#virtual-reality

1 messages · Page 175 of 1

wicked oak
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i can tell you this feels bad while playing

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really, really, really bad

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becouse the player instantly goes "hey what the fuck"

fleet plume
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also feels bad just looking at it

wicked oak
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btw fun shit

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stat rhi of this view

fleet plume
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curious to see your own generator in action

wicked oak
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14.000 drawcalls and 10 million tris

fleet plume
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wat

wicked oak
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modular meshes m8

fleet plume
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where are 10mill triangles?

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under the floor?

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😉

wicked oak
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they are the floor

fleet plume
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hmmm

wicked oak
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dont worry, i have my own culling system 😛

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it only renders the room you are in + the next

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so total drawcalls and polys are very low

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right now i have to adapt all my older pieces into this (by giving them a specific door actor), and then i can generate all i want

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but of course, it would be the time to actually go and improve the algorithm

fleet plume
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so you're not using a persistent level?

wicked oak
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no

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this are all blueprints

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loading real maps into maps is buggy as fuuuuuuuuuuck

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i still need to try it in this project btw. It would let me actually use lightmaps

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in some map types it would be very useful

fleet plume
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i guess you have to architect the maps/parts in a distinct way

wicked oak
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i do plan of using different generators per biome

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i have a bunch of biomes, and i want them to be truly different, not just a reskin

fleet plume
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haven't done anything with persistent levels yet

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would only work if you don't need to know the sub levels in advance (editor)

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fun fact: the credits list for robo recall consists of ~240 people

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nicely managed in a DataTable

mighty carbon
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lol, I recall Epic mentioned it was a small team that made RR happen

fleet plume
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maybe they listed everyone in the studio

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the blueprints in RR are blowing my head off

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when you still need to pan all zoomed out on a 4k display...

daring mural
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For some reason 'should fade audio' keeps audio levels at close to 0 when enabled on SOME levels, not all. Strange.

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Also only in a standalone game, not in the editor. 4.19.

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Nevermind, seems to be caused by a 1 second delay after beginplay and before the fade in. 👌

tired tree
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@sturdy coral isn't that only in .13 or so? pretty sure ue4 is still on .10 or .11

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I saw that comit for OpenVR, was excited about it

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regardless, yeah even if ue4 is on an openvr version with that flag, its not using it currently

sturdy coral
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Yeah it is fairly new, I doubt it is available in the version the engine is using

mighty carbon
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I am wondering if capsule shadows, DFAO and SSAO that much performance taxing that Epic didn't bother to implement those in forward renderer

sturdy coral
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With temporal upsampling the depth buffer would potentially be lower res than the rest

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They have capsule shadows

wicked oak
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@mighty carbon its about more than just perf

sturdy coral
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Or I thought they did, thought I saw roborecall used them

wicked oak
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epic doesnt thing SSAO looks good in vr

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it does @sturdy coral

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uses them in everything

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for DFAO and SSAO, is just that its not a deferred renderer, it doesnt have a gbuffer

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if they did llike doom with a thin gbuffer (only normals), it could be done

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without much effort

sturdy coral
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How did doom handle metallic vs nonmetallic? Cause they also used their normals for ssr

wicked oak
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becouse doom doesnt have metallic vs nonmetallic

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it uses a specular workflow, not a metalic one

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it writes the specular to the gbuffer

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and uses that info for ss reflections

sturdy coral
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Ah ok no tinted metals I guess

wicked oak
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doom can do tinted metals, unreal cant

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the thing with unreal way, is that it saves you a nonsignificant amount of memory

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with the specular workflow, you need 2 full RGB channels

sturdy coral
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I mean like gold and stuff

wicked oak
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one for diffuse, other for specular

sturdy coral
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Unreal can do that

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But specular always reflects all color, metal absorbs certain ones

wicked oak
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in the metallic workflow, you have RGB for albedo, and then metallic in the Alpha at 8 bits or whatever

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it uses less bandwidth and is faster

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also easier to author

sturdy coral
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Oh the specular in doom is tinted?

wicked oak
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it can

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doom doesnt have a metallic channel

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at all

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they have 3 colors of specular

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anyway i gotta leave its late lol

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the guys from marmoset toolbag explain it well

mighty carbon
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I guess I mixed up capsule shadows with contact shadows. Good to know capsule shadows are there 😃

mighty carbon
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crazy stuff

mighty carbon
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I wonder why wouldn't this approach work for UE4

covert moth
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For the record, spec/gloss PBR isn't hard to add into Unreal

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You just need to steal the subsurface gbuffer for it, but that only means you can't have subsurface and spec/gloss on the same material.

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Deathrey and I made a branch that has it

mighty carbon
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I don't mean spec/gloss PBR, but the rendering pipeline - slim, fast and efficient

glossy agate
mighty carbon
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feels like CS in VR 😉

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(which is a good thing)

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I wonder what min spec would be with those pretty visuals

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hmm... just saw new #old-rules .... PC got to this Discord too 😦

glossy agate
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Thanks. Yeah more an action mix between how onward and pavlov is. Similar to the last of us multiplayer with the loadout loot

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Oh but the game should run fine on 1060 and above. Had people playing with 9 series cards too and it’s working. Not too heavy cause a ton of it is instanced meshes and all baked lighting

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@mighty carbon if you want a key just let me know. Curious to see how your rig does, should perform good.

magic ferry
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guys i've seen a lot of posts about this but not a lot of answers, but is it possible to control a player's VR camera? I want to make it look like the world is flipping/gravity is changing and i figure it's better to do this in camera rather than rotating all the level architecture

covert moth
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The more you control the camera's horizon line, the more physically sick you make the player.

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Flipping the world upside down is a great way to get to puke town

magic ferry
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yeah but say it's for a game in space

covert moth
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Not sure. Maybe you could attach it to something and rotate the parent?

granite jacinth
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No one controls the camera

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Plenty of space games do what real space would do

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And rotate the environment (or not rotate at all, and have gravity)

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Taking control of the camera away from the player in VR is the number one thing NOT to do

primal sky
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What if your game is called "don't puke" ??

dusky moon
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@primal sky that's the number one thing to DO lol

sonic lake
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@magic ferry You cannot directly rotate the VR camera as long as it is linked to the HMD. However you can rotate the VROrigin (scene component the VR Camera is parented to) or the entire VR Pawn. The camera will rotate following its parent or the root component. Space experiences like Homebound or Mission:ISS are assumed to use this technique to simulate zero gravity movements.

magic ferry
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@sonic lake thanks man!

mighty carbon
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wow, a lot of bugs that need our votes

dusky moon
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damn I can't find the bug with Render Targets' resolution set to more than 720p causing an annoying black bar in the middle of the RT texture.... it's really important thing cuz we cant record 1080p or higher res Screencaptures of VR gameplay

candid viper
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@dusky moon What version are you running? I thought that was fixed in 4.19 (It was for me - 4.18 1920x1080 RT had a black bar on it, fixed in 4.19)

dusky moon
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@candid viper really ?! so cool I tried it in 4.18

candid viper
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@dusky moon Yes. 😃

glacial socket
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Great people of #virtual-reality !

