#virtual-reality

1 messages Β· Page 192 of 1

ornate raptor
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I imagine so, but I haven't tried. WMR does have it's own room setup process, so it should work

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If you want to use SteamVR, then at the moment you can't get thumbstick values from WMR controllers

wild seal
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Motion controller trigger axis doesn't seem to work any more, as well as the desktop viewport when using the vr preview.

grand chasm
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Is anyone able to get input from Vive tracker pogo pins? I don't see events for them unless I set the tracker as a controller and use the motion controller events.

real needle
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@grand chasm I believe that's how most ppl are using them

fossil sky
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Hello, I Have a show room, And I am trying here to open a drawer with motion controllers.
The problem is that each time I compile the drawer behaves in a different way !! without changing any of the initial settings !!

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Has anyone experienced something like this ? Am I doing something wrong ?

fossil sky
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This is really weird, the same blueprint produces different results each time I compile It !!

fresh wharf
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does anyone know why linetrace from camera suddenly offsets after teleporting?

tired tree
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offsets how?

fresh wharf
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@tired tree the linetrace is always in the middle of my vision, but after i teleport straight forward on the x-axis, the linetrace is only in the middle of my vision when i look straight forward or backward, if i move at another yaw axis than 0 or 180 degrees, the linetrace offsets to either the left or right, depending on what side i'm looking towards

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i hope that kind of explains it

tired tree
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what rotation are you pulling? default teleport has rotation in it in their template

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pull the cameras world rot

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and loc

fresh wharf
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using the default teleportation

tired tree
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@sturdy coral that steamVR motion smoothing, willing to bet anything that the depth buffer support they added recently but which isn't really in use yet will be used to bring it up to snuff with ASW 2.0 at some point

slim karma
fresh wharf
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@sonic lake i feel like your blueprint for stereoscopic pictures doesn't display them properly, do you have any additional settings turned on/off to make them display properly with your bp setup?

grand chasm
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@tired tree I am trying to figure out if your plugin adds events in unreal for the tracker pogo pins or if I have to set on as a controller? I would prefer to keep my standard controllers plus use the tracker if posdible. It seems the situation has been evolving lately. Do you have any advice? Thanks!

tired tree
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i don't add anything specific for them no, i leave the input binding to Epic

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i removed my special tracker class when they merged everything into a tracked device base class

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its been awhile since I played with them, very niche uses for something generic like my framework

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so no idea on the current input setup with them

sonic lake
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@fresh wharf Define "properly". Take into account that stereo images are taken with a fixed IPD. The Go has its own fixed IPD and so do your eyes. πŸ˜‰ They may all be slightly different, so having a perfect match is very difficult.

sturdy coral
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@tired tree they don't use it at all for overlapping with overlays?

fresh wharf
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@sonic lake true, but when im using a constant of 0.5 instead of the custom node, the picture is waaay sharper, just has a really clear seam

sonic lake
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Are you still using our test pic?

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Or your own?

fresh wharf
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Both

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Switching around to see if mine is the problem

tired tree
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@sturdy coral its not currently used in ue4 unless it changes in 4.21 and I missed it

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and since its new I doubt the motion smoothing is using it

sturdy coral
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right I mean in steamvr though

tired tree
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but yeah I would expect it to effect the stereo layers when passed in

sturdy coral
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do they make use of it?

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ah ok

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but yeah they should definitely use that to augment ASW if possible

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not sure how well it would work with temporal upsampling, since depth can be a lot lower res than final scene color

dusky moon
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Guys, I have a UMG (smartphone app kinda thing) attached to my VR Hands. that user can interact and use the apps inside it all in UMG. but found out it's so performance heavy. I see this "Slate UI / Slate 3D" in my GPU profiler sometimes hit 5ms ! any tips how to optimize it maybe ?!

real needle
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@dusky moon What are you displaying on it?

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You can turn down the update rate on the widget component, but animations won't look great if you do

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Have you tested in packaged buildm

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Because slate can be the editor itself

tired tree
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@dusky moon in editor or outside of it? because the entire editor is slate

pearl tangle
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if you are using the default data binding type stuff then it will be updating everything on tick which is what kills things. Use events to push variables instead

dusky moon
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@real needle yeah I actually set the update rate to 0.08 and it helped a lot.
my UMG is full of layers and contents. most of them are collapsed and become visible on-demand. but still is heavy.
and yeah I was mainly talking about Slate 3D and it shows in package build too.
@pearl tangle Ah that I didn't try. good tip

frigid kite
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Speaking of UMG, am I correct when I say that the stereo widget on the vive is still rendered on top of everything?

tired tree
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currently yes, but they did add depth buffer support recently

frigid kite
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Hmm, so how does one even make use of it?

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The regular widget component is incredibly blurry

sturdy coral
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@frigid kite have you tried forward rendering without TAA?

frigid kite
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The project is cross platform to standalone, I gotta keep it in deferred

sturdy coral
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@frigid kite standalone?

frigid kite
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sorry, pc

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just regular desktop

sturdy coral
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ah

frigid kite
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and actually, the fps was quite a bit worse in forward

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So it's easier to stick to deferred

sturdy coral
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you can lower the jitter size for temporal while the UI is up or while it is taking up X amount of screen space and get less texture blur but more aliasing elsewhere

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and lower the history contribution

frigid kite
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alright, that's a good idea

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and hopefully the newly added depth buffer support for the stereo widget will come into play soon

sturdy coral
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is it translucent or solid?

frigid kite
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solid

sturdy coral
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you can also render a translucent quad over it and set responsive AA in the translucent material

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that will do the same as lowering history contributions, but just over the UI

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but at low resolutions you will see more of the subpixel camera jitter TAA uses in it

frigid kite
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alright, good idea - I didn't know about the responsive aa flag

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Another question, for a different project: I have a setup where the player's hands are sweeping towards the motion controllers, so they collide with the world

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This works fine generally, but when climbing using the vr expansion plugin, the sweeping seems to be ignored and I can just shove my free hand through the wall by moving myself around with the climbing hand

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the sweeping is done as a component in the Character, through GetWorld()->SweepSingleByChannel() in the component's tick

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so the component does a sweep towards the motion controller's location using a SweepSingleByChannel() check, not by moving an actual collider around, since only the root component of an actor can do sweeping checks

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Actually, I just checked and the sweep is also not triggering when walking using the regular motion input, only when moving the controllers around while standing still

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Could it be a ticking order issue? Or is it something else entirely?

real needle
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I'll try turning the sweeping hands into separate actors tonight, maybe that'll work

dusty iron
tired tree
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@frigid kite @real needle you have two accounts with the same name...... Anyway, the climbing is moving the actual character in the movement component, it sounds like your sweeping is tick ordering prior to the movement components actions so they aren't picking up the new offset.

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set them to either tick in a later grouping than "Pre_Physics" or set a tick prereq to the character movement component so that they sweep off of the final movement

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the motion controllers already tick prereq the movement component so if you tick prereq them they will naturally order correctly (should have been post the controllers in the first place)

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if you don't need frame perfect physics collisions of the hands with simulating objects then having them tick During_Physics is likely best

real needle
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I've tried moving them to post physics, to no avail

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I believe I'm already prereqing the controllers in the sweeping components as well, though it might be a scene component attached to the controllers instead, I'll check it out this evening

tired tree
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there isn't a reason it wouldn't work then

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unless you are pulling the wrong original location

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you have to remember that moving the character also moves the hands

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so unless you are going off of your original loc and sweeping and then setting pos it won't have the intended effect

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you should be able to set absolute position on them though

mighty carbon
real needle
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So it should definitely also work as components then, @tired tree ?

tired tree
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set loc and rot on your hand meshes to Absolute

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that way they don't follow their parent when it moves

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you'll need to set initial position once though

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at the start / spawn

real needle
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Ah interesting, that's a flag I wasn't aware of

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I've just sent a client a VR build, tomorrow his company is gonna be at a fair showing off their products with a Vive, and with the VR expansion plugin πŸ˜‰

real needle
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GetHMDWornState does not seem to be very reliable

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Are there any caveats to its use? I can't find a lot of info on it

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I guess it only sets itself to not worn if the headset has been still for some time

mighty carbon
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@wicked oak is that why you stopped working on PC VR projects ? πŸ˜‰

wicked oak
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im just not a fucking idiot

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and even i can see pc vr is dead

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even more with steam being as it is

mighty carbon
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what about mobile VR ? (I am not going to ask about PSVR as it's obvious)

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@wicked oak ^^

wicked oak
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also garbage

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but i see future in standalone

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if standalone doesnt become more mainstream, then vr as a whole is dead

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but if PSVR can sell what it sells, being as bad as it is, i see quest being super popular

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just have it with stuff like beat saber and robo recall lite on launch

forest plover
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Has anybody heard anything about that game streaming tech being used with VR?

