#virtual-reality

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sonic lake
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Am I supposed to upload the test app to the Oculus server in order to get an authentication to the online session? At the moment I am just Launching it from UE4.

granite jacinth
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@sonic lake you can't

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Afaik, unless you have an approved quest app.

pearl tangle
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hah that makes it easy, gotta build the app, get it approved, and then test if it works..

sweet oracle
pearl tangle
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@sweet oracle you have that as a 3D widget I am guessing?

sweet oracle
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yes @pearl tangle

pearl tangle
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disable the depth testing on the material for your buttons

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on the actual widget material. Copy the 1 from the engine and then adjust it. Widget3DPassThrough

sweet oracle
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That worked! Thank you!

pearl tangle
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no worries

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i remembered running into that 1 before

sonic lake
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@granite jacinth ๐Ÿ™ I thought it was an entitlement issue. Well it is. How is one supposed to test the online service? What if I upload the app as dev version to the store? On LAN it works perfectly.

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@pearl tangle I am sure there is a way to test the online subsystem but probably not with a sideloaded app.

true ledge
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Anyone give advice to getting this more accurate for the player? Currently I get the force direction and check whether the player is punching in air via a vector length. The force direction * a set speed then gets the velocity for the object. I was given some advice by another user to use a slingshot however it didn't really work out when implemented.

sonic lake
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@true ledge I don't think your problem is the speed but the direction of movement. You need to use something like the average direction the hand moves before releasing the ball, not the final one, which could be imprecise.

true ledge
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Thats the thing it takes a force direction from a sphere collision on the hand. I don't really know how to make that more precise

sonic lake
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Consider also that in a throw the hand makes an arc, so you need to figure out the intended overall direction from it.

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Try this: take the delta vectors of the ball over the last 10 frames. Average their direction and length. Use that as throwing direction and velocity when the ball is released. Should make it more accurate.

true ledge
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The velocity is fixed so when the player punches in the air or does a flick the ball literally just goes the way they are throwing it ill try get an average over last 10 frames and see how that works

tacit quest
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dunno if anyone has run into switching a user on quest... you have to factory reset the device to switch users, i dunno who thought that was a good idea... some people's children ๐Ÿคฆ

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trio, i don't know how much it would help your accuracy, but are you transfering the angular velocity as well? might feel more natural

true ledge
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Currently no, only linear

tired tree
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transferring the angular velocity would only make it rotate

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it wouldnt' change the direction of movement any

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might want to alter the velocity to be relative to deeper into the palm of the hand (closer to the wrist pivot)

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as a forward vector

true ledge
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I cant have it as a forward vector sadly, as the user needs to be able to throw in all directions

tired tree
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well...yeah...but that is still relative

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and you can use it for the target where they merge

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forward vector is relative to facing

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you can still throw in all directions

true ledge
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No I mean if a player decides to just throw their hand left whilst facing a different way the object will throw the way they moved their hand

tired tree
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@true ledge the wrists forward vector, not the HMDs

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averaging velocity will still be good though

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I believe that the new steamvr stuff averages across 30 frames or so? then picks the highest period of velocity and lowpasses that

true ledge
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Let me get a screenshot of my BP, would make it easier for help on this, 1 min

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I then take the force direction and * it by speed to get the velocity for the object that is in a different BP

sonic lake
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@true ledge just an idea. Why don't you visualize the throwing direction with a debug segment starting from the ball position in the hand and extending in the direction of the velocity vector. It may help to figure out what is going wrong and why the throw seems to be imprecise.

true ledge
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Like a trace line?

sonic lake
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Maybe you have some sort of collision with the hand mesh when the ball leaves the hand.

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Yes, it looks like the debug of a line trace.

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For a better debugging you may have to turn off late update on the MC though

true ledge
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Alright ill try it out later on

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Thanks for your help

sonic lake
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Np. VR and physics are both my passions. ๐Ÿ˜ƒ

true ledge
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Alright so I don't really mind that it's slightly off the line but the first throw I do, I was aiming for the boxes. I don't think its a velocity or direction issue. @sonic lake

sonic lake
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@true ledge I wonder if it is a perception issue. Can you try to hide the SM of the hand?

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Focus just on the ball.

sturdy coral
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@true ledge save the prior 10 ticks worth of velocities and draw them all (using thinner debug lines with less obtrusive colors than the main release)

true ledge
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I tried that, it didn't do much good as It takes the velocity from the moment the user releases their hand instead of per frame

sturdy coral
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I'm saying do that to visualize them all and see if any of them even went where you want

true ledge
sturdy coral
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it is also not natural for the throw origin to be at the hand bone origin

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most people release from further up the hand and also may snap the wrist a bit at the end etc.