  1. Do anyone know on Windows Mixed Reality Headsets what does Get HMD Device Name () return?
  2. Can I find a WMR mesh anywhere to add to my game? e.g. as display controller visualization?
tired tree
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@glacial socket using the SteamVR plugin, they return DT_SteamVR

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have to directly query the OpenVR API to get the actual type

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or get the name

glacial socket
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@tired tree does this achivieable in blueprints?

tired tree
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mmm, not without a plugin no

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GetVersionString

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provides it in one of the sub strings

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but its not BP exposed

glacial socket
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oh snap :/

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do you know the answer for my 2nd question?

tired tree
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as of 4.19 you can auto load HMD meshes, but I am pretty sure OpenVR only uses one static HMD model for all headsets

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and only specific hand models

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the 4.19 motion controllers can auto load their meshes now, though it is using incorrect color channels

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and prior to that, the meshes are available in the steamVR directory

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for manual loading

glacial socket
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in the drop down menu i can find nothing. Is it bc i did not activate OpenVR plugin? 4.19.1

tired tree
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its auto activated

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in the motion controller properties there is are settings for setting the model now

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choose default and enable it

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not custom

glacial socket
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oh! thanks I'll try it

tired tree
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it will load steamVR skins too

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but like I said, they have the color channels reversed currently

glacial socket
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I'm porting our game A-Tech Cybernetic for WMR headsets and I've run to these issues

tired tree
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@glacial socket check your pms, I have a modue you can use for SteamVR for this

mighty carbon
daring mural
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You guys know if no7hing fixed the weird issue with an interactive UI where the laser pointer / mesh appears behind the menu text? I thought it was a transparency issue but it's appearing behind the text with a fully opaque laser pointer / mesh.

mighty carbon
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sweet!

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too bad it's only available in Oculus branch

dusky moon
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@daring mural lol I wrote my own laser pointer last week and it has exactly that problem too 😄

wicked oak
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@daring mural sorting issue

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you can tell unreal to draw the 3d transparent UI before the laser

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there is like a transparency sort index or whatever property

mighty carbon
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hmm.. FFR is Oculus Go exclusive feature 😦

daring mural
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Turns out the issue with the laser mesh only happens if the material has a translucent blend mode... Even if the opacity is at 1. Using opaque and just toggling visibility instead of fading it in, works fine for now 👌

dusky moon
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can't express how much I hate those vive wands and them being part of a 1.5k dollars Pro VR package! pffft

mighty carbon
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should have gone with Rift + Touch 😉

dusky moon
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I'm full on now on Rift + Touch for more than a year

mighty carbon
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ahh, cool

dusky moon
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my vive pre is gathering dust

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Valve kind of pulled off and these seem to be just HTC's shitty moves

granite jacinth
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Still so bad

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And we all thought $800 for OG Vive was a hardsell

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So, it kinda make me wonder about Vive 2.0 then

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Obviously it can't be cheaper than Pro

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And it has to have a higher resolution and sexiness to the HMD

glossy agate
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I want to swap over to Odyssey HMD with Vive controllers instead. Cheaper and from what I heard it works good

granite jacinth
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So, logic == even more expensive 2.0 launch

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But if someone finds a flaw in my logic, hit me up

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Unless they are now considering Pro = 2.0, which I don't think anyone is

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I have Odyssey

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Hmm, I guess I need to find how to get those two working together

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Not that I like the wands anyway

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If I could use Odyssey with Touch controllers, win

dusky moon
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@granite jacinth does Odyssey's controllers have motion sensors to get hand gestures like Touch ?! guess not

granite jacinth
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@rustic jackalless#9041 it's the same as any other WMR controller

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Just stamped with Samsung

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And has better curves

mighty carbon
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well, I don't see how WMR controllers are better than Touch

fleet plume
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@daring mural my problem was with stereo layers, widget component and a laser pointer on top

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removed the stereo layers for now; less crisp but much easier handling

glossy agate
wicked oak
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@granite jacinth vive pro is such a 100% total ripoff

covert moth
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I was under the impression the new lighthouses were supposed to be cheaper, the price hike is ridiculous

wicked oak
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@covert moth they do it becouse they can

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it makes no sense for it to be this expensive

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but they are selling it to the arcades and similar

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and some very radical fanboys

covert moth
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I thought arcades needed the vive business edition, otherwise it voids the warranty and stuff

wicked oak
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i have money to spare on vr tech as its my business, but this is just really not worth it

sturdy coral
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there are some rumors about supply limits.. if they launched cheap it would possibly just get scalped on ebay for the same kinds of pricing we are seeing

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but all the steam tracking 2.0 stuff was supposed to bring costs down a lot

daring mural
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sad to see HTC prioritize bulk money in arcades over mass-adoption

wicked oak
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@daring mural only oculus benefits from mass adoption

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thats why they sell at cost

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take a vive and a rift

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wich one should cost more money

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fanboying aside

covert moth
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What's even the difference between the 1.0 and 2.0 controllers? The basestations I know about, are the controllers just... blue?

wicked oak
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wich one is actually better built

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its very clear that oculus is pricing the thing super aggresively, becouse they get money back from the store

granite jacinth
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There are no 2.0 controllers

wicked oak
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meanwhile vive needs to get profit per-unit

granite jacinth
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Those are Pro Controllers

wicked oak
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becouse viveport is a disaster

granite jacinth
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Those aren't even 1.5 wands

covert moth
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Okay. So what's the difference?

granite jacinth
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It matches the Pro HMD

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Color 😃

covert moth
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It's just color? Nothing else?

granite jacinth
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Maybe some textures

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But nah

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I don't see new textured

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It's just blue

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The only new things in that kit are the HMD and Base Stations

sturdy coral
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it isn't just color

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1.0 wands don't work with 2.0 base stations

granite jacinth
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?

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They should?

sturdy coral
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it's the other way around

granite jacinth
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I thought they said they would

sturdy coral
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2.0 wands work with 1.0 base stations

granite jacinth
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That doesn't make any sense 😭

sturdy coral
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it's just the electronics

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2.0 has no sync beacon, it is sync on beam

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and 1.0 sensors can't process it

granite jacinth
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But you're right

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there's a video showing the difference

daring mural
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it's tough, I prefer Vive tracking but Oculus controllers and the HMD. Haven't tried the new Vive though

granite jacinth
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Although

sturdy coral
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I want to get my vive controllers working with WMR too

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I just haven't gotten around to it

granite jacinth
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I would NOT consider that worth $300

sturdy coral
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I'd pay the big vive pro price if they had drastically cut weight

granite jacinth
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ah damn

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they are ditching 3in1?

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And using some Proprietary cable

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lame

sturdy coral
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yeah sounds like it will be much harder to extend

granite jacinth
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Seems like it's going the opposite way everyone hoped it would go

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Everytime I read about it

sturdy coral
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it does still have a usb port on the hmd, usb-c now I think

granite jacinth
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I'm just annoyed because it will still sell out

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And HTC will think that it will be at a good price

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And continue on until maybe Black Friday

sturdy coral
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the initial thing they released (I guess without the bundle) sold out supposedly

granite jacinth
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(if we're lucky)

sturdy coral
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or I saw that in one thread

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but companies can make things look like they sell out when they really don't

granite jacinth
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True

sturdy coral
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I've still got two pimaxes on the way haha.. it sounds totally fucked

granite jacinth
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ggwp

dusky moon
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Those complaining about Oculus' tracking ... with 3 sensors it's almost perfect, near zero occlusion.
this Vive thing is making me disappointed af. how come they don't give a single fuck for the most important element which is controllers ?! I just can't get it... where are knuckles ?! : /

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I mean seriously what's the difference of GearVR's controllers with Vive wand ? except that they are 6 DOF ?!

covert moth
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A few websites are speculating Valve is trying to do the knuckles on their own completely

dusky moon
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I hope so ... the only thing that convince me to get back using vive are those.

faint gorge
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is vr still broken in 4.19.1?

mighty carbon
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how is it broken for you @faint gorge ?

faint gorge
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like crashing everytime one of the motion controllers lose focus

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that was in 4.19

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i was wondering if it remained in 4.19.1

mighty carbon
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that I have no clue about 😦

tired tree
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@Pablo Rueda#7652 Yeah that was a bad check in the rendering thread, should be fixed for you

pearl tangle
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@covert moth Valve aren't doing the knuckles on their own, they were working together with HTC to manufacture them but there was too many manufacturing issues so they are on hold and being redesigned at the moment to something that's easier to fabricate

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im going to try out the pro again tonight along with the vive focus. Interested to see how that compares with the google/lenovo 1s

glossy agate
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I still see the tab on steam works to request knuckles, are they still giving what they have out to people?

granite jacinth
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¯_(ツ)_/¯

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I requested some a few times

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But I'm a nobody

pearl tangle
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yeah don't think you will get any at the moment. They are definitely working on a new concept but just needs to get to a manufacturable design. Definitely could do much better stuff for the vive pro thats for sure.

dusky moon
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So for those who where wondering where the heck is "Light as if Static" in 4.19 ... It's now under Lightmap Type -> "Force Surface"

wicked oak
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@rustic jackalless#9041 what is that?

rustic jackal
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dear god, help me to survive these highlights 😃

dusky moon
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@wicked oak it's when you want to bake static light on moveable objects. super handy in some situations

wicked oak
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@rustic jackalless#9041 i guess you cant bake it for a blueprint, no?

