

tired tree
#

oh they did

full junco
#

I only updated the OpenVR SDK by 1 version or so

#

so a few months newer I made that

tired tree
#

4.19 they are still manually loading the OpenVR.dll

#

doubt thats the cause then

full junco
#

hm

#

its failing in the code I screenshotted because VRSystem is nullptr

#

the VRInitErr variable is "VRInitError_None"

#

so openvr doesnt give any error

tired tree
#

vrsystem is loaded from the dll load in the module

full junco
#

thats the code that should not return a nullptr:

#

its in openvr.h

#

or more exactly the VRSystem() call:

#

I don't feel like that code tells me anything...

#

what can make that code fail?

tired tree
#

if openvr isn't running is usually the only cause

full junco
#

is it that some dll is not correctly loaded? and how can I check if its loaded?

#

steamvr is running

#

hm

#

@tired tree look at this:

#

I commented out the "return false" so that the code does just continue

#

since the VRSystem is set again below

#

and that makes the game run in VR correctly I think...

tired tree
#

check that LoadVRModule is successful

#

the first call directly accesses the vr::

#

which they didn't used to do

full junco
#

I dont see LoadVRModule anywhere?

tired tree
#

LoadOpenVRModule

#

SteamVRHMD

full junco
#

that does never fail

#

it logs when it fails

tired tree
#

mm, no that code hasn't changed since 4.13

#

just checked

full junco
#

and I have breakpoints there that were never triggered

#

so loading the module always worked

tired tree
#

talking about the first image

#

the vrsystem assignment

#

been the same since 4.13

full junco
#

ok

#

I wonder if anything bad can happen by ignoring that VRSystem is nullptr at first

#

after that second assignment, its perfectly valid

tired tree
#

well the pointer is validated

#

so it should be fine

#

the generic interface one that is

#

but without init, it shouldn't work correctly

full junco
#

the init function does not return any error code

#

it just returns nullptr

tired tree
#

weird shit

full junco
#

the EVRInitError enum has a billion errors available

tired tree
#

yeah i know, i use it

full junco
#

so when its VRInitError_None I would assume that OpenVR is happy

#

happily returning a nullptr...

granite jacinth
#

silly talk in this channel sometimes

full junco
#

@tired tree hm, I think it doesn't work in shipping config...

#

development packaged does work

#

development shipping does not run in VR

tired tree
#

Do you not have your app id setup? Steamsubsystem fails to load in shipping without it unless you are running it from the steam install @full junco

#

for from desktop you need the app_id.txt

full junco
#

Steamsubsystem failing to load should not cause anything bad for steamvr though? @tired tree

tired tree
#

well its the only link here

#

you don't get the issue without the subsystem enabled

full junco
#

yeah

glossy agate
#

You going to be generating the worlds on a server then adding the players into it? @full junco

full junco
#

@glossy agate I'm not doing any multiplayer stuff at the moment

#

game is singleplayer only

glossy agate
#

Oh. Nevermind. THought it sounded like you were adding in MP

full junco
#

just need steam being loaded for screenshot stuff

#

@tired tree I've uploaded the shipping build to steam and started from there, also doesn't work

full junco
#

I've just created a shipping build with logging enabled, and that one works...

#

super weird

full junco
#

it appears to be working fine in shipping builds without logging now too, so most likely it always worked in shipping builds after the "fix" of commenting out the return in that one function and it only didnt rebuilt correctly for the shipping build initially(edited)

pearl tangle
#

that shouldn't be too tough to do actually since it's just using the "finger tracking" from the touch controllers for it all

proper osprey
#

Does anyone know how to disable Oculus Home temporarily?

pearl tangle
#

@proper osprey kill the service for it

proper osprey
#

directly on task manager?

pearl tangle
#

@proper osprey

proper osprey
#

@pearl tangle Thanks!

mighty carbon
#

@pearl tangle it uses external camera for AR

pearl tangle
#

@mighty carbon yep i know. But that doesn't act any differently to taping any other camera to the front. You can see in stereo but it's not doing any hand tracking or anything

mighty carbon
#

I see

sonic lake
#

@proper osprey I neat trick is to set the OculusClient.exe application to run as admin (properties --> compatibility). In this way, unless you authorize it specifically, the Oculus Home won't start or even show when you wear your Rift.

fleet plume
#

when the camera is rotated, the collider obviously rotates with it, so when you turn your head sideways, the capsule collider also hangs sideways in the air ๐Ÿ˜„

#

i guess if i want the collider to keep it's orientation and only adapt to changes in vertical camera position, i'd have to either code that manually or add a separate collider for that?

