#virtual-reality
1 messages · Page 198 of 1
mm, yeah just browsing bindings even moondust doesn't use them
they use the skeletal system too
they should be bindable, though you were using them as a force sensor
"mode": "force_sensor",
just figured out why VR motion controllers input wasnt working, you have to have the headset on for it to use the motion controllers lol
I am learning blueprints but I am stuck on what to put for the object of my gun
I have a working VR inventory system and I need to see if I can add ammo to the gunbase but what do I need to put in the object area?
the object area of the gunbase
Hi, I want to implement a Motion Controller handled Joystick, just like that in Misson:ISS . But I don't know how to convert my Motion Controller's rotation to Joystick's. Here is a screenshot of the blueprint that I've tried, not working well. Any suggestion is appreciated!
Event input: Interactor - Motion Controller reference
Rotate Origin - Joystick's rotation origin
so DOF is working only on Cinematic quality in VR projects but it works as usual in non-VR projects? Do you guys know exactly what is different in the project configuration so I can configure the VR project as a regular project? And yes I know a VR game shoudln't have DOF, but still...
@torpid estuary Check your project settings to see if DoF is enabled. If you started with a VR template, it may have been disabled. Also is it PC or mobile VR?
@golden snow Thanks. I solved it with the command r.DepthOfFieldQuality 1
👍
can anyone please tell me what I need to connect to my gunbase from vre to make it work?
@quiet swan I think you asked this already. Personally I don't understand what you are trying to achieve, so unless you describe it a bit more (share a sketch or something) I am unable to suggest any solutions.
@torpid estuary check for scalability inis in config folder to not have to bother with the command
the vr template sets it to 0 through one
hi vr_marco I am using VRE and the gun base, I have ammo stored as an interger in my gunbase.
so I have a VR inventory that comes up and when I clicked the USE button on the slot I want to see if I can add ammo to my gunbase
so I have to cast to my gunbase to pull the integer thats my ammo
but with the gunbase I dont know what to put in the object area
@quiet swan just promote to variable on object, name it whatever you want, GunBaseRef or something
Then, whereever you are putting that HUD at, assuming it's some Actor
I did but I still need to cast
be quiet for one sec
Or I need the cast in the event begin play or event construct
So I can answer it
ok
Get User Widget Object on the Actor
Cast to the Widget
Set the new reference with whatever that base is
Now, I have no idea where you have this 3D Widget at
If it's in the pawn, then you can just get the object held from VRE getters
And then just set it
I had to use a primative inventory but it works
slot generated inventory dont work
here
In the event construct I can now call my pawn but thats only because I connected something to the object
I dont know what to connect to the object
Watch this video: https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
It's long, but if you watch it from start to finish and you STILL don't know how to do what you want, I would be surprised.
And you could ask questions in #blueprint since this has nothing to really do with #virtual-reality really, unless you need more information on how to get what you need from VRE
well thats the thing I just need to know what to put in the object
I dont know if its VRE spacific or could I just use something generic
Well, seeing how I just told you what to do and you still don't understand
You sort of need to understand that video
Or else you're just going to continue asking the same questions over and over again for different things.
@UnManuel We demonstrated that at OC5 with the Dead&Buried arena demo, but it was with customized code. It won't work like that initially, but I hope it can eventually become a standard feature.
sucks
@sturdy coral Thank you 😉
can anyone explain this sorcery
they have 1 hand model mesh, which is the right hand
how is it the left hand appears as well with a correct mesh ?
being as there is no left hand model in the VR Template
oh
wow... thats kinda amazing
Is it possible to handle post processing per eye within a material?
@ember forum not so amazing in the end, negative scaling skeletal meshes throw their boundry calculations off and can cause all sort of problems
Heh, I was wondering that last night myself. @frigid kite
Well not so much the PP part. But, I had this texture that had two holes in it...awhile back it worked great in a game of mine. Now, some recent version has affected how ScreenPosition works for VR
Anyway, long story short. I had to cut it in half.
You can then use a Stereoscopic Material
I'm not sure if there's a better way or new way of doing it (at the moment, I actually didn't need to do Stereo for it, I just used one hole for both eyes for now with the ScreenPos node)
i think a lot must have changed since vr came out in ue4 because i remember the early talks mentioning to stay away from SubUV textures in materials, and i just literally ran an old non-vr project in VR and the smoke looked just as good as it did in non-vr ....
it looked quite 3d-ish
Ah this, also seems interesting, @granite jacinth https://forums.unrealengine.com/development-discussion/vr-ar-development/1459921-stereoscopic-material-broken-for-4-19
Hi everyone,
We have recently upgraded our project to 4.19, took sometime to fix all of the outdated codes and such. One of the thing that broke was our
@frigid kite https://api.unrealengine.com/INT/Platforms/VR/StereoPanoramicCapture/QuickStart/index.html
A look at how to use the Stereo Panoramic plugin to capture VR images and movies.
I was googling what a stereo material is
yeah..victor I have an example of that in the template
But I didn't use that
uses a custom node with that
Ah, I'll have to look at that then
Alright, thanks 👍
@tired tree do you know when that part of rendering changed?
Just wondering, I'm using this for a comfort "vignette" which should be only on the left / right side
I was looking at release notes and couldn't find it
Would it theoretically be cheaper to render 2 quads instead of through PP?
@frigid kite huh?
I mean, I used mine for comfort as well 😃
But, mine's a box
around the HMD 😃
I guess I could probably get away with some PP, need to look more into that later
it was in 4.19 or so
@frigid kite @granite jacinth well @sturdy coral had a PP vignette material he had made, he shared it before, you could ask him about it
yeah I've set it up now
I was just wondering whether it's better practice to use geometry instead of post
since with geometry you'd be affecting fewer pixels
Probably, yeah
Everything has a cost and advantage/disadvantage
but on PC it'd be negligible
"but a PC, it'd be negligible" doesn't apply for VR
on Mobile, limiting overdraw is so important
a full screen post processing vignette pass like that on a 970 would take ~0.2ms
so yeah not negligible
but on mobile it's like 2ms
alright, that's very useful to know!
well if you are supporting opacity and not just hard values then you'll run into issues using geometry as well
though using a stereo layer is an option
and "multiply" blend mode
Also you can touch fewer pixels
my blinders were a disk that got big or small
and in the big mode it obviously doesnt affect anything
becouse the center of the disk has no geo
https://cdn.discordapp.com/attachments/221799478364078081/446048712100151316/unknown.png (this is what muchcharles shared)
@wicked oak the disk was actual geo?
hm
i just scaled it up and down
why are you normalizing those direction vectors @granite jacinth ? Is there something I don't know?
the material was an unlit with multiply blend mode
how'd you prevent leakage?
no depth-test
from the sides
oh i had one disk for both eyes
yeah..but flat?
did you account for FOV?......
I think I'm confused
Anyway, my box works just fine
put the damn thing around the head and ggwp
But, a PP Vignette sounds interesting as well
but seriously like half of your compute time is spent normalizing vectors that should be normalized already
@sturdy canyon and that's not mine, so no clue
oh ok
half what compute time?
each normalize turns into like 4 ops maybe more since it's safe
the rest of the ops sum to 8
still a stupidly cheap shader, so not a big deal
It just triggered me 😛
@frigid kite anyway, how does yours look in VR?
It only comes from the sides right, not top/bottom as well
Also, lol.
Yeah I had one set up since then
but it was a vignette on both eyes
and I haven't been actively working on projects for some time 🙈
Yeah, ahh, you know what...I don't think I caught that. So, you're only doing coming from Left side on Left Eye, coming from Right side on Right eye?
Hi, I have a widget that requests for the users name. The UI element is a Text Box. Is there a default keyboard that I'm able to display?