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Just wondering if anybody has tried to do it

wicked oak
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never going to happen

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the laws of physics forbid it

forest plover
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Lol

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Zeus will smite me for trying huh?

sturdy coral
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I'll wait on a few more sources than that article, but if they don't come out with a denial pretty quickly, it does seem like their desktop efforts could be over

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they've still got decent budget games in the pipeline and stuff though..

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an eventual standalone that works with desktop too could happen if they don't gut the whole PC division or anything

mighty carbon
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lol

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pretty cool for MP VR

sage gulch
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nobody expected rift 2 to release this year.. he might just be tired of the slower pace and not want to work on something for 2020

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seems unlikely they'd cancel it entirely, they own 1/3 of the industry or more basically

tired tree
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wonder if "didn't want to participate in a race to the bottom" was a direct quote

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they did put it as a quote

sage gulch
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I just take that to mean keeping Quest as their top priority, e.g. minimal spec for a decent AIO

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[standalone]

wicked oak
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rift 2 was supposed to be Vive pro

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same kind of thing

sage gulch
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it would be interesting to know the average software expenditure per headset

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I bought some PSVR games but once I moved to a PC for dev I haven't really bought much at all

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average app retention rate on smartphones is pretty low

sturdy coral
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I think the better headline would be "Iribe's Rift 2 Canceled", until there is more info I'd assume what he was working on won't be Rift 2, but Rift 2 could still eventually come out.. they always had a real weird mobile/PC split though, with Carmack never touching PC despite being CTO

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and the divisions seemed to kind of be fighting each other for funding etc.

mighty carbon
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Fb already denied they cancelled "Rift 2"

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although, I wonder for how long he'll stay

sage gulch
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lol

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nice face model utility

mighty carbon
sly elk
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Hey all, I have been struggling to capture fluid gameplay recordings in VR. anyone have advice? OBS studio and shadowplay give me the best results so far but it isn't ideal

sturdy coral
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@quaint reef as in you get hitchiness?

sly elk
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yeah

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it feels okay playing

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but the recordings look shit

sturdy coral
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you can try turning off ASW while recording, as I believe it uses your card's encoder hardware

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and may compete against the capture

sly elk
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okay, i'll look into that

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is there a UE command for that or do I have to mess with oculus settings?

sturdy coral
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I think you have to use the oculus debug tool

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mine's at: F:\Oculus\Support\oculus-diagnostics

sly elk
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okay, thanks

sturdy coral
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but it should be in that subfolder where ever it is installed

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you can also disable the proximity sensor there which helps for dev sometimes

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(may hurt now with home 2.0, haven't used things since that came out of beta)

sly elk
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wow, I wish I had known that before

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no more holding my finger over it while I look at blueprints

frigid kite
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@tired tree SetAbsolute did the trick πŸ‘Œ

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thanks!

sturdy coral
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hah, well there could be some truth to it

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screen door can cause false convergence at the wrong depth

mighty carbon
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ohh

frigid kite
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Definitely very interesting πŸ€”

dusky moon
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I would die for MR headsets only if their controllers were as good as Touch

frigid kite
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Maybe once the knuckles are out?

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I reckon they should be OpenVR compatible , right?

dusky moon
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oh well then that would be rad! I think so but not sure if the tracking system would be compatible tho

runic cedar
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Hi, how I can check FPS in the VR template?
Coz if I try console command with "stat FPS" I cannot see FPS in the headset.
I have 4.20.3 engine version.

frigid kite
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Dima, it's best to use the tools from steam / oculus to check HMD performance

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they give you an in-hmd overlay

runic cedar
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I have HTC vive

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where i can check it ?

frigid kite
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steam vr compositor > settings > developer > check "show gpu performance graph"

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you will also have an fps counter in the settings menu, in the bottom left

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which will tell you when reprojection kicks in

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Ugh, I'm struggling with the simplest thing, I can't get overlap events to fire when my pawn enters a triggerbox

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both are set to generate overlap events, the trigger is WorldStatic and ignores everything except Pawn which it overlaps, and the pawn is set to Pawn and ignores everything except WorldStatic, which it blocks

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and yet no overlaps are being fired

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the pawn is collision enabled, the trigger is query only

runic cedar
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@frigid kite Oh thanks i find it and add in the headset, but i cannot see fps i see MS and Hz

frigid kite
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yes, you want 11 ms or less

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that's your holy grail

runic cedar
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If you need collision you maybe need to add static mesh and add colision

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in the pawn

frigid kite
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yeah the pawn has a capsule collider as root

runic cedar
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for overlapping. I remember once doing the following.

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Yes 11 ms of less but i think that is fps like in show fps, but it's okay

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I did not even know what it was like to check in the steamVR

dusky moon
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On your trigger volume, OnEventBeginOverlap you cast to your pawn if it's valid and it should trigger if the collision setup is fine

frigid kite
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The problem is that ActorBeginOverlap is not even called

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It does work with another pawn though, but I can't see why

runic cedar
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Yes i tried also and get the same not overlapping :/

frigid kite
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Hmm

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The pawn that's not overlapping is the vr exp plugin pawn, but in principle it's also just a regular capsule collider moving around

main kelp
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Hello there !
I'm wondering here about "3D Stereo Spread" value.
If I understand well, it kinda represents the distance between ears.
But the default value, which is in world space, is 200 ! Which is far different from an average human distance ear to ear. Why is that so ? What is this value really meant for ?

runic cedar
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@frigid kite
I did it

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and capsule in the actor pawn

frigid kite
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Strange, I added the component begin overlap event listener to test this, and suddenly the regular ActorBeginOverlap start working as well

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πŸ€”

tired tree
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@frigid kite knuckles won't be compatible with WMR unless you also run lighthouses and align the two scenes

frigid kite
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Yeah indeed, forgot about that

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Anyone else ever have vive controller buttons suddenly stop triggering events?

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The left shoulder button has decided to strike :<

manic ledge
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Hey all, getting a strange issue with VR players spectating after travel.

In the main menu, the player can look off in a random direction just before travel (up for example), and then during travel they could end up looking forward, which then post travel, ends up with their camera/pawn tilted the same as pre-travel (absolute) so when they look forward with their HMD, their camera's forward direction it up in the air like it was pre-travel.

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This is for players joining a game WaitingToStart

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They are supposed to be spawning with a spectator pawn (setup like a standard VR pawn). The host is fine, they have the proper pawn, but the clients either are using the pawn, or more likely are not using the pawn and are in a really weird spectating position...

gleaming river
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Is there a simple way to detect if a HMD is on someones head? as in pause a game when you take the HMD off and restart when you put it back on?

frigid kite
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There's a HMDWornState node

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however, at least with the vive, it only sets itself to not worn if the hmd has been still for some time

sly elk
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similarly we have a toggle in wrench between vr and screen mode. At some point this stopped working well and like 50% of the time whne I launch the game it doesn't find the headset

gleaming river
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@frigid kite is that very similar to the GetIsHMDWorn in the VRExpansion functions?

frigid kite
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I wasn't aware of that one, I don't know if that one works more reliably

gleaming river
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I shall have a play and report back if one works better than the other πŸ˜„

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they both return the same options so i presume they are very similar if not the same

frigid kite
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ishmdworn returns a bool, no?

tired tree
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@gleaming river my function is a holdover from before the official one actually worked

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the official one was broken / missing for a long time

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I actually need to deprecate mine now that things have changed

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regardless, on vive it behaves like that because it doesn't have an actual sensor like rift and WMR

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so it has to assume on no motion for a period oftime

frigid kite
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So what does the little sensor on the vive do?

tired tree
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its a proximity sensor

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but its returned with motion influence unless you poll it like a button

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which ue4 doesn't do

frigid kite
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So if unreal polled it differently, it should have the same functionality as the rift

tired tree
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not really true "doesn't have one" I should say, as it "behaves differently"

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VREvent_TrackedDeviceUserInteractionEnded - The user hasn't triggered the proximity sensor in long enough that the system believes the HMD is no longer being worn. The timeout here is currently 10 seconds, but this could change.

