#virtual-reality

1 messages ยท Page 178 of 1

daring mural
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The hand rotations are all wrong when using SteamVR with a Rift

sturdy coral
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yep, you have to apply a fixup to the transform to bring them into line

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it causes a crash or no?

real needle
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Here's a question that's kinda buggin me. How do I scroll through blueprints in VR?

granite jacinth
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breakpoints?

granite jacinth
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Won't fix? Seriously? I wasted so much time trying to debug why this shit wasn't working in my project...

real needle
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@granite jacinth Well, you can open the Overlay in VR?

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And all the steam windows still works

granite jacinth
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@magic mango @tawny patio Move you outta #fab for a sec ๐Ÿ˜ƒ Anyway we could get a reason why this isn't at all going to get fixed?

real needle
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So you don't really need the overlay

granite jacinth
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The problem is, I can't properly debug an issue with connecting to Steam using Standalone

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Trying to get a SessionTicket

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In another project it works just fine (non-vr)

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But in my project (vr), doesn't work

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It's just not connecting at all to Steam

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(but obviously it is, because packaged works or else we wouldn't be playing Mutiplayer)

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I can't package everytime to test out gamesparks or other implementation

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(or launch game)

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Waste of freaking time

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@real needle Do you know if you're connected to Steam in Standalone in your project?

real needle
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There are two kinds of standalone, do you mean in editor or through .uproject?

granite jacinth
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editor

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uproject = LaunchGame

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imho, they are not the same

real needle
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Mhm, but people refer to both as standalone

granite jacinth
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Strange

real needle
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I never use Standalone

granite jacinth
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You should correct them with proper terminology next time

real needle
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Only LaunchGame

granite jacinth
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Meh

real needle
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I know steam features don't work in editor

granite jacinth
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Not that it's a bad thing, just more time wasted

real needle
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So why try them there

granite jacinth
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Steam Features do work in editor

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via Standalone Game

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Well, not in SteamVR it looks like

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Just super annoying, feels like there's no quality of life with VR in UE4

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After 2+ years doing UE4 VR dev work, still complete poop

real needle
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You do multiplayer, so you must have two comps all the time. Why not keep editor open on one, and use the other to launch?

granite jacinth
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That would mean I would have to submit changes all the time

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And if shit doesn't work, revert

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Again, waste of time

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If standalone worked with SteamVR... no waste of time

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It's no biggie, I'll do what I need to do

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Just frustrated with the current workflow because Epic doesn't give a shit about VR anymore

real needle
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So what if you turn off the SteamVR plug-in for this particular issuem

granite jacinth
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Pretty sure VRExpansion requires it

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So a whole bunch of compile issues in BP

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Yeah, I guess I'll just have to basically waste 5-10x the amount of time I didn't have to

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Because I remember this not being an issue with TheNest btw @real needle , so it's something they have broken

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I mean... too bad they don't have any current games on Steam

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They really just don't give a fuck that it affects anyone else but them

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At least they finally fixed the leaderboard bug

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for 4.20

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10 years later

real needle
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Well, gamesparks had a ton of issues in 4.16 so I had to get rid of the leaderboards. Which means I haven't used the ticket since

sturdy coral
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@granite jacinth VR is treated like big picture, I don't think you can get the same kind of 2d overlay

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if you need the 2d overlay while also using VR a work around is to use an oculus with the oculus plugin

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but still use the steam online plugin

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then you get the 2d overlay

granite jacinth
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I'm not worried about the overlay exactly

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It's just a confirmation if Steam gets spun up or not

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StandealoneGame does not spin up Steam

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LaunchGame does

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But, this is only an issue with SteamVR it seems

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No SteamVR and you can get the little popup

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I said overlay this whole time, but I meant the little popup

sturdy coral
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what is the difference in the two exact (standalonegame and launchgame)? standalone you mean as a non-editor build?

granite jacinth
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Which states you can use the Overlay

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StandaloneGame = In Editor
LaunchGame = uproject->right-click

sturdy coral
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oh, are you sure the editor itself isn't already using the app id?

granite jacinth
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?

sturdy coral
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editor standalone game launches another process

granite jacinth
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Of course it is

sturdy coral
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but the editor itself is already using the app id

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only one app can run at a time with the same app id right?

granite jacinth
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On the same PC you mean?

sturdy coral
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yeah

granite jacinth
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If that were the case, then LaunchGame wouldn't work

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I mean, yes you are correct though

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But I think we're talking about two different things here

sturdy coral
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so launchgame works if the editor is already open too?

granite jacinth
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Aye

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But, that's because In-Editor isn't calling Steam

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Even though it should in Standalone

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It does in another sample project I just did in 4.19 (NonVR)

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And I am sure it worked before, because I worked on another VR project and used StandaloneGame to debug

sturdy coral
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hmm, I'm not sure what I've seen, for standalone I usually launch from a shortcut

granite jacinth
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The fact that it works in LaunchGame and not in StandaloneGame is an issue

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But in LaunchGame it's in VR

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I just don't see how I would be the only one to have wanted to debug Steam things in editor via Standalone in a VR project.

sturdy coral
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I didn't know you could debug with standalone

granite jacinth
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So, I am surprised there hasn't been more people affected

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Yeah, you can in Non-VR

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plugins disabled

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It's faster than doing StandaloneGame all the time, but again, right now, I just need to get shit done, so if that's what I have to do, I'll just continue doing it and get used to it.

sturdy coral
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@granite jacinth I just did standalone and I don't see any debug options on the blueprint windows

granite jacinth
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huh?

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Ah

sturdy coral
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you said you can debug in standalone in non-vr right?

granite jacinth
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I meant that you could debug (using whatever means, like Print Strings in this case)

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On Successful connection to Steam

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I was trying to get a SessionTicket

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And noticed it would fail on Standalone

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Same logic works in LaunchGame

sturdy coral
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but then why can't you debug the same way there?

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(print strings, etc.)

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when launching with -game

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(or via uproject menu which I think does the same)

granite jacinth
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Yeah, pretty sure it does. I can. Just inconvenient (in my head anyway), since if I LaunchGame, I am really launching a package-like game, so it starts where it supposed to in a build

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Where-as StandaloneGame I can just test stuff in my test level

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And not worry about messing up my Packaging Settings

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Yeah, see, makes no sense.

sturdy coral
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hmm, I'm not sure how packaging stuff is different between the two

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but yeah it does launch you into whatever editor map is open I guess

granite jacinth
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Oh wells, I will probably just make some damn GameMode just for my Steam testing

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and make sure it's just a simple bool

sturdy coral
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I don't know what mechanism it is using to do it, I thought it was just doing -game underneath so was the same thing

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plus setting the map

granite jacinth
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Hopefully I won't forget to uncheck it later

sturdy coral
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does it actually bring in things like unsaved map changes?

granite jacinth
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pretty sure it needs to be saved

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Anythign that's saved currently in the project will Launch

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Same for Standalone, but in Standalone it tells you to save stuff before anyway

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Anyway, I just thought of a way to get around this a bit easier by just creating a new gamemode for my Steam tests and I'll go to whatever test map I want I guess. Or I could just OpenLevel it. Whatever. Again, in my eyes, completely unnecessary steps when they should just fix their shit.

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I wouldn't have even noticed this issue had I not started working with GameSparks tonight

sturdy coral
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@granite jacinth you may be able to do it all from commandline parameters

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so the gamemode is different too?

granite jacinth
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Nah, I don't care about the GM tbh

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But I figured it would be easier to just set one up for me. Since I want to be in FPS so I can easily see the VRLogger

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Yeah, that's what I'll just do, waste some time now and save myself some time later I think(since I have to do LaunchGame)

sturdy coral
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I'm trying to find in the editor code what clicking standalone actually does

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@granite jacinth ah here is part of it:

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    // Disable the HMD device in the new process if present. The editor process owns the HMD resource.
    if (!bPlayUsingMobilePreview && !bPlayUsingVulkanPreview && GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice() && GEngine->XRSystem->GetHMDDevice()->IsHMDConnected())
    {
        AdditionalParameters += TEXT(" -nohmd");
        UE_LOG(LogHMD, Warning, TEXT("Standalone game VR not supported, please use VR Preview."));
    }```
granite jacinth
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Aye

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I see that message in Output Log all the time

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But from reading it, it didn't tell me that Standalone Game doesnt' work at all

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It just means that you can't use VR in Standalone Game

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(this is how I am reading it and it's also true)

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Because you can use Standalone Game, it just doesn't work in VR

sturdy coral
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yeah, it seems to only be the case because it is forcing -nohmd, you could probably comment that out

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I think it probably doesn't want to conflict if you do a VR PIE at the same time

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what does launching with -debug do? it sets that too

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is that just for loglevel?

granite jacinth
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No clue TBH, never used it

sturdy coral
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it is passing:

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FString AdditionalParameters(TEXT(" -messaging -SessionName=\"Play in Standalone Game\""));

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maybe that is interfering somehow?