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dammit discord

dusky moon
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haha

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haven't tried in bps

jovial solar
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what would you recommend for VR in UE4? vive or oculus rift?

dusky moon
fleet plume
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do HMD's use their own device profile or e.g. the windows one?

sly elk
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Hey all- my project is still on 4.17 and im about to order a vive to test with. If I get a vive pro will I need to update to a newer unreal version?

daring mural
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@jovial solar I prefer the Rift sensor set-up because it's easier to use sitting down.. unless you set up the Vive trackers to track you wherever you're seated, it's difficult. They're usually set up to best track the playspace in the center of the room.

jovial solar
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cool thanks

tired tree
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dunno, WMR is pretty great for dev

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no sensors, can sit down, and flip up visor

sly elk
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Yeah, I want one for dev and for travel

dusky moon
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Does Microsoft (other manufacturers) hand out dev-kits ?! I feel like post-2016 no one cared about dev relations anymore generally in VR world.

mighty carbon
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Oculus cares

mighty carbon
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Pimax is getting really tempting, hardware wise at least

granite jacinth
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@muchcharles#2724 this is why it'll take you another 6 months to a year to get your pimax 😉

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@sturdy coral

mighty carbon
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interesting

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now they just need to miniaturize it

daring mural
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lol I thought it said nobullshit

dusky moon
mighty carbon
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grim

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btw, it seems like 4.19.2 will be the last hotfix

fleet plume
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last or latest? 😛

mighty carbon
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last, because 4.20 will be next 😃

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I am speculating here, but if you look at the list of the bug fixes for 4.19.2, some are marked for 4.20 and not for 4.19.3, and there is no listing for 4.19.3

fleet plume
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i'd be surprised to see 4.20 anytime soon

tacit quest
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epic has to stop doing the unity thing, few revisions and lots of versions, stop and solidify what's there instead of keep adding and adding, that's how engines get unstable and why shit is broken in unity every version

fleet plume
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i agree

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also unity has changed their cycle to the better with the introduction of LTS

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i hope things at epic settle down a bit after the initial surprise of fortnite's success

tacit quest
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oh that's nice, didn't know they started the lts stream. unity was terrible for regression, i haven't used it in a year or so though

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ya 3 revisions per version is not enough to get a stable engine

fleet plume
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depends on how stable the patch versions are 😉

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but in general i agree that there could be more of them

mighty carbon
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well, you gotta remember that now most of Epic is working toward improving Fortnite. So until the revenue stream starts running dry, I wouldn't expect too much.

fleet plume
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that could take a while

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probably years

mighty carbon
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yep

fleet plume
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i don't think that they'd let engine development slide for such a long time

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w.r.t. to features not required by fortnite

mighty carbon
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well, Epic isn't Unity. They always prioritized development of the features required by their in-house projects. Kinda like id Software did back in the days, but in a licensee-friendly manner.

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it's good for non-VR - all the optimizations and features trickle down eventually into public version

fleet plume
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which is a bit bitter, us discussing it in the vr channel and all 😄

mighty carbon
mighty carbon
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I guess we'll hear about Go next Tuesday

granite jacinth
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4.19 sucked

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so they are just calling it quits and moving on

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This update cycle is becoming more and more familiar

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Maybe it would be better to just cut down on releases

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Because obviously 4 per year is somehow still unsustainable for them

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Fortnite: BR

mighty carbon
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damn Google

mighty carbon
real needle
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Hey guys, this is my third attemp of getting any feedback regarding the following topic. I copy paste it from my forum and facebook group post:

I am playing around with ARCore / Handheld VR Template, which works out of the box. (Blueprint)
Now I tried to build the Handheld VR Template for GearVR -> just to see what happens. Result is, that no AR System is detected when starting in with GearVR. (Blueprint)

I saw a super nice Unity Tutorial where they use ARCore + GearVR to have some basic Inside-Out positional tracking.
Possible in UE without breaking my head?

https://www.youtube.com/watch?v=4EWPUdE_kqU

Seems like there is happening alot behind the scenes when running either ARCore or GearVR with Unreal.
Wouldn't even know where to start digging.

Anyone can point me into the right direction?

Best

Google ARCore and Samsung Gear VR means we have positional tracking on standalone Android Mobile VR headsets. In this tutorial, we will show you how to use U...

▶ Play video
fallen wind
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I've been working on a project in Unity using the Vuforia AR library. However, I'd like to switch over to UE4, as all my other projects are UE4 and I prefer it over Unity. I can't seem to find any info on UE4's new "Unified Unreal AR" in the docs though, any pointers where I could look to see if it has all the functionality I need?

shell karma
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pretty much AR template @fallen wind

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since docs are in the works for like couple of months now

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would need to look through AR blueprints manually on your own, not every single is is commented properly and lots of functions are not exposed to blueprints as well

dusky moon
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Has any1 tried using baked Static Nav Meshes with Level Streaming ?! afaik ue4 doesn't stream them properly. although havent tried in 4.19. as a workaround I'm using Dynamic Nav mesh but it turns out to be buggy as well : (

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Oh just found why it was buggy! FYI, even if you use dynamic Nav mesh you have to Rebuild the paths in your Persistent Level to avoid old generated paths' existence

mighty carbon
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interesting commit

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I am just hoping UI for mesh editor is sane

supple coyote
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anyone here use geometry cache ?

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i'm getting stable 90fps, but for some reason getting stutter when moving my head

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only when geometry cache is playing

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on 4.17

wicked oak
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@mighty carbon wow that is a huge mesh editor commit

mighty carbon
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hopefully 4.20 will be an exciting release 😃

dusky moon
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@mighty carbon Does mesh editor meant to work real-time as well ?!

mighty carbon
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no idea really.. Most likely it's a tool for Editor.

dusky moon
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should be... I'm not surprised after seeing Oculus Medium performing that nice in VR handling crazy subdivs ...

wicked oak
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@dusky moon medium is some kind of distance field-ish type thing

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not a normal polymodeller

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to be fair pure poly model is not useful in vr, but that kind of CSG sculpting really is

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ah i remember, medium is voxels

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but then it meshes them

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@mighty carbon you active on the blender thread

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what a dumpster fire holy shit

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im glad blender game engine is getting thrown out of the window. it has never been good, even once in its whole history

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the fact people actually decide to "use" it at all baffles me

supple coyote
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savage

wicked oak
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@supple coyote its a disaster of a thread, so many people are so salty

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and meanwhile im like "dude wtf, blender game engine is absolute trash"

supple coyote
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:p

wicked oak
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and im a huge blender fanboy

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i actually learned gamedev through blender game engine

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its the first thing i ever "programmed"

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i just remember how terrible it was

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and the fact that it has not progressed one bit

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in 8 years

granite jacinth
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So, not sure what's up. But, I had an FOV reducer working back in 4.15, but I just tried it in 4.19 and it's poop. Seems like it's distorting the circle masks inward on screen/in game. I haven't checked out Spectator Screen to see if that could be the issue. But anyone run into anything like it before?

wicked oak
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@granite jacinth i have my own blinders and they work fine

granite jacinth
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hm

#

I'll look at it again later

wicked oak
#

how are your blinders implemented?