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they are working off of that event

gloomy holly
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Hey guys, a question, i know that realtime lighting and shadow casting is expensive in VR.. what's the prefered solution for characters? Do we do shadow blobs and disable their shadow casting?

mighty carbon
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VR is knows for not having dynamic lights and shadows

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that's like a feature

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πŸ˜„

sturdy coral
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@frigid kite I've got proximity sensor working pretty well, there are several things to watch out for

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I need to put up a pull request, but the WMR steamvr driver recently broke support

frigid kite
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πŸ‘Œ

sturdy coral
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@frigid kite @dusky moon I'm using knuckles with WMR now btw, it works pretty well

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to align the tracking systems you only have to adjust position and yaw

tired tree
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@sturdy coral played around with the native WMR yet?

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I haven't had time

sturdy coral
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nah I haven't touched that

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they recently put out an update that improved clarity through steamvr a ton

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they were sampling the render buffer an extra time before or something and adding blur

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I would like to see how perf differs between native and steamvr, I'm not sure their native stuff even has ASW though, I think it is tied to their steamvr driver

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@tired tree ^

gloomy holly
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i assume that baked and static lights are no problem though

tired tree
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@sturdy coral how would it be tied to steamVR? SteamVR specifically disables interleaving since WMR uses its own

sturdy coral
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@tired tree I think steamvr's compositor disables interleaving but WMR's steamvr driver implements ASW

wicked oak
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@mighty carbon okay what the fuck kind of magic is that

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the only way i see it working is through pre-rendered 3d backgrounds/billboards/etc

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cryengine is MAD overkill on everything, its renderer is extremelly high cost

mighty carbon
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that's why I put "o.O" after my post @wicked oak πŸ˜ƒ

sly elk
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@gloomy holly My game has a dynamic lighting and shadows and runs without issue. It just depends on your content and how you set things up.

gloomy holly
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thanks Alec, i'm hitting a brick here while trying to create a rather big scene (due to client requirements)

sly elk
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If its a big world shadows are going to be expensive since you will need more than 1 cascade

gloomy holly
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i'm pending HLODs though, so maybe that could fixm y issues

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what do you mean by cascade? (sorry for being ignorant on that regard)

sly elk
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You could just do 1 cascade and fade out character shadows after like 20 feet

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Look up how cascading shadow maps work

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Unreal has a bunch of other shadow solutions for characters. I think capsule shadows work in VR

gloomy holly
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thanks a lot

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that keyword will help me quite a lot

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from the top of your head, how would you optimize a big map?

sly elk
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indoor or outdoor?

gloomy holly
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outdoor

granite jacinth
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Out of curiosity, has anyone messed with the Wave SDK before? (Or currently developing using it)

sturdy coral
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@real needle 2d UE gets directly written to the viewport in 2d as a rect, scaled and positioned according to GetOrthoProjection

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I think only the Oculus plugin implements GetOrthoProjection correctly

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it is better to use in-world UI via UWidgetComponent

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or use stereo layers, which lets the compositor construct a plane in 3d for your UI and can have more clarity

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but doesn't integrate with scene depth on steamvr right now (I think it does with the oculus plugin)

sturdy coral
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@real needle I believe the 2d ortho mode means it will get reprojected by the compositor and move the wrong way in a subtle way, there are ways to do head-locked ui with those stereo layers that will be correct with the compositor

mighty carbon
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any good? Ue4 support ?

pearl tangle
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nope never heard of them

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another similar 1 coming out i heard of that amazon is tied into so it all runs alexa

scenic slate
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Anybody else had problems with ComboBoxes? My Combos are working fine when playing in Editor, but when playing Packaged game, the boxes aren't opening in VR. I can see that it registers the "simulated mouse press"(using widget interactor), but dropdown won't open. I tried hardcode the values and still the same. When playing with MB+K it works

lament mesa
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Anyone knows how can I wrap a 360 image onto a sphere and show in UE ?

jaunty shell
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with this kind of illustration I expect it to only run 2D apps made with C#/C++

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think google glass

mighty carbon
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Looks can be deceiving @jaunty shell πŸ™‚

jaunty shell
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been burned too much by the previous AR goggles 😬

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but I'm curious about the practical display space

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I mean for simple stuff like notifications or guiding I'd get that

paper coral
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Hi, Does anyone know if it's possible to disable positional tracking for VR?

mighty carbon
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It's a perfect way to make people sick @paper coral

paper coral
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Haha yeah, It's to emulate the GO on our rift without having to recompile all our shaders.

mighty carbon
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Why not to get actual Go from Oculus?

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(They still give it to devs for free)

paper coral
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We have Go's in the office this is purely for quick testing between the two device without having to recompile shaders when swapping between standard Rift and the go.

mighty carbon
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Aye

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Unfortunately I don't know how to disable positional tracking

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There gotta be a BP node

jaunty shell
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@paper coral Are you Alan Yates evil twin brother ? πŸ€”

mighty carbon
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Haha

paper coral
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That's what i would have thought but can't find anything obvious

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Why do i have to be the evil one 😦

jaunty shell
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Cause Yates is a goood :p

digital vigil
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Anyone know of any cool things you can do in vr with blueprints?

tired tree
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@digital vigil cool? you can do just about anything you want with enough effort, that is a bit vauge

tired tree
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that picture hasn't aged well.....

paper coral
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@mighty carbon Thank you very much!

mighty carbon
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you have to use Oculus build though.. Launcher version of UE4 might not have those nodes.

paper coral
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Yeah, we've using the Oculus branch anyway for some other things anyway πŸ˜„

jaunty shell
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so you are the evil twin of Alan Yates in the end

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using oculus stuff instead of steamvr :p

paper coral
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Damn, You've figured me out

jaunty shell
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LogSteamVRController: Warning: Encountered unsupported device class of 5!

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what the frick

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console is spamming that warning

sturdy coral
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@scenic slate yes, disable fast widget path and it fixes it

sonic lake
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@paper coral You could uncheck Lock to HMD for your VR camera, get the rotations from the tracking sensors disregarding the translations, then apply them manually to the camera on tick. You loose Low Latency Updates but for testing purposes shouldn't be a big issue.

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Poor man's Oculus Go emulator. πŸ˜‰

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Or Rich man's, depending how you look at it.

mighty carbon
mighty carbon
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I don't get why these vendors insist on making inferior to Touch controllers 😦

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Something like Touch combined with Knuckles would be the perfect controller

tired tree
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@mighty carbon they aren't? they aren't offering their controllers yet, they plan on knuckles like ones

mighty carbon
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well, there are pics of what appears to be their controllers (could be old knuckles ?).

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also knuckles have analog stick in a weird location

sage gulch
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I really had hoped this latest revision they would put the dang thing in the middl

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middle

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it doesn't look like a huge offset but FFS, the stick has physical resistance, the trackwell does not..

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I guess it's harder to get people to subconsciously make an offset fist when grabbing though

tired tree
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its not a huge offset

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granted I have larger hands so its prob easier to get to the stick

stable dove
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I found the knuckles a little weird at first but when I started testing them out in our game I completely forgot about the offset. I feel as though I could use the touch pad and the thumb stick interchangeably. My only issue is that my thumb hits the thumbstick while Im using the track pad.

sage gulch
#

is the track pad just one axis now or still 2?

tired tree
#

its still two, but its hard to use as two

mighty carbon
#

damn 😦

sage gulch
#

'outside in'

#

patents are silly

sage gulch
#

March 10 2017

#

the radio relay almost exactly one year later

mighty carbon
#

maybe they wanted to keep it private ? Or no one cared until "Rift 2 is cancelled" article popped up ?

slim karma
#

I thought the Rift 2 was canceled 2 days ago πŸ€“

#

but yeah if the Rift 2 has eye tracking and is wireless it'll probably a day one buy for me

dusky moon
#

@sturdy coral wow that sounds like my dream vr setup ... Samsung Odyssey + Knuckles !