Yeah Victor, but I top and bottom are probably necessary as well, it's not doing quite enough
@cunning depot welcome to #virtual-reality , you're in the wrong channel
What
Oh lol I thought a VR keyboard would be a vr-ar question, my bad
@frigid kite yeah, that seemed strange. Are there other games that have done it like that? Only one side each eye?
Hi, I have a widget that requests for the users name. The UI element is a Text Box. Is there a default keyboard that I'm able to display?
Yeah, you're bad 😃
Well, eagle flight has the hard overlay on one side, but looking at screenshots it also has a regular vignette
Want to rephrase that? Also, I don't it matters if it's a VR keyboard or not, since it's still directly related to UMG input no?
@frigid kite I might need to play that then, haven't.
I just started working on comfort options last night for my game, so I'm definitely interested in the subject 😉
Ah it's the first thing I need to implement, otherwise I get sick while developing 😬
Ah, I have decent VR legs now.
I wouldn't recommend camera vector now because of pimax and other canted display hmds
You need head vector/center of eyes vector
Does anyone happen to know off of the top of their respective hats if Niagara now supports single pass stereo?
can't find anything on the subject so probably not 😦
Single pass stereo is a CPU render time optimization, and so it probably doesn't matter much for GPU particles. It would save one draw call per particle type, I think..
The particles just don't show up, Nathan
I probably should've been clearer about that 👼
oh 😦
@frigid kite you mean instanced stereo right? I think sps is an Nvidia thing
right, sorry
@cunning depot many platforms have a built-in keyboard that you should be able to pop up and use to get text
I know PSVR has one, and I think Steam does
@sturdy canyon Oh shit thats huge thanks
I don't think UE4 provides a unified wrapper for them, though
Or possibly any wrapper at all
IPlatformKeyboard or some such would be nice
maybe it exists
but yeah it's way better than building and packaging your own. And trying to deal with localizations 😬
@wicked oak I like the disc approach! Got one in now
@frigid kite show and tell?
@sturdy coral hm, so dumb question, but how do you have center of eyes vector?
I don't know the best way to get it, you could maybe pass in camera component forward vector as a material param but that wouldn't be late updated
With a custom node you can get at a views array and maybe average left and right eye vectors together
@granite jacinth
Vertex color, unlit translucent, hole in the middle
Right now it just scales down, gonna make it move left or right based on player velocity and look direction
hmm
wait, how are you tracking the player's eyes?@frigid kite
Are you saying you're going to lerp it if they move their head left/right ?
I know 😉
I'm just curious why move it in addition to the camera
if the HMD is moving, it'll move with it (as long as you have it attached to it)
Right, I should've been more clear: I meant I will offset the center of the vignette based on how offset the player is looking from his movement
hi all I have run into an issue that I dont know how to fix basically the green circle in VR that your feet are suppose to be in are not aliagned to my pawn, so the AI is shooting to the left and not at me
I can only see the green circle in my vive glasses
so I cant take a screen shot but its there
@tired tree really cool expansion plugin, and thanks for providing all those solutions!!!.. 1 question, why no turn in place?
@ember forum There is, I just don't have it bound to anything in the template. Calling MoveAction_SnapTurn will do it
you can pass in a delta for smooth turn as well
that is the multiplayer method, for single player you don't even have to do that and can do SetActorRotationVR
There are nodes not hooked up in the event graph showing that I beleive
oh okay, i will dig in further then following your suggestion... thanks... i guess im making a motion sickness simulator from what i see everyone else not doing.. but just having fun mostly atm
Guys, can anyone point me to a blueprint tutorial for ARkit? Pref for UE4 4.20, or 4.18+
If you start from the ARKit template project, there's a sample right in there
which lets you spawn objects on detected planes
Hey
Ive moved my engine folder over to another drive as i need the space on my ssd. How do i go about registering that in the epic launcher?
i have the launcher installed on c, and ive copied the engine folder over to d
What is the status of WMR support in UE4? Anyone can share their experience with the Samsung Odyssey + vs. Oculus/Vive?
My only experience with it is that it still isn't being sold in the EU :<
Apparently it is stil missing the CE mark, hence it cannot be legally sold. This said, it looks like it is available through some unofficial channels.
I reckon Samsung shouldn't have issues with getting the CE certification if they had the intention of selling here
interesting
you should try changing it up sometime motorsep, I think that is 12 direct links posted with just the word "interesting" in a row now ;p
hmm... interesting idea 🤔
😛
last time I checked their cam was $499
now it's $199 ?!
doubt anyone was buying it at original price
my VR pawn is not standing in the green circle when I hit play its like off to the right, and the AI shoot to the left of me and never hit me, is there anyway I can make my pawn go back inside the green circle? I only see the green circle in my vive headset and it doesnt show on the pc screen
@mighty carbon t think the camera you were talking about that costs $499 os their depth camera, this is a stereo camera with positional tracking
You could get depth data from stereo images though...
My Realsense camera only cost me $99
@sonic lake WMR plugin comes with engine as of 4.21, It's functional but not without a few bugs. (spectator screen mode only shows distorted render, crash when entering vr edit mode)
WMR plugin doesn't work in a project which also uses the Oculus or SteamVR plugins, though. To me, that makes it useless
Hopefully it gets fixed in 4.22
The green circle that you can see in the Vive headset?
Does anyone know what it's called
It's supposed to follow the pawn
use the VRAIController class as the base for your AI pawns...
Hello guys I want to ask basic question
the vr games or technoogy is developed or not still?
for making vr games do I need to buy vr galsses and controllers to can make the project in ue 4?
It's still going. It's just growing somewhat slowly
You can prototype to some extent without a headset, but you'll want one soon
https://forums.unrealengine.com/development-discussion/vr-ar-development/1354452-zero-g-hand-based-movement-locomotion-mechanics-similar-to-lone-echo-echo-vr-updated-1-23-19
I updated my Zero Gravity movement template to 4.21, added head bounce, boost/brake, tweaked speeds and fixed a couple bugs. It feels extremely close to Echo VR/Lone Echo's locomotion system now, so controls are basically set the same.
This is my attempt at recreating a similar Zero-G VR locomotion system to the one found in the Lone Echo/Echo VR games.
It allows you to grab onto walls, and push
This documentation says I need to use the -audiomixer flag when I'm using Steam Audio to spatialize. I don't notice any difference whether I use this flag to launch or not. What is the flag actually doing? Is it really still necessary (in UE4 4.21.2)
https://valvesoftware.github.io/steam-audio/doc/phonon_unreal.html
@hallow knoll You spatialized The Nest with Steam Audio, right?
Hi Im confused I have an AI system but the AI keeps shooting through me or away from me I have to get close to take damage, is it because I dont have a body?
and I just have hands?
how can I tell the engine where my body is?
how can I tell the engine to aim at me?
never mind all I found out its an issue with marketplace AI and aiming
Anyone know what's up with Native Thumbstick Support with WMR on 4.21? @rustic cargo @ornate raptor seeing as you responded just a bit ago, thumbsticks functional?
Yeah, thumbsticks work fine with the WMR plugin enabled
The biggest issue is that it interferes with the Oculus thumbsticks. When they should read 1, they zero out instead
If you only have the WMR plugin enabled, and not the Oculus or SteamVR plugins, then it's great
Aye, this project will technically be only WMR
I did just run into that Rift issue though
k, ty
No problem
@granite jacinth which WMR headset are you using? How is the visual quality / tracking vs the Oculus? Looking to switch.
@ornate raptor do you use both? How do they compare?
Yeah, I have a Rift, Vive, and Lenovo Explorer
I dig WMR. The quality is nice, considering the price
The controllers aren't that great. The build quality is a bit suspect. And the tracking isn't ideal
It actually tracks really well! It just needs a particular set of circumstances
Bright lighting helps a ton. Bluetooth dongles can be finicky. And rechargeable batteries can dim the lights on the controllers, which makes tracking glitchier.
