#virtual-reality

1 messages · Page 198 of 1

candid viper
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There are some odd bits - UE4 exports with case, so for example I get LeftKnucklesJoyXTouchJoyYAxis_axis2d which is then "/actions/main/in/leftknucklesjoyxtouchjoyyaxis_axis2d" in the knuckles side.

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Yes, the UI doesn't show the "raw" finger data, but it is show in the debug UI.

tired tree
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mm, yeah just browsing bindings even moondust doesn't use them

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they use the skeletal system too

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they should be bindable, though you were using them as a force sensor

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"mode": "force_sensor",

ember forum
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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

quiet swan
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I am learning blueprints but I am stuck on what to put for the object of my gun

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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?

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the object area of the gunbase

swift nymph
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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

torpid estuary
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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...

golden snow
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@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?

torpid estuary
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@golden snow Thanks. I solved it with the command r.DepthOfFieldQuality 1

golden snow
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👍

quiet swan
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can anyone please tell me what I need to connect to my gunbase from vre to make it work?

sonic lake
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@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.

sturdy coral
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@torpid estuary check for scalability inis in config folder to not have to bother with the command

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the vr template sets it to 0 through one

quiet swan
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hi vr_marco I am using VRE and the gun base, I have ammo stored as an interger in my gunbase.

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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

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so I have to cast to my gunbase to pull the integer thats my ammo

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but with the gunbase I dont know what to put in the object area

granite jacinth
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@quiet swan just promote to variable on object, name it whatever you want, GunBaseRef or something

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Then, whereever you are putting that HUD at, assuming it's some Actor

quiet swan
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I did but I still need to cast

granite jacinth
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be quiet for one sec

quiet swan
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Or I need the cast in the event begin play or event construct

granite jacinth
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So I can answer it

quiet swan
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ok

granite jacinth
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Get User Widget Object on the Actor

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Cast to the Widget

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Set the new reference with whatever that base is

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Now, I have no idea where you have this 3D Widget at

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If it's in the pawn, then you can just get the object held from VRE getters

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And then just set it

quiet swan
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I had to use a primative inventory but it works

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slot generated inventory dont work

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here

granite jacinth
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?

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I don't know what one has to do with the other

quiet swan
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In the event construct I can now call my pawn but thats only because I connected something to the object

granite jacinth
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So, first off

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You have some fundamentals you need to learn

quiet swan
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I dont know what to connect to the object

granite jacinth
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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.

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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

quiet swan
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well thats the thing I just need to know what to put in the object

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I dont know if its VRE spacific or could I just use something generic

granite jacinth
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Well, seeing how I just told you what to do and you still don't understand

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You sort of need to understand that video

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Or else you're just going to continue asking the same questions over and over again for different things.

mighty carbon
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sucks

torpid estuary
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@sturdy coral Thank you 😉

ember forum
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they have 1 hand model mesh, which is the right hand

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how is it the left hand appears as well with a correct mesh ?

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being as there is no left hand model in the VR Template

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oh

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wow... thats kinda amazing

frigid kite
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Is it possible to handle post processing per eye within a material?

tired tree
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@ember forum not so amazing in the end, negative scaling skeletal meshes throw their boundry calculations off and can cause all sort of problems

granite jacinth
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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

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Anyway, long story short. I had to cut it in half.

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You can then use a Stereoscopic Material

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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)

ember forum
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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 ....

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it looked quite 3d-ish

frigid kite
granite jacinth
frigid kite
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I was googling what a stereo material is

granite jacinth
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Use this link for that

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That should probably work for you

tired tree
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yeah..victor I have an example of that in the template

granite jacinth
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But I didn't use that

tired tree
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uses a custom node with that

granite jacinth
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Oh do you?

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What's it called?

tired tree
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stereo PP or something

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is in a misc folder

granite jacinth
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Ah, I'll have to look at that then

frigid kite
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Alright, thanks 👍

granite jacinth
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@tired tree do you know when that part of rendering changed?

frigid kite
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Just wondering, I'm using this for a comfort "vignette" which should be only on the left / right side

granite jacinth
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I was looking at release notes and couldn't find it

frigid kite
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Would it theoretically be cheaper to render 2 quads instead of through PP?

granite jacinth
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@frigid kite huh?