#

I should have my knuckles soon ... cant wait

granite jacinth
#

@mighty carbon For Go Dev, did you have to manually point to Codeworks?

#

nvm. looks like it should be auto-populating, but others complaining about the same issue.

deft moat
#

@dusky moon How did you go about ordering the knuckles?

granite jacinth
#

@deft moat dev request on Steam

#

@mighty carbon ue4 mobile god, where art thou

deft moat
#

I'm guessing they vet people before they send out a pair.

mighty carbon
#

wassup ?

granite jacinth
#

Epic seems to not know how to get Oculus Go packaged in 4.21, hoping you have some insight

#

I've tried 19-21-26

#

SDKs

mighty carbon
#

oh, I haven't packaged anything using 4.21 yet

#

and I don't use codeworks

granite jacinth
#

(26 is what they are telling me to use, but that shit don't work)

#

Ah, why not?

#

I'm newb to mobile dev, so it's whatever

mighty carbon
#

dunno, always used Android Studio

granite jacinth
#

I use docs to my advantage...

#

except all docs (both ue4 and oculus ones) are useless

#

Hm, I have Android Studio as well

#

Wonder if that's confusing something

#

@mighty carbon Well, if you ever get the chance to test a package in 4.21 let me know how it goes

#

Sigh, 4.19 settings definitely work

mighty carbon
#

oh, wait, 4.21 hasn't even come out yet

#

also, I use Oculus fork, not launcher version

granite jacinth
#

Aye, was testing it on preview

#

they don't have afork for 4.21

mighty carbon
#

@granite jacinth did you file report with Epic? I just saw someone on Oculus forum asking about the same issue with 4.21 previews.

granite jacinth
#

@mighty carbon Yeah I did. Have had a back and forth with them. But their solutions...well, don't work

mighty carbon
#

got a link to that back and forth by chance ?

#

for other folks to chime in into the thread @granite jacinth

granite jacinth
#

@mighty carbon my email

#

then it's me basically telling him in like 10 different emails (with 10 different configurations to test) that it doesn't work

#

21 works in 4.19

#

doesn't seem to work in 4.21, neither does 26

glossy agate
#

@granite jacinth what are you building for Go? Have one coming to my house in a couple hours.

granite jacinth
#

@glossy agate Nice πŸ˜ƒ

#

A little something something

#

Also, preparing for Vive Focus

#

So, more of a means to an end right now

glossy agate
#

Ah nice! Well lmk if you need someone to do extra testing on it.

wicked oak
#

@granite jacinth vive focus is kind of absolute dogshit

#

are you planning to use it as a stepping stone to Quest

#

?

granite jacinth
#

@wicked oak yup

wicked oak
#

it uses its own sdk

granite jacinth
#

Getting a kit

#

Wave SDK

wicked oak
#

perf is lower than actual quest

granite jacinth
#

Doesn't matter

#

same specs

#

Will be very helpful

wicked oak
#

what about the 6dof hands?

granite jacinth
#

So I can then transition over to Quest

wicked oak
#

i have one, its just so fucking terrible holy shit

#

but i dont have hand controllers

granite jacinth
#

So basically..I'm over here... Go, waiting for Focus, just so I am ready for Quest

#

It's kinda ridiculous but, w/e

glossy agate
#

I thought for quest they were telling people to build for oculus then it’s easier to downgrade for quest? Think I ready that in the oculus start email yesterday.

granite jacinth
#

@wicked oak Yeah, I'm getting the 3DOF ones first, and when 6DOF are ready for devs, I'll be getting those as well

#

"soon"

mighty carbon
#

Rift is only to test with 6DoF controllers. You should really build for Go.

wicked oak
#

the 3dof one is 100% worthless

granite jacinth
#

Well, it's like Go right?

wicked oak
#

worse

granite jacinth
#

I don't think Go is worthless

#

@mighty carbon You are correct

#

Anyone building for Rift and hoping to downgrade...optimize for Quest...lol

#

Probably already way over budget and might take another 6-12 months to do

wicked oak
#

you want to port dem zombies to Quest?

granite jacinth
#

Nah, you build for mobile first, if you want to hit Quest at a decent time

#

I don't know. Depends on a few things.

wicked oak
#

porting zombies to quest will be near-impossible

granite jacinth
#

If I kept that art style yea

tired tree
#

if you keep the gameplay code too

#

pretty heavy on CPU for that

granite jacinth
#

I wouldn't

wicked oak
#

biggest issue is drawcall count

#

ue4 sucks so hard for this

#

becouse it cant batch

#

unity can

#

it merges static meshes that share the same material if it can

#

tho, you can do it manually

#

with actor merge tool

mighty carbon
#

lol, how is this even possible with UE4 not batching ?!

#

in some regards it feels like stone age - even Quake 1 was batching

wicked oak
#

lmao what

#

quake 1 did not batch anything

#

quake 1 was a SOFTWARE renderer

#

and when it got gl support, it used glTriangles, and did the triangles individually

mighty carbon
#

GLQuake

#

Doom 3 batched for sure

wicked oak
#

it didnt

mighty carbon
wicked oak
#

couse it didnt need to, at all

#

doom3 had very good culling, so it barely had a few meshes to draw

mighty carbon
#

lol, Doom 3 did.. I spoke to rendering people who worked on Doom 3

wicked oak
#

also forward renderer, so it had to render each mesh a bunch of times

#

the renderer is public...

mighty carbon
#

so? maybe you aren't reading the code right

wicked oak
#

what are you calling batching?

mighty carbon
#

It batched surfaces with the same materials into one surface

wicked oak
#

unity static batching grabs MULTIPLE different mesh-renderers, and merges them

mighty carbon
#

yeh, same thing

#

as long as meshes had the same material in Doom 3, they were batched

#

I was under impression UE4 does the same thing

tired tree
#

ue4 solution to it is baked mesh merging

#

and instanced meshes

#

for the bandwidth reduction

frigid kite
#

Unity's batching system is also not perfect

#

I believe lightmapping breaks it, because it then uses different textures (if the objcets are on different atlases at least)

#

And for dynamic batching, only very low vertex count meshes are supported

#

Still, it's very nice if it works, I was so surprised when I learned that Unreal didn't automatically batch static objects using the same mesh and material

#

And that "instanced materials" are really just a poorly chosen name

#

Did you see the new FPS demo, and the new GPU particle system video Unity released yesterday?

#

They're finally catching up, the new stuff looks good

#

But Unreal's framework and interface just make it so much nicer to work with still

mighty carbon
#

I wish Niagara already worked on mobile

frigid kite
#

I think it's because compute shaders aren't available on most mobile devices

mighty carbon
#

I wonder if 821 and 835 Qualcomm SoC support compute shaders - if they do, that's all Niagara needs to support on mobile πŸ˜‰

mighty carbon
tacit shore
#

How I wish Vive was cheaper

mighty carbon
#

why? get Rift

tacit shore
#

Can it integrate easily with Unreal?

#

Same price, damn

#

I know it's not the same thing, but it would be cool to do, specially with controls like move

mighty carbon
#

@tacit shore how is it the same price ? 399 Rift and 499 Vive (and it doesn't come with headphones)

tacit shore
#

7k

mighty carbon
#

and yes, integrated well with UE4

tacit shore
#

Both of them are 7k BRL here.

mighty carbon
#

oh well

tacit shore
#

Yeah, I hate my country

mighty carbon
#

get Oculus Go maybe ?

tacit shore
#

I have a VR-like thing here, it's a Shinecon V4

#

those that require a good phone to use

#

That's why I wanted to use UE4 with Adreno 505(my phone's GPU)

mighty carbon
#

Go doesn't need any phone and is like the top mobile VR right now

tacit shore
#

Same price as PSVR here

mighty carbon
#

It has 821 SoC

#

yeah, but you can't just dev for PSVR

tacit shore
#

I know

#

R$ 1.799,10

#

R$ is BRL

#

Or Brazilian Real

mighty carbon
#

or you could make a cool prototype using UE4, register for Oculus Start program, show it to Oculus and they maybe would send you free Go/Rift

tacit shore
#

Nice idea

#

Would love to get a Rift

#

Even though I would like to use my Shinecon with my phone, if UE4 were compatible with its GPU

#

It's kinda cool

#

I hoped the engine would work, but I read somewhere it wasn't compatible with Adreno 505

tacit shore
#

looked up the Oculus Start, you have to have published a VR project before getting on the program

cosmic shoal
#

Funny we just got a mail from oculus that our Rift is on the way (grade B refurbished, what ever that means)

#

a hoodie, a glass of wiskey and other random stuff

#

We do have a vr app published on the iphone app store tho.