#

mine are just a mesh with vertex colors for opacity, and a "multiplicative" transparent material

#

that multiplies to zero (black)

sly elk
#

so I just got a vive set up for the first time

#

I thought the rift lacked buttons- almost nothing to work with on the vive wants

wicked oak
#

lmao

#

you can divide the vive in several cuadrants

#

radiant menu

sly elk
#

yeah

#

im going to end up doing that

#

its still not parity with the number of buttons in the oculus controller

glossy agate
#

Vive has more buttons to use doesnt it?

#

has 4 face instead of 2

sly elk
#

You mean the touch pad

#

?

glossy agate
#

Yeah. 4 face, plus the 3 line (shoulder) Oculus gives you 2 face, plus a 3 line on only 1 hand you CAN use but it will piss people off

sly elk
#

I can divid the oculus joystick up into radial access

#
  • have two buttons
#

and if you have teleportation bound to a touch pad, its basically useless for anything else

#

unless im missing something

glossy agate
#

You would want to teleport for face button one (top) then you have three other buttons still

sly elk
#

if you do it that way, can you still ahve directional control on teleport?

glossy agate
#

But you are right, you can use oculus axis inputs to fire off an event. But you can do that on vive too with a swipe if you wanted

#

Yeah, I think the template just turns based on how you turn the controller while the teleport splin is showing doesnt it?

#

Or maybe they used trigger and face pad? Not sure I havnt used teleport in a while

sly elk
#

Also haptics seem to be very different between the platforms

#

need to dig into that but my current haptic feedback is clunky and doesn't feel right

#

might just be different frequencies where the two devices work well

wicked oak
#

@sly elk vive feedback is "chunkier"

#

much stronger and lower in the frequency range

#

it vibrates at a lower speed than oculus, but with far more strenght

sturdy coral
#

@sly elk you can implement things like swipe gestures on top of dividing it up into buttons

#

swipe on touchpad left or right without clicking to click turn left or right

#

I like how windows MR has things, touchpad and joystick and menu button. the touchpad on it could stand to be a little bigger though

charred portal
#

Looking for oculus alpha testers for a game I’m developing.... dm me if your interested in a key or following on discord

sturdy coral
#

started working more on IK again, network replays are awesome for debugging

#

you can pause the replay and inspect values in the animation graph, and slow down time while watching values

wicked oak
#

woah thats a great trick

#

thanks m8

#

and thats a pretty nice ik

sturdy coral
#

crouching is still janky if you go below a certain height, at some point I'll start pushing the hips back when you do

wicked oak
#

is it your ik, or a plugin?

sturdy coral
#

all mine just from engine IK nodes

wicked oak
#

good shit

real needle
#

@sturdy coral I use "Set master pose component" on a separate actor to see my avatar like a mirror

sturdy coral
#

ah yeah that would be nice

#

to see it in real time from third person

real needle
#

Yup!

#

And that node is literally all you need

sturdy coral
#

I need to add in foot planting and torso twisting so the feet don't just slide around while rotating

#

I have the animations for it for standing but not for crouching

wicked oak
#

@real needle holy shit thats an even better trick

glossy agate
#

Nice man! Thats really coming along good. For super low crouches you could change to a new anim state, like you would do for going prone, and turn off foot trace so it doesnt break them

real needle
#

@sturdy coral FullbodyIK from anomotion has come a long way

sturdy coral
#

yeah I'm going to have to figure out prone at some point

glossy agate
#

We still havnt gotten around to ours, but we use similar logic sending players into crawl when maimed

#

Well we did have it, then just swapped it with our crawl cause it was higher priority at the time

#

@real needle You using BIK now too?

real needle
#

No I used it a long time ago but I decided to not use fullbody avatars, been following their progress though

sturdy coral
#

maybe I'll just make it so when you go below a certain height, you become a ragdoll with puppetted head and hands

real needle
#

@sturdy coral Look into physical animations

#

Then you can blend animation and physics

glossy agate
#

Yeah it has come along way Im using it. Happy with the newer elbow collisions too. Still have to modify some effectors for the knees though so they dont look all dainty or like they have to take a piss while starting a crouch haha

sturdy coral
#

right now I'm not rotating the hips any other than the stand/crouch blend but I want to add in a few things there

#

can't rotate them without messing up the legs

#

need to cache pose, rotate the hips (pitching up and down), then restore world rotation of the thighs from the cached pose or something

glossy agate
sturdy coral
#

haha

livid burrow
#

How can i get my windows mixed reality headset to work with UE4?

sly elk
#

hey, anyone know off hand what directx runtime is needed for a ue4 game?

sturdy coral
#

@livid burrow download the windowsmr steamvr driver on steam

#

you need to be on 4.17 or 4.19, 4.18 is broken on WMR

livid burrow
#

I did that, and used 4.19. My character was spawning in the floor and the controllers didnt work, It also seemed like UE thought i was using a rift (all the steamvr games ive tried have worked).

sturdy coral
#

@livid burrow weird; make sure you set tracking origin floor (though it should be the default), and there is a tool inside of the WMR cliffhouse menu to set the floor height

#

it is called Room Adjustment:

livid burrow
#

@sturdy coral Do you have a WMR headset yourself?

sturdy coral
#

yeah

livid burrow
#

And your able to develop without a problem?

sturdy coral
#

yeah

#

biggest issue is when the headset idles out, sound device goes away and engine hangs

#

just have to use speakers while developing

livid burrow
#

huh

granite jacinth
#

WMR is poop to develop on

#

I had to go back to my Rift from the Odyssey

#

I had stupid lame QOL issues like going to Windows Home all the time by accident and then somehow closing out of Steam inside there

#

Then haivng to restart steamVR and editor

#

Too much trouble

livid burrow
#

Well, I dont have much of a choice, I could barely afford the 200 for this headset. I wonder why UE hasn't received official support yet

#

Is it possible to launch into steamvr without opening the steamvr home? I only have a GTX 970 and Im hoping to relieve some system resources

sturdy coral
#

my problem with oculus is getting coverage in my playspace and at my desk

#

lighthouse worked well for it, but with rift cameras I haven't been able to get it working well. I need a new usb card to move up to four cameras I guess

granite jacinth
#

i have 3xSensors for Rift

#

in corners of my office

#

two of them right by the vive ones

livid burrow
#

Just got it to work in UE4 😃

sturdy coral
#

@livid burrow what did you have to change?

livid burrow
#

Nothing apparently... Just had to make sure WMR was tracking right in the cliffhouse. Honestly not sure what the problem was before...

sturdy coral
#

make sure your room has a lot of light or you can end up with just rotational tracking

#

bare walls are apparently a problem too

livid burrow
#

Yeah, found that out the hard way after spending a day troubleshooting. I really have any bank spots, but i taped some pieces of colored paper with markings onto the wall and its working now so im not gonna take them down. Also had to move 2 lamps into my room plus my overhead light (which isnt very bright)

real needle
#

I want to slap a vive tracker on my Odyssey and call it a day

#

I've seen the posts about using vive controllers, but I would really like to have vive tracking on the Odyssey as well

#

It's more comfortable and has better lenses than the vive pro

granite jacinth
#

yeah @real needle

#

If someone figures out how to use Vive Tracking with Odyssey on top of controllers...omg

#

But viev trackers are not the answer

#

and I hope they die

#

they blow

neon dove
#

Hello, this might belong in a more general channel, but I was wondering how I should do background music for a VR game, where I would need to change the music based on certain triggers or events.