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I mean, I used mine for comfort as well 😃

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But, mine's a box

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around the HMD 😃

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I guess I could probably get away with some PP, need to look more into that later

tired tree
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it was in 4.19 or so

tired tree
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@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

frigid kite
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yeah I've set it up now

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I was just wondering whether it's better practice to use geometry instead of post

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since with geometry you'd be affecting fewer pixels

sturdy canyon
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Probably, yeah

granite jacinth
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Everything has a cost and advantage/disadvantage

sturdy canyon
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but on PC it'd be negligible

granite jacinth
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"but a PC, it'd be negligible" doesn't apply for VR

sturdy canyon
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on Mobile, limiting overdraw is so important

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a full screen post processing vignette pass like that on a 970 would take ~0.2ms

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so yeah not negligible

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but on mobile it's like 2ms

frigid kite
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alright, that's very useful to know!

tired tree
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well if you are supporting opacity and not just hard values then you'll run into issues using geometry as well

wicked oak
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geo is faster usually

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you can do it with vertex colors

tired tree
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though using a stereo layer is an option

wicked oak
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and "multiply" blend mode

sturdy canyon
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Also you can touch fewer pixels

wicked oak
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my blinders were a disk that got big or small

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and in the big mode it obviously doesnt affect anything

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becouse the center of the disk has no geo

granite jacinth
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@wicked oak the disk was actual geo?

wicked oak
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@granite jacinth mine was

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vertex colors

granite jacinth
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hm

wicked oak
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i just scaled it up and down

sturdy canyon
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why are you normalizing those direction vectors @granite jacinth ? Is there something I don't know?

wicked oak
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the material was an unlit with multiply blend mode

granite jacinth
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how'd you prevent leakage?

wicked oak
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no depth-test

granite jacinth
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from the sides

wicked oak
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oh i had one disk for both eyes

granite jacinth
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yeah..but flat?

tired tree
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did you account for FOV?......

granite jacinth
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I think I'm confused

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Anyway, my box works just fine

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put the damn thing around the head and ggwp

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But, a PP Vignette sounds interesting as well

sturdy canyon
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but seriously like half of your compute time is spent normalizing vectors that should be normalized already

granite jacinth
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@sturdy canyon and that's not mine, so no clue

sturdy canyon
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oh ok

granite jacinth
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half what compute time?

sturdy canyon
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each normalize turns into like 4 ops maybe more since it's safe

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the rest of the ops sum to 8

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still a stupidly cheap shader, so not a big deal

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It just triggered me 😛

granite jacinth
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@frigid kite anyway, how does yours look in VR?

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It only comes from the sides right, not top/bottom as well

frigid kite
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Yeah I had one set up since then

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but it was a vignette on both eyes

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and I haven't been actively working on projects for some time 🙈

granite jacinth
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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?

cunning depot
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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?

frigid kite
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Yeah Victor, but I top and bottom are probably necessary as well, it's not doing quite enough

granite jacinth
cunning depot
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What

granite jacinth
cunning depot
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Oh lol I thought a VR keyboard would be a vr-ar question, my bad

granite jacinth
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@frigid kite yeah, that seemed strange. Are there other games that have done it like that? Only one side each eye?

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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 😃

frigid kite
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Well, eagle flight has the hard overlay on one side, but looking at screenshots it also has a regular vignette

granite jacinth
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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?

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@frigid kite I might need to play that then, haven't.

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I just started working on comfort options last night for my game, so I'm definitely interested in the subject 😉

frigid kite
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Ah it's the first thing I need to implement, otherwise I get sick while developing 😬

granite jacinth
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Ah, I have decent VR legs now.

sturdy coral
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I wouldn't recommend camera vector now because of pimax and other canted display hmds

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You need head vector/center of eyes vector

frigid kite
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Does anyone happen to know off of the top of their respective hats if Niagara now supports single pass stereo?

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can't find anything on the subject so probably not 😦

sturdy canyon
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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..

frigid kite
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The particles just don't show up, Nathan

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I probably should've been clearer about that 👼

sturdy canyon
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oh 😦

sturdy coral
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@frigid kite you mean instanced stereo right? I think sps is an Nvidia thing

frigid kite
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right, sorry

sturdy canyon
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@cunning depot many platforms have a built-in keyboard that you should be able to pop up and use to get text

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I know PSVR has one, and I think Steam does

cunning depot
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@sturdy canyon Oh shit thats huge thanks

sturdy canyon
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I don't think UE4 provides a unified wrapper for them, though

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Or possibly any wrapper at all

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IPlatformKeyboard or some such would be nice

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maybe it exists

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but yeah it's way better than building and packaging your own. And trying to deal with localizations 😬

frigid kite
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@wicked oak I like the disc approach! Got one in now

granite jacinth
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@frigid kite show and tell?

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@sturdy coral hm, so dumb question, but how do you have center of eyes vector?

sturdy coral
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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

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With a custom node you can get at a views array and maybe average left and right eye vectors together

frigid kite
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Vertex color, unlit translucent, hole in the middle

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Right now it just scales down, gonna make it move left or right based on player velocity and look direction

granite jacinth
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hmm

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wait, how are you tracking the player's eyes?@frigid kite

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Are you saying you're going to lerp it if they move their head left/right ?

frigid kite
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Yes, but head rotation relative to their motion vector

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There's no eye tracking

granite jacinth
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I know 😉

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I'm just curious why move it in addition to the camera

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if the HMD is moving, it'll move with it (as long as you have it attached to it)

frigid kite
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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

quiet swan
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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

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I can only see the green circle in my vive glasses

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so I cant take a screen shot but its there

ember forum
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@tired tree really cool expansion plugin, and thanks for providing all those solutions!!!.. 1 question, why no turn in place?

tired tree
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@ember forum There is, I just don't have it bound to anything in the template. Calling MoveAction_SnapTurn will do it

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you can pass in a delta for smooth turn as well

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that is the multiplayer method, for single player you don't even have to do that and can do SetActorRotationVR

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There are nodes not hooked up in the event graph showing that I beleive

ember forum
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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

icy berry
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Guys, can anyone point me to a blueprint tutorial for ARkit? Pref for UE4 4.20, or 4.18+

frigid kite
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If you start from the ARKit template project, there's a sample right in there

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which lets you spawn objects on detected planes

charred hinge
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Hey

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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?