#

So we will now have a Vive, 2 WMR headsets and an a Rift.

wicked oak
#

@cosmic shoal my case is a lot more hilarious

#

they had a mistake, so when they sent me Touch devkits, they sent me 2 packs

#

at the time, they were sending 2 oculus +2 sets of touch to people

#

but due to the mistake, they sent me 4 oculus + touch

cosmic shoal
#

heh

wicked oak
#

and now on the oculus start

#

they did the same

#

so now i have 3 oculus go, and 6 oculus + touch

#

and 2 hoodies

cosmic shoal
#

send us a go, we don't have one πŸ˜›

#

just to complete the collection

#

are they collecting dust or did you get rid of them?

wicked oak
#

bunch of em collecting dust becouse i dont have 6 heads

#

but i did send some to people

#

i use them for multiplayer testing

cosmic shoal
#

I wonder if there is any good LAN multiplayer vr game, we could set up a 4 man thing here.

fossil sky
#

Why both hands look like right hand πŸ™ˆ, anyone experienced such thing

frigid kite
#

I'm looking at my hands right now, and now that you mention it, it does look like I have two right hands

#

I might need to see a doctor about this

fossil sky
#

Ok come back to me please, I need my left hand

mighty carbon
#

Maybe you need to multiply scale of left hand mesh on one of the axes by -1 ?

tired tree
#

waaaay better to have two seperate models

sonic lake
#

@fossil sky This is what the VR template does anyway. There is only a right hand and the left hand is just a mirrored version of it. When BP_MotionController is spawned, the left instance is mirrored.

tired tree
#

that -1 axis change screws over bounds calculations on skeletal meshes really badly

#

it might not matter at first, but have seen a lot of people run into wanting to use the hand mesh for something and the messed up bounds and calculations breaking things

fossil sky
#

I tried to scale the Z axis to -1 but it did not work

#

I have a show room, and it does not make sense that the customer will see two right hands hehe, they will run away

#

and I am using this to trigger a widget, but it is disabling the grab function, When I remove it the grab function works fine

sonic lake
#

@fossil sky Can you show the hand mesh? Maybe the Z axis is not the right one to mirror.

fossil sky
mighty carbon
sonic lake
#

@fossil sky What I meant is that your hand mesh may require mirroring around a different axis than Z, depending on its orientation. Did you try with X and Y as well?

fossil sky
#

I tried them all, Nothing has happened

tired tree
#

then it sounds like either that node isn't running or you are looking at the wrong mesh

#

because something would have happened

fossil sky
#

I tried to give it a positive value like 2, and this amplified the size of the hand

#

but I couldn't reverse the direction of the hand

mighty carbon
#

if only some of it would go into VR

sturdy coral
#

hmm, maybe they issued non-voting shares?

#

I think sweeney and rein owned 51% up until now so any new stock would potentially make them lose control otherwise

mighty carbon
#

but if they hold 51%, not matter what as long as they hold 51% they still going to have control

tacit shore
#

how lucky you guys are

wicked oak
#

but why?

#

arent they making mad amounts of profit through fortnite

#

why would they sell more of the company?

tacit shore
#

First time I heard that too

#

Thought they were racking in millions due to cashnite

granite jacinth
#

@wicked oak Maybe it's not all that they have made it out to be

#

Also, we don't know exactly the terms of what tencent gets

wicked oak
#

they might have wanted to do that becouse they only sold like 10% or whatever and got a megafuckton of cash

#

thanks to all the hype

granite jacinth
#

So, to "keep Epic Games afloat" they may need to do other things

tired tree
#

tencent doesn't own enough to float the majority of Epics cash

glossy agate
#

If you can get more investment money take it. Especially if they are looking to completely dominate the space. Gotta get to the point where nobody else can even enter that market. All that money helps.

#

Plus it gives you runway to operate at a loss if needed to undercut and put competitors out of business.

wicked oak
#

render graph tho

#

once thats implemented

#

its basically ue5

glossy agate
#

I had pretty low expectations for the Go, but that thing is actually really nice! Graphics are way better than I thought. Just gets super super hot.

tacit shore
#

Damn, guys

granite jacinth
#

@glossy agate aye, ti's nice

#

@wicked oak what render graph?

wicked oak
#

@granite jacinth from the 80.lv leaked roadmap

#

they have 2 planned upgrades to the rendering

#

the first is to handle gpu drawing better, that is a straight perf upgrade (and allows funky shit like automated instancing)

#

the second is render graph

#

render graph would re-structure the rendering of unreal into a series of passes

#

each pass with input and output targets

#

the idea is that the graph system makes sure to connect stuff together in an effective way

#

to use memory really well

#

for example, no more "gbuffer 1/2/3/4" bullshit

#

the system deals with that

#

the programmer just asks for "scene color" texture in their pass

#

it also allows async compute passes

#

but, the main thing

#

it would allow plugin rendering upgrades

#

imagine VXGI being a plugin, not an engine upgrade

#

and it simplifies rendering code MASSIVELY

runic cedar
#

New car project

sturdy coral
#

@mighty carbon not if they raise money in a normal investment round, issuing equity normally dilutes existing investors

#

but sometimes it can be done as a different class of shares that don't have any voting rights

sage gulch
#

or something silly like holding shares in a fund, splitting them, and selling a portion

wicked oak
#

uhm there is very active development about the render graph in github

#

a lot of the recent dev-renderer comits about that

mighty carbon
#

I want mobile Vulkan πŸ˜†

tacit shore
#

Adreno 505 does have Vulkan 1 support

mighty carbon
#

On Go/Quest/Rift

tacit shore
#

oh

subtle raft
#

I'll ask this here too Dumb question, how should I make Stereo Layer UMG templates? Templates I can use to customize text and colors in world without having to make a unique BP for each type of interactable

glossy agate
#

@subtle raft you can just use β€˜set text’ node tied to any text variable.

subtle raft
#

in the Widget BP right? How would I do that through the Stereo BP though

glossy agate
#

You have to create a reference for the widget in the the bp so you can pass in the request

subtle raft
glossy agate
#

Yeah that should get you in the right direction. Should be able to call events on the widget through that

subtle raft
#

I would want to set the class widget right? but I don't think that's possible

glossy agate
#

Should already be set if you added which one you wanted to that widget component

subtle raft
#

I'm wanting to be able to use this one BP and swap out the widget class it uses

#

per world instance

#

or just set the UMG text per-instance

#

I was able to set the text, but I think the UMG happens last so it always set it back to whatever the text is set in the UMG Widget

#

like if I bound an event to the BPs construction script and sent that over to the Widget Blueprint it would change the text but immediately change it back

#

maybe Im just trying to do something dumb

#

should I just make different BPs for each UI object

glossy agate
#

You can just make a bunch of children off the master and just spawn the one you want when it’s needed.

subtle raft
#

alright, Ill do that

#

thanks

tacit shore
#

Found a cheaper alternative for VR, Windows Mixed Reality. 60% cheaper than Rift.

tacit shore
#

There is something wrong with the SteamVR performance

#

Kept 100 FPS 90% of the time during the test, and the windows says <50% of the time above 90FPS?