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it also passes -PIEVIACONSOLE, but I can't see any effect of that except UWorld::IsPlayInPreview() starts returning true, which nothing seems to ever check

granite jacinth
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Aye, no clue. I am thinking it's a SteamVR thing

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it's cuts it off somehow

tired tree
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@granite jacinth do you have steamVR Home enabled?

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it fucks up a lot of things

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unless you are launching from within steam itself (then home idles away when the app is launched)

fleet plume
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that looks interesting

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curious about the latency though

wicked oak
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latency on rotation only is not that bad @fleet plume

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thanks to timewarp type stuff

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its absolutely horrid on positional tracking

fleet plume
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he's using asynchronous timewarp

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that's why i'am actually curious about perceived latency

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when using ALVR

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if it wouldn't do something in that direction, then latency would surely make you sick

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๐Ÿ˜„

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if only tpcast would finally release their new v2.0

mighty carbon
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@wicked oak so, have you tried that new glTF import plugin for UE4 ?

wicked oak
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no

sly elk
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It would be awesome if santa cruz had support for playing games on PC

mighty carbon
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then it will be more expensive as it's basically making Rift + Santa Cruz in one body

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(and heavier)

wicked oak
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not at all @mighty carbon

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but you need a connector to pc

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and the software

mighty carbon
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eeh, yeah, it would be more expensive that standalone Santa Cruz

wicked oak
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minimally so

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you could use usb c

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and keep it as charge AND visual port

mighty carbon
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there is still a chance for SC to have XR1 SoC

mighty carbon
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real?

tired tree
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surely you can tell that its fake?

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its a concept art piece

sturdy coral
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@tired tree no way, surely they filmed that robot in space

mighty carbon
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I mean, is it purely software experience or they actually aiming to make physical avatars (which would be pure sci-fi, since even Boston Dynamics is still quite far away from making easily walking robots, not to mention they don't even have human-like hands)

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e.g. money grab, like Magic Leap

sturdy coral
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hey does anyone know if the steam controller (not vive controller) menu button is supposed to pull up the steamvr overlay? it used to

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but it isn't working for me now

sly elk
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Figuring out how to do the timing belt so the teeth can be seen from the front, the belt can turn on gears, and also bend. I think its going to be displacement with a slightly rough mesh and the a an alpha test strip to refine the profile: https://i.imgur.com/fNBqN1D.png

glossy agate
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@sly elk I think that soul city free assets has a good example of a similar setup for gears without the belt if you want to save time

eternal inlet
tulip surge
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so eh what would you guys use, dbuffer decals or the old method (mesh plane decal)? In forward rendering

mighty carbon
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Latency is bad

dusky moon
covert moth
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I'm curious, anyone get volumetric lighting working in VR? It seems to be a tad inconsistent from one eye to the other

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I have a bit of performance to spare in a small scene I'm working on and I can afford the cost of it, it just doesn't look right

real needle
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@covert moth Do you mean Volumetric Fog using height fog?

covert moth
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Yes, since there's no other way to enable volumetric fog

real needle
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You specified Volumetric lighting, but anyway. Yes I don't have any issues with it

covert moth
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It's weird, it's like what the two cameras see is offset

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Volumetric lighting is the same thing, but yeah.

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What I noticed is if I look at the sun, with the light partially occluded, there's actually a weird inconsistency between the eyes

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I dunno, if you say you have no issues, I should give it another shot. Maybe it was just the lighting

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Thanks

dusky moon
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It also works fine for me in VR. just can't find out when/where to use it as it's super expensive to GPU

mighty carbon
mighty carbon
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Oculus mobile team really hates UE4

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๐Ÿ˜ฆ

tired tree
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is that an unrelated comment or what? mix cast doesn't really have anything to do with that

mighty carbon
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nah

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my project runs fine when using Epic's launcher UE4

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however, it crashes on the device when using Oculus' fork

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somehow AI character is at fault

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reported this to Oculus - they said they have nothing to do with this as they don't mess with non-rendering / non-VR stuff

tired tree
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lol, its trying to load a package on the rendering thread?

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regardless, its not oculus thing to fix, i agree with them

mighty carbon
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same project, two different forks.. So I have no clue what's going on

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well, how can Epic fix it if it works using Epic's build ?

tired tree
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is it the exact same versioning?

mighty carbon
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4.19.2

tired tree
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pretty sure oculus shouldn't be touching anything related to that

little oriole
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So when I pick up an object, I'm using AttachToActor and welding the bodies, then disabling physics simulation. When I throw the object (detach, enable physics) there's a weird movement at the beginning and doesn't really register the velocity/angular velocity very well

tired tree
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the weird movement is the late updates being removed

little oriole
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Ah I see. Would you happen to know the best way to get it to behave appropriately?

tired tree
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not using late updates, or somehow smoothing out of it

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the offset is visual only, so when detached it snaps back to the game thread location

sturdy coral
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I hope they put out something good.. I've got about $1100 riding on it ๐Ÿ˜›

mighty carbon
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heh

mighty carbon
granite jacinth
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@sturdy coral for your sake, I hope it goes well. But also ours. We need more competition

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For improvements and price

daring mural
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What's up with projectiles forcing enabled shadows? Won't let me disable

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Oh I'm using an unlit mat, hmm ๐Ÿค”

charred portal
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Anyone have experience with 2d blendspace direction calc in vr with controller orientation in the mix?

mighty carbon
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I miss times when games were not subjected to P.C.

daring mural
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What the fuck lol

mighty carbon
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like, when you have game's poster art with someone there pointing gun at you

daring mural
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Yeah

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Are they afraid we might trigger millennials

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Or PTSD

mighty carbon
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or leftists or liberals or whoever gets triggered about everything nowadays

daring mural
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Inb4 they prohibit multiplayer shooters because people get shot

mighty carbon
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I guess poster art is more dangerous than actual VR ๐Ÿ˜›

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when?

daring mural
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no they aren't, just saying I wouldn't be surprised at this rate ๐Ÿ˜‚

mighty carbon
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oh

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yeah ๐Ÿ˜ฆ

daring mural
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from now on we all have to dev Lucky's Tale spin-offs

mighty carbon
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I hope someone will make it possible to run Go games outside of Home, just in case we get that kind of level of censorship

daring mural
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you get one yet? I think they're sending me one in a week

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Idk what to expect

mighty carbon
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nah, still waiting for my "dev kit"

daring mural
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same

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and a t-shirt apparently

mighty carbon
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should be getting it next month (hopefully)

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I wanted to have dismemberment in my game (eventually), but now it's prohibited by new rules..

daring mural
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of people or something else like zombies

mighty carbon
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I wonder how non-VR game have a lot of stuff that is a no-no on Oculus Home now and no one is complaining

daring mural
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pretty sure you could get through with zombies or non-human creatures (probably not animals)

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these rules are unnecessary as long as you have content ratings and warnings, at least in-game

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but Oculus doesn't use ESRB

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at least not mandatory

mighty carbon
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hmm.. and I don't have money to go through ESRB ๐Ÿ˜ƒ

daring mural
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it's free

mighty carbon
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since when?

daring mural
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no clue but I had to do it for Sony, as long as your title is digital you can do it for free + you get the certificate instantly after answering a questionnaire

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only shitty thing is to apply for a login they want you to send them a piece of paper with some info physically by mail

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old geezers

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ESRB only covers NA though

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still have to pay for EU and Japan if you want those as well

mighty carbon
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I see, cool

little oriole
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Anyone here implemented physically accurate throwing of things like knives? How did you implement it? I keep getting weird interactions after detaching from the actor and enabling physics simulation

daring mural
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@little oriole What happens in your case?

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P.S. does anyone know the correct Vive hmd display name?

granite jacinth
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SteamVR

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you're using VRE right?

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just use the getter

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GetHMDByType or something @daring mural

daring mural
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@granite jacinth Yeah I have that set up but it bugs out when you try to use Oculus with a SteamVR launch option. It thinks you're using a Vive so I'm tryna re-work a part of it to re-assign it back to Oculus if HMD name = OculusHMD and if false, default to Vive

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At least for now

granite jacinth
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?

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Pretty sure I have Oculus SDK on Steam as an option

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Because pretty sure I used my Rift without SteamVR

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Are you saying you have those options @daring mural ?