#

Any ideas on how to go about this? Most of the things I've seen are for area based sound cues

pearl tangle
#

@neon dove just attach it to the player and change the audio track whenever you want if its just general background music

real needle
#

@pearl tangle Doesn't even need to be attached if it's not diagetic

pearl tangle
#

it does not. But you may want to have it affected by the area as you are walking around

real needle
#

@neon dove If the music isn't supposed to be in the world, just "PlaySound2d"

#

@pearl tangle I'd prefer placing trigger volumes that tells AMusicManager to change track, having the trigger pass which track should be played

#

But, I guess one could use AMusicManager attached to the player 🤷

pearl tangle
#

oh i wasn't meaning the track changing. I was talking about the reverb and whatnot

real needle
#

Background music isn't diagetic

#

So there is no need for dynamic reverb etc

pearl tangle
#

maybe it's set in the 80's and the guy is carrying about a boombox?

#

😄

neon dove
#

Hmm for multiplayer though, wouldn't it be better to place it in the scene?

#

Rather than on each player?

real needle
#

@neon dove There is no "better"

#

It depends what you want 😃

pearl tangle
#

if it's something playing on the radio then yes. If it's just background music that doesn't need to be consistent with all players at the same time then you really dont care

real needle
#

And sound isn't replicated, so you still need to play it on each client

#

If you want to change track for everyone, based on one players actions, then have server determine which track should be either multicasted or RepNotify to each player

neon dove
#

I think I'd prefer the former, where it's synced with all players

real needle
#

@neon dove Proper "sync" is different

#

I don't think that can work w anything default

granite jacinth
#

MultiCast WWise Events

#

Get rekt

real needle
#

And by that I mean, say you made a networked rythm game

#

@granite jacinth Unless I have an audio designer who will be implementing all the audio, spatialization etc, I prefer unreal native every day

granite jacinth
#

trust me

#

I would too

#

even with my sound dev

neon dove
#

So would I need to create this audio manager from a fresh blueprint, or is there some form of it in ue4

real needle
#

Fresh

#

@neon dove There was an audio stream just a couple of days ago

neon dove
#

Probably on unreal YouTube then?

real needle
#

Yup!

neon dove
#

Alright thanks!

sturdy coral
#

but that's definitely more for #audio

neon dove
#

Ah wasn't sure cause its not exactly Creation, just implementation

#

Thank you though!

sturdy coral
#

@neon dove you can look at robo recall too, they do stuff to sync on measures and swap out different clips depending on gameplay

#

you can't use their code though unless modding but you can learn about how they are using the new audio system

neon dove
#

Where might I find that?

sturdy coral
#

@neon dove in the modding tab of the launcher

neon dove
#

Ah okay I see it

sturdy coral
#

it is oculus only but there is a replacement steamvr plugin you can get if you are on vive/WMR

#

you can run it in 2d too though

neon dove
#

Mkay

sturdy coral
#

(before it was just locked to on or off)

real needle
#

@sturdy coral Lets hope it goes out of beta soon 😃

pearl tangle
#

I just want them to allow for disabling the stupid windows button on the damn controllers

granite jacinth
#

victor39Happy 💯

wary onyx
supple lotus
#

Oy peeps!

Anyone has issues with repetitive shapes like fences (in material - masked) doing some weird flicker while moving the head? We are working with a Rift now, but cannot find a solution for this. AFAIK the FPS is a rock stable 90.

#

It's also only visible inside the HMD, nothing on the window

sonic lake
#

@supple lotus Does it still happen if you get very close to the fence?

supple lotus
#

Yes

sonic lake
#

Are you using MSAA?

#

Forward Renderer?

supple lotus
#

TemporalAA by default, material has Dither and using Deferred

sonic lake
#

Does it still happen if you switch to MSAA?

supple lotus
#

Happens with any kind of Anti-Aliasing

#

I'll check ForwardRender now

sonic lake
#

ok

supple lotus
#

It's weird because it feels like it's an FPS related issue, but it's running stable 90, that's why I don't understand at all

sonic lake
#

I also had flickering effects due to wrong material workflow

supple lotus
#

Flicker might not be the perfect word for this

#

Jitter/Judder idk

sonic lake
#

More like sparkling?

supple lotus
#

No it's like

#

The grid is rendered off-position for a split second while moving the headset

#

but only spots of it

sonic lake
#

Are you on Oculus?

supple lotus
#

Yes

sonic lake
#

Any hints from the diagnostic HUDs?

supple lotus
#

Stupid Question: Where and how do I use that?

sonic lake
#

Oculus diagnostic overlays. Can be activated from the Oculus Debug Tool

#

<Oculus Install Dir>\Support\oculus-diagnostics

supple lotus
#

I think I found it, will check in a bit, just got a 15k shader compile

sonic lake
#

Oh yes

supple lotus
#

Hmm it's weird

#

Debugger says 90 FPS in the Oculus Home

#

But says 45 in the engine

#

No matter what I look at or where I go

#

Even on a completely empty map

sonic lake
#

It should show 90 also in the engine

#

Did you try with the standard VR template?

supple lotus
#

Yeah it shows 90 :/

sonic lake
#

Did you create the empty level mentioned above in your original project?

supple lotus
#

Yes

sonic lake
#

You may be using engine features that are not fully compatible with VR then

sturdy coral
#

@supple lotus with TAA try setting quality higher

#

Default quality will do something like 4 or 8 jitters in a repeating pattern

#

Higher quality will do them in a random gaussian

#

Not sure why they put that under quality, because it is almost free, just calculated once for overall view matrix

supple lotus
#

Indeed was FPS issue

#

Somehow UE reports 45 FPS viastat FPS even if it’s 90. Debugger showed it’s really 45

sonic lake
#

@supple lotus Did you fix it? Do you still see the issue with the fence?

supple lotus
#

After editing the foliage a bit it still reports 45 FPS but actually runs at 90, and the issue is gone.

sonic lake
#

Cool! The most reliable FPS is what is shown by the Oculus Debug Tool as it takes into account also the driver level effects (such as ASW etc.)

#

Well done!

real needle
#

hey guys, you know if there is a way in blueprints to determine if there is a valid VR device connected to the computer?

sonic lake
#

@real needle IHeadMountedDisplay::IsHMDConnected() is not exposed via Blueprint. You can call the EnableHMD node and, if it returns false, no valid HMD can be detected.

#

Not sure though that will cover all situations. I have read reports about EnableHMD returning true just because SteamVR is active, but without the physical device actually being connected to the computer.

tired tree
#

@sonic lake ? thats not true, HeadMountedDisplayFunctionLibrary has a IsHmdConnected node

#

since like 4.16

sonic lake
#

@tired tree Ok, couldn't find it then

#

My bad

#

Crap, you are right, it is just above EnableHMD

#

@tired tree Do you know if on SteamVR it still reports the HMD connected even if it is not? Just because SteamVR is active?

mighty carbon
real needle
#

thanks @sonic lake we found the blueprint node that is exposed to blueprint.. its working. THanks

sonic lake
#

@real needle thanks to @tired tree actually, I had missed it 😉

mighty carbon
#

1080 is now less than $600 on newegg

#

tempting

tired tree
#

@sonic lake it shouldn't, checks IsHMDPresent in Openvr, which btw I have seen some conversion around saying not to call it constantly as it loads dlls on call

mighty carbon
sonic lake
#

@tired tree Ok thanks!

mighty carbon
#

maybe it works in VR (on lowest settings) ?

tired tree
#

lol

granite jacinth
#

@mighty carbon TPCast kinda sucks

#

Vive is better than Rift version

#

Rift is practically unusable

#

(I have both)

#

Been meaning to review them as well

mighty carbon
#

hmm..