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but if you origin at hand bone origin, which is basically the wrist, none of that will get factored in

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I guess that's where you are spawning from maybe, you are using grab sphere as the physics origin so maybe it is ok depending on where that is

true ledge
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It just spawns via world so where ever it last was then goes from the direction given to it, not attached to anything other than when it's first spawned

sturdy coral
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where is your grab sphere in relation to your wrist?

true ledge
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In the middle of the hand

sturdy coral
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it is definitely reallly hard to get it feeling perfect, most games tend to cheat and auto steer your aim a bit towards targets

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how do the pickup cubes feel when you throw them around?

sonic lake
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Does it feel better without the hand?

true ledge
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No, feels worse

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Let me go pickup a cube 1 min

sonic lake
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Is your pickup sphere centered on the origin of the controller?

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Or offset?

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I mean the MC component

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The grab sphere should have 0,0,0 relative position for this use case

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I can't recall if it is offset in the standard VR template

true ledge
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Relative is 0,0,0

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Cubes are fine when throwing them

sturdy coral
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maybe just a perceptual thing with throwing without gravity then

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they should use that same velocity I think

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@true ledge maybe try out the free echo arena practice area and see if you tend to overshoot upwards with with zero g throwing

tired tree
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Why use the velocity of the grip sphere and not of the object itself in the first place?

true ledge
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? Thats literally just to get whether the player is punching or not. The velocity is the force direction that the punch went * a set speed for the velocity of the object

tired tree
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yeah, but you are using the direction of the grip sphere

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which is offset from the actual location of the object

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unless you snap to it

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dont know your setup there

true ledge
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Shouldn't make the much of a difference they are basically at the exact same location

tired tree
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that was my main question, because if they were decently offset it would make a huge difference

true ledge
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Looking at echo arena the way they throw the object where they have to release is what I am going for but without gravity and such. I don't think its my overshooting as I had another friend test it and say that the object throw was slightly off.

sonic lake
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Can you show how you are giving velocity to the ball?

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Maybe the problem is there

true ledge
sonic lake
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Ok it is actually a projectile

true ledge
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Yeah, however nearly all physics based movement has been turned off

sonic lake
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And you are setting its initial velocity

mighty carbon
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Oculus Go is $169 now

true ledge
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As soon as the object gets detached from component then yeah I set the velocity

sonic lake
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How do you set the velocity? In local space or world space?

true ledge
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World space

tired tree
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physics velocity is always world space

sonic lake
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So the projectile actor is initially attached to the hand and then it gets a velocity once detached. I wonder if the projectile movement component likes that.

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The projectile movement component has a function to give velocity in local space.

true ledge
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I can try do it in local space

sonic lake
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That's why I was double checking that.

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I don't think that local space will help. I am doubting more if the projectile movement component likes to be tossed around at 0 velocity and then be given a velocity. Usually it is spawned with an initial velocity when needed.

tired tree
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it appears to be working correctly, its just not getting the angle that he wants

sonic lake
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Yep, got it. But we still haven't found out why.

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I would try to turn then ball into a primitive component and give an impulse to it.

tired tree
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well its going to be at the time of the button press/ release, which is a frame different from the visual

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plus there is a lot of wrist action

sonic lake
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Versus using the projectile movement component.

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Indeed it could be a visual/tick effect.

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There must be a way to correct for it though.

tired tree
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still should be the actual objects velocity

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and if its the difference between the late update and the game thread

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you'd have to project

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by the frame delta

sonic lake
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That's why I was suggesting to turn off late update for debugging

tired tree
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also, running it off of velocity means that it could happen at any time during the "punch"

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its not controlled

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could wait for a relatively flat forward vector before releasing if it hit a threshold, or level out the directional vector though

sonic lake
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Agree. Needs to have an anticipation of the velocity at which it will be released. Tricky.

tired tree
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having it throw based on speed means that the hand could still be halfway through its arc when it happens

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depending on when the tick hits vs the motion

true ledge
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No, the player needs to release the controller for the event to be triggered for the force direction to be calculated

sonic lake
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Ok so you use a button actually

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That wasn't clear

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Because you have that branch velocity > 250

tired tree
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yeah, looked like it was automatic

true ledge
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Basically while the player holds the trigger a bool is set to true, which allows event tick to check for the player punching. If the player punches while holding the trigger down and then releases it sets off an event to get the force direction + detach the component etc.

sonic lake
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But the release is velocity based

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No ok it is trigger controlled

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In this case you can try also with 0 hand velocity and simply shoot the projectile

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See if you can direct it where expected

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If so then the problem is with the hand moving

true ledge
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Amazing just tried that now it goes off in completely random directions ๐Ÿ˜‚

sonic lake
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Well it still gets the hand velocity which is close to zero

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That's your hand shaking direction ๐Ÿ˜œ

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Use a predefined velocity and pass the hand forward vector

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That is like shooting with a gun to a target.