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And when choosing the Oculus SDK option, it still calls SteamVR?

daring mural
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@granite jacinth

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Running it with Oculus SDK works fine

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But if I run SteamVR with the Oculus HMD, it thinks I'm using a Vive

granite jacinth
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Do you even need those arguments?

daring mural
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Not sure.. you test yours without arguments?

granite jacinth
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pretty sure you don't

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This was Demo Release

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And no one's complained about it

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But, I could be wrong

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But I doubt it, since it definitely works

daring mural
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I'll test

granite jacinth
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If I am on Oculus and choose Oculus SDK, Oculus Home opens up

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And it's a better experience than SteamVR

daring mural
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I agree. Some people prefer SteamVR for streaming, something to do with the mirror preview + it lets you customize the chap

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I run Oculus though

tired tree
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@daring mural its not that it bugs out, its that the SteamVR only touch controllers have a different offset from the Oculus API ones

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you need to adjust the profile for them, that is the one I don't have one for

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you also can't use the same input bindings

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some are oculus module exclusive

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also GetSteamVRHMD is a new node - in the plugin

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splits it up more, the engines default HMD names are platform only

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check the latest template, it sets all this up from when I made the default profiles

subtle raft
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anyone know how to get sleep status of mixed reality HMD

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like when you take headset off the monitor turns off, apparently unreal still ticks

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but some stuff doesn;t

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and it breaks my timer I made

latent bramble
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Is somebody else experiencing missing input triggering with Oculus motion controllers?

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cant get any button to work with input settings

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using ue4.19.2

latent bramble
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interesting, switching batteries fixed the problem ๐Ÿค”

mighty carbon
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Has anyone done IAP for Gear VR / Go using Blueprints only ?

sly elk
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did something change for early Z pass in 4.19?

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seeing weird behavior

sly elk
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So my game has a ton of actors, and I use dynamic shadows (which will be user scaleable for low spec machines). Draw calls were too high but it turns out that like 85% of my parts are small things like bolts. Added an option so that small parts don't cast shadows when installed and draw calls dropped to half ๐Ÿ˜ƒ

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i think there will be a user setting for small parts just never cast shadows

spare dagger
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Hi everyone. Trying to create a surface in which will allow a user to draw on it in VR mode. Like a dry erase marker on a white board. Does anyone know of some good resources that could aid me with this project?

fleet plume
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@spare dagger i'd google for render textures/render targets in ue4

sturdy coral
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@spare dagger there is a whiteboard example in mitch's vr content examples

spare dagger
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Oh perfect! Thanks for the help.

marble fable
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New to unreal here, but is there a way to setup both Oculus and Vive in the same project (on the same pawn)? Following the documentation does not seem to allow for it.

granite jacinth
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OOps

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I fucked up

marble fable
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found the get hmdname thing

daring mural
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@marble fable Yes. Would also recommend checking out MordenTral's VRExpansion plugin, it's a good starting point and handles the profiling for each HMD nicely

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I think he recently added Windows MR support as well.

real needle
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@granite jacinth How did you do that!? It's like 4 "ARE YO SURE!?"

granite jacinth
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@real needle well... Release date was set to today(original date)

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TBH, I think it may have been a fluke that it got up there without me pushing live

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But. It did generate some buzz

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As soon as I changed release date. It went away

sly elk
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@marble fable just do checks for HMD name and make changes based on that

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the main thing is input binding but for Wrench we are also changing hand orientation and then also the orientation of how tools sit in the hand for each headset

sturdy coral
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@marble fable make sure to set HMD origin to floor, the default differs betwee the two plugins but as long as you always set floor you should be good

marble fable
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even for a seated game?

marble fable
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**Using the userโ€™s eyes as the cameraโ€™s origin** means that you can control their height within the virtual world. This is useful for rendering virtual bodies that are a specific height and also for offering perspectives that differ from peopleโ€™s real-world experience (for example, you can show people what the world looks like from the eyes of a child). However, by using the eye point as the origin, you no longer know where the physical floor is. This complicates interactions that involve ducking low or picking things up from the ground. Since you won't actually know the userโ€™s height, you may wish to add a recentering step at the beginning of your app to accurately record the userโ€™s real world height. ```
marble fable
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disconnected the height vector for now too, since it is set on floor level

mighty carbon
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I have no issues with seated play sessions and camera being at standing height (Gear VR)

dusky moon
mighty carbon
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Print String doesn't do it for you?

dusky moon
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not readable in oculus

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its on far top left of hmd's screen

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and also small

sturdy coral
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@marble fable no, not for a fully seated game; they will usually expect to be able to use the system recalibrate menu for that and that won't work with floor origin

obtuse spruce
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@dusky moon A quick and easy way to get around that is to just print the same thing enough times for you to be able to see it more easily in the corner of your eye. If I want to print out two different things, I'll print the first eight or so times in one color, then the second eight or so times in another color. Not the best solution, but certainly quick to do.

mighty carbon
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That's what I've been doing ๐Ÿ˜‚

tired tree
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@mighty carbon I have a physical "tablet" debug console in the template?

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also there is a market place item that does mostly the same thing now

mighty carbon
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@tired tree I do print string for Gear VR

tired tree
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can attach the console to the hmd...

mighty carbon
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(I am using my original project as base for my current one)

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So, no console there :(

tired tree
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like I said, there is also a marketplace item that does it now

mighty carbon
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Also console would block view and Go/Gear VR controller doesn't have enough buttons to toggle it on and off

tired tree
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???"

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make it when looking up

mighty carbon
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I see

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I'll look into it ๐Ÿ˜Š

torn charm
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Right with UE4 anyone know how to have the grips activate hand animation but not the index finger using VR? I'm using oculus controllers and one thing that oculus is good at is the hand presence

sturdy coral
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@torn charm maybe an animation slot that masks out the index

torn charm
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I'll try it out thx

sturdy coral
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@torn charm look into this too, I never tried their touch support but it might already have it:

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@torn charm and Oculus has a template that already has hands animated for Touch as part of their branch

torn charm
#

Yeah, i have their demo project, howver i dont really like buying much stuff and i dont know how to set it up

jovial vessel
#

Does anyone know how to detect when the dashboard (Overlay that appears when you press the system button) for the Vive has been opened? I want to pause the user's game automatically when he does that and automatically resume it if the dashboard is closed.

I was able to find this for the Oculus and it works for the Oculus just fine, but I haven't been able to find any equivalents for Vive yet: https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-lifecycle/

ornate creek
#

Does anyone know where the vr.PixelDensity gets called when you run the game?
For some reason, even if i set it on begin play, it gets overridden once everything else has loaded up.

wicked oak
#

thtas some awesome stuff @sly elk

sharp pewter
#

Howdy!

I'm currently working on a simple VR game. I want to have a VR Camera in my PlayerController.

This kinda works: my camera is clearly receiving input from the HMD, however it's quickly rotating back to its original orientation.

#

What am I doing wrong?

sly elk
#

thanks. It only ended up being 7k triangles, which in my game is not a whole lot

stable shadow
#

Hello guys, I want to create a base VR character from character class and not pawn class but when i spawn my class the camera height is't correct and it's very up from floor level... any idea or tutorial how to fix this problem? also when i move down my camera in blueprint class to the bottom of capsule after playing the game character start flying in air !

sturdy coral
#

@stable shadow character root is at center of character capsule; if you have your VR root rooted there, it will be halfway up from the floor

#

you can query scaled capsule half-height and lower the relative vr root attachment by that amount

#

also, the capsule itself sits an inch or so off the ground, so you may want to additionally lower it by a small amount

hasty girder
#

So conveniently @sturdy coral is here, and I'm trying to migrate a VR project to 4.19; Specifically I'm trying to replace EHand with the new FString like you mentioned the other week, but for some reason FXRMotionControllerBase isn't being found. I've included "XRMotionControllerBase.h " and have the "HeadMountedDisplay" module added in my build.cs PublicDependencyModuleNames

sturdy coral
#

@hasty girder hmm, the only XR includes I have right now are:

#
12:#include "IXRTrackingSystem.h"
13:#include "XRMotionControllerBase.h"

Private/ShooterGameInstance.cpp
9:#include "IXRTrackingSystem.h"```
#

and I have "HeadMountedDisplay" in PrivateDependencyModuleNames

#

PublicDependencyModuleNames should work too

hasty girder
#

Hmmm. Odd

#

OK. Not working on my end, but I'm using custom binaries; about to dig through my source to see if XRMotionControllerBase is included....

#

Thanks again @sturdy coral

sturdy coral
#

@hasty girder you need to be able to quickly search all your source with regexes or you will never get anywhere

#

And vs project search is too slow

hasty girder
#

Thanks for the headsup @sturdy coral

primal sky
digital marlin
#

Wasn't AR via unreal capable of multiplayer already?

daring mural
#

You guys experience issues with haptics being different on Oculus / Vive when using the same value?