(those batteries are often 1.2v instead of 1.5v)
And the controllers can lose tracking when they aren't in the FOV of the cameras. Which impacts my game, because hands need to be tracked well while at waist-height and the head is held high.
For most games, it's not an issue at all
That's an issue for most inside out tracking systems. The onboard IMU helps somehow but eventually you need a view on the controllers to resynch.
The Quest will have the exact same issue I assume.
But overall you seem satisfied with it.
I don't know about that. The placement of the cameras on the Quest looks like it will diminish that problem tremendously. But I might just be hopeful
I think they're great value for the money.
How about performance / debugging? Is there a good HUD to measure real FPS / latency?
I haven't really messed with it that much. I picked it up super cheap, just to add support for my game
I imagine you can still use the SteamVR performance tools
@ornate raptor Many thanks! It looks like it is time to pick one up as well. Technically I am very happy with the Rift, but for our business applications we cannot afford the Russian roulette of forced and unpredictable updates anymore. Plus no kiosk mode.
No problem. For business applications, I'm not sure I would recommend WMR over Rift/Vive. But I guess it depends
@ornate raptor I am looking at high end WMR like the Samsung Odyssey
I'm so confused about using opencv with a magic leap
I'd need to build from source, yeah? Or, do I just try with some prebuilt dlls?
and then add those dependencies to my build.cs file.
@sonic lake I haven't gotten to play with an Odyssey yet. Though, I might get a chance later today
@ornate raptor Oh great! If you do I would love to hear what you think. Is that the Plus?
I think it is a plus. My friend bought it around black friday, so I would assume that's what he picked up
I'll let you know how it compares
@ornate raptor Thanks, appreciated! 😃
is it possible to disable stuff like asynchronous timewarp or spacewarp via individual application settings?
or does the user have to control that at the driver/system level?
@sage gulch at least for steamVR, valve has made it hard to change: https://steamcommunity.com/app/250820/discussions/0/1732090362042833245/
dang, it really seems to favor certain art styles and show more with others
@sonic lake I got a chance to play with an Odyssey+ this evening. I have to say, I'm quite impressed
The build quality is a huge step up from the Lenovo Explorer. The controllers feel very sturdy, and the ergonomics are vastly improved
The tracking, even though it should be same, seems to be much better as well! It felt just as stable and reliable as my Rift
And the visuals are simply fantastic. Virtually no SDE. Text is actually quite readable
I don't want to spend more money... but I want one now.
@ornate raptor thanks for sharing! You seem impressed. I should definitely get one. 👍
No problem. It's definitely pretty solid. It's not perfect. I still don't like Cliffhouse, especially when compared against Oculus Home or SteamVR Home. But some of that might just be lack of familiarity
And there are some quirks with the UE4 plugin. The things I mentioned about it messing with Oculus, for one. Another that I'd forgotten about, is the thumbstick Y-axes are flipped. Which is no big deal, but it's mildly annoying
@dusky moon, are they available for the general public yet?
How come when I draw tracked geometry I just see something like "PLN00" rather than a pink outline where the geometry is?
It shows in the HandheldAR template, so I don't know if I'm missing something
my AR Session Config is the same as the template and I start the AR Session in the same way
Nevermind, it's because it was in a shipped build, not development
after updating steamvr 1.2.7 my vr application getting blurr
@urban igloo Nope, It's a dev kit. They haven't announced anything about the consumer version
I haven't even seen the Go on the market.
surperdata is very unreliable
Gear was being bundled with phones for a while
I see Go sold in local Walmart (and I live at the edge of civilization, so to speak)
I'm in the ME. I've noticed Vives. maybe I'm just not looking for it
TX here, Go is positioned in a way that's hard to miss 😃
I'm building in-house architecture apps, so I'm using whatever hardware we need, regardless of installed userbase.
@slow swift The flag enables the new audio mixer, Steam Audio requires the new audio mixer
And it's intended to not do anything different for the end user
A good ear might be able to tell...
@sturdy coral Tell us more!
People have already made some amazing games.. it is kinda scary
VR support was intended though right?
Kids are going to be out-doing UE4 devs :/
Yeah it is still going to have it, just isn't in beta.. I don't know how that will work out
It definitely suffers from not having depth perception while sculpting, I haven't been able to find 3DTV support either
@sturdy coral Cooperative multiplayer huh, did you get a chance to try that?
@hallow knoll it is only couch co-op for now, they scaled that back
they talked about online multiplayer in the past, but I think it was just too much to bite off
Mm, it still says it on the wikipedia page, but that's understandable
Never heard of Dreams
@granite jacinth from the creators of little big planet
its more of a full game engine thingy
ah
and they have the best modelling system i have ever seen
i would pay good money to have that in vr for pc
Media Molecule's Art Director Kareem Ettouney demonstrates how easy it is to create a beautiful environment in Dreams' Dream Shaping mode. Find out more: Dre...
shows a bit about the modelling tools
very basic video, and an old one
not my cup of tea
if it was on pc for vr, it would be a GODLIKE concept-art tool
to prototype environments
https://www.youtube.com/watch?v=zYqSEzKIrw4 similar video, but more advanced
Dreams' Level Designer John Beech puts together a fully playable level to showcase how easy it is to build in the game's Dream Shaping mode. Find out more: D...
Hm, that's interesting
and btw
its music tool
is aboslutely fucking insane
it outdoes a lot of professional midi software
music people would pay easily 1000 dollars for that music editor standalone
becouse they pay more for shittier software XD
Guys can somebody point me any tips, i have a simple demo already made, that im updating, its a simple soccer game for kicking penalties. One of the things in my list is adding like a path trail behind the ball, after being kicked to show the trayectory. Never tried to do something like that in Unreal, should i have to draw a spline that follows the ball, or its particle based? thanks in advance for any tip, and sorry as usual for my lame english
@sullen vortex I would make it out of particles. You can use ribbon trails but they don't look as good as mesh based particles in VR. Fast spawn rate and a short lifetime can get you a "flame" looking effect. You can also spawn them without acceleration if you want to visualize the entire trail.
Yo, anyone have any strange shadow issues in 4.21.2?
I only see shadows in one eye (right) and not both eyes
At times
@granite jacinth I've seen that prior to 4.21.2. Is it on everything or a particular mesh?
(not a fresh build, project I jumped on, so various settings have been changed)
Did you turn on round robin occlusion?
Turn it off and see if you see the same thing
Thanks a lot @hallow knoll
Oh wait nvm occlusion doesn't affect shadows like that afaik
I just don't understand why it only renders on one eye
I see trees dancing when turning my head in the vr project im working on :p looks like some kind of LOD riverdance.. any ideas?
@granite jacinth It's constant and doesn't pop in/out?
it pops
hmm
actually
looks like this guy had it as well
Hmm, seems like a Rift issue
(I'm on Rift a well)
also, I have been having alot of trouble with the navmesh (had to delete recast every time, but then it would work).. but nooow it does not teleport to the proper position anymore 😮 anyone had similar issues?
Same in dev/shipping?
Yes
Super wierd
And since it doesn't render on both eyes, everything with shadows looks strange
I swear I've had the exact same problem before, and it has something to do with your directional light params and the shadow casting objects
Yeah, k, so looks like there are issues with Dynamic Lighting
Yeah I don't remember what I did to fix it
😭 It's super annoying and distracting
I've had some very promising results using ray traced distance field shadows
10k moving objects in a large terrain at solid 90
Oh nice, hanve't used those
@hallow knoll do you happen to know if DFAO in forward renderer will get fixed (it doesn't work in VR) any time soon ?