tired tree
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wait, so is that function you posted on tick, or post trigger release

true ledge
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Which one? The Velocity set or the get physics?

tired tree
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get

true ledge
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Basically that happens every tick as long as the player has the trigger held down

tired tree
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but you are storing the direction in it

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it will be a tick off of the input event happening

sonic lake
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But then you are releasing on the velocity of the previous frame

tired tree
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all this is done Pre_Physics on the frame prior to the input firing

true ledge
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It sets the force direction there but it also sets it after the trigger has released as well. I had the force direction prior to the trigger release just for debug purpose

sonic lake
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I would try to delay the throw by one frame

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If that is true, if you throw from below you will go lower

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If you throw from above you will go higher

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Both in an arc motion

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In the current setup

true ledge
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Alright just delayed by a frame, didn't really do anything

sonic lake
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Using the velocity at the delayed frame?

true ledge
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Yeah

sonic lake
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You should then anticipate by one frame ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

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Sorry, couldn't resist the joke

true ledge
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๐Ÿ‘€ Look down there

sonic lake
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I have done VR throwing games before and never had similar issues. I never used the projectile movement component though.

true ledge
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I could try use impulse

sonic lake
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I would switch to a primitive component and try with that one

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Yeah. Give it an impulse on release.

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Fire it off.

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Impulses are in world space so you are good there.

true ledge
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o_o I didn't trigger anything and it just started to float

sonic lake
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What kind of sorcery is that? ๐Ÿค”

true ledge
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Alright can I just use the same direction * speed for the impulse?

sonic lake
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Yes

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You will need to scale the magnitude of the impulse

true ledge
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Nice I crashed the engine

sonic lake
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Oh well, didn't like the floating thingy

true ledge
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I didn't even press play...

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Alright reloading

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... Now it's went invis

sonic lake
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What?

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Check your collisions. Now that you are dealing with a physics actor there could be depenetration impulses.

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Those can make things disappear pretty fast.

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They are shoot in the universe.

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That's the technical term of course.

true ledge
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Ive set collisions to custom with collision enabled for Query and Physics set all to ignore still invis.

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It's whenever simulate physics is turned on

sonic lake
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I don't think it goes invisible. Do you get errors?

true ledge
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Nope

sonic lake
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Look at the BP_pickupcube code. You have to.use the same attach/detach logic.

true ledge
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Yeah, already use the same logic

sonic lake
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Ok do a Print String of the ball world position on Tick, it should not go invisible like that. Not by itself.

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There must be a reason.

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Otherwise you can name your game "Invisiballs"

true ledge
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... Alright so yeah the thing is still there just invisible

sonic lake
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Something is setting it invisible?

true ledge
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Yeah simulate physics, if I turn that off then it appears again

sonic lake
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Weird

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Is it the same if you place it in the level with physics on?

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Not attached to anything

true ledge
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o_o wtf no it isn't invis but it decides just to have a walk away

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Without me doing anything

sonic lake
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It's alive!

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It must be a simple sphere with no code

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Just a static mesh with physics turned on

true ledge
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Yeah thats what it is

sonic lake
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Which sphere did you use? Can you show its collisions?

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Maybe it has collisions much larger than its visible body.

true ledge
sonic lake
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Otherwise I would delete it completely and recreate the BP from scratch.

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Oh. So it has collisions larger than its body.

true ledge
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Yeah

sonic lake
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So if you place it with the body on the floor it is actually depenetrating and flying away.

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Because its collisions are actually much larger.

true ledge
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I mean thats w

sonic lake
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If you place it well above the floor and press the End key, it should land exactly on the floor on its collision volume

true ledge
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one mystery solved

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Yeah that works fine

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Forgot about the collisions

sonic lake
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Ok. So you want the collision volume of the sphere to coincide with the visible shell of the sphere.

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Was the projectile the same sphere?

true ledge
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Yeah

sonic lake
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Duh

true ledge
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But the projectile didn't have any collisions at all like I turned them off

sonic lake
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That may explain it.

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Ah ok. So it wasn't bouncing on anything

true ledge
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Nah

sonic lake
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Just flying straight

true ledge
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Mhm

sonic lake
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Projectiles may be built that way because they fly at high speed, so you need to some margin for collision check and depenetration

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They typically also have CCD turned on

true ledge
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Alright but for some reason the sphere is still invis without projectile on

sonic lake
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Invisible in Game flag?

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Just guessing

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Visibility off?

true ledge
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Nope

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Its on

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Its still the physics simulate thing if I turn that off then it appears again

sonic lake
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I am being your rubber duck

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Ok do this

true ledge
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I can't tell whether I got that reference...

sonic lake
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Now you do

true ledge
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Yeah thought that was what you meant xD

sonic lake
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So. I would create a brand new ball BP.

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Place a sphere in it (the standard sphere). Turn physics on.