#

@primal sky Looks sweet

sturdy coral
#

@daring mural I think @sly elk was working on measuring the differences

daring mural
#

Sent him a PM, thank you

fallen wind
#

Recently I've been working on a CardboardVR app, and it works great. I recently got a GearVR, and want to try make a build for that too. However, I can't seem to get it to work... Disabled the GoogleVR plugin and enabled the OculusVR plugin (as mentioned in the GearVR quickstart in the UE4 docs), but when I make a mobile build it doesn't actually launch in VR, and if I try to plug the phone into the GearVR it automatically closes my app and opens the gearVR app. How would I go about making a GearVR build?

sonic lake
#

@fallen wind Can you see your device under the Launch button?

fallen wind
#

Yes

#

I can succesfully launch the game that way on Cardboard, but not for GearVR

sonic lake
#

Did you check this option in the project settings: Configure Android Manifest for Deployment to Gear VR

fallen wind
#

Not yet I think, I'll give that a try

shrewd shuttle
#

hello! ๐Ÿ˜„
Is there any quick guide on how to set up a cross hair on google vr?what i am currently doing is taking the size of the viewport and finding the 1/4th and 3/4th along the x-axis to place the cross hair so that in VR the crosshair is supposed to be placed at the center of the camera but is instead it is displaced by a bit from the center. is there anyway i can get them to be aligned? i have tried using a 3D widget and attaching it to the camera as a child along with a stereo layer too but did not work! :/

sonic lake
#

@shrewd shuttle Using a 3D widget parented to the camera should do the job. What was the issue with it?

fervent pumice
#

hey guys, did anyone of you successfully tried to use a full body 3dmodel as playable charakter? If yes, I would appreciate it if you tell me how you get it to work

shell karma
#

@fervent pumice that'd require full body IK setup for the model and your pawn

fervent pumice
#

yeah, thanks for answering. but is this possible without the need of a third party tool?

shell karma
#

he also provides the project files so check i tout

fervent pumice
#

okay, i'll take a look

#

thx

#

isn't this Marco Ghislanzoni?

#

i've already tried this but it doesn't really work

#

the other thing is that he's using a tp template instead of a vr template

sonic lake
#

@fervent pumice Yes that's me. What didn't work for you? I started from the TP template because I needed the full body mannequin, but you can do it in any template as a matter of fact.

olive ferry
shrewd shuttle
#

@sonic lake so this is my build with a sphere attached as a child to the camera. no widgets and stereo layers... the displacement seems to have increased :/ and also there is lag between the change in location of the sphere and the motion of the camera.....

olive ferry
#

I'm trying to know when the VR is still in use and when taken off it quit the game or whatever

fervent pumice
#

@sonic lake
Oh wow, nice to meet you here ^^ I've tried to implement your mechanics into the vr template and followed the instructions of your tutorial as good as possible but I failed. Then I've found a tutorial series by Jonas Mรธlgaard were he's working directly on the vr template but there he's using an another workflow and he also uses IKinema which is chargeable. So I tried to use the mechanics of his tutorial as far as possible. I could implement a 3d model to the MotionControllerPawn and also connect the controllers/hmd to the designated bones but the joints are going crazy and the viewpoint of my hmd is above and facing backwards to the pawn.

sonic lake
#

@fervent pumice Are you using the Epic Mannequin or a different skeleton?

fervent pumice
#

I'm using a 3d model made with Fuse, then I rigged it with Mixamo and then I converted it to the UE4 skeleton with the plugin Mixamoconv in Blender.

sonic lake
#

You may need to adjust the bone rotations in the AnimBP to make sure they align properly with the controllers.

fervent pumice
#

okay and maybe I have to look if there are some issues with the translation retargeting of the skeleton

#

I'll check it out

#

should the character look normal in the preview window when everything is set correctly?

sonic lake
#

No. You may see its arms in a weird position in front of the body.

fervent pumice
sonic lake
#

Definitely something weird with the bone rotations. What happens if you set all rotations to 0 in the AnimBP? Are you also doing Head IK?

fervent pumice
#

Yes, I'm also using Head IK

#

The bone rotations already are at 0

fervent pumice
sonic lake
#

Looks ok. Can you show how your skeletal mesh is oriented inside the Character BP?

fervent pumice
sonic lake
#

In the ViewPort

fervent pumice
#

I've tried to orient the mesh to the VROrigin but I can't do this beause the mesh is inherited

sonic lake
#

Where are your Motion Controller components?

fervent pumice
#

They didn't really work, so I deleted them. And Jonas Mรธlgaard doesn't use them in his tutorial so my second thought was that it also has to work differently. But if you want I can add them again

sonic lake
#

Well those components are providing the input to the FABRIK nodes for the arm IK, so without them the arms will not move.

#

@shrewd shuttle You should do it with a widget. There is no lag as long as it is parented to the VR Camera.

fervent pumice
#

Ok, I'll try it again and get in touch

sonic lake
#

@fervent pumice Ok. Make sure you follow one tutorial or the other, but don't mix them until you understand exactly how everything works.

fervent pumice
#

I also need to parent the VROrigin to the mesh, correct?

sonic lake
#

Yes correct.

fervent pumice
#

As I said before this wasn't possible. Do you know how to fix this?

#

Okay, please forget my last sentence

#

^^

#

Thank you for the time being for your help

sonic lake
#

You are welcome

fervent pumice
#

Thanks

shrewd shuttle
#

@sonic lake is there a difference between the camera that comes with the default character blueprint in unreal and the vr camera? is there i a different type of player character that i must be using?

sonic lake
#

There is no difference, they are the same camera.

#

Basically you create a new Widget Blueprint (BP_Crosshair), add an image widget to it and anchor it to the center. Load a semitransparent image to the image widget. Then add a Widget component to your Character. Parent it to the Camera and place it at some distance in front of it. Select the widget component you just created and set the widget class to BP_Crosshair. That's it.

shrewd shuttle
#

alright okay... i do have the widget blueprint set up... but i was adding it to the viewport. i will attach it as the child of the camera now and try it out ๐Ÿ˜„

sonic lake
#

Ok that explains it

full ibex
#

Anybody had any troubles creating an Installed Build with the Google ArCore fork?

#

Developmented Editor seems to work fine, but not Installed Builds

fervent pumice
#

@sonic lake
So it's looking better now. Thanks again for your help. But I still have the issue with the camera view

sonic lake
#

@fervent pumice It may be linked to the way the head bone is rotated. Try with different transforms, see if you can have it look forward.

fervent pumice
#

There is something wrong

#

I got it. Maybe I forgot to compile the CharacterBP

sly elk
#

So last week when we started looking at how to optimize drawcalls the engine was ~450 parts (and my environment isn't at all optimized, it is kit bashed so many extra draw calls there. With dynamic shadows on draw calls were ~2200. After this first pass at drawcall reduction they are down to 830 and we aren't even manually hiding internal parts yet. Turning off dynamic shadows, which will be a user config setting drops the draw call count down to 370.

wicked oak
#

great stuff @sly elk

#

forward rendered, or deferred

#

and instanced stereo?

sly elk
#

deferred

#

instanced stero

wicked oak
#

why deferred? due to halving drawcalls?

#

or you just need some of the features

sly elk
#

Yeah. So early Z pass is a killer for my project and MSAA is not a good fit for lots of shiny hard surface stuff

wicked oak
#

totally logical

sly elk
#

also can have more dynamic lights if I want

#

I think for the next optimization the direction light with shadows is going to be replaced with a large radius spot light, I'm thinking this will force a single shadow map for the scene

mighty carbon
#

I wish they come up with some VR friendly AA for deferred

sly elk
#

For my game, when shadows are on, most people will be triangle or drawcall bound

#

and have some fill rate to spare

#

so taa + screen space sharpen + some super sampling looks great

#

First test swapping out a directional light for a spot light, Shadowed draw calls dropped from 829 to 400

#

in vr

#

need to bake, and turn the shadow map resolution way up

neon egret
#

Does anyone know what Rift and Vive are called in terms of "HMD DeviceName" node?

sly elk
#

yeah

#

Vive is SteamVR

#

rift is OculusHMD

neon egret
#

Awesome, thanks a ton!

sly elk
#

Hoping this spotlight for the sun experiment works out. Thats pretty huge if it does. I will be paying less than 1 drawcall per part with shadows in VR

wicked oak
#

@sly elk sounds slightly impossible

#

at the bare minimum you will have 2 drawcalls. One for gbuffer render, and other for shadowmap

#

unless unreal engine batches shadowcasting geo or instances it

sly elk
#

there is other stuff going on

#

part instancing

#

shadow casting is disabled on all small parts

#

+visibility culling, which later on we can replace with some manual switches so it is more accruate

#

Basically, when small parts of the same type are installed they use instanced meshes. So 11 valve cover bolts turn into 1 drawcall. There is a lot of that kind of thing on the engine assembly. Later on we will be able to instance them as they come off and get added to inventory nodes

sturdy coral
#

@sly elk where is the difference from csm coming from? you only have one cascade right?

