#virtual-reality

1 messages Β· Page 187 of 1

wicked oak
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maybe i had it on a bad position

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will try other ways of putting it on

fleet plume
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that's another guess i have

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the mounting doesn't look very comfy

wicked oak
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its alright

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the image quality is good

fleet plume
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have you seen the real beat saber clone being shown at gamescom?

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somebody was actually that stupid and clone it for release as a proper game

wicked oak
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no

fleet plume
wicked oak
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wich is funny becouse i actually have a very high quality clone

daring mural
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πŸ˜‚

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Love the Unashamed

fleet plume
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it's for a vr arcade

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i'd be mad as beat saber devs

wicked oak
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nah

fleet plume
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but can't do shit

wicked oak
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they are making bank to a huge degree

daring mural
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it's kinda like fortnite vs pubg though

fleet plume
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yeah they're licensing BS themselves

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to arcades

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yeah, can't protect game ideas/mechanics

quiet swan
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How do I properly add a weapon to vr? Blueprint -> actor blueprint -> then just add mesh and texture? Do I need to but a special vr weapons from market place?

daring mural
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you can't make big licensing to VR arcades with their standard rates (you get between 7-13 cents per minute played and the higher the payout, the less they advertise the game in-store)

fleet plume
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wait, that's actually not that bad

daring mural
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there's this new service that distributes it for you to as many arcades as possible, I forget the name but if anyone needs it I'll find it. You'd definitely need a lot of arcades onboard to make decent $. I tried licensing it to them with flat annual fees, they didn't bite haha

fleet plume
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3 hours of play and that's a the full price of the game

wicked oak
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i get like 20 dollars a month from arcades XD

daring mural
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true but i wouldn't expect people to play one game for longer than 5-10min

wicked oak
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from the steam licensing (wich is monthly)

daring mural
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@wicked oak you get your game on Viveport?

fleet plume
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isn't there a minimum session length?

wicked oak
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fuck no

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fuck viveport

daring mural
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doubtful, probably a max though

fleet plume
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hehe

wicked oak
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i aint even bothering to make a viveport build

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and i want to put DWVR EVERYWHERE

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btw santa cruz version of DWVR coming

fleet plume
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i was afraid of that πŸ˜‰

wicked oak
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the main catherdral map is off

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but ill just pay people to make simpler maps

daring mural
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@wicked oak that's what I thought too but I got a couple payouts over $1k during sales for doing 0 extra work. It's a dead platform but they have 2 alternative revenue options (for vive subs & they distribute it to arcades for you too)

wicked oak
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and then use my magic photoscan stuffs

fleet plume
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build a level editor in VR

wicked oak
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and actor merging

fleet plume
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should be simple

wicked oak
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and houdini shanenigans

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so yeah, i think santa cruz dwvr is possible

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im running it on ps4 at 120 fps after all

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with its HORRID cpu

fleet plume
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ps4 vs 835

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hmm

wicked oak
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lower overhead renderer tho

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im already using super-simplified shaders, so the lower overhead rendering is going to fit great

fleet plume
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build a dungeon editor and people will love you to bits

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also nobody will complain about there not being enough content

wicked oak
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oh shit

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an editor mode for DWVR 2

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thats.. nowhere near bad of an idea

fleet plume
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πŸ˜‰

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make the levels shareable

wicked oak
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you could have it working through a very, very limited editor

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like, with voxels or similar

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grid based

fleet plume
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via shorten-ed url

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take cues from unity and ue4 vr modes

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and their tools

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win

daring mural
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steam workshop πŸ‘Œ

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that'd be huge

fleet plume
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though not on santa cruz πŸ˜›

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the steam workshop bit

daring mural
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yeah haha

wicked oak
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nah it would take too much dev time

mighty carbon
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Sounds like OC5 will be quite exciting

wicked oak
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i want to make the stuff for cheap with little amount of work

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so i can continue doing the RPG game

fleet plume
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you could build your levels in vr and get 2x bang for buck

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but yeah, time's limited as solo dev

wicked oak
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the thing is that i want to do DWVR 2, and the RPG,at the same time

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plus DWVR Santa Cruz Edition

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and thats IF i dont get enough money from the job offers im interviewing with

fleet plume
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but why continue with commercial games if you'd be working fulltime?

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it's not like you'd have any spare time left

mighty carbon
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residual income

wicked oak
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money is money m8

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if i can offload the level design to someone and publish another game on minimum work, thats a lot of extra cash

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at the moment the RPG has gameplay enough to get sold

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just no art

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ofload the art once a few more things are clear (about the combat), and publish it while working part time or similar

quiet swan
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how do we add a gun to a vr level do we need a speical gun from the store?

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whats the process you use to load a gun to the world?

daring mural
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@quiet swan That's a simple question and still the most difficult one I've seen on here. It's kind of like asking "how do I make a game?" - You can start with some free assets, for sure. The asset store has some provided by Epic, you could even import some free ones you download from other sites. If you've not used UE before, here are two good playlists to start with: https://www.youtube.com/watch?v=w4XlBKeE46E&list=PLZlv_N0_O1gasd4IcOe9Cx9wHoBB7rxFl and https://www.youtube.com/watch?v=EFXMW_UEDco&list=PLZlv_N0_O1gY35ezlSQn1sWOGfh4C7ewO

If you've used UE before, I recommend downloading MordenTral's VRExpansion plugin, it's free and has a lot of the functionality you're referring to already built-in. You can see how it's set up and work up from there. πŸ‘Œ

quiet swan
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I am using that plugin

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for some reason the gun is acting up

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it doesnt matter if I change the mesh on the base gun it ruins something

daring mural
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If you open up the static/skeletal mesh the plugin uses, you'll see it has 2 sockets called VRGripP1 and VRGripS1

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These indicate grip locations so you'll need to create the sockets in your mesh, set them up the same way (and name them the same for now)

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@quiet swan

quiet swan
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lets see hopefully this can fix my never ending rolling issue , Im using a grippleable static mesh

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@daring mural I dont see them in there

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is it in the gun base?

daring mural
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@quiet swan You seem to be grabbing the gun, is that not an issue? Are you talking about the physics?

quiet swan
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with MordenTral's VRExpansion plugin he has a gun base

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is this the one im suppose to use to make my weapon? I made a gun its a grippable skeletal mesh actor

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that gun on the screen shot is not the gunbase in MordenTral's VRExpansion plugin

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its the one im trying to bring in but I cant stop the rolling

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did I discover a bug or soemthing?

severe rain
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hey gang, having a funky issue

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Building to oculus, our project runs at a buttery 90fps

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running it in a vive headset, however, the performance dips to sub 45 fps

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machines are identical

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any ideas?

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we've got a legit tech artist, so the assets are about as optimized as they can be regarding LODs, poly counts, minimal transparencies, etc etc

quiet swan
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hey @severe rain do you know how to make something stop rolling on thr ground for ever and ever nothing im trying is working and the other objects dont do this

severe rain
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you could potentially turn off physics on it

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on ground hit, turn physics off after 5 seconds or whatevs

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looking at your video demo, it looks almost as if you've got a capsule collider on the gun instead of a cube or mesh collider

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having a capsule will make rolling more of an issue than if you made it a box-a-mundo

quiet swan
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i dont have any capsuke collider on it do i need one?

severe rain
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it has to have one

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how else is it hitting the ground?

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i think if you go into the BP, you'll most likely find a collision of some sort on it

quiet swan
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how come the vr pluggins gunbase has no capsule collision?

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it doesnt keep rolling

severe rain
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click on static mesh in there

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then in the search area type "collision"

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what i'd do is right click the gun base in the folders and "Create Child Blueprint"

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then make all static mesh changes in there

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unless yours is a skeletal mesh i guess which reading upward i see it is

quiet swan
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I duplicated it so now I have gunbase2

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all I did now was change the static mesh and the gun falls through the floor

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after I pick it up

daring mural
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@quiet swan You probably have a basic capsule collision on it, open up the static mesh viewer where you have the sockets and at the top, use one of the tools to enable/show simple collisions. Click and delete the one that appears and then auto-generate (via the Collision tab at the very top) a new collision (you'll find the settings before hitting 'Apply' at the bottom right, do something like 8x8 or 16x16 then hit Apply). Should stop your gun from rolling around.

quiet swan
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thanks SINN that worked for the gun base in the vr plugin, the gun on that one was falling through the floor now it doesnt...but im confused on why it lost its settings if all I did was change the static mesh in gunbase? The orginal gun base had a gun that looked like a nerf gun that shot tennis ball looking things out, it also when I picked it up and let go of the right mouse button I could still hold the gun without pressing down. wit the mesh changed in the gunbase, it falls when I let go of mouse and it doesnt shoot the tennis ball looking things. why would so many settings be changed off a simple mesh change?

tired tree
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@quiet swan both of us already answered that for you, you need to add back in the snap sockets if you want the snap to grip functionality.