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Forget your old ball/projectile BP for the moment.

true ledge
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Alright

sonic lake
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Check that it behaves as expected when placed alone in the level.

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Like a physical ball.

true ledge
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Yeah

sonic lake
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Good.

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Now you can spawn one and attach it to the hand. Physics must be turned off before attaching.

true ledge
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...

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I didn't do that for the first one

sonic lake
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If you attach something with its physics on I am pretty sure it flies away

true ledge
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Alright nice doesn't go invis anymore...

sonic lake
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That is good news

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Next, when you do the throw, first you detach it, then you turn its physics back on and finally you apply an impulse to it

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If you have any collision going on in the hand or grab sphere or anything else, make sure it is set to ignore physics actors

true ledge
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Eh ok so I have set the simulate physics but without setting velocity or direction or impulse when I punch in the air it goes in the direction with a set speed...

sonic lake
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You can set its velocity to zero when you release it, then apply the impulse

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At that point it should feel the impulse only

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Otherwise it is inheriting the velocity from the former parent component

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And when you apply the impulse the velocities are combined

true ledge
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Alright got all that working let me get a video quickly

sonic lake
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Nice. How does it feel? Any better?

true ledge
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I think its just literally on when you release the controller

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Which I don't know if that could be classed as a skill thing for players or an annoying thing

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Like I mean look at the last one

sonic lake
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What do you mean with "it's on"?

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It is released?

true ledge
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No just me wording wrong nvm, basically Im just saying that when the controller releases it fires normally but it just feels weird for some reason

sonic lake
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Describe weird

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How are you setting the value of the impulse?

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You can simply use the Set Velocity flag

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That will produce an impulse which gives the ball the same velocity as the hand at the throwing time

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Otherwise there is a mass effect to take into account

true ledge
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Yeah using set physics linear velocity

tacit quest
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anyone know if there is any hard limits to polygon count of static meshes on quest? i have one model which when deployed on quest it in has a bunch of the vertices randomly strewn about, crisscrossing through the whole model. this model is probably the biggest single model at around 35k polys i think

sonic lake
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@true ledge At least do you feel the throwing direction is better now?

true ledge
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Yeah, much better than when I first asked

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But it is still a bit off from where I would need it

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@tacit quest The mesh rendering shadows / any vfx?

sonic lake
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@true ledge At least now you have full control on the throw. For example you can add a bit of orthogonal velocity if needed.

tacit quest
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no vfx, just a static mesh, thought the materials might be affecting it so i assigned default world material, but it's just grabbing seemingly random vertices and placing them all over the place... which is wh i was wondeirng if maybe it hits a hard limit and then has random values or wraps the index buffer or something

true ledge
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Don't think there is a hard limit, that I know of anyway.

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Just seems like the place I am aiming for I am always off it slightly or going a different direction, @sonic lake

sonic lake
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@true ledge it could be a matter of perception or training or something else

true ledge
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Yeah thats what I am currently thinking

sonic lake
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If you aim at something and it is always randomly off then there is something wrong for sure

true ledge
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If its a matter of skill, which ill test by having another dev trying it out, then im happy to keep it, adds another level to the game. But if its something else then I need to see what I can do

sonic lake
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If it is regularly off, you will learn to compensate it through your oculomotor coordination

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Have someone else try it

true ledge
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Yeah Ill have to do that later, requires me to package the project

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Thx for all your help ๐Ÿ˜„

sonic lake
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You are welcome. Glad we figured it out at the end. I still suspect there was something with your projectile sphere together with the projectile movement component.

granite jacinth
tacit quest
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wow, valve actually released something

pearl tangle
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has anybody tried out trover in VR from EGS yet by the way?

short laurel
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@pearl tangle thinking about buying it right now

pearl tangle
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it's fun if you like rick and morty. I have just been playing on desktop, can't be bothered hooking up a headset for it since it doesn't handle the vive or wmr controllers

short laurel
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heard its really good from a couple people

sturdy coral
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@pearl tangle I picked it up, haven't gotten too far yet. You may be able to rebind things for wmr controllers, because it does support knuckles

pearl tangle
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@sturdy coral The VR just kicks in steam VR I am guessing? Was curious what was going to handle VR content on EGS

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I think il stick to desktop to play it anyway, roomscale is the only stuff I play VR for

granite jacinth
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IIRC they had to force 2D

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Even if you have an HMD

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Not sure if the option to go to HMD is in the game though

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or if you need shortcut toggle

sturdy coral
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@pearl tangle you click this little settings icon and it launches it in steamvr:

pearl tangle
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wow OSVR

granite jacinth
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Interesting, wonder if that got changed recently

sturdy coral
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it doesn't work if you launch with command line parameters for some reason, they have .bat files and it doesn't work when you launch through those either

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I think it is because it is relaunching itself through the store or something when you run the raw executable