@mighty carbon No idea, is there a bug filed for it?
"Won't fix" as I recall
@mighty carbon DFAO needs the surface normals
forward render doesnt have normal map gbuffer
tho they have a special case SSAO that fakes normals from depth 🤔
@wicked oak yo, have you ever had this "shadows in only one eye" issue before?
yes, but was loooooong ago, and i basically dont remember
fml
check instanced stereo
Yeah it was just a param somewhere that had to change... I don't remember pulling my hair out, but maybe I was lucky
hm. only affect my Rift though. Seems to be fine for WMR users
I am going to disable it to test I guess
Nope, has nothing to do with Instanced Stereo
@granite jacinth I think all the light grid issues were fixed in 4.21, pretty sure they didn't affect shadows though
it was usually reflection captures, can't remember but I think the fix might have been exclusively for reflection captures
it was fixed in commit e3ec1a0d945833a644c62bcda321b51b4f168df3
LOOP
for (uint ReflectionCaptureIndex = 0; ReflectionCaptureIndex < ForwardLightData.NumReflectionCaptures; ReflectionCaptureIndex++)
{
if (ReflectionCaptureIndex < ForwardLightData.MaxCulledLightsPerCell)
{
RWCulledLightDataGrid[(ForwardLightData.NumGridCells + GridIndex) * ForwardLightData.MaxCulledLightsPerCell + ReflectionCaptureIndex] = ReflectionCaptureIndex;
}
}
- RWNumCulledLightsGrid[(ForwardLightData.NumGridCells + GridIndex) * NUM_CULLED_LIGHTS_GRID_STRIDE + 0] = ForwardLightData.NumLocalLights;
+ RWNumCulledLightsGrid[(ForwardLightData.NumGridCells + GridIndex) * NUM_CULLED_LIGHTS_GRID_STRIDE + 0] = ForwardLightData.NumReflectionCaptures;```
Hm, sadly, that's not the issue, or it's a new one.
Hi
can we track faces in AR for iOS? (I want to place meshes/objects on face like snapchat filters)
My understanding is, it returns blend values for animating face meshes, not the position of the face in AR world?
I found a function, 'Get World Space Eye Transform, and local space eye transform. So thats promising 😄
I would have to wait till I get my hands on an iPhone X to try it out tho
Those are specifically for the eyes, it's a new feature from 2.0 I believe
You should definitely be able to get the face transforms, little use otherwise
looks like nothing else, particular to Face Geometry
How can I call the end of my laser to use it as a button or key press? For example i am trying to use a dialoge and quest system and instead of pressing e I want to use the laser pointer as my button pressed to talk to the AI?
yeah im trying with a line trace but dont know how to call it up
@quiet swan you don't typically use a line trace
use Widget Interaction
If you want a video explanation
ok I have a question when the laser beam is activated, whats it called when the end of the pointer clicks something?
Pointer pressed I think, you also have to specify an input key but you can just use left mouse button if your gonna use UMG
You have to press and release, not click cause that doesn't work for everything...
@forest plover @quiet swan You can also change the "click method" on the UMG button itself if you don't want to press and release
If you attach one actor to another, then attach another actor to the first actor (that was already attached) how do you make sure the third actor follows both of them?
Hey guys, any one here experienced with selling their game to a company? Or licensing it for a location based entertainment setup? I have an amazing opportunity, but no experience in this space. I am an architect, who has been fiddling around with VR for a few years and have now built a game that is generating a lot of local interest.
is there a way to do VR Preview for PIE/use the vive in PIE with more than one player?
when i dont run dedicated server, it doesn't track the headset at all, when i run dedicated it has both windows follow the headset and i can also control the camera with the mouse on both windows
ok I have run into an issue im a little confused about, so I bought a dialouge system and for some strange reason when I play in VR mode and go to the NPC the widget is way to big to be on the screen, so I tried to move it around and make it smaller but it never works
the picture on the right is how it looks in my vive headset but my FPS pawn it looks normal
why would my FPS pawn open the widget the way it should but my VIVE cant??
@quiet swan Because it's being rendered in screen space. You have to redo the blueprint that adds the widget to spawn it as a widget within a 3dWidgetComponent.
@hexed kite Not without changing engine source, or doing a hack that has a 50% chance to work (sometimes you'll hit play 3 times before it works, so I don't recommend it at all). What most of us do is to have FPS pawns spawn when you're playing as several players in PIE.
I don't see this mentioned much, so I feel compelled to bring it up. Anyone developing a VR app primarily with Blueprints should check out the Blueprint Quaternion Library plugin
https://www.unrealengine.com/marketplace/blueprint-quaternion-library
I haven't run into gimbal lock often while making my project (using Euler rotations). And when I have it hasn't really been a big deal. But yesterday I found a case where it was game-breaking
Quats fixed it completely. Took maybe an hour to research them and figure out what I was doing. I highly recommend this to anyone rotating objects a lot. Which is, you know, most of us making a VR project
Specifically, I found that the my hand skeletal meshes weren't aligned properly for WMR controllers. So, I needed to rotate the pitch down. That caused gimbal lock, and the roll rotations started acting all wonky. Problem gone
Um
and you shouldn't have needed thgem for that either.....
I highly doubt that was the cause
It just made it easier. And I liked the approach
it wouldn't have been any easier
Well, there's a difference between "anyone developing a VR app primarily..." and "It just made it easier and I liked the approach"
you were likely just trying to add pitch to it
I don't understand why you couldn't just adjust the pitch a few degrees yourself
which won't work if it is rotated, you have to get your order of operations down correctly
It's something I've been doing for years now, no issues. No need for a "quat plugin"
All right, I see what you're saying. But I find this much cleaner to look at, and easier for me to deal with
.....ok
but you just added an entire other plugin for a single node problem
the quat plugin is nice
but def not needed here
Not necessary, no. But it was something I wanted to learn anyway. I'd been thinking about it for a while and this was a great case to try it out
as I said, unless you are going really in depth into rotations, the BP functions already convert to quats on the back end
Honestly, In this case, it only became an issue due to my models being poorly oriented in the first place
if you had treated it with combine rotators and had switched the order it wouild have worked
or as a transform operation
Which I had done. And it did. But, again, I found it cleaner and easier with quats
its the same thing...
but regardles
cool, nice to know that plugin is working for you
¯_(ツ)_/¯
Maybe it's not for other people. But I dig it
It doesn't really add anything to the engine. The quat stuff is already there. Just not exposed to BP
ok so I created a 3d widget but for some reason the widget never shows whats generated INSIDE the widget like NPC texts and such
you can see the viewport has the correct text inside generated by the npc
but on the 3d widget nothing shows, 2 months now I think I have been trying to fix this and its always the same
generated widgets wont show in VR
and I mean generated when it generates texts and such
Ok, so I thought about what my problem was and switched the order I was doing things. Turns out, I'm just an idiot sometimes
Regardless, I enjoyed learning a bit more about quats. Oh well
@quiet swan start with the simple youtube tutorial from @granite jacinth in a fresh project and make sure you can get that to work before trying with a complex marketplace asset
there is one bug with 3d widgets I know of, but it doesn't affect the visuals
it is around widget focus and only seems to affect combo boxes so far from what I've seen:
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1502911-unreal-engine-4-20-released/page7#post1504855
Dunno, I just did a simple VR menu from scratch, no issues. Nothing pretty, but I couldn't find any issues with text.
@quiet swan what pack is that?
@granite jacinth I tried both Wes bunns inventory and also dialogue quest system from the market place. The issue is if the widget has things generated by means of binds or functions the things that are generated won't show up in VR.
I can seethe widget but not the text generated
@quiet swan so is this more a logic issue?
Like you don't know what you're doing, so it's not showing up?