sly elk
#

The directional light seems to be doing shadows very differently.. Like splitting the level into multiple shadow maps

sturdy coral
#

hmm, if you lower the cascade count to 1 it shouldn't

#

but also you need to make sure inset shadows are off

#

I think they only normally apply to objects beyond the farthest cascade though

sly elk
#

I was using baked scene lighting with a directional light set to stationary

#

dynamic shadow distance -

#

0

sturdy coral
#

ah, what you might have seen then

#

was everything movable was inset shadows

#

you can have stationary with CSM

sly elk
#

mixed with baked lighting on static geo?

sturdy coral
#

hmm, sort of

#

static geo within the CSM will cast shadows in the cascade

#

but all the bounce lighting will be baked still

sly elk
#

oh okay, I will look at it more

sturdy coral
#

try dynamic shadow distance bigger than your room, num dynamic cascades to 1, disable inset shadows for movable

#

it should give you a bit better resolution than a spotlight approach because it will be view dependent instead of dependent on that light origin

sly elk
#

okay, i'll compare. thanks

sly elk
#

Switched back to the sattionary light, running CSM for about 5 meters

#

and isnet shadows off

#

csm resolution cranked up and one cascade. Much faster than before and drawcalls are down to 400 in VR with shadows

#

awesome

mighty carbon
#

so, you'd be able to work on desktop using Oculus Go + kb + mouse

sturdy coral
#

@sly elk cool, so without the csm it would have been using inset shadows for each part. the reason that is really expensive is each movable casting an inset shadow not only casts one, but also receives shadows from any static stuff in the environment (extra draw calls for each object that is within the inset frustum casting onto the movable, they also make it in the CSM, but only one time instead of ~once per movable)

#

there is some kind of setting on actors where you can combine inset shadows together for subcomponents, but apparently it is buggy

#

I think what I heard is it only works if the attached things are attached to the root, and not if through a hierarchy, or something like that

frank island
#

I am trying to get a mirrored surface working on Gear VR. I selected High Quality Reflections and Planar Reflections (with a planar reflector in the scene) but it always turns out black.

#

Any clues?

sly elk
#

are they supported on mobile?

sturdy coral
#

@full junco with wmr it seems a lot of times the motion controllers don't get picked up, and once they aren't picked up it never picks them up until you restart the engine.. I think one time you mentioned fixing a bug related to that in the steamvr plugin?

#

it is usually when I turn them on late

sturdy coral
granite jacinth
#

ya like a year ago

#

sad time

real needle
#

@sturdy coral @sly elk Bunch of great information in your discussion there, thanks

#

I've wanted to start doing dynamic shadowing as a base, and build with that performance cost in mind. Capsule shadows only works for skeletal(afaik?)

manic ledge
#

Hey all, after setting the pawn actors location and using "Reset Orientation and Position" for the HMD, what's the best way to get the center of the tracked space (not their base position as it is no longer the center of the tracked VR space IRL)

#

This is for Oculus Rift if there is a platform specific function rather than a agnostic one

sonic lake
#

@manic ledge Did you try using GetPlayAreaPoints from the Oculus Boundary System? It returns the rectangle enclosed by the Guardian system. You can calculate the center of it as intersection of the two diagonals.

mighty carbon
#

I wonder how many units it sold in the West

manic ledge
#

@sonic lake exactly what I'd implemented before seeing your message ๐Ÿ˜› thanks anyways, good to know I went about it the right way

#

@sonic lake well at least a very similar implementation, just added all the play area points for a total, divided it by the number of points to get the central point, seems to work pretty well

sonic lake
#

Yes, averaging all coordinates across the points works as well (X1+X2+X3+X4)/4 etc.

mighty carbon
#

4.20p1 is out!!!!

jaunty shell
#

stereo instanced rendering now supports translucency, noice

mighty carbon
#

I wonder if any of VR/mobile goodies in 4.20 relevant to Gear Vr / Go

wicked oak
#

@mighty carbon they all are

#

gearvr/go is not special, it runs the completely normal mobile rendering, but in stereo

mighty carbon
#

not if those features are for ES3.1

#

also instanced stereo rendering for transparencies could be PC only for now

full junco
#

@sturdy coral I don't think I did anything specific to WMR controllers in SteamVR code?`

mighty carbon
#

ouch ๐Ÿ˜ฆ

sturdy coral
#

@full junco it wasn't wmr specific; I remember it being something about the controller type being invalid, and then becoming valid later or something like that

#

maybe ETrackedDeviceClass or ETrackedControllerRole

#

maybe it was just for left and right hand getting swapped

#

if I am remembering right, you were looking at backporting a fix to 4.15 and you ended up fixing it in a better way

stoic quiver
#

@sly elk There is no shadowcaster occlusion culling for directional lights in UE4. Depending on draw count/tri complexity ratio , overall camera motion and scene, having it might be beneficial. As you mentioned, using a spotlight instead of directional light would give you shadow caching benefits. Also worth noting that filtering defaults are pretty high too. Can safely half number of taps for highest quality setting without visual sacrifice.

mighty carbon
#

@stoic quiver Do you happen to know if modulated shadows supported in mobile VR ?

sturdy coral
#

@stoic quiver will a spotlight actually cache a copy of the static scene and superimpose the movables on top (like doom 2016>? From what I remember the caching in ue4 will only work if there are no movables, and stops once there are some. So mainly useful for when you have lots of shadow casting lights but only a few have movables within frustum at any given time

#

The styling on magic leap reminds me of a 90s discman or something

#

And I mean on the hmd, not the belt pack, which really looks like one

wicked oak
#

the belt is 100% diskman

#

i had one, can confirm is basically the same thing

stoic quiver
#

@sturdy coral UE4 caching works the same way, and will not re-render static primitives, unless light has moved.

sullen vortex
#

guys, im driving crazy with something very simple, getting an infinite loop

shrewd shuttle
#

@sullen vortex can u describe more about ur problem?

sullen vortex
#

yeap, sure. Simple gameplay, i have a desk in front of me, that has a paper, and a triggerbox. My intention is when i overlap with any of the controllers, a ball of paper spawns, so i could grab it and throw it

#

the above blueprint, is the level blueprint i made, but when i play i get an "inifinite loop error"

sly elk
#

Why is it in the level blueprint?

shrewd shuttle
#

hey can u try printing the object name

#

of the overlapped actor

#

and the other actor

#

if it is actually handling collision with the controller

sullen vortex
#

@sly elk nothing special, tried it on the level bp

#

@shrewd shuttle will try!

full junco
#

@sturdy coral hm, I can't really remember what I did back then, it was about controllers switching left/right I think

#

that I only had to do because I was on 4.15

#

so in newer versions that shouldnt be needed any more

real needle
#

@wicked oak That is a thingy indeed

#

It looks like the 90s lol

sonic lake
#

@sullen vortex you are using an overlap with the trigger box to spawn an actor inside the same trigger box, which creates another overlap with the same trigger box and so on so forth. Hence the infinite loop. Check if the overlapping actor is your pawn (cast to) and spawn the cube only in that case.

mighty carbon
#

floodgate 2.0 ?

sturdy coral
#

4.20 preview released; adds instanced stereo for translucency

#

(I didn't realize it didn't already apply to translucency)

#

might help if you have a lot of separate particle systems, @full junco like your torches

#

@mighty carbon dedicated RHI thread on android should help gearvr

mighty carbon
#

I see

mighty carbon
#

does anyone know anything about new geometry editing tools ?

#

is it in 4.20 ?

full junco
#

@sturdy coral my torches are mostly masked though

#

and I don't even have instanced stereo enabled

sturdy coral
#

@full junco did you have worse perf with instanced?

full junco
#

@sturdy coral yes

#

it was a long time ago that I last tested it, and I found the GPU cost of it to be more significant than the reduced CPU cost of rendering

dusky moon
#

So Has any1 tried Product Viewer (Unreal Studio) on 4.20 with VR ?! when I press VR Preview all I see is blurred out ...

jaunty shell
#

@dusky moon dont forget to tick the "Spawn VR Play Editor" boolean in the productviewertools actor properties

mighty carbon
#

So, I reported a bug, gave Epic my project, told them explicitly not to share it to the public and guess what they f#cking did? They shared it to the public. I am never reporting bugs or sharing my projects, it's f#cking bullshit.

jaunty shell
#

what ?

#

๐Ÿ˜

tired tree
#

you aren't exactly supposed to give them your entire project for bug reports.....

mighty carbon
#

well, I am not going to recreate my project step by step to hit the bug

#

the sucky part is that they isolated the issue and thus they could have just made a streaming level with nav mesh in it using UE4 template.. There is no need to use my project any longer after they isolated the issue.

#

I told them - I can provide my project if you ok with not sharing it outside of Epic.. They said sure thing. Because I've done it in the past and they never shared my projects, I went for it.