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i have the launcher installed on c, and ive copied the engine folder over to d

sonic lake
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What is the status of WMR support in UE4? Anyone can share their experience with the Samsung Odyssey + vs. Oculus/Vive?

frigid kite
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My only experience with it is that it still isn't being sold in the EU :<

sonic lake
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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.

frigid kite
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I reckon Samsung shouldn't have issues with getting the CE certification if they had the intention of selling here

mighty carbon
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interesting

tired tree
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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

mighty carbon
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hmm... interesting idea 🤔

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😛

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last time I checked their cam was $499

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now it's $199 ?!

tired tree
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doubt anyone was buying it at original price

quiet swan
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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

sullen vortex
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@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

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You could get depth data from stereo images though...

granite jacinth
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My Realsense camera only cost me $99

rustic cargo
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@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)

ornate raptor
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WMR plugin doesn't work in a project which also uses the Oculus or SteamVR plugins, though. To me, that makes it useless

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Hopefully it gets fixed in 4.22

quiet swan
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The green circle that you can see in the Vive headset?

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Does anyone know what it's called

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It's supposed to follow the pawn

tired tree
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use the VRAIController class as the base for your AI pawns...

real needle
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Hello guys I want to ask basic question

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the vr games or technoogy is developed or not still?

real needle
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for making vr games do I need to buy vr galsses and controllers to can make the project in ue 4?

sturdy canyon
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It's still going. It's just growing somewhat slowly

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You can prototype to some extent without a headset, but you'll want one soon

feral maple
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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.

slow swift
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@hallow knoll You spatialized The Nest with Steam Audio, right?

quiet swan
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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?

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and I just have hands?

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how can I tell the engine where my body is?

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how can I tell the engine to aim at me?

quiet swan
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never mind all I found out its an issue with marketplace AI and aiming

granite jacinth
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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?

ornate raptor
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Yeah, thumbsticks work fine with the WMR plugin enabled

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The biggest issue is that it interferes with the Oculus thumbsticks. When they should read 1, they zero out instead

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If you only have the WMR plugin enabled, and not the Oculus or SteamVR plugins, then it's great

granite jacinth
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Aye, this project will technically be only WMR

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I did just run into that Rift issue though

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k, ty

ornate raptor
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No problem

sonic lake
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@granite jacinth which WMR headset are you using? How is the visual quality / tracking vs the Oculus? Looking to switch.

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@ornate raptor do you use both? How do they compare?

ornate raptor
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Yeah, I have a Rift, Vive, and Lenovo Explorer

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I dig WMR. The quality is nice, considering the price

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The controllers aren't that great. The build quality is a bit suspect. And the tracking isn't ideal

sonic lake
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@ornate raptor tnx! What happens with the tracking?

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Discontinuos or lagging?

ornate raptor
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It actually tracks really well! It just needs a particular set of circumstances

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Bright lighting helps a ton. Bluetooth dongles can be finicky. And rechargeable batteries can dim the lights on the controllers, which makes tracking glitchier.

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(those batteries are often 1.2v instead of 1.5v)

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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.

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For most games, it's not an issue at all

sonic lake
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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.

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The Quest will have the exact same issue I assume.

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But overall you seem satisfied with it.

ornate raptor
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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

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I think they're great value for the money.

sonic lake
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How about performance / debugging? Is there a good HUD to measure real FPS / latency?

ornate raptor
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I haven't really messed with it that much. I picked it up super cheap, just to add support for my game

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I imagine you can still use the SteamVR performance tools

sonic lake
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@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.

ornate raptor
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No problem. For business applications, I'm not sure I would recommend WMR over Rift/Vive. But I guess it depends

sonic lake
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@ornate raptor I am looking at high end WMR like the Samsung Odyssey

urban igloo
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I'm so confused about using opencv with a magic leap

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I'd need to build from source, yeah? Or, do I just try with some prebuilt dlls?

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and then add those dependencies to my build.cs file.

ornate raptor
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@sonic lake I haven't gotten to play with an Odyssey yet. Though, I might get a chance later today

sonic lake
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@ornate raptor Oh great! If you do I would love to hear what you think. Is that the Plus?

ornate raptor
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I think it is a plus. My friend bought it around black friday, so I would assume that's what he picked up

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I'll let you know how it compares

sonic lake
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@ornate raptor Thanks, appreciated! 😃

sage gulch
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is it possible to disable stuff like asynchronous timewarp or spacewarp via individual application settings?