Or you know what you're doing and this is bugged?
I know what I'm doing, I'm trying to get a widget that has generated items inside show in Vr mode
I mean if you have some tutorial that shows a widget that has binded or function generated things working in VR I would like to see
Not static menus that don't change
That I can do
But if the widget generated things it's never worked for me
If you can
Wes bunns inventory didn't work in VR
Because it used generated slots but I tried a switch on int method and the icons show up
It's ok for a simple inventory but for quest and dailogue system that needs stuff generated that method don't work
I'm not around the PC right now, I'll set up wes bunns free inventory as an example
Since it uses generated slots
anyone knows why a widgetinteraction would just spam on hovered events when pointing at a widget? I have a onhovered sound and it keeps making spamming every tick
Hey
I have two blendspace 2Ds, one for standing movement and one for crouching movement and want to blend between the two based on a variable (in this case, the HMD height which is a value normalized between 0 and 1 based on the characters default height). Any idea how to do that?
i thought youd be able to use blendspaces inside other blendspaces, but no go:(
@charred hinge you can create a state machine to transition between standing / crouching and within each state handle the respective 2d blendspace.
It's more a question for #animation though.
Anyone knows a way to determine a controller type runtime? (CPP or BP, doesn't matter).. Like Rift can have Remote or Touch controllers, and I'd need to know runtime, what kind of controller the player is using atm.
@sonic lake thanks ill look into that
i have another question atm though regarding the ue4 OpenVR plugin....Ive created my own vr character blueprint but when setting the default pawn in both the project settings and world settings, it keeps using the pawn the plugin comes with
@charred hinge your Game Mode may be referencing the default pawn (through player start) or your are not possessing properly the pawn in your level (check the autopossess setting)
Do you have a player start actor in your level?
I have to hand over to someone more familiar with this plugin. Sorry.
ok cheers anyway
placing the character with autopossess enabled also doesnt work
still creates the default characters
Something is still referencing the default pawn. You can try to place the pawn directly in the level and turn on Autopossess.
yeh thats what i did
Also make sure you didn't duplicate the level and for some reasons are launching the default one.
I may have done this myself one time or two 😉
@charred hinge you can right click and see all references on assets in editor
Anyway, check your player controller. That's where the spawn logic is
It will spawn the old pawn if you haven't changed it
@charred hinge yeah its spawning it in the player controller depending on whether VR is enabled or not for FPS testing
i'll remind myself to change the BPs in there to spawn the gamemodes default pawn instead
for peoples future ease of tinkering
@granite jacinth so this is the issue I keep having if I place a 3d widget in the world, the widget wont show me everything that I need to see https://giphy.com/gifs/YFDlDFTYUh2PnzPHoc
you can see the inventory is there before I hit play, it should show me the inventory when I hit i but it doesnt show on the screen
No clue what you're showing
It's from Wes bunns free inventory. But the problem is the same with other widgets that generate things like images and Texts. I upload the project https://we.tl/t-D5LidRviL4
I see it pop up on the right in FPS mode
But once again... it's terrible idea putting that on player's eye balls
And most likely DPI issue
the gif is just to show the issue
It's coming from right side and not coming in enough from side to register into view
I don't do we
Giphy it again or something
Anyway
You don't seem to understand some basic stuff for VR
its mot just vr i think it might be a unreal limitation
Try this video
Original Announce Here: https://forums.unrealengine.com/showthread.php?82977-Training-Stream-VR-Networking-and-3D-Menu-Sept-8th-2015 Sam Dieter and Wes Bunn ...
so far I can not get a widget to show the things that are generated inside of it
Look
You are the limitation
Not Unreal
How is it that literally hundreds of UE4 VR devs can do this but you can't
You have some basic knowledge lacking for VR development, and that's fine.
But don't just jump 30 steps
Start off slow, understand the process
Don't use other people's crap
its simple, if I make an actor, put a widget in the actor, drag it to the world, pick up stuff, talk to an NPC, it wont update the widget in the world
but it wont work
Make your own little prototype from scratch, understand what is happening, and why
"it won't update in world' = logic problem
Not "vr" problem
Widget's not appearing, mix of both depending on how you are trying to implement it
@charred hinge I thought I'd throw this possible solution since I didn't see it.
Made sure to change the default pawn settings in "Edit/Project Settings/Maps & Modes"?
@edgy pelican i did change that, i think what @tired tree suggested above is the cluprit:)
@charred hinge well, it IS my plugin ;p so yeah its the culprit. Spawning the player manually lets you account for HMD location after tracking kicks in.
the default spawn is pretty barebones
..
@tired tree I know its your plugin:) ..... Why didnt you sell it on the market place btw?
i would have paid for it
it makes it less accessible, would be hard to get going on their requirements, and I would have to wait around for thier update delays
much easier being able to turn around bug fixes minutes after they are reported
also the marketplace promotes newer developers a little heavily, my plugin isn't the best suited for that to be honest.
ahh ok
@granite jacinth I watch that video didnt really help me much on why the generated items wont show in a 3d widget
@quiet swan try making a simple widget and use it to replace the one that is showing up. Does it show? No, then your problem is with the widget instancing / visualization code. Yes, then your problem is with the definition / setup of your widget.
i have made multiple widgets
Also make sure you are looking at the widget from the front side. It may be rotated.
the result is the same, the issue is if a widget uses bindings or functions to change text or pictures it wont update in 3d space
if things are in an array or get called from functions the widget wont update
if its an unreal bug or limitation I want to tell them to fix it
Can you reproduce it in a clean project?
yes
You need that anyway if you want to report it as a bug.
If you share the project reproducing the bug someone may be able to take a look. I can, but only tomorrow. I don't have my dev system with me right now.
yeah i dont know it has to be a limitation with unreal
if it is ill just move on if they refuse to fix it
let me see if its a widget within a widget problem
If you have a basic setup which doesn't work, either it is a regression issue (unlikely) or maybe you are doing something which is not supposed to work that way.
I tried printing the game time in a widget within a widget and it shows
i mean if you have time just download wes bunns inventory its found in the epic launcher under learn
make a 3d widget actor put the hud on it and see when you pick up items if it will update
@quiet swan start with something simpler or you pretty much are going to have to add breakpoints and debug to figure out what is going wrong
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
news 😃 Full support for ARM64 for Go/Quest
and most of the SDKs are updated to latest version
@mighty carbon the new render path will work on mobile
i wonder what perf will it get on Quest
does Quest support glES 3.1?
yeah
But I thought the new render path was Vulkan?
I'm pumped for switching to 4.22 and the new render path on Quest! But I don't think it'll be ready before QA for launch titles 😕
You know...
@sturdy canyon the automatic instancing and gpu scene i think its on the high end stuff. But even mobiles get upgrades
4.22 is probably going to be buggy as heck right?
so probably 4.23 will be usable 😛
definitely not going to move to it as fast as I usually do, lots of risk
mmm, 4.23 will be better than 4.22 for rendering for sure
but I will try porting in a branch just to be able to report anything that affects my stuff
If you're on 4.21 and you have no blockers
I would probably say stick with it until 4.23/4.24
But ya, you can just dup and up one project and see how it goes
@wicked oak are they doing much more with virtual texturing in 4.22?
@granite jacinth @sturdy coral @wicked oak already had someone accidentally pull master (4.22) instead of 4.21 and wonder why stuff wouldn't compile. Entire modules are being removed and headers being moved around.
great that it is happening...but that release is going to be one big nono
Bring it on.
Hey, has anyone ever had an issue with a Vive where anything is in the scene that's static looks as intended but as soon as you move your hands in front of your face they feel like they are moving through a liquid and the edges of them are very blurry. This is specific to a machine as well
Are you sure motion blur is off?