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and losing the parameters

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but if you launch through the store and click launch in steamvr it works

granite jacinth
pearl tangle
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ah didn't think about subnautica as well

granite jacinth
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Yeah, I think I just misread

sturdy coral
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oddly it is almost the opposite from that, works through the store but not through the bat files

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and doesn't seem to matter if headset is plugged in, you can launch it with or without steamvr through the store

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I'm using pimax though so maybe something going on there

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downside of not being able to launch it outside of the store is you can't launch it through steam to customize the steam controller with it

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having to do that to use steam controller well though is a shitty requirement valve has done to lock people into the store with their controller

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I'm not sure if they have native steam controller support on trover though, didn't try

granite jacinth
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Well, it is their controller

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Personally don't think it's shitty at all

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The fact that there are hacks to let people use other controllers for other HMDs and platforms is kinda...well...hacky ๐Ÿ˜ƒ

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Obviously, I wouldn't mind a "One Ring To Rule Them All"

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"One Motion Controller To Rule Them All" scenario

sturdy coral
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imagine everyone that made hardware did that and you couldn't even launch stuff without loopping it through multiple launchers

granite jacinth
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But I just don't ever seeing that happen

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Well tbh, this has been happening in hardware since..well forever

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Nothing new

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My only gripe is coming out with new controllers so late in the game

sturdy coral
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I'm not talking about knuckles

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but steam controller

granite jacinth
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Or, god forbid, more controllers ๐Ÿ˜ƒ

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Oh, Steam Controller

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Well, still, it's their controller

sturdy coral
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knuckles you can configure bindings for outside steam

granite jacinth
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They would have to provide support outside of their own store and maintain that

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It's a godsend they did a plugin for UE4 in the first place for Inputs

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I mean, I get what you're saying for sure

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It would be nice to have support for every controller possible in every platform

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But, TBH. How many people even have a Steam Controller anymore?

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Or use it on a regular basis?

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Do they even market it anymore?

sturdy coral
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I use it a lot less than I would if it worked without having to add and launch everything through steam

granite jacinth
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I have mine in my box. It's been there forever. Only took it out a few times to play around with it myself.

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Xbox controller is my go-to

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XBox 1

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You can't ever go wrong with an Xbox controller

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If a game says "gamepad supported", you are basically guaranteed to have it working with an Xbox controller

sturdy coral
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steam controller is a lot better than a normal gamepad for fps stuff and playing mouse stuff like into the breach from the couch, and pretty terrible for anything that needs a good dpad

granite jacinth
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Eh. Depends on the game.

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Old XCOM, Steam Controller is mando. New XCOM, they have Xbox Controller in mind

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I think even the newer Civs have Xbox in mind as well

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But you're right. If you want to play a KB/M game with controller, SteamController is nice.

sturdy coral
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with the knuckles stuff I think they have added some kind of .uproject key or something that lets it distinguish uprojects and use different bindings

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I don't think the regular steam controller has that, so if you want to experiment with hybrid gamepad/mouse/keyboard bindings beyond what the normal plugin can do

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you have to do it all against ue4editor.exe and launch that through steam and it only works with your one uproject and no more clicking 'play' in visual studio to launch, etc.

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huge pain in the ass

mighty carbon
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Speaking of gamepad, you can play your PC games on Quest (via Virtual Desktop) and use Touch as gamepad

sturdy coral
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that's pretty cool

abstract anvil
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any unreal VR/AR developer looking for work? VC backed company in SF looking for assistance with a Unreal SDK. Can be remote. Feel free to DM

pearl tangle
real needle
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Hi guys. Which button do you use as modifier with motion controller? The trigger is used to grab/drop objects, then I need a modifier button to detach/attach them. With kb+m I use shift, LMB to grab/drop, LMB+Shift to detach/attach. With VR that would be Trigger+what?

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(I modified VR content example to work this way, but I don't have any VR, so I don't know where to map the "Shift" equivalent)

orchid schooner
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using trigger for grab/drop is mistake, use grip button for this. then use trigger to using objects

real needle
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@orchid schooner really? I just used the default UE VR template project, grab is mapped to the trigger. Ok, then it's "Grip" for grab and "Trigger" as modifier, right?

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Grip = Grab/Release and Grip+Trigger = Detach/Attach, correct?

orchid schooner
#

no, not modifier, in VR you have no modifiers

real needle
#

@orchid schooner When I have an object in the hand I want to decide to simply drop it or to attach it to another object. With kbm I will grab by pressing and holding the mouse, an then simply drop by releasing the mouse or try attach to something by shift+releasing. How do you do something similar in VR?

#

Here a video. It's the VR template but I move the pawn and the left hand with kb and mouse. Then when I grab a cube I can then decide to let it fall or to attach to another cube. So, when I hold something and I press the modifier key in the same time you see this green preview that will say where it will attach, and the on release it will attach and weld.

pearl tangle
#

@real needle If you are going to be trying to do VR development you definitely want to be doing it on a VR headset

real needle
#

@pearl tangle true, but not right now.