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or does the user have to control that at the driver/system level?

sturdy coral
sage gulch
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dang, it really seems to favor certain art styles and show more with others

ornate raptor
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@sonic lake I got a chance to play with an Odyssey+ this evening. I have to say, I'm quite impressed

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The build quality is a huge step up from the Lenovo Explorer. The controllers feel very sturdy, and the ergonomics are vastly improved

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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

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And the visuals are simply fantastic. Virtually no SDE. Text is actually quite readable

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I don't want to spend more money... but I want one now.

sonic lake
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@ornate raptor thanks for sharing! You seem impressed. I should definitely get one. 👍

ornate raptor
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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

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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

urban igloo
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@dusky moon, are they available for the general public yet?

young pumice
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How come when I draw tracked geometry I just see something like "PLN00" rather than a pink outline where the geometry is?

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It shows in the HandheldAR template, so I don't know if I'm missing something

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my AR Session Config is the same as the template and I start the AR Session in the same way

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Nevermind, it's because it was in a shipped build, not development

smoky gazelle
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after updating steamvr 1.2.7 my vr application getting blurr

dusky moon
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@urban igloo Nope, It's a dev kit. They haven't announced anything about the consumer version

mighty carbon
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intere.... err, I wonder how accurate that is

urban igloo
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I haven't even seen the Go on the market.

tired tree
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surperdata is very unreliable

urban igloo
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Gear was being bundled with phones for a while

mighty carbon
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I see Go sold in local Walmart (and I live at the edge of civilization, so to speak)

urban igloo
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I'm in the ME. I've noticed Vives. maybe I'm just not looking for it

mighty carbon
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TX here, Go is positioned in a way that's hard to miss 😃

urban igloo
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I'm building in-house architecture apps, so I'm using whatever hardware we need, regardless of installed userbase.

hallow knoll
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@slow swift The flag enables the new audio mixer, Steam Audio requires the new audio mixer

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And it's intended to not do anything different for the end user

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A good ear might be able to tell...

sturdy coral
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Dreams beta NDA has been lifted.. it is amazing

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No VR support yet though

hallow knoll
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@sturdy coral Tell us more!

sturdy coral
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People have already made some amazing games.. it is kinda scary

hallow knoll
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VR support was intended though right?

sturdy coral
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Kids are going to be out-doing UE4 devs :/

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Yeah it is still going to have it, just isn't in beta.. I don't know how that will work out

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It definitely suffers from not having depth perception while sculpting, I haven't been able to find 3DTV support either

hallow knoll
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@sturdy coral Cooperative multiplayer huh, did you get a chance to try that?

sturdy coral
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@hallow knoll it is only couch co-op for now, they scaled that back

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they talked about online multiplayer in the past, but I think it was just too much to bite off

hallow knoll
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Mm, it still says it on the wikipedia page, but that's understandable

granite jacinth
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Never heard of Dreams

wicked oak
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@granite jacinth from the creators of little big planet

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its more of a full game engine thingy

granite jacinth
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ah

wicked oak
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and they have the best modelling system i have ever seen

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i would pay good money to have that in vr for pc

granite jacinth
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looking it up now

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I see now

#

Goign to be the next RPGMaker

wicked oak
#

shows a bit about the modelling tools

#

very basic video, and an old one

mighty carbon
#

not my cup of tea

wicked oak
#

if it was on pc for vr, it would be a GODLIKE concept-art tool

#

to prototype environments

granite jacinth
#

Hmm

#

Moves without VR

#

will it come with the game?

wicked oak
granite jacinth
#

Hm, that's interesting

wicked oak
#

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

sullen vortex
#

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

hallow knoll
#

@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.

granite jacinth
#

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

hallow knoll
#

@granite jacinth I've seen that prior to 4.21.2. Is it on everything or a particular mesh?

granite jacinth
#

(not a fresh build, project I jumped on, so various settings have been changed)

hallow knoll
#

Did you turn on round robin occlusion?

granite jacinth
#

Pretty much everything

#

Yeah I did

hallow knoll
#

Turn it off and see if you see the same thing

granite jacinth
#

RRO bad?