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every gun has different offsets and rotations to grip at, you need to define them

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check out the original mesh in the mesh viewer, it has sockets on it defining areas that aren't free grip

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and when you grip the example gun at the handle it enables firing, changes how it drops, and allows secondary gripping

daring mural
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Yeah without the grip sockets, a lot of the use functionality doesn't work because the gun isn't in "use-ready" mode essentially.

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See the plugin's static mesh example, open it up and re-create the 2 sockets you see there in your own mesh.

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Name them the same as in the example gun so the attachments work properly & try running it that way.

quiet swan
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oh ok thanks for all the help, im excited about vr, I think VR needs more indy people, because the billion dollar companies arent producing alot of VR games which is shocking, for example, this game called owward VR is years ahead of call of duty or arma...its like dude, you guys got the money how is 1 guy doing more then all of you

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hopefully my VR game will make a difference, im going the survival horror route, I like what that guy did with the doom 3 BFG VR mod

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the doom 3 bfg game and mode cost me $1 and it was the best VR expirence ever better then the new VR doom game

daring mural
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It's because VR games make a lot less than standard games so big companies don't really want to invest too much into developing for the medium. Some big titles have been ported / re-designed for VR but it's mainly a publicity thing, to get their foot in the door & to help the industry grow. Companies like FB, Microsoft, Apple etc. are getting involved but it's more of a long-term investment.

quiet swan
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its like WTF how did 1 guy make a mod better then your AAA plus built from the ground Up VR doom game

daring mural
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I'd be surprised if Skyrim VR satisfied Bethesda financially and it sold a lot.

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Dante, the Onward dev spent like 2 years working on Onward I think before its day 1 EA release. He probably made no money from VR during that entire time period. Not an appealing investment for a lot of companies in a new, unpredictable industry ;/

quiet swan
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wow 2 years on that game

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what engine did he use

daring mural
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Yeah and it's still an early access title to this day

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I think he used Unity

quiet swan
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o

daring mural
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I was a bit surprised but you can also tell by the lighting

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Indie unity games tend to look a bit more flat than UE releases

quiet swan
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he might not have made money but hes a legend in my eyes

daring mural
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Oh he's made a lot of money since then πŸ˜›

quiet swan
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and etched himself a spot in VR history

daring mural
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Probably 1.5-2.5 million USD gross (guestimate based on unreliable SteamSpy counts & the Oculus store port)

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Yeah he's a cool guy

quiet swan
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cool my gun works now thanks all!

quiet swan
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video card is more important

daring mural
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If any of you guys do freelance contracts, we need someone for a short-term thing, VR-related and I'm betting we won't get much of a response from the Looking-for-Talent section for VR-specific things. PM me πŸ‘Œ

abstract forum
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@quiet swan Do you plan on selling your VR Gun Kit

quiet swan
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hey

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selling?

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I dont think ill be selling anything anytime soon

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im just learning and working on a private game

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maybe in 2 years when I get more familar with unreal

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I mean I cant even change the projectile from looking like a tennis ball unless I spend 15 minutes on how to do it on google, because when I try something I think will work in unreal it never does but im new

mighty carbon
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@tawny patio Is there any way you could ask devs on stream today to specify the new mobile features/optimizations that are also relevant to mobile VR ( Oculus Go / Gear VR ) ? Thanks beforehand

tawny patio
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@mighty carbon I already have your question do-wn my friend. πŸ˜ƒ

mighty carbon
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🀘

sturdy coral
halcyon island
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made with the UNREAL ENGINE

tired tree
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devVR just got the openVR input commit

sturdy coral
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sweet

tired tree
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they still map to legacy for some reason

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even though that commit will be only valid on openVR .16 and up

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they have a boolean to switch between legacy and OpenVRInput

sturdy coral
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@tired tree what exactly does it do? dynamically create FKeys for all the steamvr configured actions/axis stuff?

tired tree
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no

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It takes the UE4 input list and generates an OpenVRInput manifest file containing them

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in OpenInput the application tells them what it wants for inputs and provides default bindings per controller type

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then the end user can remap them in SteamVR as they wish

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currently all games not implementing OpenInput use a bunch of default legacy mappings of the old values

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honestly the workflow is less than ideal

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but its very flexible

mighty carbon
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I wish they worked on Vulkan for Go instead πŸ˜ƒ

sturdy coral
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@tired tree so you can basically assign which button is Facebutton1 , etc., but if the controller had e.g. 5 facebuttons it couldn't be used?

tired tree
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yeah because its the same people working on that @mighty carbon ? ......

mighty carbon
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I wouldn't know

tired tree
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@sturdy coral you literally export what you want to OpenInput

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and no, its not the same people

mighty carbon
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aye

tired tree
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as far as ue4, i'm pretty sure its just exporting their hard values to OpenInput

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ie: Knuckles pinkycurl

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then it gets mapped

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i didn't see anything about the skeletal support on first glance being added

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that has to be an action manifest entry as well

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yeah

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currently its not doing anything with the skeleton type

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just boolean and vector

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wonder if that manifest write is going to keep overwriting itself, could get annoying adding skeletal mappings....

wicked oak
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sweet

sturdy coral
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@tired tree when does it write the manifest? can it export out project specific stuff like "Jump" and let the user map that to anything, or is it only the existing stuff?

tired tree
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Looks like on Bindings change

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and yes, the whole point of it is that the user can bind whatever to whatever

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you can do that currently even with the legacy bindings

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pretty sure that ue4 is only checking for their default actions though

sturdy coral
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hmm, that might mess up 'consume input' stuff right?

tired tree
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yeah, like I said, looks patched for now

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ie: it just exports all vr button mappings

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essentially the same as the legacy names

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well...it uses the action name

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so it should be fully configurable for the two types it currently supports

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it just only has one default bindings being generated

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so additional would have to be hand added to the manifest?

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this looks very...beta

sturdy coral
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'UEVR-1255' I'd like to be able to see all the VR JIRA tickets

split steeple
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interesting yeah.... lots of missing stuff there.

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for the skeletal input they coud be plannign to patch it to Livelink. Ater playing with it vs the custom anim node, that seems to be the best way to go#

tired tree
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its a different paradigm from the std input system

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I don't like live link in packaged as much

split steeple
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in what sense mordentral?

tired tree
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and regardless it still needs a manifest entry

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live link is very "editor" oriented right now

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also since OpenInputs skeletal system ties into the inputs anyway

split steeple
tired tree
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its kind of weird seperating it

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yeah I know

split steeple
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i included runtime translation to the stock UE hand skel too

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i actually liked the editor bit very much... now i do my finger and hand motion capture animation with it which is prett cool, I can record so many gestures as long as my fingers flexibility allows it πŸ˜›

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the old anim node nodet hough yeah was easier to set up.

tired tree
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i'm also looking at replication

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the live link is...less fitting for that

split steeple
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and may feel more natural to most users

sturdy coral
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code structure represents the internal corporate structure

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any skeletal input stuff probably goes to the livelink team now

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even if it would be better to integrate more into the input system

tired tree
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they'll deff add it, they did for magic leap

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but live link doesn't mean it won't have an animation node as well

split steeple
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hmmm... wouldnt it server bus approach actually help mordentral, as you can just stream to as many clients?

tired tree
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like the leap motion plugin

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uses both

split steeple
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just not the traditional replication style.

sturdy coral
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message bus won't go through steam will it?

split steeple
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not sure.

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i can imagine how to rig it up but need to test. could be a good feature though.