#

Tested side by side on Phase Shift and it didn't even go below 120FPS

bleak osprey
#

Hey quick question, I have a game on steam at the moment in VR and every time somebody exits steamvr needs to be restarted in order to reopen the game. Any ideas how to tackle this? My online search has yielded nothing but seeing others with the same problem.

subtle raft
#

how should I move my stereo widget OnClicked? How should I communicate with the WidgetBlueprint to the StereoWidget Blueprint?

subtle raft
#

ok... OnClicked(Widget) works now after I enabled Click Events on a custom playercvontroller

sturdy coral
#

@bleak osprey I don't have a fix, but I've seen it too on my stuff and other ue4 stuff on steam

#

it doesn't always happen

bleak osprey
#

Perhaps it’s because my project is mostly blueprints I may convert and see if the result is the same. Thanks for the response πŸ˜€

daring pasture
#

Anyway to get comboboxes working on 3d Widgets? Editor is fine but standalone they are not working. Tried disabling fast path, but still not working.

mighty carbon
sturdy coral
#

@daring pasture how did you disable widget fast path, paste code

#

works for me and fixes the combobox problem

#

I set it in code with PC->ConsoleCommand(TEXT("Slate.EnableFastWidgetPath 0"));, I can't remember but setting it in ini might not be enough

#

I think it might enable itself again when not GIsEditor

#

if you don't do it on the command some time after startup, I think I do it on first tick

#

yeah I mention there ^ it sets itself again if you don't do it after startup

daring pasture
#

Thanks, I'll try running it in command and see if that works. Was just doing it in ini so that is probably the issue.

daring pasture
#

Setting it to run on first tick fixed it, thank you!

subtle raft
#

anyone have any idea why glancing angles with a Widget Interaction isn't activating a widget component's OnClicked?

sturdy coral
#

@subtle raft are you using cylinder geometry on the component?

subtle raft
#

no

sturdy coral
#

they implement the trace wrong on that

#

(cylinder)

subtle raft
#

it's a stereo widget

#

plane

#

it works at like 30 degree angles

#

but any more than that it doesn't click

#

but it still hovers

sturdy coral
#

you are using ue4 or a plugin?

subtle raft
#

ue4

sturdy coral
#

what is a stereo widget?

subtle raft
#

for VR

#

a widget BP RTed onto a stereolayer

sturdy coral
#

hmm, can't think of anything that would be causing it

subtle raft
#

it's weird that the onhover works always

#

just the onclicked isn't

sturdy coral
#

add a breakpoint and then compare all the calls for click at the two different angles

subtle raft
#

the thing is the character won't be able to hit the button at these angles anyways, I just wanted ot figure it out if I ever did need to know

#

I've already spent like 4 hours trying to fix it :\

sturdy coral
#

I would add a breakpoint to UWidgetInteractionComponent::PressPointerKey and see what happens in there

#

write down the call chain that happens afterwards in notepad and compare between the two angles

subtle raft
#

how do I do that

sturdy coral
#

in visual studio you just click in the left margin of the line where you want the breakpoint

subtle raft
#

can I do it in BP?

sturdy coral
#

you won't be able to see the internals of what it is doing wrong in BP

#

KeyNone would be wrong though

#

turn on debug draw too on the interaction component if you haven't tried that, that may help diagnose a bit

#

@subtle raft I'm not sure what the "parabola" distortion mentioned here is, and why they only apply it to Y and not X:


void UWidgetComponent::GetLocalHitLocation(FVector WorldHitLocation, FVector2D& OutLocalWidgetHitLocation) const
{
    ensureMsgf(GeometryMode == EWidgetGeometryMode::Plane, TEXT("Method does not support non-planar widgets."));

    // Find the hit location on the component
    FVector ComponentHitLocation = GetComponentTransform().InverseTransformPosition(WorldHitLocation);

    // Convert the 3D position of component space, into the 2D equivalent
    OutLocalWidgetHitLocation = FVector2D(-ComponentHitLocation.Y, -ComponentHitLocation.Z);

    // Offset the position by the pivot to get the position in widget space.
    OutLocalWidgetHitLocation.X += CurrentDrawSize.X * Pivot.X;
    OutLocalWidgetHitLocation.Y += CurrentDrawSize.Y * Pivot.Y;

    // Apply the parabola distortion
    FVector2D NormalizedLocation = OutLocalWidgetHitLocation / CurrentDrawSize;

    OutLocalWidgetHitLocation.Y = CurrentDrawSize.Y * NormalizedLocation.Y;
}```
subtle raft
#

hmm Im trying to add a box collision to just get it working, but Im doing somethign wrong

#

where do I even put this code

sturdy coral
#

was added in May:

Author: Nick Darnell <Nick.Darnell@epicgames.com>
Date:   Tue May 26 15:32:32 2015 -0400

    UMG - Adding a parabolic distortion option for widget components.

    [CL 2565502 by Nick Darnell in Main branch]```
subtle raft
#

in the WidgetInteractionComponent Class?

#

does that mean it creates a sphere for the collision?

sturdy coral
#

ah the parabola distortion seems to be something you apply to the material itself.. then the hit trace ends up reading a value that comes from the material instance... somewhat convoluted

subtle raft
#

whats a parabola in this instance mean

sturdy coral
#

seems to be some sort of distortion effect in the shader, probably parallax

#

seems similar to the cylinder stuff

#

it actually doesn't read the value from the parameter to use, it reads it to see if it has changed against a uproperty version and needs to set it

#

it is strange though, in his commit WidgetComponent has a ParabolaDistortion UPROPERTY in the header, but in 4.20 it is gone.

subtle raft
#

hmm

#

so could this be a bug...

sturdy coral
#

@eternal nexus ^ seems like the change might not have been fully backed out for UWidgetComponent::ParabolaDistortion?

subtle raft
sturdy coral
#

I don't know if that is an actual bug though or that normalized thing ends up being right, but looks like some remenants of ParabolaDistortion are there but not everything

subtle raft
#

so here's what I'm working with

#

in this Im basically constantly clicking

#

and when it clicks it should be moving back and coming forward everytime

#

and as you can see the onhover always works

sturdy coral
#

is this in vr or with the mouse?

subtle raft
#

and actually this is an issue because even head on the button sometiems doesnt work

#

this is FOR VR, but atm I'm jsut using my mouse

#

I have the stereo layer disabled

sturdy coral
#

k, I've just noticed it being off one time with the mouse when attaching an interactor to the camera, it was skewed from the crosshair somehow

#

so you see this regardless of the stereo layer thing you are using

#

even if you turn off the stereo layer in VR and show the widgetcomponent instead?

subtle raft
#

I havent tested it with the stereo layer enabled, but the stereolayer has no collision

#

right now it's bascially just set to display the widget as a widgetcomponent and not projected into the rendertarget

#

just for testing and so I dont have to use my HMD constantly

#

but when it's run for real the widget is hidden with a material and sent to the stereolayer but still interactable

#

but stereolayers only show in the HMD so I set that up

#

but I'll gut the thing up and just have the elements I need in it

#

if I just make a version with just the widget component in it it still doesn't click right

sturdy coral
#

it looks like that parabola stuff is wrong scales both X and Y by currentdrawsize, then divides by it for both components, (removed parabola math not present in 4.20), then multiplies by it again but only for Y instead of for X and Y

subtle raft
#

should I copy/paste the 4.19 code in

#

but that would prolly break other stuff

#

as a cylinder

#

this is what you were talking about before with the cylinder right

sturdy coral
#

hmm 4.19 wouldn't be enough, that commit came may 2015

#

I'm not sure when it was backed out

subtle raft
#

(without the audio xD)

sturdy coral
#

I'm trying to remember the exact cylinder problem

subtle raft
#

Im gonna try this in 4.19

sturdy coral
#

cylinder is separate from this parabola stuff

#

looks like what I have in my code for where cylinder goes wrong is this:


            // NOTE: with cylinder widgets, hit.Distance is wrong.  UWidgetComponent adjusts Hit.ImpactPoint
            // after first tracing against the plane but fails to update Hit.Distance, so we recompute from
            // TraceStart and ImpactPoint.

[...]
                        FVector NewWorldScale = MC_##HAND##_Laser->GetComponentScale(); \
                        NewWorldScale.X = FMath::Max(FVector::Dist(Hit.TraceStart, Hit.ImpactPoint), .0001f); \
#

so I think it still goes to the right place for interacting with the widget, but it returns the wrong distance, which I was using to render a laser pointer

wicked oak
#

at the end i wont be able to push the DWVR 120 fps update

#

fukc

#

damn QA reviews and patching system

#

gotta have to wait till im setup properly in amsterdam and can bring the devkit there

subtle raft
#

I think I figured it out

#

I failed to make notice of the "Press Pointer Key" implementation

#

and the onclick I did make was set to the widgetcomponent and not for the widgetBP

#

@sturdy coral thanks for the help though

sturdy coral
#

@subtle raft why was it angle dependent?

subtle raft
#

I have no idea

#

about that still

#

but it was just because I was implementing the interaction wrong

#

you're not meant to click on widgetcomponents to fire an event

#

and thats why the hover worked but not the click

#

the hover was firing in the widgetBP and my onclicked was firing and implemented in the widgetcomponent

#

what a relief though

sturdy coral
#

@subtle raft not sure what you mean "you're not meant to click on widgetcomponents"?

subtle raft
#

or you're not meant to use the On Clicked events on widget components?