#

lol

sullen vortex
#

Thanks a lot @hallow knoll

hallow knoll
#

Oh wait nvm occlusion doesn't affect shadows like that afaik

granite jacinth
#

I just don't understand why it only renders on one eye

candid mountain
#

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?

hallow knoll
#

@granite jacinth It's constant and doesn't pop in/out?

granite jacinth
#

it pops

#

hmm

#

actually

#

looks like this guy had it as well

#

Hmm, seems like a Rift issue

#

(I'm on Rift a well)

candid mountain
#

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?

hallow knoll
#

Same in dev/shipping?

granite jacinth
#

Yes

#

Super wierd

#

And since it doesn't render on both eyes, everything with shadows looks strange

hallow knoll
#

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

granite jacinth
#

Yeah, k, so looks like there are issues with Dynamic Lighting

hallow knoll
#

Yeah I don't remember what I did to fix it

granite jacinth
#

😭 It's super annoying and distracting

hallow knoll
#

I've had some very promising results using ray traced distance field shadows

#

10k moving objects in a large terrain at solid 90

granite jacinth
#

Oh nice, hanve't used those

mighty carbon
#

@hallow knoll do you happen to know if DFAO in forward renderer will get fixed (it doesn't work in VR) any time soon ?

granite jacinth
#

but

#

One problem at at time. Why do shadows only render on one eye

hallow knoll
#

@mighty carbon No idea, is there a bug filed for it?

mighty carbon
#

"Won't fix" as I recall

wicked oak
#

@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 🤔

granite jacinth
#

@wicked oak yo, have you ever had this "shadows in only one eye" issue before?

wicked oak
#

yes, but was loooooong ago, and i basically dont remember

granite jacinth
#

fml

wicked oak
#

check instanced stereo

granite jacinth
#

how come no one posted the solution

#

Yeah, it's on

hallow knoll
#

Yeah it was just a param somewhere that had to change... I don't remember pulling my hair out, but maybe I was lucky

granite jacinth
#

hm. only affect my Rift though. Seems to be fine for WMR users

tired tree
#

the original error was instanced stereo CAUSING it

#

that was fixed

granite jacinth
#

I am going to disable it to test I guess

granite jacinth
#

Nope, has nothing to do with Instanced Stereo

sturdy coral
#

@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;```
granite jacinth
#

Hm, sadly, that's not the issue, or it's a new one.

icy berry
#

Hi

#

can we track faces in AR for iOS? (I want to place meshes/objects on face like snapchat filters)

frigid kite
#

Yes, ARKit has FaceAR which is built for that purpose

#

but I've never used it myself

icy berry
#

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

frigid kite
#

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

icy berry
quiet swan
#

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?

icy berry
#

Can you use line trace?

#

and show it(debug)

quiet swan
#

yeah im trying with a line trace but dont know how to call it up

quiet swan
#

ok I have a question when the laser beam is activated, whats it called when the end of the pointer clicks something?

forest plover
#

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...

hallow knoll
#

@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

median wedge
#

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?

cold siren
#

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.

hexed kite
#

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

quiet swan
#

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??

hallow knoll
#

@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.

ornate raptor
#

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

tired tree
#

most of the BP functions use quats on the back end

#

already

ornate raptor
#

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

granite jacinth
#

Um

tired tree
#

and you shouldn't have needed thgem for that either.....

granite jacinth
#

I highly doubt that was the cause

ornate raptor
#

It just made it easier. And I liked the approach

tired tree
#

it wouldn't have been any easier

granite jacinth
#

Well, there's a difference between "anyone developing a VR app primarily..." and "It just made it easier and I liked the approach"

tired tree
#

you were likely just trying to add pitch to it

granite jacinth
#

I don't understand why you couldn't just adjust the pitch a few degrees yourself

tired tree
#

which won't work if it is rotated, you have to get your order of operations down correctly

granite jacinth
#

It's something I've been doing for years now, no issues. No need for a "quat plugin"

ornate raptor
#

All right, I see what you're saying. But I find this much cleaner to look at, and easier for me to deal with

tired tree
#

.....ok

#

but you just added an entire other plugin for a single node problem

#

the quat plugin is nice

#

but def not needed here

ornate raptor
#

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

tired tree
#

as I said, unless you are going really in depth into rotations, the BP functions already convert to quats on the back end

ornate raptor
#

Honestly, In this case, it only became an issue due to my models being poorly oriented in the first place

tired tree
#

if you had treated it with combine rotators and had switched the order it wouild have worked

#

or as a transform operation

ornate raptor
#

Which I had done. And it did. But, again, I found it cleaner and easier with quats

tired tree
#

its the same thing...

#

but regardles

#

cool, nice to know that plugin is working for you

ornate raptor
#

¯_(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

quiet swan
#

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

ornate raptor
#

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

sturdy coral
#

@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

granite jacinth
#

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?

quiet swan
#

@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

granite jacinth
#

@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?

quiet swan
#

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

granite jacinth
#

?

#

I mean, I can just show you it works

quiet swan
#

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

granite jacinth
#

?

#

@quiet swan So what exactly is NOT working?

#

can you show me the BPs?