#

TPCast for Rift is more than $600 on Amazon 🙀

fleet plume
#

hahahaha

#

that's so obscene

#

especially with their plus version releasing ~summer

fleet plume
#

has anybody here ordered and/or received an oculus go?

mighty carbon
#

not me.. still waiting

#

mid-May is when they said they will start shipping them to devs

#

(but some cooler devs got it already)

fleet plume
#

wow, seems pretty late for them

#

unless the consumer start is Q3 or something

wicked oak
#

rumor is they put it live in a week

#

on f8

#

lots of devs have received them

fleet plume
#

they better release it soon before that snapdragon 821 gets even older 😉

#

would be amazing if they'd also get more concrete on santa cruz

spring mirage
#

anybody here have experience detecting HMD type? I've got a system set up that's supposed to switch everything to oculus (I'm a vive person) but the feedback I'm getting indicate that HMDType is still coming back as SteamVR

#

I'm using the VR expansion library to do this, so basically just EHMDDeviceType::Type HMDDeviceType = HMDDevice->GetHMDDeviceType();

mighty carbon
#

Santa Cruz should really have 845 or 855 SoC and 6 - 8 Gb of RAM

tired tree
#

@spring mirage thats not my function

#

thats the engine default one, just returns the platform name

#

I have a specific function for that which checks the OpenVR model string for the HMD

#

in the OpenVRExpansion module

#

well, as of 4.19, prior to that you'd have to check the string manually

fleet plume
#

everything points to the 845

#

for santa cruz

spring mirage
#

@tired tree thanks for the tip, I'll have to grab that. Any reason the code wouldn't work on 4.18? Did the API change?

Your function is EBPHMDDeviceType UVRExpansionFunctionLibrary::GetHMDType() which I guess is probably just intended as a blueprint wrapper for HMDDevice->GetHMDDeviceType(). The reason I used it though was because I read this in the wiki:

Get HMD Type NOTE Going away soon after 4.13 is stable as Epic added it by default

Returns an Enum representing the current HMD type connected

Which I guess is inaccurate since it technically returns the platform

tired tree
#

its legacy from before they had it

#

it is the same function as theirs

#

the 4.19 HMD type node should work in 4.18, it is just comparing type strings.

spring mirage
#

wow, that doesn't look efficient at all 😛 , should probably be cached after the first lookup. I made a change to the grip controllers which basically offsets the controller transform based on HMD type so I don't have to worry about it in game logic... meaning I need this info on controller updates. Anyways thanks a lot for the support @tired tree , you make my life so much easier

#

ps: a note in the wiki might be helpful for future noobs

tired tree
#

@spring mirage its on the wiki, for the open VR part of the plugin, also there are controller profiles now which do that transform offset but don't effect the actual tracking portion (which you shouldn't be doing).

#

they also allow per controller type input overrides and re-bindings with a "load" command

spring mirage
#

😮

#

where's the documentation for that? also, why shouldn't I be affecting the tracking?

#

( @tired tree )

#

Somebody else mentioned that to me but I was unable to find any info about it... so I assumed they were just saying you could set up "profiles" by adding multiple named sockets as in the template

tired tree
#

i'll pm you

#

in a bit

glossy agate
wicked oak
#

im designing some "legendary weapons" for my rpg dungeon game, and im having a lot of fun with some of the shit im making

#

literally thors hammer, a sword that extends in size to stab enemies, a axe that causes a frost aura, a hammer that explodes on impact...

#

the exploding hammer is a lot of fun, even if you kill yourself with it

tired tree
#

Need some themed arrows with a bow

#

hell, just copy every skill from path of exile and I will buy 10,000 copies

wicked oak
#

@tired tree bows will be able to be legendary and stuff

#

i plan a basic bow with elemental arrows as typical

#

but higher level bows could have multishot or add extra stuff to the arrows

#

for example a bow that throws arrows that home on enemies automatically

#

or a bow that fires 3 arrows at the same time

#

or a bow that can add explosive effect to the base arrow

#

i was taking inspiration from Dead Cells

#

wich has a lot of weapons to find on the runs, but then each of them has different effects and gameplay

#

having magical weapons + magical bows might make "pure mage" kind of irrelevant

#

i need to compare stuff and playtest

#

whats the point of having spells if you have a hammer that explodes on an AOE effect when you hit someone

mighty carbon
#

with that amount of PS4s and PSVRs around, you'd think Sony could offer better controllers

wicked oak
#

more than 2 million PSVRs on the wild

#

probably more than 3

#

the last time i heard about it (exactly 1 year ago) they had sold 1.2 million

#

but now they have kept selling at higher speed

#

so 2+ or even 3 are likely

mighty carbon
#

right

#

so I am wondering about new motion controllers for PSVR

wicked oak
#

not this gen

#

but psvr 2 for sure

#

i wonder what kind of tech they will have

#

my guess is inside out

#

windows MR style

#

MR has shown its not really that expensive (300 dollars for the MR with hand controllers), and it needs minimum effort to set up, wich makes it much better for casuals

#

the second guess would be lighthouse style

#

with lazors

#

sony has a few patents about it

tired tree
#

PSVR can do better than MR though

#

they have the flexibility of having a set top tracking camera considered standard

#

place the same cameras in the HMD as WMR, but have the extra set top one

#

and you get far better tracking than WMR

#

direct face in front of hands multiple angle reference, as well as a less limited hands away from face experience

wicked oak
#

set top camera is a dead tech

#

its trash

#

specially becouse its only 1

#

i really hope they dont do that

#

i really dont want forward only on psvr2

#

ah, you mean set top camera + inside out?

#

thats.. interesting

mighty carbon
cosmic shoal
#

Maybe something like the Santa Cruz Oculus prototype, it has inside out tracking WMR style but they have 4 cameras instead of 2, so they look at your hands way better.

wicked oak
#

@cunning hornetn#6226 expensive

#

remember sony are cheapass

#

they need to make a super mass produced headset that is cheap

#

the downside of inside out is that it uses a significant amount of power to calculate

#

tho i wonder exactly how much if oculus runs 4 cameras in santacruz on a mobile SOC

cosmic shoal
#

I don't see how having 4 tini cameras inside the headset is more expensive than having 3 outside with cables and stands etc.. I wonder if anybody is working on something that incorporates somethig like the Kinect for body tracking. I liked the Kinect, except for the insuferable latency it had.

wicked oak
#

4 tiny cameras are more expensive than a single lighthouse type thing

#

and the lighthouse type thing has zero tracking performance, it doesnt need fancy calcs

cosmic shoal
#

I don't really get how lighthouse works, but I know it's rock solid, I owned a Vive. setting it up is so inconvenient tho. I took a laptop and a WMR headset to a client's meeting room, plugged it in, defined bounds and did a demo. It would have been really clumbersome with another system.

tired tree
#

lighthouse is supposed to be highest installation quality tracking

#

not mobile

#

WMR is the obvious choice for mobile tracking yes

mighty carbon
#

I think Santa Cruz will be the thing as business mobile solution

tired tree
#

Santa Cruz isn't out yet

#

but yes, likely

cosmic shoal
#

daydream stand alone headsets with insideout tracking 6DOF were supposed to be out by now..

#

(but with the crappy 3dof controller)

daring mural
#

has anyone tried to get Steam knuckles or are they only giving em out to AAA studios

sturdy coral
#

they've given them out to indies, but mostly people who already have successful titles

dusky moon
#

I'm looking for a good example of 6DOF VR Pawn to implement in my project. any1 knows a good place to look into ?! I simply want to move my pawn forward (thrust) by holding FaceButton on the controller and to be able to change Orientation with Touchpad/Analog

sonic lake
#

@dusky moon I think you can easily borrow the pawn from the Flying template, adjust the camera position, add the Motion Controllers and remap the inputs to them.

dusky moon
#

@sonic lake Thanks! I figured out setting up inputs for that is easy and doable. but now I got another headache and that's VRPawn Collisions. I found many devs here suggesting best solution is using VRExpansion plugin to get proper collisions with world. so when you surf in your environment, you won't go through walls, etc.