#

this thing

sturdy coral
#

oh

subtle raft
#

it apparently just doesn't work right

#

at least not with the Widget Interaction component

#

which is kinda funny since by name you'd think that would work 🀷

tired tree
#

@sturdy coral just finished the skeletal replication btw, had it on the back burner

#

around 64 bytes avg a send

#

so..its not cheap

sturdy coral
#

@tired tree per hand or for both?

tired tree
#

@sturdy coral per hand

#

I likely will end up self compressing it anyway, due to the decompression function not being available on other platforms for cross platform

sturdy coral
#

@tired tree was that with position too or just the hand animation itself?

tired tree
#

included mesh deformation

#

so if they unchecked that option and I am self compressing I could just drop all locations out

#

the compressed buffer comes with some artifacts too, so i am still on the local end getting the full list and using it locally

#

which is the reason it was back buffered, first try with the compressed data when i got my EV2's had massive artifacts

#

they are very small now after a few steamVR updates

mighty carbon
#

@granite jacinth UE 4.21p3 Oculus integration is up on Oculus github.. I haven't tried it, but let us know if it works for you

sturdy coral
#

I've been looking at adding a few things to unreal's networking, like peek-ahead for reliable RPCs so you can put redundant data in them and fill in for missed ones until they arrive

#

@tired tree ^

tired tree
#

mmm

#

doesn't unity have that?

sturdy coral
#

not sure, there was an alternative to tcp that did

#

if it is message based instead of stream based you can get away with a lot more

tired tree
#

yeah i remember reading about the concept before

sturdy coral
#

they still target some platforms like web and stuff I guess where it just would never be able to peek ahead because it goes over TCP

#

unless you send over multiple sockets

tired tree
#

well the sending cost isn't all "that" high for steams skeletal transforms when you rate limit it and lerp between updates

#

10 htz is likely fine

sturdy coral
#

yeah you could also make exceptions for the rate limit for fast changes

tired tree
#

i have gesture detection

#

could merge that in

#

on a new gesture send an instant update

#

ect

sturdy coral
#

@tired tree since they derive the pose from curl floats, a few cap sense bools, and some trigger/joystick/touchpad axises, it feels like they should just decimate those and reconstruct pose from them

#

since it is an opaque compression/decompression thing, they could still do the generic thing for leap motion or whatever

#

I guess every client would ahve to know about every driver for other drivers to be on a fair playing field

tired tree
#

yeah

#

which is the issue i am having with rifts and not running the steamvr runtime

#

which is why i will have to self compress

subtle raft
#

I'm getting Stereo Layers stuck in my Vive after I close the VR Preview

#

stereo layer elements stuck in the SteamVR Home

runic cedar
#

Hi, I want to create camera animation in the VR like rotate my camera for two seconds for the right side. How can I make that?

#

Like in the matine

#

coz if i try move camera in the VR i got lags and it's not great in the VR headset

#

maybe with matine ?

frigid kite
#

You really shouldn't do that

#

Rotating the player's head is very discomforting, prone to cause nausea

runic cedar
#

but if i rotate actor it's not rotate :/

frigid kite
#

Just don't smoothly rotate the player's point of view at all

runic cedar
#

That is from vr camera ?

tawdry dragon
#

Anyone here had any luck using vive motioncontrollers/trackers without hmd and without running UE4 in VR mode?

#

I really only want the tracking information from 1 tracker, and have a normal UI thats clickable(which is not possible when running UE4 in VR mode)

tawdry dragon
#

Hmmm okay, so that would require my own initialization of OpenVR right?

#

the SDK should be included in stock UE4

#

(I'm not the best C++ programmer)

violet musk
#

Anybody know how to get that new "Manage Trackers" menu to work? I have 11 trackers and just "6,5" fit into the menu... the rest I can't access.

jaunty shell
#

any devs here used the StereoLabs ZED camera ? For VR/AR or photogrammetry

fossil sky
#

Hello, I Have a show room and I want the users to switch between a night and day mood, any Idea on how to do this ?

jaunty shell
#

@fossil sky this is more of a #graphics question

sturdy coral
#

@tawdry dragon I think you can leave things as a scene application and just not enable vr/stereo, and still get at the controllers

tawdry dragon
#

Thanks for the inputs, I’ll have a look

sturdy coral
#

fast point cloud rendering:

#
    "Description" : "An efficient way to render point cloud data that is generated by AR devices",```
#

not sure if it supports normals like splatting

split steeple
#

Heya folks! Cobbled together a demo level with my WIP UE4 Knuckles Livelink & Action Binding support:

https://youtu.be/DDu5W_b88N0

Hope it's useful for those with early access to the Knuckles controllers. Full source to come next (coming from a trip and want to refactor)

Download the project at GitHub: https://github.com/1runeberg/SunRock More info & support at: https://bit.ly/2RofZHn Overview of the features of the SteamVR K...

β–Ά Play video
odd garnet
#

Any suggestions for VR emotes?

split steeple
#

Shinbi two hand "peace".... rocker#s peace symbol, i guess flipping seems popular too so try throuwing that in there πŸ˜ƒ

#

my personal fave would be Vulcan salute

elfin yoke
#

What's the best way to reduce drawcalls for mobile VR? Let's say I have multiple materials on one static mesh. Is there an "easy" way to merge them?

Bake Materials and Merge Actor supposedly are able to do this, but both give horrendous output (especially when materials are different types, i.e. one opaque, one translucent)

Otherwise, is the best (and maybe only) solution to just export all materials and create an Atlas and reimport?

lost dome
#

@elfin yoke

#

they still use those funcs, bake and merge actor, but in a single ui.

violet musk
#

Somebody else having the problem of Vive trackers being 1-2 cm offset?

fossil sky
#

Hello, How can I create (or enable the red line laser pointer, if it is already built in ), So I can use it instead of the hand itself to trigger/overlap trigger boxes.... etc ?

frigid kite
#

It's all just regular blueprint work, really

#

Attach a collider to the motion controller, execute a line trace every tick, place the collider at the trace's hit point

#

Check if the collider is overlapping anything or listen to its overlap event, and handle your game logic there

#

The laser is just a cilinder that's stretched to the length of the line trace

frigid kite
#

You don't actually need the collider component, you could also just do overlap tests directly

jaunty shell
#

anyone using ARCore around here ?

#

I've finished setting up the SDK and building the AR template, but when running on my note 8 (android 8) the cam stays black :[

#

I've authorized the camera in the app config too

mighty carbon
#

cool stuff

jaunty shell
#

@mighty carbon will report back asap, we ordered a mini and a normal one πŸ˜ƒ

mighty carbon
#

Well, I wish someone made it using Rift and ZED Mini, not Vive πŸ˜ƒ

#

$500 o.O

jaunty shell
#

yeah

#

quite the price

#

although for research its nothing

mighty carbon
#

4.21 preview 4 is out

jaunty shell
#

pff

#

they did fix the bug I reported with the multi user template for studio

#

but no Revit plugin yet 😒

#

"Scene Depth Buffer corruption with VR on AMD GPUs"

#

thats misc af

runic cedar
#

And they are not fixed AR rotate bug on android with maps changes

mighty carbon
jaunty shell
#

@runic cedar oh you've done AR on android ?

#

tell me, did you get any black camera problem ? πŸ˜…

runic cedar
#

I just remade simple Ar project

jaunty shell
#

using the AR template ?

runic cedar
#

on the ios fine but on the android Ar rotated camera bug

#

yes

jaunty shell
#

what phone ?

#

for android

runic cedar
#

pixel

#

but it's on any android

#

Ar rotated bug on changes map

jaunty shell
#

well at least you're able to build it and make it "work"

#

all I get is this

runic cedar
#

Oh yes

#

shure

jaunty shell
#

I've switched the cam to be accessible by the app

runic cedar
#

you cannot launch for all devices

jaunty shell
#

really ?