#

Can you easily press Grip and Trigger in the same time? If so I can just use one as grab and another as modifier

pearl tangle
#

all the VR controllers are different and with different layouts so maybe on rift but not on vive

golden snow
#

@pearl tangle Missing the Unicorn

glad temple
#

I feel like this is a trivially easy question, but is there an easy way to get a VR player on a moving platform?

#

Or do I need to give the VR pawn a collision capsule and such

sonic lake
#

@glad temple the standard VR Pawn (e.g. MotionControllerPawn from the VR template) is just floating in the air and moves around using a NavMesh. It has no collisions nor it senses the underlying floor. For that you need to write a lot of code or make a pawn which uses the Character Movement Component. Or, better, use the VR Expansion plugin.

glad temple
#

Oh ok, thanks!

glass topaz
#

Hey there guys! I'm working on a live motion capture project, involving augmented reality.

I wanted to ask a few questions regarding how AR works in UE4!

Is it limited to mobile platforms?

Does it only support flat markers or does it also have Vuforia-style cylinder tracking, etc.?

I'm currently trying to decide whether to use existing AR implementation in UE4 or writing my own solution using OpenCV.

pearl tangle
#

@glass topaz You can integrate in openCV or something for windows if you want, but the AR runs on ARcore and ARkit so whatever they work on you can use easily.
The tracking supports whatever arCore and/or arkit support

ember forum
#

Ive gotten literally no improvements using the oculus branch of ue4.22 vs using binary ue4.22 .. and loading levels in the editor sometimes everything is just black, i read some posts earlier this month some of yal had these issues? I fell back to the binary ue4.22 and everything was fine again

mighty carbon
#

4.22 has 1.37 SDK.. So it should work with Vulkan as soon as Oculus patches the OS on Quest

#

official 4.23 will have 1.36 SDK and current official 4.22 has even older SDK

glass topaz
#

@pearl tangle Okay, thanks!

ember forum
#

Yup true, but the editor itself is buggy, a bit busy now but im goi g to talk to some people here that had the same issue and send a bug report to oculus

tacit quest
#

anyone have any ideas why a mesh would get messed up when deploying to the quest? i have a mesh that ends up with polys stretched all around the model from various points. my best guess is there's a hard limit on the poly count on mobile? not sure why it's changing my mesh at all

ember forum
#

are you using es3.1 preview in the editor? @tacit quest

tacit quest
#

no ive just been deploying to device, i was using preview es2 but it was annoying, the lighting going completely black and stuff

#

how do i enable the 3.1 preview? googled around said it was in experimental settings but i don't see it

granite jacinth
#

roflsauce on Meat Fortress

ember forum
#

@tacit quest the quest by default is using es3.1 so thats what you should be previewing..

#

unless you want vulkan, which doesnt support multiview and ffr atm so its useless

#

you should be looking at things at how they are going to appear in game, so es3.1 preview is the closet you will get

#

you could be running shader model 5 with ray traced lighting, ssr, and GI ๐Ÿ˜† but that will never show up in es3.1 so its good to know exactly what you are in for by using the correct renderer

tacit quest
#

ah, old answerhub said it was in editor preferences

ember forum
#

you should really check ue4 oculus quest on google theres a ton of videos and docs going over step by step

#

how to set it all up

#

but yeah

#

project settings

#

android section

tacit quest
#

i have a feeling the problem is on deployment, but i'll ping back here after 15k shaders finished compiling

spare yew
#

Anyone here using Oculus branch? Preview rendering is totally bust for me

tacit quest
#

i'm using binary 4.22

tacit quest
#

ya my mesh problems are somewhere on deployment. anyone know what processing happens to the mesh when deploying?

spare yew
#

I've had the same issue btw, despite the mesh appearing fine on my first build. Had to resort to just splitting it into multiple pieces

#

Even a fresh project with the same settings as the build in which the mesh was fine, it still gets corrupted. Think it might be something on the hardware side.

tacit quest
#

did your mesh have a high poly count? we're just deleting parts and deplying it to see if there's a threshhold or if there's something particular with the mesh

mighty carbon
#

anything exciting for Quest at E3 ?

granite jacinth
#

a few

#

I mean

#

Nothing exclusive that I could remember

#

But a lot of ports

#

You should watch the UploadVR E3 stream

#

(well playback)

#

I say about 25% of it was actual good content

#

the rest was meh

#

But overall, the content was decent

#

But only a few people trying to push the limits

#

Otherwise, about 20 new zombies games

tired tree
#

didn't catch the espire vr part

granite jacinth
#

It was alright

tired tree
#

did they accounce for quest?