It's possible that it's only on one machine because its specs are higher and Unreal defaults to a higher quality setting, which has motion blur enabled
@gleaming river
Does unreal do this on built games behind the scenes? is there a simple place to check if this is enabled?
@frigid kite
hello vr gurus
im developing a vr game
and want to figure out how to make vr less dizzy
anyone got any tip?
Hello guys! Has anyone developed something for PS VR in UE4? If yes, do you have some tips and tricks to increase performance on this device? Thank you very much!
@gleaming river yes, in project settings > Rendering > motion blur
there you can disable it globally, independent of post processing volumes
halo
@tired tree around?
i'm attaching a body mesh to my vr character, and no matter which component i attach it to it rotates with the headset
the result im going for, is i dont want the mesh to rotate with the headset, i just want to match the head of the mesh with the headset and rotate the body towards the head when the head is >45 degrees difference from the body
Are you using Morden's VRCharacter?
If so, you need to attach your body mesh to a VR relative attachment component, and set that component to rotate on 45 degrees
The VR character comes with 1 vr relative attachment by default @charred hinge
I've been thinking about making some animations using motion controllers. I'm wondering how I might go about this (or if it's feasible). An example might be juggling a couple balls and somehow combining those into an animation.
@frigid kite yeah im using Morden's VRCharacter
didnt realize there was a setting for what i wanted....which setting is it?
yaw tolerance i guess
got another problem though, the character mesh is up in the air, and its still rotating round as i turn the headset
ok height is fixed with "use feet location"
character is still rotating oddly though and the world is moving around with the HMD
The world is moving around with the HMD?
well, as i move my head side to side, its pushing the world side to side with it, so my perspective in the world doesnt change
ye know, like that push back effect the plugin has in certain situations
its like its always active
Maybe your collision settings aren't correct and you are colliding with your own pawn's capsule?
?
thats not possible
collision is from the capsule itself, it can't collide with itself
i set my body mesh to nocollision but everything else it default
hold on ill show you whats happening.......
Free screen sharing, online meetings and team collaboration are all fast and easy at join.me - no registration required. Show work who’s boss.
dunno what the quality will be like
see?
dunno if you could see that ok
oh yeah @tired tree 🙈
can't load that up, but the player doesn't move with the hmd with the non simplechar, the only things that cause that is tracking turned off on the camera / something blocking
i basically want my character to be where the capsule is, and i want to be able to move the hmd around freely. i will then attach the head to the hmd location to allow the character to lean
but yeah im walking around in my roomscale area, but the view stays in the same position in the world
i cant "walk closer" to a wall in the world
so, need feet at the capsule bottom, head at the hmd location
i have no idea what happening right now, its so confusing
@gleaming river sounds like motion smoothing when maybe running at 1/3rd framerate
@gleaming river @frigid kite motion blur should always be off in vr even if you have it turned on in settings unless you specifically overrode it to be on in vr with:
Runtime/Renderer/Private/VelocityRendering.cpp
48:RENDERER_API TAutoConsoleVariable<int32> CVarAllowMotionBlurInVR(
49: TEXT("vr.AllowMotionBlurInVR"),
621: && (CVarAllowMotionBlurInVR->GetInt() != 0 || !(View.Family->Views.Num() > 1));
finally there is going to be audio when recording video
Im currently trying to make the camera of my phone to focus when using the AR template, but i cant seem to figure it out. The camera parameters i see have changed since API level 21, and was deprecated and now its currently under android.hardware.camera2, anyone have any suggestions how i can solve the camera part with focus to make it auto focus?
Fix it for me button: https://www.youtube.com/watch?v=nGWNVQ3OQK4&feature=youtu.be
and prototype shop assistant:
https://www.youtube.com/watch?v=rIHqjWCoubA
@sly elk awesome stuff
how are sales going?
is the flat version selling more than vr?
divulge info dear sir!
It's the same version so I'm not sure what the ratio is. Is there a way I can see what percentage of my users have a VR headset?
yes
in steam developer website, you can get hardware details
i dont remember the exact place, but its the same page where you can see the sales breakdown per country and similar
you can see the hardware stats too
i remember DWVR was 95% nvidia cards XD
Cool, I'll take a look later
does anyone know what ticking group MotionControllerComponent is apart of?
@median wedge PrePhysics
which is standard for primitive components, since they generally effect the physics scene
Thanks, that’s what makes sense
Can anyone help with googlevr plugin on ue4.21 crashing the app on launch
@neon sundial You must get crash logs from the device. Only then can we begin the divination.
This is the point where app crashes
Try setting Android -> Project SDK Override -> SDK API Level to 'android-26' and NDK to 'latest'
If that still doesn't work try updating Android CodeWorks (An installer is included in engine at Program Files\Epic Games\UE_4.21\Engine\Extras\AndroidWorks\Win64 )
1R7u1
can i do that directly from NVPACK> Chooser?
in Chooser i am not getting ir7u1
i already have NVPACK should i overwrite it?
I cant get UMG roller overs in VR to work when the game is paused. Click events work (a print string tells me as much) when paused. I just want my VR menu to work normally when he game is paused... Anyone have experience with this?
I think they should be able to co-exist, but overwriting it may be worth a shot
@stable dove TickWhenPaused should be enabled for the widget interactors
if you are running them with auto tracing
@tired tree they are set as tickable
yeah nvm anyway, the widget interactors already set bTickEvenWhenPaused as true
Hmm
I'm really not sure what's stopping it
@tired tree In case any one asks this again. It's not enough to set the 3D widget as tickable on paused. You also have to grab the widget component and set it tickable when paused. Actors and or actor components don't appear to inherit a parents tickable state.
nothing inherits tickable settings unless its a base -> child class case.
Yeah, upfront it seems strange that a 3D widget set to tick when paused wont tick its on widget... But this is done for engine consistency not practical use.
Anyone here ever have issues with Unreal taking forever when deleting / renaming actors in large maps?
Hi everyone, I'm using the leap motion plugin for unreal and i'm trying to change the default hands that come with the plugin to other hands that I have but when I change them they don't track my hands. I tried following the setup that leap motion has for their hands because the hands I have are very similar to them but they won't work. has anyone else have experience in changing the hands successfully? either the mesh caves in on itself when I tie the animation to it or it won't track my hands properly. any help is appreciated
so if I want to make a gun with recoil that you can pickup in VR, it seems that I can't directly attach the mesh to the motioncontroller like most tutorials show, since you need to push it around with animation, or am I missing something?
hmm... skeletal mesh could hide the answer?
@flat shoal You can do it in many ways, using a skeletal mesh with animated bones or a gun BP with simple positional animation.
hmm... need to read up about animation already then... I'd like to have variables for kickback distance, recoil angle, etc. etc.
@flat shoal if you are trying to use a static mesh, you can set relative position when its attached to simulate recoil
@tired tree mmm... I think that means I need to store the object reference when I attach it, but ok, I can see how that would work. Thank you for the tip!
@flat shoal you can do the relative movement entirely in the gun itself
hay all, can someone show me the correct way to set up player possession for steamvr?
nvm
Hello All.
I am trying to improve the Anti-Aliasing.
I am working on a VR project with photorealistic assets.
but my AA sux… I am currently using TemporalAA
Do you have any suggestions how I can improve the AA?
Use forward rendering and MSAA
Also, to reduce aliasing caused by specular highlights, you can use the curvature to roughness functionality
Should you recommend any customization or something?
@frigid kite any tutorials about "curvature to roughness functionality" ?
@alpine orchid there are limitation you can't work around.
Yeah I was googling to link something but it's sparse
Speakin of forward ... does it still not support Light Functions ?!
Where I can find that option? Is that a material or?
@frigid kite that could help with textures but my main issue was crap aliasing within Widgets ...