#

but I totally can't implement that plugin only to get this functionality and need to create a simple, working VR pawn for myself.

tired tree
#

@dusky moon if all you want is "surfing" ie: ground collision, use Runebergs plugin

#

that or trace downwards and offset

#

as far as walls, that is more complicated

#

but you can literally do a sweep move to prevent going through walls, only issue is if you are in roomscale than the collision will be offset

#

its still simple to implement compared to a full character though

sonic lake
#

@dusky moon Another option is to use a FloatingPawnMovement Component to build your own 6DOF VR pawn. I have done something very similar in my latest tutorial, except I did not implement any up/down movement, but those would be rather easy to add (they are just like the forward movement). It includes collisions. One caveat: it is for a seated experience/standing in place. No room scale collisions are implemented. Here the link: https://www.youtube.com/watch?v=lpDIYd6EEAs

This tutorial shows how to create a VR Pawn with movements that can be steered using the virtual hands acting on internal controls. This technique can be use...

▶ Play video
dusky moon
#

@sonic lake Great! I'll check that ... and see how it goes. but as you said it's good enough if it works on seated/standing

tired tree
#

@dusky moon if its just seated then you can use any character / pawn since you can zero to head

#

not sure why you felt wall collision had anything to do with that though

#

the air car isn't the vr camera in that setup

#

you just run it like normal

#

and center the HMD to the seat

dusky moon
#

@tired tree Yes, I got that. it's now working nicely. although my project is Roomscale but I tried setting the World to scale meters to 10 so the VR pawn is like a tiny little flying insect. Thus, roomscale problematic collisions won't occur that much because of the new world to scale.

#

as my main VRPawn is based on teleportaion. it's just a mode that you can switch to become a tiny spaceship thing in the environment. is quit trippy though 😄

tired tree
#

that will throw off scale..

sturdy coral
#

@dusky moon spectator pawn has most of what you need

#

I think it gets it from DefaultPawn

dusky moon
#

@sturdy coral Yeah! it basically needs to be a Pawn with a Collison as Root component. like the spectator one.

sturdy coral
#

@dusky moon yeah you want DefaultPawn I'm pretty sure: //============================================================================= // DefaultPawns are simple pawns that can fly around the world.

#

they do some hardcoded input binding, you can turn it off by setting DefaultPawn::bAddDefaultMovementBindings to false

daring mural
#

where might a plugin's default motion controller location vector coordinates be stored? I can offset them in the engine but something went wrong and 0,0,0 is no longer 0,0,0 for the left hand 🙄

eternal inlet
abstract forum
#

OOOOH

fathom fog
#

does anyone know what the state of web view is in the lasted release?

https://www.youtube.com/watch?v=ODvbDVZ2AOc

Is there any way I can do some action on a website (opened up in web view) and have that trigger an event in the game? Just wondering if anyone has any ideas on how this could be done.

In this Unreal Engine 4 tutorial we'll look at how to create a web browser you can use within the game world on a screen. This is done by using the experimen...

▶ Play video
sturdy coral
#

@fathom fog you could encode output into the page title and then:

#
        SLATE_EVENT(FOnTextChanged, OnTitleChanged)```
#

this looks closer to what you want:

     * Expose a UObject instance to the browser runtime.
     * Properties and Functions will be accessible from JavaScript side.
     * As all communication with the rendering procesis asynchronous, return values (both for properties and function results) are wrapped into JS Future objects.
     *
     * @param Name The name of the object. The object will show up as window.ue4.{Name} on the javascript side. If there is an existing object of the same name, this object will replace it. If bIsPermanent is false and there is an existing permanent binding, the permanent binding will be restored when the temporary one is removed.
     * @param Object The object instance.
     * @param bIsPermanent If true, the object will be visible to all pages loaded through this browser widget, otherwise, it will be deleted when navigating away from the current page. Non-permanent bindings should be registered from inside an OnLoadStarted event handler in order to be available before JS code starts loading.
     */
    void BindUObject(const FString& Name, UObject* Object, bool bIsPermanent = true);```
tired tree
#

@daring mural there are no "default coordinates" for a motion controller, when it is ticked and is actively tracking it resets it relative position to the tracked space coordinates.

#

unless it got attached to a different scene component with a different transform

daring mural
#

@tired tree Any idea what might cause this kind of incorrect offsetting even though the params are identical in both offsets?

#

The left hand pivots around the lower part of the pinky and the right one is centered in the hand. This wasn't happening before, it just started doing it randomly. I tried re-doing everything from scratch and it still happens..

tired tree
#

oh, thats not a motion controller

#

that is his settings

#

dunno then

mighty carbon
#

who would have thought

stiff echo
daring mural
#

@stiff echo that's fucking sick

#

give it 10 years and we'll all get fake windows giving shitty apartments beverly hills views

dusky moon
#

@fathom fog Just beware that you have no control over the audio of Browser widgets. I think it's the biggest downside of using them. you can't access attenuations , etc

mighty carbon
#

You can't input text without physical keyboard in Browser widget

dusky moon
sturdy coral
#

@mighty carbon are you sure? there is an input interface

mighty carbon
#

From what I understand, it doesn't get any input from virtual keyboard

hollow mauve
#

I have a question regarding gripping objects

#

I'm using the vr plugin code written by mordentral

#

and I want to have an object be aware of if the user grabbed it in one trigger area vs another.

#

I want to make a candle where if you grab it at the base you pick it up

#

but if you grab it at the top you extinguish it

#

any thoughts on how to design that? It seems like an object doesn't have much in the way of an idea of which of its colliders is being interacted with

#

just that one is being overlapped/gripped

hollow mauve
#

nvm i figured it out

#

adding a grippable child and doing logic off child gripped was the solution

tired tree
#

thats not the real solution for that, you can directly compare grip locations and sockets, but it would work as well

hollow mauve
#

Ok, I was looking at the potion example object

#

i am still struggling because it looks like im never dropping the child object

#

should i create a sub blueprint that has a trigger for lighting/putting out the candle that has the usable tags and is a child of the candle base?

tired tree
#

i'll pm you

hollow mauve
#

k

daring mural
#

'owner no see' for a head mesh separate from the body works but the owner also can't see the head's shadows. any way around this? don't see head, see its shadows and reflections.

#

I can see the head with a 2d scene capture but ofc that's considered a separate entity so it can see the head

sturdy coral
#

@daring mural pretty sure there is no way around the shadows thing

#

For multiplayer it can be better to manage it manually instead of using those flags

#

They mainly are required for split screen

fleet plume
#

anybody watching the F8 stuff in ~8 hours?

#

curious about the oculus go announcement

wicked oak
#

@fleet plume sure

#

im working on a gearvr thing right now

fleet plume
#

you are?

wicked oak
#

im kind of mad its going to get announced and we didnt get the memo

#

becouse this game is for oculus go too

fleet plume
#

lol

wicked oak
#

and im not finished

fleet plume
#

the game you've been showing off the last couple of weeks?

#

i thought that was ps4/vr

wicked oak
#

gotta have to end up rushing and sending it for review asap

#

i have multiple projects m8

#

my real project is the fantasy game

fleet plume
#

what did i expect 😄

wicked oak
#

to gearvr

#

sadly its horribly broken

#

so im optimizing it a lot

fleet plume
#

the reviews mention it

#

is it f2p and/or ad-based?

wicked oak
#

the oculus version will be 3 bucks directly i think

fleet plume
#

was wondering about the conversion on all those "free" apps/games in the gearvr store

fleet plume
#

dammit

#

jelly

charred portal
#

@Sinn#8784 I’m pretty sure there are cast shadow bools for everything

tired tree
#

@sturdy coral UE-57666 Hang on audio device unplug w/ audio mixer

#

4.19.2

granite jacinth
#

nice 4.19.2 is out

mighty carbon
#

Oculus Go is a go (supposedly already selling on the East Coast at Best Buy)

#

F8 is in 1hr 54 min

wicked oak
#

allow me to REEEEEEEEEEE

#

becouse i would buy mine, and i offered to do so

#

but they told me i was getting one, then never sent a thing

#

and i have 2 games to port to Go

#

one of them is live in gearvr already, but i wanted to do the Go patch

#

72 fps and stuff

#

the second one is 95% complete, but i didnt expect Go this soon

mighty carbon
#

it would be nice if they run out of the inventory really quickly (not nice for us devs who are still waiting on Go) which would mean large dedicated user base

granite jacinth
#

GGWP Go Dev Wannabes

wicked oak
#

@granite jacinth i port games to Go, so im pissed

granite jacinth
#

why

wicked oak
#

the last one i ported sold 6k dollars

#

and yet neither I nor the company guy got a Go

granite jacinth
#

is that good?