granite jacinth
#

Nothing really new

#

can't remember

mighty carbon
#

20 more zombie games? "Nice" :/

granite jacinth
#

Heh

#

It was more like 8 or so

mighty carbon
#

๐Ÿ˜ƒ

granite jacinth
#

But a good number trust me

#

Nothing really stood out TBH

#

Nothing new

mighty carbon
#

yeah, that sucks..

granite jacinth
#

I did think the Tree vs Squirrel game was cool (Tree is in VR, Squirrels trying to get acorns on Mobile)

#

and obviously Anton's Meat Fortress

#

I was surprised Valve did that

mighty carbon
#

crossplay between phone and VR? Interesting indeed!

granite jacinth
#

Yup, that was pretty cool

#

Otherwise...all these "Indie VR Studios" with a shitton of money...

#

Not sure where they are spending it

#

The one I was super shocked about

#

Was the Raw Data guys

#

I already knew that they were working on the Walkign Dead game forever now

#

But...they showed a "alpha build"

#

And it was butt ugly

#

Like... I don't know where they are putting their money at, it isn't at art for sure

#

But some folks.. they are pretty damn good at new-game-turnarounds

tacit quest
#

ceo salary

ember forum
#

so ignore everything i said about the oculus ue4.22 branch

#

everything is working fine now

mighty carbon
#

lol

dim iron
#

anyone else got a quest they can test to see if they see the debug line from a widget interaction component. Works fine on my rift, don't see it on quest though.

tacit quest
#

3 hour shader compile time...good use of my afternoon lol

#

caught up on e3 anyway

dim iron
#

what you liking so far from e3

tacit quest
#

not much tbh, a lot of cinematic trailers which do nothing for me

dim iron
#

ah nice one will give that a quick go now.

#

have to admit i do love a good trailer. just a shame when the trailer is better than the game ๐Ÿ˜ƒ

tacit quest
#

they're all so formulaic now, every trailer feels the same to me, line up action to the music thuds, build up to silence, grand finale...zzzz

dim iron
#

i hear ya. does seem like a generic formula.

tacit quest
#

hrm

ember forum
#

yeah ive never had a line trace debug line appear for me on the go or quest

#

line/box/debug sphere.. nothing... but you can do other things like the actual trace

#

works

#

just you cant visually see it

#

so just place something at the points that you need

#

@dim iron

#

and i am using the widget interaction component successfully

dim iron
#

nice one thanks for that, will stop wasting my time. i knew it was just a visual thing. just bugs me when things dont work as you expect ๐Ÿ˜ƒ

ember forum
#

yup, peculiar that its that way, but it works, just use the force to imagine where the lines are going

dim iron
#

usually give it a quick test on the rift first so its not a big deal ๐Ÿ˜ƒ

ember forum
#

good idea

#

๐Ÿ‘

mighty carbon
#

I don't think 5M is a lot of money for Oculus.. If it's total amount for all games sold, it's basically nothing :/

pearl tangle
#

thats around 250k games sold if they average $20 a pop so not too bad really

ember forum
#

well robo recall free to rift owners

#

and rec room is lots of fun

#

so both free

#

and being a dev you just make your own games, okay we dont count

runic cedar
#

Hello, i want to make VR split menu (like on the image) and what is the better way to do it with 3D static mesh (not 2d Widget) with animations? Thanks

#

I think add meshes to child of another Actor BP and animate with sequence buttons (for Open and close)

woeful sundial
runic cedar
#

@woeful sundial mb but now i found how to do it, need use the sequence in the one BP

#

that is better i hope ๐Ÿ˜ƒ

woeful sundial
#

Cool! ๐Ÿ‘Œ

sullen bramble
#

Does anyone by chance have a good ide on how many polys a monster should be if I want to run it on the vive

sturdy canyon
#

Is it like a badass boss monster, or like one in as group?

#

You can have about a million polys on screen for min specs 90fps

sullen bramble
#

single stalking monster

#

setting is forest

#

also worried about trees if you have any suggestions

sullen bramble
#

@sturdy canyon

sturdy canyon
#

Well you get to decide what percent of your budget you want to blow on the forest vs the player hands vs the badies.