Jerome Platteaux, Art Director of Robo Recall, discusses the process of evolving the ten-minute demo that was "Bullet Train" into a full game. He talks about...
@frigid kite well, if it's sparse and you know how-to, care to make a mini-tutorial ? 😉
aye, thx
thank you !
i've been doing vr dev in UE4 with a regular vive so far and tried it for the first time with a rift today
it seems like the left and right eyes/camera positions are off and thus there's a bit of overlap going on in the headset
any pointers on how to fix that?
@fleet plume only shows up in UE4?
seems like there was/is an issue with using steamvr + rift
Yeah, can't remember exactly version
I have a pull request that fixes it
It breaks wmr for people too
ahaha ctrl-f on the answerhub page reveals your name
and the pull request
seems like you've run into all the issues basically years ago
is this still an issue in 4.21?
i've disabled the steamvr plugin and enabled the oculus one
looking good so far
guess i need to add some switches on the plugin/hmd and adapt the button mapping
@fleet plume I think it is fixed in 4.19 and up
There is an Nvidia aftermath bug that affects vr performance in some earlier versions too, can't remember what version that was fixed in
Moving to Oculus plugin won't be enough, because it breaks WMR too
(the eye thing)
@sturdy coral thanks for info
i'd like to skip 4.19 and go directly to 4.21, but an audio bug/regression there is blocking me
using the oculus plugin is ok for now tho
finally UE4 got latest SDKs https://developer.oculus.com/blog/february-monthly-tech-updates/
Hello @everyone
If you have any questions about VR on Unreal Engine 4
Just ask...
Im here to help.
Thanks.
@hallow knoll do you happen to know when Oculus Platform SDK will be exposed to Blueprints ? (mostly interested in Achievements, Leaderboards, IAP and DLCs for Oculus Go/Quest )
@mighty carbon I did Oculus platform Achievements in blueprints in 4.18. Did that change?
wtf...
what? he wants to help
So you would have been okay for that @ everyone ? I mean, everyone's here to help or mooch
oh, that was bad yes
yeah that'll set it to null
thanks!
err... follow up... how do we test if it's not null? 😃
or can I just send an interface message to an empty object reference without exception or crash?
I need to test that...
has anyone messed with expansion OBB files and DLCs for Oculus Go ?
https://uploadvr.com/oculus-expressive-avatars-beta/ << hopefully UE4 support will be coming in timely fashion
I'm not entirely overwhelmed by the lip sync
According to the article it's no longer just the volume of the voice driving a blend shape, but it might as well be for all I can see
well, it's the best there is for VR right now (considering you don't need any special hardware/setup to capture performance)
there is no screen space in Forward Renderer afaik @frigid kite
no screen space normals that is
Oh yeah that's true
@mighty carbon @frigid kite that still has an effect on it with forward rendering, there is no gbuffer but there still is screenspace
I think it uses ddx/ddy to tell how much normals are changing in screenspace and adds roughness (not sure why it says reduce roughness based on changes, I think it should only increase)
but, does it affect specular highlights aliasing ?
@sturdy coral ^^
@mighty carbon yeah, it increases roughness which makes highlights less peaky and should end up helping with aliasing
And should make neighboring pixels rough too if there is still variation there, making them brighter if they weren't in highlight
cool, thx
@sturdy coral So is there a point to manually compositing the textures?
@frigid kite I believe there is a setting to automatically do that too, I think in that roborecall talk they recommended both
can't remember where it is in the editor, but it is in 4.14 changelog:Projects that choose to use MSAA will want to build content to mitigate specular aliasing. The ‘Normal to Roughness’ feature can help reduce specular aliasing from detailed normal maps. Automatic LOD generation for static meshes can flatten features on distant meshes and help reduce aliasing from small triangles.
Back to work figuring this VR Character stuff out....I still have the problem when i move around in my room scale area my character moves but my view stays in the same world position
Always a good day when working in Unreal
@frigid kite what ya working on
A VR experience for a museum where the visitor is taken to medieval times in their city
I'm getting Quest dev kits today. Anyone here done much with Quest? Need to be on 4.21?
I think RiftS is going to be a nice upgrade. Its too bad the Quest can't just take a passthrough video signal
I suspect the quest will sell well, it would be nice if all of those sales were also potential tethered VR customers
@sly elk damn, you are lucky 😃
Every few weeks it seems like theres a new "Next-Gen"VR headset...
it's hardly next gen
just better res compare to old one and straps from Rift
still 2 tracking cams and same lenses
@sly elk Did you contact them after Wrench or did they contact you for Quest?
@sly elk Quest runs great on 4.21. I'd stick to ES3.1, not Vulkan
I can't say too much publicly, but poke me in DMs if you have questions
(or just ask on the private forums. There's a surprisingly large amount of UE4 devs on there.)
important milestone !
TBH, the Porn Industry is definitely someone you'd want behind any emerging tech
😏
I could not disagree more
The fact that stuff like this exists taints the world of VR and gives people (with reason) arguments that it's only used by pervs
?
K, well, I hope you don't own any Blu-Rays
Here's some random Google search on the ways Porn actually helped move certain techs
It does not weigh up against the large amount of human suffering it causes
What? Porn?
I'm like 99% sure that Porn isn't the cause for any large amount of human suffering
Unless you're into BDSM
Regardless of all that, I actually haven't tried any VR Porn
You know I used to watch it too, very regularly, until a year ago even, for 14 years or more. I'm ashamed that it took my girlfriend to enlighten me that it's not as harmless as we believe it to be. Millions upon millions of girls and women around the world are being drugged, beaten, and fucked by random guys on a daily basis because they have been forced or tricked into the "industry" one way or the other. It's a gateway for human trafficking and prostitution. And it also has a profound impact on the way we men behave in relationships and during sex, even though we would never admit that we're affected by it in any way, shape or form.
And that's all I have to say about that
lol, suffering caused by pr0n..
watch "After porn ends" docu series
sure, some girls get into it for wrong reasons and then can't get out and get on drugs and stuff, but a lot of them do it because they like it and they don't do drugs. Just like any entertainment industry
hell, there is human trafficking in every low tech industry. Let's shame those industries too!
I vote for keeping this topic out of here unless it is some UE4 based tech involved
I am pretty sure they have hentai VR that is powered by UE4 😃
does anyone know what the event is called when we press the laser button to pick things on screen? I am trying to set up widgetinteraction with some 3d widgets but I need to tell the engine what happens when the laser picks the correct section
It should be just be mouse down and up, AFAIK
is @tired tree around atm?
Simple question. I have no sound in VR. I have the Vive Pro. When I'm editing I simulate it has sound. Running it in the VR has no sound. Any ideas?
im running 4.20 + Gameworks, everytime i create a simple scene and start using nvidia flow, it only renders my fire/smoke fx on the right eye, already compared several times their sample project against mine and there is no difference, not in the project settings, not on the level or pawn/camera. Any experience or suggestions are more than welcome
does forward rendering in VR have a hard limit on the number of moveable lights visible at one time?
probably
I know it has a limit of 1 active directional light per level
@flat shoal the screen gets broken up into a 2d grid which extends along the frustum into a 3d grid
each cell may have a limit but you aren't likely to run into it
Other than directional which is separate as mentioned
unless it's limited in VR specifically, for performance reason @sturdy coral ? I remember I had all kind of issues with non-directional dynamic lights in VR using forward renderer (in mobile VR at least)
Yeah mobile didn't use the same grid and stuff
Hey all, I was wondering if anyone here could give a UE4 newbie some guidance.
I have a room with a fixed size of 15ft x 30ft. I was planning to put 6-8 players in the arena room, each wearing a separate Vive tracker strapped to a hat. I want to grab only their XY position data (floor location) from this via 4-6 Vive base stations and bring it into UE4, so that I can display the name of who is standing there on a gridded 2D layout. So I don't need to deal with directional data at all at this point, and height also does not matter.