#

UMG

quiet swan
#

I'm not around the PC right now, I'll set up wes bunns free inventory as an example

#

Since it uses generated slots

storm hare
#

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

charred hinge
#

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:(

sonic lake
#

@charred hinge you can create a state machine to transition between standing / crouching and within each state handle the respective 2d blendspace.

supple lotus
#

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.

charred hinge
#

@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

sonic lake
#

@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)

charred hinge
#

@tired tree

#

ive set it in the game mode too

#

SteamVR_GM

sonic lake
#

Do you have a player start actor in your level?

charred hinge
#

theres a VRPlayerStart, im using the demo map

#

with all the pickups and doodahs

sonic lake
#

I have to hand over to someone more familiar with this plugin. Sorry.

charred hinge
#

ok cheers anyway

#

placing the character with autopossess enabled also doesnt work

#

still creates the default characters

sonic lake
#

Something is still referencing the default pawn. You can try to place the pawn directly in the level and turn on Autopossess.

charred hinge
#

yeh thats what i did

sonic lake
#

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 😉

granite jacinth
#

@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

tired tree
#

@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

quiet swan
#

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

granite jacinth
#

No clue what you're showing

quiet swan
#

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

granite jacinth
#

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

quiet swan
#

the gif is just to show the issue

granite jacinth
#

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

quiet swan
#

its mot just vr i think it might be a unreal limitation

quiet swan
#

so far I can not get a widget to show the things that are generated inside of it

granite jacinth
#

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

quiet swan
#

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

granite jacinth
#

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

edgy pelican
#

@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"?

charred hinge
#

@edgy pelican i did change that, i think what @tired tree suggested above is the cluprit:)

tired tree
#

@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

granite jacinth
#

..

charred hinge
#

@tired tree I know its your plugin:) ..... Why didnt you sell it on the market place btw?

#

i would have paid for it

tired tree
#

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.

charred hinge
#

ahh ok

quiet swan
#

@granite jacinth I watch that video didnt really help me much on why the generated items wont show in a 3d widget

sonic lake
#

@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.

quiet swan
#

i have made multiple widgets

sonic lake
#

Also make sure you are looking at the widget from the front side. It may be rotated.

quiet swan
#

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

sonic lake
#

Can you reproduce it in a clean project?

quiet swan
#

yes

sonic lake
#

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.

quiet swan
#

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

sonic lake
#

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.

quiet swan
#

I tried printing the game time in a widget within a widget and it shows

quiet swan
#

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

sturdy coral
#

@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

mighty carbon
#

news 😃 Full support for ARM64 for Go/Quest

#

and most of the SDKs are updated to latest version

wicked oak
#

@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?

sturdy canyon
#

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 😕

granite jacinth
#

You know...

wicked oak
#

@sturdy canyon the automatic instancing and gpu scene i think its on the high end stuff. But even mobiles get upgrades

granite jacinth
#

4.22 is probably going to be buggy as heck right?

wicked oak
#

oh god...yes

#

so many stuff

#

its going to be near unusable

mighty carbon
#

so probably 4.23 will be usable 😛

sturdy coral
#

definitely not going to move to it as fast as I usually do, lots of risk

granite jacinth
#

mmm, 4.23 will be better than 4.22 for rendering for sure

sturdy coral
#

but I will try porting in a branch just to be able to report anything that affects my stuff

granite jacinth
#

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

sturdy coral
#

@wicked oak are they doing much more with virtual texturing in 4.22?

tired tree
#

@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

sturdy canyon
#

Bring it on.

mighty carbon
gleaming river
#

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

frigid kite
#

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

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

chrome tinsel
#

hello vr gurus

#

im developing a vr game

#

and want to figure out how to make vr less dizzy

#

anyone got any tip?

low folio
#

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!

frigid kite
#

@gleaming river yes, in project settings > Rendering > motion blur

#

there you can disable it globally, independent of post processing volumes

charred hinge
#

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

frigid kite
#

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

granite eagle
#

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.

charred hinge
#

@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

frigid kite
#

The world is moving around with the HMD?

charred hinge
#

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

frigid kite
#

Maybe your collision settings aren't correct and you are colliding with your own pawn's capsule?

tired tree
#

?

#

thats not possible

#

collision is from the capsule itself, it can't collide with itself

charred hinge
#

i set my body mesh to nocollision but everything else it default

#

hold on ill show you whats happening.......

#

dunno what the quality will be like

#

see?

#

dunno if you could see that ok

frigid kite
#

oh yeah @tired tree 🙈

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

charred hinge
#

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

sturdy coral
#

@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));
mighty carbon
#

finally there is going to be audio when recording video

eager pine
#

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?

sly elk
wicked oak
#

@sly elk awesome stuff

#

how are sales going?

#

is the flat version selling more than vr?

granite jacinth
#

divulge info dear sir!

sly elk
#

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?

wicked oak
#

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

sly elk
#

Cool, I'll take a look later

median wedge
#

does anyone know what ticking group MotionControllerComponent is apart of?

tired tree
#

@median wedge PrePhysics

#

which is standard for primitive components, since they generally effect the physics scene

median wedge
#

Thanks, that’s what makes sense

neon sundial
#

Can anyone help with googlevr plugin on ue4.21 crashing the app on launch

rustic cargo
#

@neon sundial You must get crash logs from the device. Only then can we begin the divination.

neon sundial
rustic cargo
#

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 )

neon sundial
#

hey already did all these

#

what is the latest codeworks version

rustic cargo
#

1R7u1

neon sundial
#

can i do that directly from NVPACK> Chooser?