#

oh well, if I see Oculus Go project with my UI mechanics, I'll know how that could have happen (that's really the only part I am concerned with for now, since the rest it pretty generic)

sullen vortex
#

thanks @sonic lake appreciated!

prime sonnet
mighty carbon
#
mighty carbon
#

nice

glossy agate
#

Canโ€™t believe moss only has one review on steam. Looks like really high production value

mighty carbon
#

Steam is a dump

glossy agate
#

It only has one review on oculus too

wicked oak
#

there is no way in hell moss gets as many players in PC as it has on Ps4

mighty carbon
#

Defector looks like a cool game

mighty carbon
#

btw, while Steam is a dump, it's cool that someone can put out uncensored VR game with sex and violence in it (within the legal margin).

tawdry night
#

I have a strange issue that is occurring with a VR packaged game in engine version 4.19.2
This has mostly to do with what is being seen on the monitor while the VR application is playing. The application works just fine with Oculus but on Vive there is a strange aspect ratio flicker that is happening, it seems to be trying to adjust for a more stretched aspect ratio over the default one that the application starts with.
However when in a development build and I set the application to run through a different spectator viewing mode that is anything but the standard single eye letter-boxed it will be stable but the the image on the monitor is then set to one that is looking distorted.
Has anyone else come across this problem in 4.19.2 with a Vive build?(edited)

hasty girder
#

I'm getting an issue that UMotionControllerComponent->MotionSource and UMotionControllerComponent->PlayerIndex are not accessible as of 4.19. Anyone else run into this?

glossy agate
#

Well steam denied my page the first time due to capsule image being not kid friendly last week

#

So they still do some checks I guess

tired tree
#

that was last week

#

they hadn't committed yet :p

glossy agate
#

True haha

mighty carbon
#

has anyone watched 4.20 preview stream ?

#

I asked about geometry tools, but I am not sure if they mentioned it or not

wraith sky
pearl tangle
#

@mighty carbon pretty sure they still haven't cracked the new geometry tools yet, nothing about it in the notes

#

although the new mixed reality stuff is quite impressive, instantly picked up my webcam with the media framework without me doing anything

mighty carbon
#

I see

#

I wonder if multiview on mobile now supports translucency rendering. Or is it PC-only feature for now?

pearl tangle
#

most likely. You don't want to be doing any translucency on mobile at all

mighty carbon
#

sometimes you have to - masked materials for UI / text

pearl tangle
#

yeah doing masked is different to doing translucency though, you can also use additive as a fake translucency effect

#

and also the AA bug transparency that is used for edge blending is much more efficient

mighty carbon
#

hmm.. some box is coming my way from Oculus

daring mural
#

same @mighty carbon the devkit stuff probs

wicked oak
#

@mighty carbon its a tshirt

daring mural
#

@wicked oak box is 7kg and like 51cm long

fleet plume
#

US-sized tshirt

jaunty shell
#

XXXXXL

#

๐Ÿ˜‚

mighty carbon
#

Ha

#

My box is 21kg

#

Probably has a brick in it too

jaunty shell
#

if a tee is around 150g

#

prepare yourself to receive a 140 teeshirt package ๐Ÿ˜„

mighty carbon
#

๐Ÿ˜†

granite jacinth
#

Who else is getting or has gotten something from OculusStart?

#

I thought it was just the t-shirt, but then I noticed it weighed 48 lbs

#

That's a lot of t-shirts

tired tree
#

man, they shoved the entirety of the navigation system into its own module in 4.20, and it broke the client side navigation feature. Really hoping that is a temp issue and not a soon to be deprecated one.

#

its preeeeetty useful in VR

granite jacinth
#

@tired tree Did you report those issues you found already to them?

tired tree
#

yeah

#

making a big list of things to report

#

always do

#

already reported that particular one, since it makes it hard to test some of my features with them being unusable

mighty carbon
#

@granite jacinth I'll find out next week how many t-shirts they loaded into the box ๐Ÿ˜‰

granite jacinth
#

Heh

#

Well, it's at least a t-shirt, but we'll see what else they sent

#

People are suspecting GOs, but that's not 48 lbs

mighty carbon
#

not everyone is getting 48lbs packages

#

Sinn's package is 7kg (48lbs ones are 21.x kg)

granite jacinth
#

hm

#

15lbs

#

So still more than just a t-shirt

#

that could be a Go

#

Maybe another Rift for me

#

but still, that's like 2 Rifts in weight

#

And that box doesn't seem that big

#

Maybe stacks of $100 bills

daring mural
#

@granite jacinth I asked that Rita chick which HMD I was getting and she said

#

"If you reply about the T-Shirt size, I'll send you both!" but looks like both might have been the default ๐Ÿ˜‚

#

What if it's a santa cruz... ๐Ÿ™ƒ

granite jacinth
#

@daring mural doubtful

#

But who knows

#

My package is bigger than yours

#

(insert "that's what she said joke")

daring mural
#

๐Ÿ˜‚ Rita snaked

daring mural
#

@granite jacinth Wait mine's 15lb as well. I swear when we signed up for the program there was a feature to request hardware and it let you specify what you wanted

#

What'd you write?

granite jacinth
#

@daring mural 15lb != 48lbs

#

I guess I'm getting stacks of Benjamins

daring mural
#

oh shit 48

#

u guys try jurassic world: blue yet?

#

free on the Oculus store

real needle
#

Hm maybe I missed on out something. I didn't participate in start because I thought devs that doesn't have hardware should get it, I have rifts and go's

daring mural
#

I only signed up to get stuff I didn't have but even then, no clue what they're sending us

#

santa cruz ๐Ÿ™Œ ๐Ÿ™Œ ๐Ÿ™Œ

real needle
#

If every oculus start member gets a Santa Cruz, then I will walk over to their office and just stand there until they give me one

#

Actually, I don't have time for that

#

I will send them a nice email ๐Ÿ˜ƒ

daring mural
#

๐Ÿ˜‚

#

i wouldn't be too surprised, it'd be a good way to get lots of content done before the cruz is available to consumers

#

but deep down i just wanna play with it haha

granite jacinth
#

Well

#

The fact that the weights are different for various people suggests that not everyone is getting the same thing. Right, logic.

#

The only thing I could think of, is if you checked off Go/Rift when signing up for Start

#

@daring mural What did you check off?

#

Other than the obvious hardware shipment, the only thing I can think of is Stacks of $100 bills ROFL

#

But seriously, who knows.

daring mural
#

LOL

#

I think I checked off the GO

#

But then again she said she'd send me "both", whatever that means

#

Probably GO and CV1, realistically

#

15lb? How much does a CV1 weigh

#

Those 2 together could probably = 15lb

#

You might be getting more than one of something

frank island
#

Does anyone know what could cause everything except the skybox to have a green tint when running on the Oculus Go?

daring mural
#

@frank island I ran into this before

#

But on CV1

#

It happened after I enabled forward shading, there's an option underneath the FS box about fog

#

Try ticking that to be opposite of what it is now

#

Are you using exponential fog?

frank island
#

Yes! Thank you so much!

daring mural
#

๐Ÿ‘Œ Np

frank island
#

I actually removed the exponential height fog, the vertex fog setting is still checked and it works.

daring mural
#

Yeah not sure what the setting is all about but it did let me use expo height fog when I changed it without that green/blue tint. The tint kept appearing and disappearing on my floor based on the angle I viewed it at, really annoying.

mighty carbon
#

Looks like a ton of stuff

granite jacinth
#

Well

#

That's what I figured would be with the different weights

#

Minus the moleskene, whisky glass

mighty carbon
#

I still wonder if 2 Go's plus the rest of the goodies can weight 48lbs

#

A bag of cement at home depot weights 50 lbs

fleet plume
#

20/20 vision

#

so this thing is actually not vaporware

#

though it's targeted at industrial users and costs several HTC vive pro's ๐Ÿ˜ฆ

granite jacinth
#

Bah, how do I get rid of the double vision going on in VR in 4.19

#

This wasn't an issue in 4.15

#

But all of the sudden I'm trying to set up a few polish items (FOV reduction, blindness, etc) and everything's rendering separately in each eye

wary dome
#

Hello, I'm trying to make a VR-Game, but I'm facing few problems, the biggest is the player character. So I'm using a character not a pawn, and when ever I move irl, my camera moves off center of the character, and I have to reset the HMD position. Is there a way to do it where my character follows my cameras movement?
Second problem I have is the stuff I pick up like my sword, still collides with the character body. I cant turn off collision because i need it to apply damage etc. How can disable the collision only with the character?
If you guys can help me I appreciate it.

sonic lake
#

@wary dome have a look at Mordentral's VR Expansion plugin, it supports room-scale VR (your problem number 1). Regarding number 2, you can solve that by properly setting up your collisions. Depending on how you implemented your weapons, this may require creating a custom object channel for them and making sure they don't block your pawn/character.

eternal inlet
#

in 4.19, with pixeldensity, what values would you guys set on a slider to make it easy to grasp for the player that is "normal" and max?