#

how is everybody else doing that? e.g. are you applying head rotation decreased by some factor to the rotation of the collider so it at least somewhat ... leans in?

sonic lake
#

I believe this is by design to handle collisions in room scale VR. Which problems are you experiencing with this approach? Having the collider hang in the air is not necessarily good or bad per. It becomes bad the time it causes issues with your experience or discomfort to your users.

fleet plume
#

@sonic lake i was using the center of the capsule collider as a target for aiming bullets as well as getting collisions/hits with the ue4 projectile component
if you turned your head sideways, the bullets would obviously target where your shoulders would be
thanks for the link, i'am gonna go read those posts

tired tree
#

If you only want the capsule for hit detection and not movement, there is a series of bools to unlock a child component from rotating with its parent, however that doesn't prevent the linear translation any (Z), so you would have to accept that or move it manually.

fleet plume
#

@tired tree i'am using a 2nd capsule collider for now which i move to a sensible position in relation to the camera/hmd on every tick
should be good enough for prototyping ๐Ÿ˜ƒ

mighty carbon
#

ARCore is out of beta and is officially ver 1.0

#

however, Galaxy S6 is not supported... I am out of luck ๐Ÿ˜ฆ

sharp swan
#

damn me too

#

might be able to find something on xda forums to allow if you are willing to risk bricking your phone :/

mighty carbon
#

:/

#

I guess I finish paying wife's S8, get her S9 and then granfather S8

sharp swan
#

my missus has an s8. No way she will let me near it though. It's like a laptop to her. Shes never off it

mighty carbon
#

yep, same story

wicked oak
#

im getting a S9

#

if its allright

#

my iphone 6 is rusty as hell

#

the damn thing shuts off at 50% battery

#

battery completely broken

#

but if i try to change it, a full clean install has to be done

#

and a full cllean install would kill every book, every song, every app

#

so if im going to do a clean reinstall, ill prefer to just get a new phone and not use applle ever again

wraith sky
#

It is free.

wicked oak
#

becouse you have no idea how deep my hatred for apple is lately

alpine ore
#

Wonder if this could can be added to 4.19

wicked oak
#

there is a huge chance thats why they are taking that long with 4.19

mighty carbon
#

@wicked oak or get S8, since it's proven and doesn't blow up ๐Ÿ˜›

#

I am still with S6 and I can't justify switching to S8/S9 (and since Go was announced I have even less incentive for upgrade)

alpine ore
#

Yeah 4.19 seems to be taking ages, Epic had a livestream yesterday regarding AR and didnt mention anything about ARCore 1.0

mighty carbon
#

4.20 is when it will be in

alpine ore
#

This is what I hate about Unreal, Unity ARCore sdk available already, simply download the package and off you go

sharp swan
#

yeah the livestream last night confirmed it would be at least 4.20 for arkit1.0

#

@alpine ore nothing stopping you from adding the SDK yourself. I think the main issue for Unreal right now is best practice related. They are getting it just right and I can live with waiting in that case.

tired tree
#

Lots of the packages go pretty seamlessly into managed languages already anyway

#

so easier to port to unity in the first place

alpine ore
#

Google seem to have built it though for 4.18.3 on github

#

So it won't have all the integrated AR functionality Epic have been building for 4.19

#

Just seen that 1.0 includes support for anchoring virtual objects to any textured surface, not just flat, horizontal ones, sweet

mighty carbon
#

well, we'll have it by summer in 4.20 ๐Ÿ˜ƒ

granite jacinth
#

Bullet Train... I thought they were all robots

#

Haven't played it in so long.

#

I definitely remember the end boss being a robot though. Not a school setting, not sure why the hate.

#

ARCore is something cool to be thinking about also.

pearl tangle
#

I have already done a bunch of prototypes with ARcore in 4.19. Managed to sell in 3 new projects with it off the back of a couple days screwing around. I will be getting beta access to the next 1 to test out the image tracking and vertical tracking too

violet musk
#

Also Hololens...

dreamy quartz
#

Bullet train was pretty good

#

It's a demo for robo recall isn't it?

violet musk
#

out of respect... omg

sturdy coral
#

There was a Jesse Schell talk where he described bullet train as a mass murder simulator in a train station, and I think epic said in some talks that that was part of why they went all robot for robo recall

wicked oak
#

@sturdy coral DWVR is PEGI12/ESRB T becouse the enemies are random skeletons and/or cyborgs that dont really look too human

sturdy coral
#

Jesse Schell predictions list:

#

By end of 2017, media will blame at least one mass shooting on a VR game. "I'm looking at you Bullet Train."

glossy agate
trail shale
#

Can someone advise why the steam VR keeps trying to open up itself every time I hit the system button on the Vive? Extremely annoying and disabling dash/application startup in developer options did not help

#

Not using Firefox either

#

Before it would just open the dash, which is all I ever wanted

sturdy coral
#

@
@trail shale What is the dash vs SteamVR? You mean SteamVR home?