#

in Chooser i am not getting ir7u1

#

i already have NVPACK should i overwrite it?

stable dove
#

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?

rustic cargo
#

I think they should be able to co-exist, but overwriting it may be worth a shot

tired tree
#

@stable dove TickWhenPaused should be enabled for the widget interactors

#

if you are running them with auto tracing

stable dove
#

@tired tree they are set as tickable

tired tree
#

yeah nvm anyway, the widget interactors already set bTickEvenWhenPaused as true

stable dove
#

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.

tired tree
#

nothing inherits tickable settings unless its a base -> child class case.

stable dove
#

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.

frigid kite
#

Anyone here ever have issues with Unreal taking forever when deleting / renaming actors in large maps?

warm inlet
#

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

flat shoal
#

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?

sonic lake
#

@flat shoal You can do it in many ways, using a skeletal mesh with animated bones or a gun BP with simple positional animation.

flat shoal
#

hmm... need to read up about animation already then... I'd like to have variables for kickback distance, recoil angle, etc. etc.

tired tree
#

@flat shoal if you are trying to use a static mesh, you can set relative position when its attached to simulate recoil

flat shoal
#

@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!

tired tree
#

@flat shoal you can do the relative movement entirely in the gun itself

broken moat
#

hay all, can someone show me the correct way to set up player possession for steamvr?

broken moat
#

nvm

alpine orchid
#

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?

frigid kite
#

Use forward rendering and MSAA

#

Also, to reduce aliasing caused by specular highlights, you can use the curvature to roughness functionality

alpine orchid
#

Should you recommend any customization or something?

mighty carbon
#

@frigid kite any tutorials about "curvature to roughness functionality" ?

#

@alpine orchid there are limitation you can't work around.

frigid kite
#

Yeah I was googling to link something but it's sparse

dusky moon
#

Speakin of forward ... does it still not support Light Functions ?!

frigid kite
#

You can composite textures in their details panel

alpine orchid
#

Where I can find that option? Is that a material or?

dusky moon
#

@frigid kite that could help with textures but my main issue was crap aliasing within Widgets ...

alpine orchid
#

offf Texture.. I got it

#

😄

frigid kite
mighty carbon
#

@frigid kite well, if it's sparse and you know how-to, care to make a mini-tutorial ? 😉

frigid kite
#

@mighty carbon The talk I linked should clarify it

#

around 56:00

mighty carbon
#

aye, thx

alpine orchid
#

thank you !

fleet plume
#

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?

sturdy coral
#

@fleet plume only shows up in UE4?

fleet plume
#

seems like there was/is an issue with using steamvr + rift

sturdy coral
#

Oh yeah

#

Are you on 4.19?

fleet plume
#

in the version i am using == 4.18

#

guess i ran into that 😃

sturdy coral
#

Yeah, can't remember exactly version

#

I have a pull request that fixes it

#

It breaks wmr for people too

fleet plume
#

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

fleet plume
#

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

sturdy coral
#

@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)

mighty carbon
fleet plume
#

@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

mighty carbon
real needle
#

Hello @everyone
If you have any questions about VR on Unreal Engine 4
Just ask...
Im here to help.
Thanks.

mighty carbon
#

@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 )

hallow knoll
#

@mighty carbon I did Oculus platform Achievements in blueprints in 4.18. Did that change?

mighty carbon
#

oh, I don't know

#

info in docs is scarce (last time I checked)

granite jacinth
tired tree
#

what? he wants to help

granite jacinth
#

So you would have been okay for that @ everyone ? I mean, everyone's here to help or mooch

tired tree
#

oh, that was bad yes

flat shoal
#

or is that what's actually happening here?

sturdy canyon
#

yeah that'll set it to null

flat shoal
#

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...

sturdy canyon
#

IsValid

#

there's a bool version and a control flow version of IsValid

flat shoal
#

thanks! seems you're allowed to fire interface messages to null though

#

nice

mighty carbon
#

has anyone messed with expansion OBB files and DLCs for Oculus Go ?

mighty carbon
frigid kite
#

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

mighty carbon
#

well, it's the best there is for VR right now (considering you don't need any special hardware/setup to capture performance)

frigid kite
#

In a material's advanced Material settings

mighty carbon
#

there is no screen space in Forward Renderer afaik @frigid kite

#

no screen space normals that is

frigid kite
#

Oh yeah that's true

sturdy coral
#

@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)

mighty carbon
#

but, does it affect specular highlights aliasing ?