#

1-1.4 seems not very user friendly

#

im thinking 100-200 converting internally to 1-2 => sqrt(1+that value) think that would make sense?

#

just not sure what to call such a setting other than Resolution

#

or still call it SuperSampling even though its not, but that's what most people are used to

real needle
#

@eternal inlet I like "resolution scale"

eternal inlet
#

ah yes that's a good name

#

and the scale 100-200?

#

would that make more sense than 0-100?

#

and convert into above values rather than 1-2 (pure pixeldensity values)

real needle
#

You shouldnt have to go higher than 1.5, that's above 200%

eternal inlet
#

true, 1.4 something i think it is

#

was thinking of letting the internal scale go from 1 -> sqrt(1+normalizedvalue)

#

1-1.4

#

@real needle so would you provide pixeldensity values below 1? if i allow changing between 1-1.4, i can hardly see any difference even though it should translate to between 100-200%

real needle
#

I don't, I try to make sure it runs at 1 on low end

#

130% is minimum for it to look good imo

eternal inlet
#

so u set pd to sqrt(1+0.3)?

#

1.14 approx that is

wary dome
#

@sonic lake thanks for answering. Is did create a new object collision channel, it worked. As for the problem number 1, I looked into the plugin it does solve a lot of the problems but I canโ€™t use it, in addition to the plugin using a pawn not a character, some of the core code that I need to control, I just canโ€™t. So I would have to reconstruct the whole thing.

lament mesa
frank island
#

I am seeing a lot of jerkyness from the motion controller for the Oculus GO. Is anyone else experiencing this?

tired tree
#

@lament mesa its a beta plugin you have to enable

sly elk
#

I just flipped on SSAO as a test in my game (deferred renderer) and im not seeing any screen space noise like I used to

mighty carbon
#

@sly elk what about forward renderer ?

sly elk
#

im not running forward so im not sure. I am doing taa so that might be taking care of the noise.

lament mesa
#

@tired tree could you please guide me from where I can enable it ?

lament mesa
#

@tired tree I will check the plugin settings in 4.20

dusky moon
#

Hey! anyone knows a tuto or example where I can look at to make a simple mesh painting (like tiltbrush) in VR (Blueprints) ?!

eternal inlet
#

anyone can give me some pointers to, why my game suddenly lags like shit after migrating fromn 4.18 to 4.19? I used to run with SS=140 (Vive) and now i run with SS=100 and PD=1, isn't that supposed to be the same?

#

i used to have rock solid 90fps on my 1080ti, and now it jumps up and down

#

i suddenly get these CPU stalls, both on game and render thread

eternal inlet
#

hmm just did a visual comparison of the old version (4.18)

#

and the new (4.19)

#

is it me, or does the 4.19 seem like it's higher resolution?

fleet plume
#

the slider value looks sharper in the lower screenshot

#

hard to say for the rest

#

also UI panes seem to be less jaggy

sturdy coral
#

@eternal inlet not the same because valve released the auto resolution thing at almost the same time

eternal inlet
#

ok so its not just me, thx @fleet plume

sturdy coral
#

Check how much that thing is adding in steamvr settings

#

And it is linear to number of pixels there, squared in unreal

eternal inlet
#

what the heck

#

does this say that i have default 2x ss?

#

???

sturdy coral
#

Or sqrt rather

eternal inlet
#

๐Ÿ˜ฎ

#

yeah, i set PD to squareroot of 2 when it's at max setting, but right now i run with PD=1

sturdy coral
#

@eternal inlet sort of, 2.0 there and 1.0 pd is about 170 or so under the old system

eternal inlet
#

i see

#

so even though 4.19 introduced the unified PD setting, SteamVR added this to screw with us?

#

lol

#

i never noticed that setting in steamvr, so i should default it to 1?

sturdy coral
#

Yeah it got added like the week of release of 4.19

eternal inlet
#

so this setting also overrides r.screenpercentage = 100?

#

which i run on game start

sturdy coral
#

1.0 there and 1.0 pd I think is like 130-140 in the old system

#

Depending on hmd

eternal inlet
#

aha

#

i learned something important today thx @sturdy coral

sturdy coral
#

I think the way you are expected to do it now is if your game is more demanding than average, lower pd, less, raise it, and assume users will have that steam setting auto set for their gpu.

#

But then you have to handle oculus sdk too

eternal inlet
#

right...

#

anyhow, now atleast it seems it runs smooth again, with a few glitches and some 4.19 introduced artefacts i can deal with

sly elk
#

pd 2.0 isn't neccesary at all, but I wanted crisp viewport capture

#

Is there a way to run SSAO on a lower resolution? The last game I set up SSAO for high resolution screens for was in unity and the AO solution let you run the AO at half res.

eternal inlet
#

awsome, looks great with them moving parts

wanton fog
#

Hey guyz can anyone give me some suggestion/idea what I can show in cactus adaption VR project?

fleet plume
#

no surprise there ๐Ÿ˜„

sly elk
#

What is move tracking precision like?

fleet plume
#

dey gonna be rich now

#

idk, @wicked oak should know

wicked oak
#

@sly elk somewhere around "pure trash"

#

beatsaber will have issues in psvr

fleet plume
#

calibration and balancing should fix that

#

calibration for the delay and balancing to be more forgiving for lower precision

wicked oak
#

it lacks the tracking space

#

like, playing beatsaber will be hard on the crappy tracking spac

mighty carbon
#

Has Bethesda already announced new games?

sly elk
#

can anyone help me find more info on what all the AO advanced settings do? The unreal documentation I found only has like 1/3 of the options in it

sturdy coral
#

@sly elk it already runs half res by default I think, if you turn off temporal aa you should see it does every other pixel every other frame in a dithered/checkerboard thing

sly elk
#

is it bad to encourage people to punch things in VR?

lament mesa
#

hey devs

sly elk
#

You need an earlier version of visu studio

#

*I think

woven imp
#

Question. If I want to develop a VR multiplayer game, seeing as it's so complicated, do you think it's a dumb idea to first build the game normally and then add VR later?

#

To avoid, for example, needing two headsets for testing etc

#

At least initially

granite jacinth
#

@woven imp Answer: you don't know what you're talking about , I don't disagree that it's a bit more of a challenge, but it's not "so complicated" or else there wouldn't be so many MP VR games having been created (even some during a 5-day game jam)

#

You don't need two headsets

#

And you definitely don't want to tack on MP later

#

It would be better to just start with MP and make sure that's working good if you have any plans for MP for your game

#

Use FPS pawns children of the VR Pawn to test MP

woven imp
#

@granite jacinth Definitely not saying "tacking on" MP or even VR, rather building the core of the game mechanics first (including MP, which I agree needs to be built in from the get-go,) and then starting to add the VR after that is at least somewhat solid.

mighty carbon
#

sooo, I take it as no VR for XB1X coming any time soon

covert moth
#

Looks like it. Next console it is then

mighty carbon
#

Bethesda just announced Prey VR game and Wolfenstein VR game

mighty carbon
#

Elder Scrolls Blades for mobile, mobile VR and PC VR

#

nuts

quiet badger
#

little something something I'm working on for VR

shell karma
#

@woven imp multiplayer imo it's not something you can add easily, all depends wheter you'll develop your game with single player in mind, with hopes of adding mp later, or start out with the development with mp in mind. Your design have to account for multiplayer, your game mechanics etc

#

if not, you'll simply run into a wall after a wall when replicating your mechanics and stuff

#

unless it's something crazy simple, the game design I mean

mighty carbon
#

I don't know where this is coming from about not being able to add MP later on

#

it's been done before and it can be done after the fact

#

(it's easier of course when one make single player game as multiplayer)

woven imp
#

@shell karma tomasto be clear, I'm really talking about if its easier to develop a multiplayer game as flat first and convert to VR, not build SP and convert to MP

#

Or quicker

real needle
#

Hi everyone ๐Ÿ˜„ Is someone of you experienced with VR and cockpit perspective? I'm struggling =/

jaunty shell
#

what kind of problem are you facing @real needle ?

real needle
#

@jaunty shell I have to put a VR player in a cockpit of a vehicle. We have a seat and other stuff like a steering wheel here as physical, working props. When I start as a VR Pawn and I want to possess the vehicle my perspective has a weird offset and I can't manage to get the camera into the right spot for a cockpit perspective

jaunty shell
#

got a screenshot ?

real needle
#

Not really. My boss probably doesn't like that I show screenshots of this project to other people ^^" That's why I am only asking this technical question =/

jaunty shell
#

urgh, kinda hard to figure out what the problem is exactly :/

#

is it a position offset ? a depth problem ?

real needle
#

offset I guess.