#

I don't know mobile market

wicked oak
#

for gearvr is alright

#

ask motorsep how much money he made

granite jacinth
#

@mighty carbon how much you make?

wicked oak
#

@mighty carbon how much you made?

granite jacinth
#

jinx

wicked oak
#

they got a good deal

#

i got hired to port that game for 1500 dollars

#

did it

#

game sold 6k

#

of course, thats not counting the development of the game to begin with

mighty carbon
#

$35

#

but my app is just a short experience.. I am sure games make a lot more on mobile

granite jacinth
#

?

#

Thirty Five?

mighty carbon
#

lol, yeah..

granite jacinth
#

wtf

mighty carbon
#

exactly

wicked oak
#

what the fuck

mighty carbon
#

from what I gathered, actual games make money on mobile VR. Not whole a lot of money though. And you already need to be known (or get some push from Oculus)

wicked oak
#

i expected you got at least like a couple thousand

mighty carbon
#

ha, I wish

#

also, a lot of people on Gear VR use it to watch pr0n, netflix and some other videos

#

that's all they use it for

#

I personally haven't seen a single game on Gear VR I would like to play

granite jacinth
#

Man, there's is no shame to make any sort of XXX-lite or full on game nowadays, you would be making a killing

#

There's this dude making like $5k a month just from Patreon pledges in UE4 Soft-Porn RPG game

mighty carbon
#

but that's Gear VR .. I think with Go it might be a bit different, if people release different kind of games on it.

#

heh

granite jacinth
#

Nevermind, he's only $2k now

#

wait

#

this is the wrong dude

dusky moon
#

lol Soft-Porn dev is going dead you mean?!

granite jacinth
#

$10k

#

TEN THOUSAND fucking dollars

#

a month

#

So, everyone, now you know

mighty carbon
granite jacinth
#

Make yourselves a fucking soft-porn game and you'll be making that money

dusky moon
#

shit I'm out

mighty carbon
#

I can't check this one - at work 😛 Will check it after work.

fleet plume
#

dat wildlife game

#

i'am also a bit confused about the need for a phone and oculus app

wicked oak
#

makes sense

#

for the login info and the like

fleet plume
#

well no

#

that onboarding process is cringeworthy

#

the perfect thing to do is to just put it on and handle everything in vr

mighty carbon
#

I wonder if 64Gb version cost $199 and 32Gb cost less

fleet plume
#

it's not like a surprise that you bought a vr device 😄

#

my guess it's the other way around

mighty carbon
#

probably

fleet plume
#

can't wait for ifixit taking it apart

#

also maybe the try and use the phone as a mobile access point?

#

guess we'll know in an hour

wicked oak
#

here ya go fellas

#

@fleet plume

mighty carbon
#

any idea where to watch live stream ?

fleet plume
#

see link from vblanco

#

works

#

zuck looks tired

mighty carbon
#

thanks

wicked oak
#

the Zucc doing damage control about all the shady stuff

fleet plume
#

i think he's preparing for political office

glossy agate
#

Someone forget to swap out his batteries?

fleet plume
#

he's mentioning russia every ~30 seconds

wicked oak
#

joking around, but zucc for president would actually have a chance

#

he knows what everyone wants

#

he can tell every one exactly what he wants to hear

fleet plume
#

ahahahaha

#

CLEAR HISTORY

#

this is better than any apple event

#

😄 😄

mighty carbon
#

I believe Zuck.. He sounds convincing..

fleet plume
#

🤔

#

noooo way

#

tinder rekt

#

hahaha

mighty carbon
#

well, before they get to Go, my lunch will be over 😦

glossy agate
#

You can clear browser history tho. Really ground breaking stuff they have going on

fleet plume
#

VR is on

mighty carbon
#

well, not whole a lot of info and nothing about AR

wicked oak
#

ah dammit

#

2 weeks till i get one

granite jacinth
#

@wicked oak how do you know when you'll get one?

wicked oak
#

becouse i bought it

mighty carbon
#

as dev who requested one ?

fleet plume
#

here's hoping that it will be available from local retailers

sly elk
#

so do you guys think the go will be successful?

fleet plume
#

are there any NEW apps released for Go?

sly elk
#

no motion controllers, not 6dof. seems really limited to me

#

I personally don't find cel phone VR compelling

granite jacinth
#

@wicked oak lol. you bought it on their store?

#

Or on amazon?

wicked oak
#

their own store

mighty carbon
#

2 hrs of gaming

#

small ass battery

fleet plume
#

charges in 3 hours according to a german review

#

so you gotta be tethered when the battery is empty 😦

mighty carbon
#

@sly elk how so? sure it doesnt produce 1080 level graphics, but it's so easy to use and it can be fun if right games designed correctly

#

"Updating your existing Avatars integration is easy. Just download and install next month’s Avatar SDK 1.26 release for Unity—we’ll be releasing to Unreal soon."

#

I hope Santa Cruz is powered by 845 SoC minimum and has 6+ hrs battery life

wicked oak
#

the developers i know that have one love it

#

they say its super convenient and very high quality

#

facebooks knows its demographics

#

when it was the time to talk about instagram

#

they went with salmon pink background and female speakers

#

they know 90% of instagram is teen girls

glossy agate
#

@sly elk I think it has 1 motion controller like Gear does?

wicked oak
#

its the same as gearvr

#

just more solid due to being 1 piece

sturdy coral
#

@tired tree I'll test if windows MR audio is fixed, but I think that is one that minuskelvin already sent me and it didn't help

#

he was getting an audio hang or crash when disconnecting a surface book from its base I think

#

and it fixed that

alpine ore
#

Hi all, anyone know the best way to get the dimensions of an AR plane found in ARKit or ARCore then dynamically add a nav mesh to it?

real needle
#

Phew my best buy had 5 oculus go's left

#

Only 64gb. Im picking up two :)

mighty carbon
#

I just hope Go controller doesn't drift as much as Gear VR's

glossy agate
#

How are they tracked? Just some kind of gyro?

mighty carbon
#

Carmack: "In the future we will probably make it possible to do the setup without a phone at all."

#

same as HMD

#

Carmack is quite active on Twitter today. You can tell that Go is his baby 😃

daring mural
#

@real needle lucky, every best buy in driving distance here was sold out when I had to grab one

mighty carbon
#

wow

daring mural
#

oh my bad, you said Oculus Go, I meant Rift 😂

mighty carbon
#

meh

daring mural
#

did Oculus send any of you guys a free one

#

a Go

wicked oak
#

only to bigger devs

#

but they have sent some

#

i know a few devs that got one

mighty carbon
#

mid-June is when smaller devs will get theirs

#

(but that might shift deeper into the summer of 2018)

wicked oak
#

fuck it i just bought mine

alpine ore
#

I was sent an email saying i'd get mine in 4-6 weeks, that was at start of April

#

, it still not here

dusky moon
#

so does it have a potential of supporting 6DOF by any chance ?!

wicked oak
#

no

dusky moon
#

no carmack magic right ?!

#

yawn

wicked oak
#

it does have carmack magic

#

but carmack magic isnt true magic

#

you cant do 6dof without a huge cost due to the beefy cpu and the extra cameras

#

go is 200 dollas

#

thats for santacruz

#

anyway, the magic is that the thing actually performs better than it should

dusky moon
#

is it some what equal to PSVR ?! in terms of fidelity of graphics that it an handle ?

mighty carbon
#

lol, no