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replicating that many points and to make it smooth i feel might be too inefficient?

sturdy coral
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they have some kind of compression thing built in with it

tired tree
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openinput yea

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has a compressed buffer

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can be decoded on use

sturdy coral
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ideally you would do it in deltas off of last acknowledged pose though

tired tree
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yea

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like I handle controllers currently

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otherwise you have to run at full htz

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and that will always be too expensive

wicked oak
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well you can compress all the pose into a struct and sent it over network through replication

tired tree
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that is what openinput already does

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compress it

wicked oak
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i was looking at the best way to just send a "chunk" of random memory with unreal replication system

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nice

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interpolation?

tired tree
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you'd have to manually interpolate between states

sturdy coral
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it compresses it but is stateless I think

tired tree
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as long as you are under the packet size limit you can send chunks, other wise you need to do udp connection

sturdy coral
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does it account for constraints? finger can never bend back beyond X degrees etc.?

split steeple
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yes.

tired tree
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it has a max/min extension @sturdy coral it never sends out side of that

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but blending would have to account for it

split steeple
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its got maxgrip as well includign motionrange (to account for with or without controller)

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yeah, its one of the things I gave as feedback.. itll be nice if I can query the api for the min/maxes

wicked oak
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this is where we need the replication graph XD

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to do the replication speed properly

tired tree
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I don't think replication is going to be that bad in the end, its 31 compressed bone transforms, should be small enough to send within rpc limits.

wicked oak
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dont replicate the full hand animation every server tick of people 10 meters back

split steeple
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i wonder how itll scale with more people doing hand gestures.

tired tree
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might be worth decompressing and throwing out useless bones too

split steeple
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yeah theres a couple of meta there.. when i mapped to the ue stock skel, ignored of the metas.

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theyre meant for blending and predictive poses

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which i guess ma make sense only for the local player side of things

wicked oak
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@tired tree IK that shit

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instead of sending the bone transforms, send the end effectors

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per finger

split steeple
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the extra meta bones are meannt forthe 2 bone IK

wicked oak
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then you can do it on 5 FVectors

tired tree
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they have dedicated bones for 2 bone ik

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but you want to send all of the major joints if you want full precision

wicked oak
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you can use it for far away people

tired tree
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I have a quantized transform class anyway :p

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scaling it by distance is a though

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but wouldn't run IK

sturdy coral
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for non thumbs, base finger bone has two degrees of freedom over about 100 degrees and 15 degrees side to side, then all the other bones in the fingers just have one degree of freedom over maybe 100 degrees

tired tree
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wouldn't be seen and it would be more cpu

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for distance that is

sturdy coral
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~100 bits for 1 degree accuracy on the four fingers

wicked oak
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one Byte per position would be more than enough

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256 values normalized over 20 cms

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accuracy of less than 0.1 mms, wich is more than good enough

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hell, pack 2 values on a byte

sturdy coral
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IK isn't enough

tired tree
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they don't specify how they pack the transforms btw

sturdy coral
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when gripping things your fingers can bend in different ways

tired tree
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its entirely possible they account for joint limits already

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I haven't checked the actual packed size yet

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i was going to test that tonight actually

sturdy coral
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well I'm not sure, It is pretty hard to hold your finger tip steady and move any other bone

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without also moving your hand

quiet swan
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so I am about to add armor and health to my guy. I was wondering in the vr expansion plug in, Im using the fps vive pawn controller but this is just for my lap top, I need to put the health and armor on the correct pawn, does anyone know which pawn it is?

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to edit and add the variables

sturdy coral
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it is possible though

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@quiet swan what does a laptop have to do with it?

split steeple
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@tired tree can you verify performance hit as well from your end?

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love the lively discussion here btw, nice to see all the ideas bouncing around

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should drop by more often.. too many servers and channels lol

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wish theres just one... any of you guys going to any vr conferences soon? would be good to meet up.

mighty carbon
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is there a way to check when player is swinging arm? I figured I should apply damage for melee only when the arm is in full swing, somehow..

sturdy coral
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@mighty carbon you mean to avoid people hitting by waggling?

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linear velocity of controller measured at a point near wrist bone

mighty carbon
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yeah, l don't want to cause damage to any damageable actor by simply running into them and touching them with melee weapon

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I wonder if Go/Gear VR controller has something similar

sturdy coral
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if you don't want it from pawn's movement you could take velocity relative to pawn

mighty carbon
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aye, I'll look into it, thanks

sturdy coral
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@split steeple I think @wicked oak mentioned going to connect

tired tree
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@split steeple performance hit how? from the bone transforming? I am caching them and haven't noticed one

mighty carbon
wicked oak
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Wrist Watch: once enabled, your left wrist will display the time when Dash is up. If you pin the watch, it will display on your wrist in Home and in all apps.

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awesome

sturdy coral
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unfortunately pinning it will interfere with games that use a wrist watch =/

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and though oculus has a dedicated menu button, steam consumes that as its own home button

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Long Press: Sets the Oculus Button to a long press to avoid accidental presses.

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that's a nice one.. vive and wmr need that

quiet swan
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Which vr pawn are you guys using to edit your in game vr character?

glossy agate
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@mighty carbon I’m doing that in my game for melee. Yeah it just checks linear velocity. I just have a float variable against a branch and when it exceeds needed velocity I activate the ability to damage. I also can set the float per weapon so smaller reach the less speed is needed to damage for game balance

quiet swan
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im going to start doing melle also

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did you follow any tuts @glossy agate?

glossy agate
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No

sullen vortex
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guys, has any of you had success using the cable component plugin in ue4 for vr interaction? seems i cant attach start or end to the cable inside of the bp. Thanks in advance!

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trying to create a hose, and though that cable component was my best choice

glossy agate
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@quiet swan Rama has a melee plugin that’s probably way better than what I have. Not sure how it works in VR but I think it’s free and has cool features

rain knot
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I am hoping to use cable management with VR as well. For now I am using FleX with VR in 4.20, a branch of Unreal Engine 0lento has made that has all kinds of Nvidia plugins added to it

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It also has some rope stuff, but I suspect the cable system for UE4 might work better for something like a grappling hook and such

sullen vortex
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@rain knot where can i get that branch? thanks in advance

rain knot
sullen vortex
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yeap. been there. thanks a lot!

rain knot
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Ahh, good πŸ˜ƒ Its the first time it ever worked for me

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But I am pretty new to UE4

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It looks very interesting, but it also seems to need to be built into the engine, and I cannot get it to build once I added this plugin, but all I did was add the folder, generate the project files again and then try to build it again in Visual Studio

sullen vortex
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no i havent. Sometimes plugins like that arent very helpful for me trying to understand how they work, and adding it to a current project...iΒ΄m new to Unreal engine too so...

rain knot
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Yeah, it sure seems useful though. But dont want to go away from this engine build I am using now. It has climbing, a drivable car, different forms of locomotion and more

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But I will try to experiment some more tomorrow. I hope you get the 0lento branch working

tired tree
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@rain knot I don't really suggest my plugin / to people new to the engine, it is fairly hefty. That being said there are also pre-built binaries for people just wanting to play around and not learn to compile it, I just let people know that learning to compile is generally better since they can run with minor engine versions instantly then.

sturdy coral
#

@tired tree

steamvr beta updates say:

-Compatibility with new frequency and amplitude based haptics API.

#

is that something that is part of the new input system?

#

I saw haptics mentioned in that diff

tired tree
#

they overhauled the haptics

#

in .15 i think

sturdy coral
#

(the ue4 diff)

tired tree
#

maybe .14

#

didn't read much into it though

#

honestly not an area I have paid much attention too

sturdy coral
#

I wonder if they will superimpose calls now

#

so that you can be playing a long running haptic and have stuff happen on top of it

tired tree
#

look up the release notes on it, I think that was specifically mentioned

#

in the steamvr beta notes

sturdy coral
#

yeah the header doesn't tell enough

#

doesn't say the supported freq ranges or anything

#

I almost wouldn't want to ever use it if it requires a firmware update to the controller that lots of players probably won't do

tired tree
#

yeah I don't think it actually changed anything looking at it

#

it was .12

#

and it was shifting things around for the haptics

sturdy coral
tired tree
#

@sturdy coral Added ulRestrictToDevice argument

#

was just adding a param to the function

#

they added that same one to most of the input nodes

#

i'll link you the haptic info tho

#

in pm

split steeple
#

Cheers @sturdy coral PMd!

#

@tired tree any general cpu hit going through the new input system?

olive ferry
#

I'm getting a black screen using .avi file with alpha channel on my Oculus GO but when I run it on the device I'm getting a black wall and the video doesn't show up, did someone ever face this issue ?

#

Maybe I'm using the wrong method/video format, if someone have a better idea I'm willin' to ear it

eager pine
#

Whats the best practice to show correct fps?

wicked oak
#

so...