#

The center of my playarea is not where the seat is located

#

and I guess therefore I get this offset

jaunty shell
#

ah

#

you need to add an offset

#

I had this kind of problem with a custom teleportation system

#

where the user moved relatively to the play area instead of his position ON the play area

#

needs to do a bit of vector math for it to work ๐Ÿ˜‰

tired tree
#

@real needle if it is roomscale grab the HMD position and offset the pawn to move the HMD into the seat center

#

if it is not roomscale, recentering after moving the actor there is enough

real needle
#

@tired tree yeah, it is roomscale (vive)

tired tree
#

relative position of the camera is current HMD location if already ticking, otherwise you can grab GetTrackedDevicePositionAndOrientation

#

and that will be the cameras eventual relative space location

#

I run it so that if they leave a set bounds from their starting location it blacks out and warns, they can either recenter to the new location or pull back then

mighty carbon
#

Oculus becomes really obnoxious to deal with when it comes to supporting their SDKs features in UE4 through Blueprint

#

"there is C++, nothing stops you from using it instead of Blueprints" << WTF would I even ask for Blueprints if I used C++ to begin with ...

#

Unity is treated as first class citizen and UE4 is treated as last

#

I think their mobile team is comprised of folks from Carmack days and Carmack is not fond of Blueprints.. PC team seems to be more contemporary, but there is no IAP for desktop..

tired tree
#

unity has a unified interface

#

they don't have to support two use cases

mighty carbon
#

they still have to wrap it for C#

wet ether
#

hello all!

sonic lake
torn charm
#

So basically im doing this naruto vr project, but i cant get the shuriken to only rotate on the z axis (relative) when thrown and i cant get the shuriken to fly striaght (also my collision for these makes them stick to the object like a magnet (often hovering) rather then penetrating) if anyone thinks they could help me fix this let me know and ill forward the project to you

daring mural
#

@mighty carbon @granite jacinth You guys get your shipments yet? I missed mine today ๐Ÿ˜ฆ Slept through

granite jacinth
#

Rushing back home to not miss it

#

Probably missed it

mighty carbon
#

@daring mural tomorrow I suppose and it's better be left in the office as I don't think I will be able to be physically there to pick it up

#

yeah, looks like it's scheduled for tomorrow for me

daring mural
#

FedEx left a note saying "Unable to release: Business closed. Package will be returned to the sender if we do not receive further instructions"

#

I shit a brick

mighty carbon
#

o.O

daring mural
#

It's cool apparently it's a generic msg and they hold it for 5 days, re-try tomorrow

#

This feels like one of those eBay mystery boxes

granite jacinth
#

Nope

#

Amazon/UPS don't care

#

They just leave it at my door. Like this ๐Ÿค– I just got

#

๐Ÿค– vacuum

#

Hmm.. someone could make a lot of money

#

If they could control robot vacuum through VR

#

Or AR

mighty carbon
#

well, how does one get a package while at work during the day ? (with FedEx)

granite jacinth
#

Send it to business

#

Or FedEx pickup spot

#

Or have a standathome-partner

#

Or maid

#

Or VR-controlled Robot

granite jacinth
#

Fail

#

They just changed date of delivery

digital marlin
#

Anyone experienced with Shopify VR ?

#

Or like.. have used it, ever?

green ice
#

Any one played around with AR on Android S8? I've got it "working" but it seems to take ages to detect a surface, and when it does, the moment I move the phone all the planes move with it. Is there a way to bypass the planes and set an object to stay stationary in the world for me to look at?

pearl tangle
#

@green ice that sounds very odd that it would lose the things completely if you are in a decently lit environment and pointing at a table it should work fairly easily.
You don't have to spawn the thing on tap though anyway, you can just place the object into the world and 0,0,0 becomes where the phone is once tracking kicks in so the object would be relative to that point

green ice
#

MMm, I've tried placing it at 0,0,0 which seems to always be where the phone is in the world, and as I move around it moves with me. When looking at the world origin, I see it moving around as I move the camera. All of this though, only happens the few times tracking of a surface actually works. I had it track a surface first go about 20 min ago, tried it again a couple times in the same area but no tracking.
If I was to keep an object at 0,0,0 is it possible to stop the origin from moving, so a mesh would always be in the same position regardless of what the camera is looking at?

pearl tangle
#

the origin shouldn't move, it should be fixed in place. If you are using the example project you should be able to see from the debug menu if it's getting tracking or not?

green ice
#

Yeah, this is where I'm having trouble, I'm using the default AR Template, 4.19.2. If I'm debugging and looking at the origin, it'll stay still for a little bit, but as I move around (Slowly in a 2x2 meter area) the origin changes, and slides around.

jaunty shell
#

@sonic lake what the frick, and from one mono RGB stream ? O_o

#

oooh neural networks at it again

shell karma
#

@green ice I'm getting the same if in darkish room, it's just the way tracking works, got like one conference room in the office with big table where AR works like a charm, when in an open space, got issues with the tracking

#

hopefully 4.20 p2 will bring ARKit 2 and ARCore updates

sonic lake
#

@jaunty shell yes, Convolutional Neural Networks trained with a huge number of 2D examples mapped by hand to a 3D space.

jaunty shell
#

pretty sweet stuff

green ice
#

@shell karma Ahh, yeah that sounds like what I'm trying to work with, I'll try doing it on a clean table tomorrow and see how that works.

pearl tangle
#

4.2 doesn't have the 1.2 arcore in there yet, probably will for release though. You can just grab the google branch though. ARcore will be the way to go most likely since they have now made it also for iOS

eternal inlet
#

can someone explain to me why the gamethread is crapping out?

#

the renderthread and the tick time are both well within 11ms (most of the time)

#

i switched up to 4.19 recently when this started to happen, and i didnt have issues with it on 4.18

#

i run with PD=1 and SS=100 and made sure steam is set to 1 too

#

i dont have the GPU [Total] shown on my graph, but that is also well within 11ms, it's kinda hard to see, because the colors are similar

#

so related question... does RenderThreadCommands include "GPU [Total]" or are that added on top?

#

if it's added, that could maybe explain it?

#

even more strange is that i percieved a lot of lost frames in the HMD, but the FPS reports something else

#

usally this means its fine for me... but it seemeds like it was lagging like 45fps most of the time

mighty carbon
#

btw, looking at the commits to the Epic's repo, it seems that whole VR work is done around Magic Leap nowadays.. Almost exclusively

sharp swan
#

sounds cool. now if only I could get hold of one ยฌ_ยฌ

mighty carbon
#

Fixed! UE-59992 Missing mobile multi-view support for translucent objects.

#

in 4.20p2

candid viper
#

@eternal inlet You need to dig into where the time is going on the gamethread. I'd start by looking at the spikes - there are a lot. They may be a case of syncing, may be something else.

stoic quiver
granite jacinth
#

@mighty carbon @daring mural funnily enough. Guess they didn't require signature. Because they didn't even bother ringing my doorbell. They just dropped it off front door.

wicked oak
#

i got nothing

eternal inlet
#

@candid viper The spikes i saw are all due to syncing

wicked oak
#

and i still dont know if im actually in oculus start or not

granite jacinth
#

Fail

eternal inlet
#

the odd thing is i don't see why it should sync, and often i see sync on both the render and the gamethread in same frame

granite jacinth
candid viper
#

@eternal inlet It has to sync because the game thread would run away from (or fall behind) the render thread. The spikes show that you're nearly okay on the game thread. So you're just running over on the game thread. Look at what it taking the time. I find UE's inbuilt profiler not great for this. VTune is better at showing what is happening when on which thread.

granite jacinth
#

ROFL

#

Well. It's still nice. But hopefully not everyone received a Refurbished Touch

sly elk
#

I hardly ever use the 1080ti as my primary card but I thought it owuld be fun to stress it in VR. 16 engines, SSAO, pixel density 1.5, dynamic shadows. About 3600 parts total: https://i.imgur.com/Hwn1nX7.jpg

#

Im probably just drawcall bound from my i7 4790

sonic lake
#

@sly elk Can you show a Stat Unit ?

sly elk
#

sure, one sec

sonic lake
#

You are good also from a CPU standpoint. There is still room in the Game Thread, your Draw Thread is the one taking most time.

#

For your fun you can do a stat unitgraph and move around in the scene, see how the different times change.

sly elk
#

yeah, Its at a density where it hits a limit for complexity there things either lod or occlude as you move around. That view is about the hardest stress test I could make

sonic lake
#

do you have a lot of quad overdraws?

sly elk
#

Its not something I usually test for. With my content workflow its not something I can or am really willing to optimize for

sonic lake
#

That may help to reduce the load on the GPU but at these levels you don't really need it.

sly elk
#

just looking around in unreal editor its pretty well managed. You enver get that far away from parts and their lods help

#

things stay under 4

#

its pretty cool what you cna get away with when you build games that take place inside a small box