#

not all ARCore compatible devices are compatible in the end ? 😦

runic cedar
#

it's not working like that yes w8 i will link you

jaunty shell
#

I'm running it on a note 8 :/

#

that's in the list

runic cedar
#

Hmm

#

Do you have ARCore application?

jaunty shell
#

I do yeah

#

from the store

runic cedar
#

try restart phone

jaunty shell
#

true, doing it rn

#

also gonna try on my work phone, a 2017 A5

#

nope still nothing

#

"Start AR Session Failed"

runic cedar
#

:/

#

maybe not last engine version ? Is it 4.20.3 ?

jaunty shell
#

yup

#

4.21 preview cant build it anyways

#

no clue why

#

it might be my project settings

#

but I have no clue what to change

#

never done any android stuff on UE before

violet musk
#

gotta build it from source tho

jaunty shell
#

gotta do some cleanup on the workstation, but I'll give it a go tomorrow, thanks @violet musk πŸ˜ƒ

mighty carbon
#

Thursday stream is shaping up to be interesting

frigid kite
#

@tired tree Is is possible to use AddForce on the VR movement reference?

#

Do I need to set something else for it to work?

#

(bearing in mind that I've never used AddForce on any character movement before)

#

Nevermind, I guess all I needed was a high enough value

jaunty shell
#

@violet musk getting an appcrash with that branch 😒

violet musk
#

@jaunty shell Are you sure your android stuff is setup correctly?

#

maybe OpenGL?

#

You're using the sample project for ARCore 1.4?

#

If you upload me your old project with the camera problem I can see if I have the same issue

#

Unsure if I wanna go through the hassle of setting up ARCore 1.4 on this machine tho :9

jaunty shell
#

@violet musk yeah, everything is setup correctly, and I've had the project setup for 1.4 on the launcher branch, 1.5 with the ARCore Branch

#

it runs with 1.4, just that... I have no camera output at all

#

I can send the APK to you if you want

#

tried to debug with adb, but my console gets cluttered with all the unimportant android stuff and its a pita to read through T_T

#

do you compile with Gradle or Ant BTW ? I had to use ant since even after accepting the SDK license the editor would fail to build

runic cedar
#

Hi, how can I smooth rotate my camera actor with lerp?

#

relative location for camera not working in VR

#

but camera rotation move on debug

#

If i try rotate camera in relative location nothing happens

tired tree
#

@runic cedar you have bLockToHMD as true, so the camera sets its own relative location every tick to the HMDs orientation / position

runic cedar
#

@tired tree Where is HMD to block ?

#

in the player vr pawn ?

#

and where it's set position, and i can block it for a moves

jaunty shell
#

finally @violet musk , found the solution

#

I had to force the installation of the Gradle SDK

tired tree
#

@runic cedar its in c++, the boolean is setting in the properties for the camera, however I really suggest that you NOT turn it off, if you want to force the camera into a different position then move the actor / root it is anchored too instead

jaunty shell
runic cedar
#

@tired tree okay i try, yes i can rotate actor

#

It's hard to smooth rotate camera in VR :/

tired tree
#

you'll have to offset the rotation using the cameras location as a pivot point

solar loom
#

Hi, does anyone know where the VR motioncontroller triggers are handled in the engine code? I'm looking for a way to keep them working, even when the game window is not active. Or would this be more a question for the C++ channel?

runic cedar
#

@tired tree
i did it but not very accurate but it's okay

#

i made camera rotation - rotation from lerp to the 0 0 0

tired tree
#

ummm, that isn't what I meant...if you are in roomscale you need to offset the rotation by using the HMD as a pivot point

runic cedar
#

get orientation and position node ?

#

it's mb for VR if you that mean

tired tree
#

you can drive it off of the camera loc as well

#

either one works

runic cedar
#

@tired tree
yes, but now I'm happy πŸ˜ƒ Thank you so much

tired tree
#

@solar loom if (FApp::UseVRFocus() && !FApp::HasVRFocus())
{
return; // do not proceed if the app uses VR focus but doesn't have it
}

// Poll game device states and send new events
XInput->SendControllerEvents();
#

in PollGameDeviceState in the Application sub class

solar loom
#

@tired tree Super! Thanks! I'll check it out.

tired tree
#

pretty sure only WMR and Rift uses that setting though

solar loom
#

So that would mean other HMD's would send controller events?

tired tree
#

i didn't look too deeply into it, but SteamVR isn't setting that var

runic cedar
#

@tired tree You are a strong developer)

solar loom
#

@tired tree and for anyone who wants to know, as far as I can see in the plugins only Oculus is using the FApp::SetUseVRFocus(true) . Unfortunately I don't see a way to override that.

tired tree
#

in 4.21 WMR native does as well

solar loom
#

Ah ok, thanks for the heads up. I'm still working with 4.20

mighty carbon
#

btw, I am wondering if there is still a spinning ring present when loading UE4 app on Go. It was there in 4.16 and it was essential for Gear VR app submission process as UE4 couldn't fulfill 4 sec time frame on initial run.

granite jacinth
#

?

#

I'll load one of my prototypes up real quick

#

oops, guess I left it running for a few days

#

BTW, there's this new stat UNIT measurements

#

Given

#

But it doesn't always happen in 4.21

#

RHIT

#

Mem

#

Draws

#

Prims

#

Super useful, need to check if that's in non-mobile vr as well

#

@mighty carbon No ring, took around 5 Mississippis

#

(but this is a dev build, so ship build could...should be faster)

mighty carbon
#

hmm.. I guess Go isn't Gear VR.. I don't remember how long it took for my project to load, but on Gear VR it took 10 sec for the engine itself to load.

violet musk
#

@jaunty shell Glad you found the solution! :D

obtuse spruce
#

To those of you who use the VRExpansionPlugin:

The VRExpansionPlugin wiki says of its VRCharracterActor pawn: "By default it blocks sticking the players heads through solid geometry". Would someone point to where in the source code this functionality is achieved?

granite jacinth
#

Facebook’s virtual reality arm may soon find itself in the unfamiliar position of playing catch-up with hardware competitors. Last week, TechCrunch reported that Oculus co-founder Brendan Iribe had decided to leave Facebook partially due to his β€œfundamentally different vi...

sturdy coral
#

That will be ok if they still support using the cameras at the same time too

#

though I wish the cameras would be 100% wireless

#

if not it is just WMR pretty much, with four cameras instead of two so larger volume to track hand in but you'll still get dropouts

sage gulch
#

does the oculus driver screw up the screenshot framebuffer size for anyone?

sturdy coral
fossil sky
#

Hello, I used this BP to draw a laser beam coming out of the right hand, And It is working fine, Thing is that I want this laser to overlap the collision boxes and when it is overlapping enable trigger input:(

#

I have been stuck for a while, and I am totally newbie so please, simplify the answer πŸ™ˆ

#

PS: The project is a show room and I am able to overlap the collision boxes and open/close the drawers with the hand itself, But I want the overlap t happen through the laser

deft moat
#

@sturdy coral Which version did you spring for? I'd love to hear your opinion once you get it (hopefully this year)

deft moat
#

@fossil sky You don't have anything coming out of Break Hit Result to tell you what you hit with your trace.

sturdy coral
#

@deft moat I think I'm going 5k+, have 8K X as part of my order too but they haven't mentioned the 8K X in months

mighty carbon
#

lol, Synty Studio are dickheads

#

I am not buying anything from them anymore

tired tree
#

why exactly

mighty carbon
#

I expressed my dissatisfaction with their decision to release free assets (the ones that a lot of people already paid for before Epic decided to do free assets releases on monthly basis). Hoped they wouldn't do that again. They said Epic rules. I said money talks. Then said I might have to start making my own models to avoid "asset flip" remarks down the road.

#

Got booted off their Discord.

#

and I was quite polite.

granite jacinth
#

@mighty carbon what's their discord?

sly elk
mighty carbon
#

@granite jacinth I don't know - I forgot how I got there :/

#

it's one of those cases when you can shit on your customer and get away with murder πŸ˜›

#

I should go into business of making Marketplace assets πŸ˜›

sturdy coral
#

them going free doesn't take anything away from you

#

marketplace assets have no resale value

mighty carbon
#

not yet

#

but wait until what I bough goes free

sturdy coral
#

that still won't take anything away from you