#

@sturdy coral ^^

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

mighty carbon
#

cool, thx

frigid kite
#

@sturdy coral So is there a point to manually compositing the textures?

sturdy coral
#

@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.

charred hinge
#

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

slim temple
#

Hi guys

#

How yall doing

frigid kite
#

Always a good day when working in Unreal

slim temple
#

@frigid kite what ya working on

frigid kite
#

A VR experience for a museum where the visitor is taken to medieval times in their city

sly elk
#

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

mighty carbon
#

@sly elk damn, you are lucky 😃

forest plover
#

Every few weeks it seems like theres a new "Next-Gen"VR headset...

mighty carbon
#

it's hardly next gen

#

just better res compare to old one and straps from Rift

#

still 2 tracking cams and same lenses

granite jacinth
#

@sly elk Did you contact them after Wrench or did they contact you for Quest?

sturdy canyon
#

@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.)

mighty carbon
mighty carbon
#

important milestone !

granite jacinth
#

TBH, the Porn Industry is definitely someone you'd want behind any emerging tech

mighty carbon
#

😏

frigid kite
#

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

granite jacinth
#

?

#

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

frigid kite
#

It does not weigh up against the large amount of human suffering it causes

granite jacinth
#

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

frigid kite
#

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

mighty carbon
#

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!

sturdy coral
#

I vote for keeping this topic out of here unless it is some UE4 based tech involved

mighty carbon
#

I am pretty sure they have hentai VR that is powered by UE4 😃

quiet swan
#

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

frigid kite
#

It should be just be mouse down and up, AFAIK

charred hinge
#

is @tired tree around atm?

tired tree
#

atm

#

@charred hinge yes

woeful anchor
#

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?

edgy pelican
sullen vortex
#

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

flat shoal
#

does forward rendering in VR have a hard limit on the number of moveable lights visible at one time?

mighty carbon
#

probably

forest plover
#

I know it has a limit of 1 active directional light per level

sturdy coral
#

@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

mighty carbon
#

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)

sturdy coral
#

Yeah mobile didn't use the same grid and stuff

stiff anchor
#

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!

stiff anchor
slim temple
#

Hi guys how to I export my ue4 scene to my HTC vive? I have an oculus go as well

flat shoal
#

@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...

sturdy coral
#

@flat shoal it shouldn't be, it shouldn't be a bounding volume at least as big as the light

dense lance
#

Hey all, anyone know how to get the distance between eyes in UE4?

#

in BP preferably

mighty carbon
#

between human eyes?

#

you can't

dense lance
#

@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

dense lance
#

@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

mighty carbon
#

there are quite a few Vive users.. Perhaps they know the secret 😃

dense lance
#

@mighty carbon yes, it is returning 0

#

will fudge with a hardcoded value for now I think

dense lance
#

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

sturdy canyon
#

Ooh an interesting question..

tired tree
#

You can get the eye index with a custom node

dense lance
#

@tired tree Nice! just found a very similar method

tired tree
#

same thing

dense lance
#

yes, basically

#

weird how there dont seem to be regular nodes for this

#

custom nodes are windows(directx) only, right?

sturdy coral
#

@dense lance I think it all gets cross-compiled:

#

even for custom nodes I'm pretty sure

dense lance
#

@sturdy coral oh! thats fantastic news 😃 Thanks!

#

I'll try it out on a non directx platform later 😃

lucid ivy
#

It's almost like I'm spawning the motion controllers and HMD twice, but I have no idea where it would be doing that.

sturdy coral
#

@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

lucid ivy
#

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.

sturdy coral
#

@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

flat shoal
#

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

forest plover
#

It wasnt the example level it was the whole game... But it's in the Library (where the games are)

#

@flat shoal

lucid ivy
#

@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.

flat shoal
#

@forest plover do I have to click "shop games & mods"? I can't see a seach input field...

dense lance
#

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

flat shoal
#

@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

sturdy coral
#

@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

lucid ivy
#

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!

sturdy coral
#

@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

dense lance
#

@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

sturdy coral
#

    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

dense lance
#

@sturdy coral Brilliant! I was hoping to avoid leaving BP, but this looks like a really viable option, thanks 😄

abstract forum
#

Hololens support is coming in 4.22

#

Makes me wonder if UWP support is coming in the main branch

lucid ivy
#

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

slim temple
#

Recently bought the vive Pro and tested it with unreal. It's frign amazing

copper stag
#

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?

sturdy canyon
#

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

mighty carbon
#

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 😦

mighty carbon
mighty carbon
#

we'll see it in 2 weeks

dense lance
#

@mighty carbon video does not show much, but I hope it will look better, have a better FOV and cost less 😄

mighty carbon
#

well, it could be like Magic Leap - hype train that derailed when people saw actual image ML produced

fleet plume
#

@mighty carbon so next PSVR ditching the PS camera? that would be good news

wicked oak
#

@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

mighty carbon
#

@fleet plume I have no idea.. I am just a messenger 😛

#

maybe @wicked oak knows more about upcoming PSVR upgrades

wicked oak
#

nah

weak tide
#

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?

mighty carbon
mighty carbon
#

it's been already a year :/

rustic cargo
#

@weak tide Oculus Boundary components are no longer used - everything is in Oculus Library -> Guardian now.

dense lance
#

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)