#

who wants to dev for psvr

#

becouse literally the whole PS4 SDK got leaked

#

nvm literally everything got leaked except ue4 code

#

leak includes live2d, phyre, and unity

cosmic shoal
#

yikes

wicked oak
#

i checked the torrent (but without downloading/seeding it, im not an idiot) and its fully legit

#

it includes everything

#

except ue4 code

#

XD

cosmic shoal
#

I'm wondering if they keep SDKs under wraps mostly to deter hacking or to make only serious devs interested.

wicked oak
#

the hacking part

#

and the whole "enterprise secret sauce" stuff

#

btw, the leak includes phyre engine

#

wich is open source and interesting to check out

cosmic shoal
#

I read an article that went deep into the story of a group of xbox hackers that went as far as to break into the microsoft offices to steal dev kits.

#

We would still need a dev unit for ps4 wouldn't we?

wicked oak
#

not anymore

#

you can use a hacked ps4

#

but thats a test-kit

#

not a dev-kit

#

given that what i need are testk-kits

#

maybe it could work and save me 1500 euros

#

by using hacked consoles instead of testkits to test stuff

cosmic shoal
#

too expensive

wicked oak
#

its mostly that i need 2 testkits

#

for MP testing

#

too bad sony has my IP and my adress and my name

#

dammit

cosmic shoal
#

for mutyplayer you need more than one so yeah it gets expensive

wicked oak
#

i need to get one guy that is "offsite" to test this stuff

sleek venture
#

I'm trying to recreate the locomotion from Echo VR by calculating the average of all grabbing hands, getting the location delta between frames and applying the inverse as an offset to the VR Origin. It seems to work somewhat, but every time I grab something the location jumps wildly between two points. I suspect that it probably is because the hands move with the VR Origin, but what do I need to do to stop this problem?

warm lion
#

Anyone know why a plugin wouldn't work for mobile VR? I did notice that it only lists supported platforms as windows, linux, max - but what can I do to get this working on mobile VR?

sleek venture
#

here's the movement function

sturdy coral
#

@sleek venture that's one issue, but also how are you calculating rotation delta?

#

you may need quaternions for that

sleek venture
#

well technically echo vr doesn't let you rotate through grabbing, you do that with the joysticks

#

but I'm thinking that I just calculate the rotation delta from the x-vector from the left to right hand

#

I'll have to see what I need, but I want to cross that bridge when I get there

#

for now I'd like to figure out a solution for translation only

#

could I set the world location of the motion controllers after applying the world offset of the vr origin?

tired tree
#

that average is going to change based on how the hands move relative to each other

#

ie: closer / farther apart

sleek venture
#

no it's not

#

well, not entirely

#

but if both arms are moving in opposite directions the average wouldn't change

#

but yeah, the average needs to move around

#

echo vr has a nice solution where when the solver can't track your hands because you're grabbing a wall with both arms and moving them apart, for instance, a second holographic pair of arms appears that shows you where your arms are

#

I'd like to do that too

#

I need the average though, so I can handle things like moving objects and rotating by using both arms

tired tree
#

@sleek venture are you skipping the first tick

#

or presetting the median

sleek venture
#

lemme check

#

I think I know what you mean

tired tree
#

also setting VROrigin isn't what you want to do here

#

you want to move the actual pawn

sleek venture
#

so in this case, the camera?

tired tree
#

Default Scene Root

sleek venture
#

ah

tired tree
#

that is the actor pos

#

could even just set actor pos which is the same thing

sleek venture
#

I'm not presetting the previous median position

#

does event tick get called before or after inputaction grab?

tired tree
#

if you aren't turning tick on on demand then prior

#

however

#

did you already get rid of the rotation logic?

sleek venture
#

I've never had it

tired tree
#

the SS had it

#

oh

#

nvm

#

that wasn't the root

sleek venture
#

yeah

#

just the velocity vector of the median

#

ah, it works once I applied the offset to the defaultsceneroot

#

thanks

#

Is there a way I can apply physics to the pawn as well?

tired tree
#

as in what? actual physics? or sim them

#

simming them is fairly easy, you just store velocity and handle a gravity constant

#

you likely don't want to actually simulate your character, for one you don't have a primitive root, and for two, even if you did you would want to not follow rotationally

sleek venture
#

yeah I was thinking just simulating gravity will have to do

#

the idea is that the player is basically just a sphere with arms, so I can keep the collision really simple

tired tree
#

yeah I have a collision mode like that I added for someone doing a low grav climbing game

#

centers the capsule around the head instead of the body

mighty carbon
sleek venture
#

interesting

#

I have to come up with a solid way to handle movement when gripping or releasing a hand

#

if I use both hands and let go, the median jumps

#

I think instead I should use the delta of whatever hand is holding, and use the median when both hands are used

#

I'll have to keep track of more variables but it will work

sturdy coral
#

@sleek venture just store prev position for both hands, average of delta of both is the same as delta of average of both

#

and on the frame where you release one, use only delta of remaining hand

tired tree
#

^^

sturdy coral
#

@tired tree steam audio adds GPU acceleration support for all OpenCL platforms:

#

says it will work with nvidia too

#

hopefully should be a nice jump over CPU based

#

hmm, only speeds up baking

#

not used for occlusion at runtime

tired tree
#

yeah, that isn't like the AMD specific feature

#

think that one was actual real time occlusion

potent gust
#

Do we recommend shifting to 4.20 yet? If not, any ideas on how to port 4.20 to 4.19 without stupid missing file errors?

#

The reason this question has popped up is because for some silly reason, after shifting to 4.20, when ever i launch on the Oculus Go, i see my scene for a second or two, then the player controller gets generated, and then, BLACK SCREEN! with a message saying lighting is not built (which it isnt yet).

sleek venture
#

I've had an interesting bug

#

on 4.20

#

if I run my game with the touch controllers out of view of the sensors they won't react properly to motion or button presses

tired tree
#

why would you expect them to track motion outside of the sensor view?

rain knot
#

I am using 4.20... not sure why not to do so? Maybe because some plugins do not support 4.19 yet?

I am pretty new to UE4, I am just trying to test out Nvidia FleX. So far... the performance seems great πŸ˜ƒ Water physics, cloth, ropes... smoke, fire... there are probably some limitations, but so far it sure seems to give you some pretty awesome options for interactivity in VR.

spiral magnet
#

@sleek venture Do you use the official Epic Engine Version or the Oculus Fork?

sleek venture
#

official one

rain knot
#

There is an Oculus Fork? Hmmm... I am using an engine that 0lento shared source for, not sure exactly how much he stuffed into it

#

But it does support Oculus

sleek venture
#

and @tired tree, I mean it can't track motion even after moving it back into view

#

actually now that I think about it it might just not track button inputs

#

which makes even less sense

spiral magnet
#

@rain knot There is πŸ™‚ But i'm not sure how much they change besides integrating the newest Oculus Plugin by themself instead of waiting on the Epic QA
You can access it here: https://github.com/oculus-vr/unrealengine
But it may be that the repo is only visible after you got an invite from oculus by requesting one in their developer portal... can't quite remember... but you probably also need the invite from epic games which you also can get from a epic games site

rain knot
#

I do have access it seems... I have signed up for so many developer portals, I dont remember how many anymore

#

But I suspect 0lento already added this to his 4.20 build of UE4, since it works as good as it does

#

Oh... maybe not. This has example scenes I have not seen

potent gust
#

So if it is working for you, then any idea why im getting this strange black screen that seemed to have appeared out of nowhere.

sleek venture
#

@sturdy coral basically implemented your method, it works like a charm

rain knot
#

Oh, I have not going out of sensor range... I will give it a try

potent gust
#

@sleek venture How exactly are you putting the controller out of sensor view?

sleek venture
#

if I have them on the table they're outside of the field of vision

potent gust
#

Oh. You are talking Oculus Rift. Ok

sleek venture
#

just now I did the same and it didn't happen though

#

I did say touch

potent gust
#

Seems like a touch and go Oculus driver issue though

rain knot
#

Well, I dont have the problem. Also, if I start the scene without the controllers having been found they become visible after I activate them

potent gust
#

Yeah. headspace is with the Go currently

rain knot
#

What version of Oculus are you using? I am on the open beta branch

#

uh oh... I had to install a load of SDK stuff for Visual Studio to build the UE engine, and now I dont have enough space on my C drive to update Oculus πŸ˜›