mighty carbon
#

why people keep saying 60Hz on Go is going to be horrible compare to 90Hz on desktop VR?

willow trail
#

Can anyone riddle me this. Checking the position/rotation or state of the transform at any point of this graph shows an identity transform. Yet it still sort of works, my camera follow the HMD as long as that Orientation pin is connected. It can do without the location (and still tracks location just fine), but disabling orientation fixes the camera to the screen. (executing pin is tick btw)

How come it always says 0,0,0 (and effectively if I store that value it will be Identity ) but somehow SetRelativeTransform still works? It's very late, so am I missing something obvious?

https://puu.sh/zv6Fz/e35d4ed26e.png

sturdy coral
#

@willow trail a VR camera's transform gets replaced by other code

#

Depends on some settings in various places

willow trail
#

I just called it VRCamera though, it's a regular old cameracomponent, is there such a thing as a VR Camera component?

real needle
#

Anyone successfully setup ikinema for vr?

#

After compiling my animbp, nothing even happens.

#

I've got my IK rig setup correctly and my character is calculating the transforms

#

But even editing the transforms in the animbp manually, nothing changes.

real needle
#

Using a solver works but the ikinema for vr doesn't

real needle
#

And after a restart it's working. ๐Ÿคฆ

full junco
#

being able to manually take screenshots in the game and adding them to the steam screenshot library is very nice

#

without that all vr screenshots are ugly low res stuff, with such a manual screenshot you can take 8K screenshots that look great

sonic lake
#

@willow trail no, unless you use a plugin, there is nothing like a separate VR camera. It is a regular camera with Lock to HMD turned on. The rest is done when you play/start in VR mode.

willow trail
#

what does lock to HMD actually does? I don't see a difference enabling or disabling it

willow trail
willow trail
#

I managed to circumvent the issue somehow by using LockHMD (which actually did what you'd expect, but for some reason it doesn't always work properly if I don't start game with headset on).

Is there an upside to using lockHMD instead of setting the camera transform manually on tick? Or is it just a shortcut for people not to get sick while working out their transform compositions?

sturdy coral
#

@willow trail manually on tick means you won't get late updates

#

Just before the render commands are submitted, they are updated with the latest transform of the HMD on the render thread

#

If you do it on the game thread in tick they will be stale

willow trail
#

gotcha, that's a solid argument against it

tired tree
#

It also late updates anything you have attached to the camera

#

otherwise things attached to it lag behind during headmovements

#

only sad thing is that the camera transform doesn't update until GetCameraView, so during normal ticks its a frame behind

willow trail
#

oh, so if you needed to make, say, a bike simulation where you derive the rider's COM based on hand and head position, you'd be putting that weight one frame behind?

#

well I suppose I can attach it to the camera and position it how I want in relation to that

sonic lake
#

@willow trail When the VR camera is locked to the HMD, the relative transform of the camera component respect to its parent (Scene Component) is changed to reflect the position/rotation of the HMD in real space. The parent component stays where it.

#

If you spawn your pawn is 0,0,0 and only move the HMD around, you will keep getting its original position 0,0,0

tired tree
#

@willow trail in that case just sample the TrackedDevicePositionAndOrientation

#

should likely do that with the motion controllers too unless you set tick PreReq

#

regardless though, one frame delay is mostly not a problem for game logic

willow trail
#

@sonic lake right, now I'm struggling to sort out those transform compositions in my head, I can't for the life of me find a way to reset the HMD position to the bike without going overcomplex
@tired tree well I'm really pushing PhysX to it's limit, one frame delay at good speed still puts it 1m behind, but if TrackedDevice... can help with that it should be all good thanks

tired tree
#

?

#

get the position in relative space

willow trail
#

yeah sorry I realized that afterwards, if my COM is attached to the camera that's no issue

tired tree
#

even then, the world location isn't a frame behind, just the relative portion of it

mighty carbon
#

heh, if new Gear VR will be 6DoF, that's going to be crazy

#

or it's one of those hype articles

granite jacinth
#

I don't get why they are still only one controller things though

#

Should have been two-controller minimum by now

wicked oak
#

@granite jacinth casuals

mighty carbon
#

well, stats show that mobile VR is most used for VR porn, thus one controller only is by design ๐Ÿ˜†

fresh laurel
#

I am more excited by the mirage solo

wicked oak
#

mirage solo is going to dissapear on nothingness

#

no one cares about daydream

#

becouse its kind of shit

#

basically cardboard+

#

there is no content other than shit tier stuff

fresh laurel
#

Kinda what I think about the Oculus Go

cosmic shoal
#

Oculus go is actually pretty nice except for the limitations of procesing power.

#

150 drawcalls 150k polygons is what they recommend.