It would all run locally from one machine.
My question to you all is, are there pre-made blueprints/plugins for this functionality? I searched around and didn't find any. How difficult would this task be for someone who has never worked with blueprints in UE4 before? I'm trying to decide whether learning/creating this from the ground up would be the best use of my time right now, or whether this is much more complex than it looks and I should hire someone to do it. Any estimates of how long it should take for someone who knows what they're doing vs not? Thanks!
This, or something like it, is how I imagined it ending up looking.
Hi guys how to I export my ue4 scene to my HTC vive? I have an oculus go as well
@sturdy coral Ok, thank you for the information. Hmm... I think I have a light being frustrum culled then... it is placed rather high up...
@flat shoal it shouldn't be, it shouldn't be a bounding volume at least as big as the light
@mighty carbon I mean in game units, in UE4
using a vive, but a more general solution would be good
I figure, since UE4 is rendering from two locations... I should be able to get those locations
@mighty carbon saw that - seems to return 0 for me (prob as it is occulus only and I have a vive?)
will go try again to make sure I was not doing something stupid
there are quite a few Vive users.. Perhaps they know the secret 😃
@mighty carbon yes, it is returning 0
will fudge with a hardcoded value for now I think
hmm, another question:
Anyone know if I can detect which eye is rendering a material? I was thinking to use screenpostion>.5 - but it seems to be per-eye
Ooh an interesting question..
@tired tree Nice! just found a very similar method
return ResolvedView.StereoPassIndex from: https://answers.unrealengine.com/questions/508493/stereoscopic-material-in-413.html -
same thing
yes, basically
weird how there dont seem to be regular nodes for this
custom nodes are windows(directx) only, right?
@dense lance I think it all gets cross-compiled:
even for custom nodes I'm pretty sure
@sturdy coral oh! thats fantastic news 😃 Thanks!
I'll try it out on a non directx platform later 😃
Woah, any guesses what I'm doing wrong here? https://youtu.be/tWBgQypYJtU?t=5159
It's almost like I'm spawning the motion controllers and HMD twice, but I have no idea where it would be doing that.
@lucid ivy looks like you have the steam overlay up at the same time and your game is running at low framerate so its controllers lag behind the ones from the overlay
when you open the steam menu an extra pair of controllers is rendered because the depth buffer from unreal isn't merged with steam so would go behind the overlay planes
Are you referring to the display monitor when you say steam overlay? If so, it does the same thing with the monitor on or off.
@lucid ivy just referring to the SteamVR menu
Other things can pull up overlays too but don't always pull up the duplicate controller models
Is the robo recall example level available in the launcher still? it used to be under the mods tab but I can’t find it now
It wasnt the example level it was the whole game... But it's in the Library (where the games are)
@flat shoal
@sturdy coral I appreciate you taking the time to respond. Interesting about the SteamVR menu. Wouldn't that cause this to happen in any VR app then? This is the only one which this effect seems to be occurring in.
@forest plover do I have to click "shop games & mods"? I can't see a seach input field...
Anyone know how to get the FOV of current HMD in UE4? (I'm on a vive, but would like to get the FOV of whatever headset I have attached)
Think I also may need to change the tick group of HMD motion input, this stuff does seem oddly harder to look up than most ue4 stuff
If I get get a reference to the 2 cameras used for rendering VR stuff, that'd be fantastic
@forest plover found it... it was at the very bottom.... guess the epic store isn't large enough yet to need a search function 😄
"mod kit"... hmm
@lucid ivy that may not be what it is, looking at it again I'm not sure I'm seeing the same thing I saw before
I'm troubleshooting it further. It looks like I'm having an issue now where the controllers aren't attaching to the camera location. I've seen some documentation on this so I'm going to go look into that. Thanks again!
@dense lance there is a method to get it here:
you may need to do a bit more to get combined eyes fov, especially for canted displays (pimax)
that's only for openvr, you could hook in something similar using GetStereoProjectionMatrix in unreal, but the matrix values may be in different locations than there
@sturdy coral interesting. I am happy with per-eye, getting a reference to the camera UE4 is using for each eye would be perfect - will look into openVR before going too much deeper down the rabbithold I am currently in
GetStereoProjectionMatrix looks fairly promising too
virtual FMatrix GetStereoProjectionMatrix(const enum EStereoscopicPass StereoPassType) const override
{
const float HalfFov = FMath::DegreesToRadians(FOVInDegrees) / 2.f;
const float InWidth = Width;
const float InHeight = Height;
const float XS = 1.0f / FMath::Tan(HalfFov);
const float YS = InWidth / FMath::Tan(HalfFov) / InHeight;
const float NearZ = (StereoPassType != eSSP_MONOSCOPIC_EYE) ? GNearClippingPlane : MonoCullingDistance;
FMatrix Result = FMatrix(
FPlane(XS, 0.0f, 0.0f, 0.0f),
FPlane(0.0f, YS, 0.0f, 0.0f),
FPlane(0.0f, 0.0f, 0.0f, 1.0f),
FPlane(0.0f, 0.0f, NearZ, 0.0f));```
looks like it should be at [0][0], XS = 1.0f / FMath::Tan(HalfFov);
invert that at that index and you may be able to reconstruct the FOV
@sturdy coral Brilliant! I was hoping to avoid leaving BP, but this looks like a really viable option, thanks 😄
Hololens support is coming in 4.22
Makes me wonder if UWP support is coming in the main branch
Update on my issue: It was the drawcalls in the scene. It was so bad that SteamVR was kicking out of the app back to the loading screen, causing the SteamVR Overlay to show up as a ghosted image every frame. Thanks again @sturdy coral
Recently bought the vive Pro and tested it with unreal. It's frign amazing
Is it possible to test VR projects with PlayStation VR or do they have to be exported to PlayStation before they can be tested? Anyone aware?
There's a way to get a PSVR to work with a PC..
I haven't done it, so I don't know the details
It might not have working tracking, though
has anyone tried Oculus integration for 4.21.2 with 1.34 SDK ? I can't package project as it errors out in C++ code related to new Audio SDK 😦
PSVR Knuckles? https://uploadvr.com/new-psvr-controllers-patent/
behold, Hololens 2 https://www.youtube.com/watch?v=BC7xSl394u4
we'll see it in 2 weeks
@mighty carbon video does not show much, but I hope it will look better, have a better FOV and cost less 😄
well, it could be like Magic Leap - hype train that derailed when people saw actual image ML produced
@mighty carbon so next PSVR ditching the PS camera? that would be good news
@sturdy canyon HMD Mirror thing
you have your devkit connected to the PC, and the PSVR is connected to the PC
PSVR camera is connected to devkit
there is a program (in the sdk) that does PSVR tracking, and sends data to the PC
PC then uses it as if it was an oculus
havent ever been able to make it work
but i havent tried that hard anyway
@fleet plume I have no idea.. I am just a messenger 😛
maybe @wicked oak knows more about upcoming PSVR upgrades
nah
Just loaded up a 6 month old project and this error is showing. That method isn't available it seems. Has it been deprecated from Oculus sdk or something?
If anyone interest in Oculus schedule https://www.oculus.com/blog/join-us-at-gdc-pax-east-and-e3/
@weak tide Oculus Boundary components are no longer used - everything is in Oculus Library -> Guardian now.
Hmm, the rotation from my vive seems to happen after post-update tick group (as I seem to have 1-frame lag on my rendertarget)
Anyone know how I can get my BP to run after the headsets rotation? or perhaps another solution in that direction?
(or it could be something like the vive is pushing more frames than the BP is ticking for, but mouse motion is smooth, HMD rotation is not)