#

I guess it could be a problem with the new update?

potent gust
#

Lol. Maybe you should get a HDD larger than 32GB

rain knot
#

Its 256gb but yeah

potent gust
#

kidding

rain knot
#

I am hoping to get 2 M.2 512gb SSDs for my C drive in my next computer πŸ˜›

potent gust
#

Btw, i never install engine versions onto my SSD. Havent noticed any effects of the slower speeds.

rain knot
#

But... my plans for that computer might be a bit unrealistic... it might end up costing 7000 dollars or more if I get everything I am planning to get into it

#

Its not the engine I installed on it, the problem was all the SDK stuff I needed for Visual Studio

potent gust
#

Either way, i'd definately wait for the 1180/1170 releasing end of next month.

rain knot
#

and I tried to not use drive C, but it did not allow me to do so

potent gust
#

Microsoft is awesome, isnt it?

rain knot
#

You mean the 2080? I ordered a 2080Ti

#

Yeah, its pretty silly that they of all people demand to use drive C

potent gust
#

Umm. yeah. I'm sticking with the 1180ti, since i have 4 screens i need to use + VR

rain knot
#

You mean the 1080ti then?

potent gust
#

No. 1180

rain knot
#

I have 3 screens, dont think I have room for a 4th

#

There is a card called 1180?

potent gust
#

Not sure actually, loads of nonsensical speculation online.

#

It releases with the 2080 i believe

rain knot
#

People called the 2080 for 1180 to begin with

#

But last Monday they announced the 20 series

potent gust
#

I saw a comparison chart some time ago, between the two. Speculative of course

rain knot
#

Yeah, its all smokes and mirrors so far pretty much

#

But the VR port sounds nice

#

Even though nothing can use it yet

potent gust
#

No idea what that is supposed to do finally

#

Replace the ViveBox?

#

doubt it

rain knot
#

Its meant to reduce the amount of connections you need to use on your PC, and enable something like the PiMax 8K X to actually be able to render at 90fps without having to use more than one DisplayPort cable

potent gust
#

WTF?

#

On what type of connection?

rain knot
#

So the nice thing about it, is it makes a USB-C / USB3.1 cable that has 3 DisplayPort lanes and a USB3.1 lane in it.... which should provide any of the near future HMDs with all the power and bandwidth they could need

#

So its like a USB-C cable on speed

#

that plugs directly into your GPU

potent gust
#

Wow. Is it wierd that im more excited about the laptop version of this card

rain knot
#

That would make for truly wireless VR πŸ˜ƒ At least with inside out tracking added to it

potent gust
#

What would truely be remarkable, is a laptop with the sensors inbuilt. Of course it would cost like $15000, but atleast we could say we did it.

#

Sort of like a ferrari that no one buys

rain knot
#

Of course there is also the Santa Cruz, it should be released early 2019. It will not have much power, but if it works, it shows for a promising VR future

#

Have you looked at its tracking technology and how well it seems to perform?

#

All the tracking is done from the HMD

#

The Santa Cruz is truly wireless VR as its stand alone and supports 6DoF tracked controllers and HMD.

potent gust
#

Truth be told, i've stopped believing developer commits. I'll believe its usability once i use it myself, or read trusted user reviews.

rain knot
#

There are some... somewhat trustworthy user reviews though

#

But yeah... I am a bit skeptical

potent gust
#

Like we had for Magic Leap?

#

Turned out to be crap

rain knot
#

The reviews have become better actually, after it got its first release

#

Still, its clearly not meant for regular users yet... lets see in... hmm... 2 more years or something

#

Currently its 50 degrees FoV... πŸ˜› Who wants that? Some say they dont notice it after a bit anyway... but...

#

Oculus do seem to know what they are doing though, they are not some new startup like Magic Leap, and also Facebook is really invested in them succeeding with VR it seems

potent gust
#

Yeah, but same old complains. Just a bit better than the Hololens

#

"Currently its 50 degrees FoV... πŸ˜› Who wants that? Some say they dont notice it after a bit anyway... but..."
I'd like to meet one of these 'some

#

About Oculus, true, but something tells me that these things generally need to go through a generation to really be effective.

#

Anyway, back to the original question. How can i port from 4.20 to 4.19. Even it is to be done separately, i can do that

rain knot
#

Why do you want to? Is it the official 4.20 you have issues with?

#

Have you ensured its only a problem with UE?

#

I am using a custom 4.20 build and it has no problems... oh and I have tried the official 4.20 as well, and it also works

potent gust
#

Basically, im working on the Oculus Go. Getting a black screen with the light build warning. If i turn Mobile multiview off, then i get the black screen only on 1 eye, and on the other eye, some objects are appearing and dissapearing.

rain knot
#

Dont you have some kind of version control?

#

So that you could install 4.19 and open the project when it was a 4.19 project

potent gust
#

I feel like the Nick Fury with this setup

#

Yeah, i do, but after the port, i did a shitload of work without testing if it actually works. Assumed it did.

rain knot
#

ohh... sucks

#

Maybe it might be changes you could commit to the 4.19 version? Although its likely riksy

potent gust
#

Works on windows. Am using @tired tree plugin for VR, and adding a separate module for Go support

rain knot
#

Have you tried just copying the full project to a new folder and open it with 4.19`?

potent gust
#

Thats what i tried. But anything i copy to the contents folder is invisible to 4.19

rain knot
#

I learned yesterday that you have to migrate

potent gust
#

And for the map, it says it was made on a previous version.

rain knot
#

Maybe that will work?

potent gust
#

Tried that as well

rain knot
#

oh

potent gust
#

Any other ideas. Or maybe why im getting this strange black screen issue in the first place

#

Then i can stick with 4.2

#

4.20

rain knot
#

Hmmm... maybe its one of the changes you did?

#

Have you tried regular VR scenes and then adding some of your new VR stuff from the current project to it?

#

That way you might be able to tell when the problem occurs... or maybe its a project setting and you cannot even open the regular VR maps

potent gust
#

I dont get it tbh. I reset the engine.ini as well. Still same result.

rain knot
#

Try a new project just based on a standard VR template, see if that works

#

Might as well see if its your 4.20 engine overall that is the problem

potent gust
#

Good idea. Trying that

rain knot
#

I am still using 4.20.1 btw... but I doubt 4.20.2 is that different

potent gust
#

im also on 20.1

rain knot
#

I found out that Flex was finally also released for Unity, so I installed it. Then I found it strange it had no example scenes / maps. I looked in a PDF explaining it all, and it then tells me there is a different project with example scenes / maps for it. Ahh, great. So I try to look for it on the asset store and I find nothing. I google it, find a link to the asset store... and for some reason it has been removed 😦

#

That might put a stick in the wheel for my plans to compare Unity Flex to Unreal Flex

potent gust
#

Shouldnt be too different. Maybe some limitations on the control the different engines offer.

#

Btw, oculsu go is always forward rendering right?

rain knot
#

Yeah... but it would be interesting to try out all the same

#

I am not sure, but I think its probably best to stick to forward rendering

#

As far as I know, forward rendering should be used for VR overall, for performance reasons. But it might have changed since last I looked into it

potent gust
#

Ok

real needle
#

Should I do the top one or the bottom one? Legitament question, I'm assuming top one since its newer

sleek venture
#

I'd say start with the newer one, if they are referencing material covered in the previous video you can always go back

nocturne sky
#

noob question, how do you make a billboard for vr that doesn't roll with the camera?

quiet swan
#

is there a special step I need to take to put a Widget in VR? I am follwoing tutorials but nothing is working

#

i think maybe its because they are in 3rd person/1st person project

sturdy coral
#

@quiet swan no special steps, just use UWidgetComponent; only special thing is if you want it in a VR overlay/stereo layer

#

You may have to change the input mode away from hardware, can't remember what it defaults to

quiet swan
#

ok then i have found an issue I dont know how to fix, I am trying to set up a VR watch with the health and armor system. I set up the widget, and everything works when I set the progress bar, but as soon as I enter this code, the system stops working yet I get no errors from unreal. The blue bar represents armor, then red health, the armor has the code and it fails to update the changes to the progress bar, I need it to update like the health but the health has no code in it,

#

is that the correct way to set up the widget to show armor and health? thats how the tutorials did it

sturdy coral
#

@quiet swan try getting a basic widget doing something much simpler

#

and try printing out an error if that cast fails, and if it prints put a break point to figure out why

quiet swan
#

well

#

I figured it out

#

you can use the progress bar to test the widget in VR

#

you need to change the variable in order to see if its really working

#

it could drive a person mad

tired tree
#

@rain knot you can create a file link in windows to another drive

#

and it treats it like it is on drive c:

mighty carbon
#

I just noticed Oculus fork of UE 4.20.2 has really old SDKs :/

#

not whole a lot of love from neither Epic nor Oculus (note that Unity has everything current)

#

another example of no love is occlusion queries bug - Oculus said they are aware, but have no plans fixing it :/

#

(I don't know if it's because they are going for Vulkan and don't want to deal with ES3.1 bugs, or if they just don't feel it worth their time fixing UE4 bugs related to mobile VR)

sullen vortex
#

guys im dealing with the freaking rope thing here. Already on flex rope (nvidia) and can collision with my hands on vr, but cant grab it. Just made the custom events for grab/drop but it doesnt seem to work. Any help appreciated!πŸ˜“

potent gust
#

For anyone else having the same issue on the Oculus Go with the meshes appearing/disappearing or black screen after load, turn off Occlusion Culling to fix it.

sleek venture
#

I've made a VR pawn class from scratch by copying the Motion Controller Pawn from the Starter Content, but for some reason the camera spawns well below the VR Origin. What could I have made different?

#

I have no idea what else could be missing

#

it seems like I only reach the same height as the origin when standing

#

whereas with the motion controller pawn the camera will be at the origin when on the floor

#

but I'm using the correct tracking origin

sturdy coral
#

@sleek venture what tracking origin are you using?

#

you probably want floor unless making a cockpit game

sleek venture
#

since I'm using an Oculus floor

#

but it's the same as the pawn, so I don't understand why it's different

mighty carbon
tired tree
#

well THAT isn't coming any time soon

mighty carbon
#

well, the author just posted on the forum that if he gets more likes on the task, he will move it up in the priority

#

I actually the one who pitched him the tool (I worked with 3DS MAX CAT) - it's extremely powerful tool for keyframed anims, allowing you to create high quality walk/run/etc. cycles in no time using parameters

wicked oak
#

thats not going to happen

#

what would be cool (related) is neural net animation synthesis

mighty carbon
#

is it gonna kill you to vote for it ?

wicked oak
#

like what they use in for-honor

#

wich would be much more generic in fact

#

than just a parametric walk cycle

#

you would feed it root motion locomotion anims and it synthesizes the proper graph/blending

mighty carbon
#

it's a way easier to implement parametric walk/run cycle tool vs neural network procedural animation

wicked oak
#

i dont think parametric walk/run is any easy

#

and its WAY too game specific

#

hell, its too character specific

mighty carbon
#

dude, go try CAT

#

btw, it's not a run-time tool.. You make anim, you bake it, you use it in your game.. It just replaces a need in using 3rd party anim package.

#

maybe it's not a tool for someone who is looking for realistic anims (one can use mocap for that), but for keyframed anims it should be a gold standard (especially nowadays where one would like to have a lot of various and unique anims on the budget, yet want them to look great)

potent gust
#

Im with @wicked oak on this, this is sooooo not production friendly, neither is it really procedural (given the amount of limitations it would come with).

mighty carbon
#

lol

#

have you animated characters? (on top of doing everything else in the game)

#

CAT for MAX was made by a team of animators, who realized that traditional ways of keyframing is not production friendly and too time consuming

#

neural networks isn't a magic pill and is not within the reach of indies (hell, if it was the thing, Autodesk would have already had it in Maya/MAX/Motionbuilder)

#

top notch animators might not need it either (but wait, they do since they created CAT in the first place), but indies who wear a lot of hats (and especially if they are on the budget and don't have a lot of time on their hands) need this tool. I'd say it's a must-have tool for animation.

sleek venture
#

shouldn't you be writing this on a different channel

mighty carbon
#

you know, don't fucking upvote it.. Cuz nowadays if it ain't about you and your needs, who cares... It's too much effort to click on "Vote" button.

sleek venture
#

you're not gonna convince anyone like this

mighty carbon
#

@sleek venture back in IRC days I could have gone to any channel and ask for upvote. People who knew me (from IRC) would have done it in a heartbeat. That was loooong time ago.

#

I didn't have to convince anyone back in the days.. That's just how things used to be

sleek venture
#

why don't you ask your friends to vote on it then

mighty carbon
#

if folks from here ask me to upvote something (folks I've been interacting with for some time), I'd do it (assuming it's not illegal or political) - it costs me nothing to press thumbs up or vote buttons

#

why should I limit myself to friends only ?

sleek venture
#

well seeing how there's only one vote on this it doesn't look like you asked any of them

#

anyway, we should keep this discussion XR-related

mighty carbon
#

I retweet stuff from people I don't know - as long as their projects look fine in my eyes and not totally repulsive, I retweet. I know the struggle of PR.

#

@sleek venture your nickname suits you - you are indeed horrible at reading πŸ˜› I said people today don't care if it's not about them.

#

my friends (IRL) don't even do game dev or play games

wicked oak
#

@mighty carbon the neural net stuff is too new for autodesk

#

like, its starting to become popular last year

#

of course autodesk hasnt added it yet

#

its also something autodesk doesnt need nor want

sleek venture
#

don't aggro him

wicked oak
#

this is for realtime games

#

autodesk doesnt do games

#

they do crowds, but for crowds CAT is enough

#

with the neural net anims, its basically just a blending node that blends beetween different root motion animations given a velocity/position

mighty carbon
#

it requires a ton of processing power and you don't have a say so in the process.. With CAT you still animate (or tweak after you done tuning parameters of you walk cycle for example)

wicked oak
#

so if it sees you are moving forward it plays the forward running animation

#

it doesnt

mighty carbon
#

and CAT does both - root motion and on the spot

wicked oak
#

its probably less intensive than full body IK (wich unreal also needs)

mighty carbon
#

like I said, a team of animators created CAT - thinking that they didn't know what they were doing is absurd

wicked oak
#

but right now unreal doesnt need it 😦

#

(the neural net stuff)

#

definitely not needed for fortnite

#

at the moment, ubisoft is using it on all their games

#

becouse you just mocap movement, and then let the AI do the locomotion blend

#

its awesome stuff and works super well

mighty carbon
#

but what does it have to do with Epic?! It's a third party plugins. Think of it as Blender being plugin for UE4

#

it's to make offline animations

#

the feature I asked to upvote is to help making offline anims faster and better looking with less effort

#

good luck doing mocap

#

hardware isn't cheap and you need to be in a decent shape and you need to be a decent performance actor to get good mocap

#

if you have that much money, you don't even need anything.. Just hire Doom/Darksiders-grade keyframe animators to do your bidding

#

or hire Andy Serkis

#

I am guessing either people here (on Discord in general, not just this channel) never done anims (in a timely manner, for a commercial project and not just for "personal growth") or not solo indies working on their commercial game on a budget with very little time available to work on their project. Thus there is no understanding (or willingness to understand) of the value of parametric animation tools like C.A.T. for 3DS MAX.

#

oh, and CAT has non-destructive workflow

sleek venture
#

this might just be a guess, but maybe the guys at #animation have more experience animating than developers for VR, which is notorious for having floating hands for the player model

mighty carbon
#

they might, but it's a half-dead channel

#

plus it's more about how to get anims into UE4 and deal with them in UE4.. Not how to make anims.

#

also, unless VR has no AI and no multiplayer, you still need animations.. Reusing same anims from Marketplace will only get you so far ahead. At the end of the day you want your characters to have unique looking anims.

sturdy coral
#

@mighty carbon you are essentially trying to game the voting system by asking people uninterested in it to vote it up regardless as a favor

#

it is fine to bring attention to it and make the legitimate case for it

mighty carbon
#

@sturdy coral like I said, back in the days uninterested people who knew me on IRC would vote regardless, because it's beneficial for others

tired tree
#

might as well upvote every single feature on there then

#

that is kind of beside the point of it

mighty carbon
#

and

sturdy coral
#

this is the wrong channel for that

quiet swan
#

discord is the new IRC?

#

I rememeber using excursion back in the late 90s

mighty carbon
#

nah, it's not

#

at least not UE4 discord

#

there is no community spirit IMO

#

not that I am IRC guru, but things were a way different back then

glossy agate
quiet swan
#

rut tow

#

I just realize my VR plugin vive character has way more stuff then the instructors 3rd person character....

#

so its kind of hard to follow along

#

for example I can find primaryfire in the blueprints clicking on the vive character

quiet swan
#

where is this part located in the blueprint for VR? I need to add things here for my ammo counter

#

I dont see any input action events

#

in the vr

sturdy coral
#

@quiet swan in what VR, epic's VR template?

quiet swan
#

no in the VR plugin template

#

I dont know where the code should be injected in the vr plugin

daring mural
#

@quiet swan don't understand the question,

#

that's a custom input under Settings>Inputs

#

oh you're looking at a video

#

open up the character blueprint and do Ctrl+F, type Fire and you'll find it

sage gulch
#

does the Magic Leap simulator play nice with a Rift?

#

or is there a conflict with both installed on the same machine? would be nice if you could use the rift as a visualizer even when targeting the MLO

mighty carbon
sturdy coral
#

That's pretty nuts.. I guess those fibers wouldn't light up like that if they were real, since they should have total internal reflection

tired tree
#

he has a solid point, that money could have gone to better places

sage gulch
#

that's a spurious claim I'd say; they are likely to have some loss, especially if plastic strands and non collimated LED light; you could also do a long exposure or double exposure for effect when photographing

olive garden
#

How do you enable arcore in the project settings? "enable ar on start" isn't there anymore.

sturdy coral
#

@sage gulch I don't think LED light can be switched fast enough to be used in scanning fiber displays

#

plus their original design was supposed to rely on extremely narrowband laser light for low (or uniform?) dispersion in the tunable zone plates

sage gulch
#

they have some odd patents but that was never a public claim about hardware spec.. That prototype in the picture could very well use waveguides and just put the LED elsewhere to make it "easier" to assemble..

sleek venture
#

how can I disable translation of the HMD? I only need rotation from it.

sage gulch
#

add a camera and lock or disable its movement

sleek venture
#

will blueprints be able to move the location, and will it be locked in world or local space?

#

also, is there a way to lock it in place through properties or do I have to do it through blueprints?

#

I'm not seeing anything in the properties

olive ferry
#

I tried it but it's seem's like it doesnt work on the HMD

mighty carbon
#

I am devving for Go, but never used those nodes

#

what do you use those nodes for @olive ferry ?

olive ferry
#

I want to know if the player toke off the HMD off his head to restart the current level when someone else put it back

#

It works for Oculius Rift pretty well but for non on Go

mighty carbon
#

I don't think it works on Go

#

(especially since Go is aimed at media consumption, there is a lot of stuff they don't support or fix)

olive ferry
#

Damn, thank youb for the answer

#

@mighty carbon On the other hand, do you know why point lignt doesnt display correctly on Go ?

mighty carbon
#

dynamic one? Because they are not supported

olive ferry
#

It was stationary by defaut, static could make the work ?

mighty carbon
#

static will be baked, so yes

olive ferry
#

Perfect, thank you a lot

mighty carbon
#

sad

sturdy coral
#

how is single threaded perf when running threadripper 1 in 'game mode'?

mighty carbon
#

well, since most people on Steam use Intel and 88%+ in VR use Intel, I doubt too many people here have TR in their possession

mighty carbon
#

I wonder if it comes with plugin for UE4

#

πŸ˜„

sage gulch
#

that motion simulator could also be called a limb reorienter

mighty carbon
#

a rumor is that SC CV1 will be powered by 845 SoC

sly elk
#

Is that substantially different than what was expected?

mighty carbon
#

835 is what early dev kits had

#

when it comes to mobile I think each step forward can be counted as "substantially better" than previous iteration

sly elk
#

I'm getting impatient for CV2 and the increased hardware spec that will come with it

#

im guessing 2020 for that

mighty carbon
#

probably

glossy agate
#

Holy shit, I want one of the rigs. Probably have to staple the vive to my head to keep it on but that looks fun

lusty lark
#

Hey guys!
Is it even possible to debug problems with ARkit or ARcore?

#

Like if the mobile app is crashing where do I look for the crash error?

scenic slate
#

Hello. I am trying to debug performance problems in VR project but by typing stat unit or some other command the text is not visible in screen but outside of it. Anyone else have this problem? Even the console menu starts in middle of screen. Without VR everything works

solid elk
#

anyone done vr teleport transitions?

#

like a blink

mighty carbon
#

@solid elk doesn't Epic's VR template have teleport locomotion ?

stable dove
#

Anyone know why a post process effect would only affect 1 eye and not the other in VR?

mighty carbon
#

probably not supported (especially in forward rendering)

stable dove
#

It works sometimes, which is the strange part

#

I'm using the deferred path as well.

sturdy coral
#

@solid elk @mighty carbon yes, and I think it already does a quick fade-to-black/blink

real needle
#

I'm trying to find the robo recall talk on their weapon designs, does anyone have a link?

quiet swan
#

you know how when you change the matrieal on like 15 different materials and each time you close it asks to apply changes to the world, is there a way to just not have to click yes each time?

#

its taking a long time to change the color of things

quiet swan
#

has anyone ever tried to import a big mesh or prop scene only to have unreal hang on importing?

glossy agate
#

Did ue4 stop supporting the LOD system for skeletal meshes now? It’s not showing up. Through simplygon

mighty carbon
#

Did 4.20 get native LOD system for skeletal meshes @glossy agate ?

glossy agate
#

Not that I know of. The simplygon integration was from like 2016, and it used to be in there. Maybe something happened to my plugin

lusty lark
#

Hey guys, how do you restart a level with the AR session?

#

I tried to open the level again which logically would reset everything but it seems that the AR session is persistent through the game instance.

balmy surge
#

Does anyone know how to single out a Vive tracker. this is what I've got so far but the ID changes based on what is turned on first.

upbeat roost
balmy surge
#

@upbeat roost Cheers but i tried it, it never picked it up.

upbeat roost
#

i guess you might have to do some sort of calibration then. i don't think there's a way to identify specific trackers

solid elk
#

@balmy surge I got my trackers in the post today. I'm just having a look at integrating them now. I'll let you know if I get anywhere

upbeat roost
#

have any of you ever seen a graphical issue like this?

#

only occurs after starting in VR. visible in-game, in the editor, in thumbnails and release builds. and only started occuring in 4.20.

#

the preview builds worked fine, but what change in the release build might have caused this? :/

solid elk
#

@balmy surge did you successfully pair the tracker? The Devices > Pair Tracker option is missing for me in Steam Vr

balmy surge
#

@solid elk have you pkugged in the dongle?

solid elk
#

yeah lol

balmy surge
#

You need to pair it as a controller

#

@upbeat roost Cheers man ill update you if i find anything

#

@upbeat roost Maybe Clear your Cache?

upbeat roost
#

@balmy surge thank goodness, it's driving me nuts. blank project by the way

#

would reinstalling unreal engine have cleared my cache?

balmy surge
#

no

upbeat roost
#

cool, gonna try that!

#

i don't suppose anyone has an idea what might cause those patterns.

balmy surge
#

\AppData\Local\UnrealEngine\Common\DerivedDataCache

#

its there

#

Corrupted shaders maybe

upbeat roost
#

thanks. I'll update you in an hour πŸ‘‹

solid elk
#

what is the include for USteamVRFunctionLibrary?

#

#include "Runtime/Steam/SteamVR/Source/SteamVR/Classes/SteamVRFunctionLibrary.h" doesn't work

#

sorted

upbeat roost
#

clearing the cache didn't help unfortunately

#

is there any way to redownload the preview build of 4.20? that seemed to work just fine. 4.19 is still working as well.

#

any advice is welcome πŸ™‚

#

again, this only happens when using VR

upbeat roost
#

new discovery... umm...

#

if i make a HighResScreenshot the effect disappears until I enter VR mode again.

#

any ideas on what might be the problem? I can't even guess πŸ˜”

sturdy coral
#

new Acer WMR headset:

#

seems to be the same resolution as before

mighty carbon
#

looks nice on the outside

sturdy coral
#

says it has two LCD panels, so maybe real IPD adjustment

mighty carbon
#

100 deg. FOV sucks

cosmic shoal
#

If it has a better set of lenses than the Lenovo, a brighter screen, and hardware IPD adjustment I'm sold on it for my next installation.

sturdy coral
#

just hope it isn't heavy

#

OLED stuff has all been heavier than LCD, I'm not sure if that is the panel bonded to glass or something, or if it is from them having hardware IPD

upbeat roost
#

so as it turns out version 4.20 broke unreal's distortion for me

#

does anyone know how unreal handles the lens distortion? any way to fix it? (edit: doesn't happen when using vulkan)

mighty carbon
#

daamn, 4.20.3 has already 2 pages of unresolved bugs :/

mighty carbon
#

oh wow, 4.21 will have complete support for Magic P00p

#

and native WMR support (not through SteamVR)

eager pine
#

like seated cameras inside a bus, is it better to possess that and then repossess the character?

eager pine
#

what can be the reason for the tracking is wrong? room setup is okay, and other projects its working fine, the problem is that when we start the project, the head is on the floor ingame, but in reality the headset is in a chair

quiet swan
#

I bought some props and they have a texture that says its a hieght, which dot on the color thing do I need to plug the height texture into?

sturdy coral
abstract forum
tired tree
#

@sturdy coral took the time to check btw, avg compressed size is 41 bytes for the skeletal data

sturdy coral
#

that's not too bad

eager pine
#

what can be the reason for the floor track to be under the ground?

#

'i think its about half way under

fleet plume
#

hyped

#

i seriously can't wait to loose that damn wire

mighty carbon
#

Wait for Santa Cruz then πŸ™‚

daring mural
#

@eager pine make sure your rift or steamVR set-up was done and set the tracking origin to Floor in UE on beginplay

slim karma
#

if I want to have objects that I can grab with two hands and that collide with the environment and get stuck on it, what's the best way to achieve this?

#

let's say you have a rectangular box that you want to rotate around when you grab it with both hands and that's supposed to stick to the wall if you were to push your hands through the wall. πŸ˜„

mighty carbon
upbeat roost
#

what graphics api is everyone using? directx? vulkan?

slim karma
#

@astral trail

astral trail
#

ok

#

there it is

slim karma
#

basically I want to manouver a rectangular object through an obstacle course in VR

astral trail
#

ah

#

you need to create a physics handle component

#

add that to player

#

then

#

when object is beeing grabbed

#

use grab event

#

the physics object will then not loose interaction

#

you have to reset the physics handle location in a physics tick

#

the object generates hit events

slim karma
#

I tried the physics handle with "grab component at location" but the location seems to be fixed in space and not follow the controller

astral trail
#

read

#

:3

#

i know it all.

slim karma
#

what do I use to reset the location?

#

"Set Target Location"?

astral trail
#

and rotation

#

add custom new event

#

attach that to tick

#

it needs tick.

slim karma
#

lemme try that, 1 sec

#

okay that looks promising

#

can I attach multiple physics handles to one object?

astral trail
#

yes

slim karma
#

like if I wanted to add a second hand to grab

#

πŸ€”

astral trail
#

no

#

you have to state a grab location

#

have a handle for each

#

but just clone them

#

they are not easy to control

#

it took me a full day to stabilize

slim karma
#

oh boy

#

so what do you mean by cloning the handles?

astral trail
#

make one great one

#

then copy that one

#

so that you have same settings

#

i dont know if you can actually use one handle effectivly for multiple objects

#

we dont do that

#

but

#

maybe try

#

could be awesome

slim karma
#

well I just want to move one object, but using both hands

astral trail
#

good

#

the you would prolly have the code run from the object

#

and every hands activates a bool in the object

#

when both are on it sets simulate true

#

and you can lift

#

in theory

#

try attaching one object 2 times

#

for each hand

#

you need to update tick ofc

#

both hands 2 locations

slim karma
#

yeah I'll try that

astral trail
#

i hope i could help you

#

you are tryingh something hard there for start

tired tree
#

its not that difficult

#

you can simulate the secondary input or straight use two constraints

#

either way works

astral trail
#

yee

slim karma
#

that works surprisingly well for a start, but it's wonky and floaty

#

anyway thanks for the help @astral trail I'll see how well I can tweak it

astral trail
#

@slim karma

#

take a look at epics default vr start map

#

it has grabbing stuff

#

just compare it a bit

#

for more understanding :3

lime escarp
#

Hi all is it possible to make a ar project with bp only?

#

Visual scripting *

mighty carbon
#

yes @lime escarp

eager pine
#

@daring mural yeah pretty much done that already

eager pine
#

possession of a pawn, forcing the rotation of the camera

woven kite
#

Any idea how to use multiple online subsystems (Oculus and Steam, for example) in a single project? Or at the very least, change the default/"active" one at runtime? As far as I can tell, I can only set one in the DefaultEngine.ini. For some context, I'm working on a VR project and I just want to be able to switch which oss I'm using based on the HMD to get the player's username. Otherwise, I think I'd have to make two separate builds for Rift and Vive.

sturdy coral
#

@woven kite I set steam in Config and override it in my project's Saved/Config to run null in dev

#

I think oculus will reject your entry if you have any reference to steam in your code, so you have to do a separate build anyway

woven kite
#

So you're saying you added a line like "DefaultPlatformService=Null" in the Engine.ini file in Saved/Config? Does that just make it so you're running null when developing and Steam once you build/package?

Yeah, I figured I'd have to make two builds eventually, but I was hoping I could make a headset agnostic build temporarily since I'm not really ready to fully publish/upload to Oculus. Like having a build I could share through another build hosting site like Itch that would get the person's username regardless of HMD would be great.

sturdy coral
#

@woven kite in Config/Windows/WindowsEngine.ini I have:


[/Script/Engine.GameEngine]
!NetDriverDefinitions=ClearArray
;+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam

[PacketHandlerComponents]
+Components=OnlineSubsystemSteam.SteamAuthComponentModuleInterface
#

and in Saved/Config/Windows/Engine.ini:

#

[/Script/Engine.GameEngine]
!NetDriverDefinitions=ClearArray
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemUtils.IpNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
+NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Null

[PacketHandlerComponents]
!Components=ClearArray

[OnlineSubsystemSteam]
bEnabled=false```
#

not sure


[OnlineSubsystemSteam]
bEnabled=false

is needed

woven kite
#

Gotcha. Thanks for taking the time to post those.

sturdy coral
#

@woven kite np, yeah then for testing if you still need steam you can comment out in the Saved/Config one

#

I used to comment out and uncomment steam all in defaultengine, but then would have to remember when I packaged for a steam build to make sure it was uncommented

#

this way works a good bit better and should never mess up your packaging

lime escarp
#

@mighty carbon thank you

#

I want to try that !!! Do you know of it s work if my phone has no gyroscope?

quiet swan
#

I have a question, most of the tutorials online when making a HUD ammo counter is always cast to the first person character. In VR I would like to cast the ammo counter to a widget on the gun, since we cant cast to the first person character, and since the variables for the ammo are NOT located in the first person character but in the GUNBASE, how can we cast to the widget ?

#

this is what I have and im trying to make the 99 bullets show going down to 0.

mighty carbon
#

I haven't done any AR development myself

glossy agate
#

@quiet swan You have to set the owning gun reference, then that would plug into your cast. But you probably want to push the logic instead, so the gun is telling an ammo var in your widget to update. The way it looks like you have it would be tricky to know when to get a new number update

charred portal
#

Playing with meat physics πŸ˜‚πŸ€ͺ

mighty carbon
#

is it a gib ?

wraith sky
#
September 24     Vive Wireless Adapter now available!
#

On September 4, we’re making good on our promise to create a hardware agnostic store that serves the largest VR community we can, as Oculus Rift compatibility comes to Viveport.

wicked oak
#

too bad no one wants viveport becouse its crap

#

its just steam but shitty

#

at least oculus makes sure to review the games

dreamy ivy
#

Hey everyone, I'm currently working with the Lenovo Mirage headset and found out its possible to add 2 Controllers to it. there both connected via Bluetooth but i'm unsure how to incorporate the second one into a project. On the git there is GVR SDK for unity they have a prefab for a second controller where you set it to dominant or none dominant controller and was wondering if anyone knows how to do this in unreal or has any experience in it?

thorny niche
thorny niche
#

This thing caught my attention the most - com.google.vr.sdk.samples.permission.PermissionHelper. But can't google anything about it.

mighty carbon
#

did you read UE4 docs about deploying to Gear VR ?

#

(and Oculus manual for that matter too?)

#

cuz if not, you might want to do that first