#

If you will only have one monster on screen at a time, maybe it could be like 10% of your budget

#

Btw number of triangles is very much not a fixed thing. Depends heavily on your shaders and how much post processing, etc

sullen bramble
#

will using speed tree for the forest be acceptable or do you think the assets are too heavy

ember forum
#

LOD's are the way to go

#

instancing

#

merging actors

#

reducing draw calls is the game

#

test it constantly on the device

sullen bramble
#

how many lod levels do you usually do for dense scenery? Should my culling distance be quite a bit shorter that a regular desktop game

tacit quest
#

2-3 lod levels, aggressive lod distances, overdraw on the foliage is going to be one of the biggest hits in a scene like that. porting some of our stuff to quest from the rift, it complained about speedtree material nodes, not sure if speedtree itself works on the mobile vr stuff, something to look into

#

we're using the open world demo trees there which are overkill we were hitting gpu limits with this scene on the rift on those asus ROG laptops

#

reinaldo has all the advice you need, reduce draw calls. merge meshes, use low complexity master materials

sullen bramble
#

okay thanks guys

ember forum
#

Play other vr games and see how they do it

sullen bramble
#

true I'll pop in robinsons journey tonight

mighty carbon
#

that's CryEngine ๐Ÿ˜ƒ

sullen bramble
#

dang I don't know if I have any equivalent ue4 games

#

@mighty carbon give me a foresty ue4 vr game lol

#

the core concepts should still be the same right???

mighty carbon
#

nope, not the same

#

different engines, render stuff differently

#

plus, whatever engine they used to ship Robinson isn't the same as you can access today

#

I am pretty sure same goes for UE4 - if someone releases a game with lush vegetation for VR, doesn't mean you can achieve the same with stock UE4 publicly available

#

sometimes people overhaul renderer on low level just to make it work for target platform

#

I'd say any dev without massive resources and top notch software engineers behind him/her should first do some R&D and see what's achievable with stock UE4 on their target platform and then make a game with those limitations in mind

sullen bramble
#

true

tame thistle
#

I'm working on an enterprise VR project where we have several compiled projects launching each other from a lobby. We have an issue where because they're separate executables Oculus Dash pops up every time a new project is launched.
Because it's an enterprise project our users are.. easily confused, so we need to try and stop that happening. Does anyone know of a way to block or close the Oculus Dash menu without completely disabling the OculusVR plugin?

#

Disabling the OculusVR plugin prevents it but as far as I can tell we then lose a lot of the Oculus Touch specific bindings.

ember forum
tame thistle
#

iirc that makes it load you to the Home space if the button is pressed, rather than toggle the stereo menu. I'm thinking I may need to disable that, set Oculus to use long press to open dash, and try and find a way to make the Oculus Demo mode permanent.

#

A bit more manual than I'd like, would be nice if I could just block the control through some developer options.

#

Thanks.

mystic tinsel
prime sonnet
sturdy coral
#

@mighty carbon correction: that was cool:

granite jacinth
#

damn

smoky gazelle
#

how to block hmd going through mesh

runic cedar
#

Hello, how can i press the static mesh (like button) in the VR with the controller ?
I want to press from the controller that 3D button and press it down.

#

and when i press the button it will revert to the start position (like i no press, or touch it)

mighty carbon
#

@sturdy coral removing SteamVR from Virtual Desktop was cool ?

odd garnet
golden snow
#

You'd think after the first leg they'd stop moving.

dim imp
#

in the vr template how do I disable the square thing around the teleport marker ?

pearl tangle
#

@dim imp thats the guardian/ chaperone boundary. Just remove it from the blueprint if you dont want it on there

ember forum
#

@odd garnet lmao... that is 1 hardcore agent

#

Recroom paintball is still my favorite game... but it sure as hell doesnt run at a constant 72fps ๐Ÿ‘€

tired tree
#

@ember forum wasn't his question about blocking the hmd from entering collision mesh?

ember forum
#

you are right.. @smoky gazelle ignore my constant tagging you, but do seach this channel , people have asked this question be4

#

oops

tired tree
#

mmmm

#

not really

#

in roomscale your HMD is offset from the root capsule

#

there are workarounds for that, but you can't just "move" the root, as that moves the entire actor

ember forum
#

thats what i do, and make sure the hmd stays attached.. there are ways

#

butim making a flying game

#

so...

#

@sonic lake also has a tutorial on using your root component to move, or am i wrong about this

quaint frost
#

Hi guys... I'm looking for a guide like this https://www.imgtec.com/blog/powervr-performance-tips-for-unreal-engine-4/ but I'm using a 1080Ti.. VIVE Pro... I'm not sure if I should be Disabling Early Z-Pass, Disabling Occlusion Culling & Disabling DBuffer Decals... I have 32GB RAM & i7-8700K ....... what would your Project settings, Engine rendering settings be if you have a system like this?

This blog post is a must-read for every Unreal Engine 4 developer that wants to learn about how to optimise for PowerVR platforms specifically, as well as mobile in general. Weโ€™ve collected the most relevant tips from our very useful PowerVR Performance Recommendations docu...

#

I think my 1080Ti uses Tile Based Deferred Rendering (TBDR) architecture... so should I switch these features off?? Disabling Early Z-Pass, Disabling Occlusion Culling & Disabling DBuffer Decals??

tired tree
#

@ember forum marcos tutorial doesn't move the collision though, its still offset

#

you can have some tracing track the head and offset the actor to compensate, run two seperate actors and sync them, lock the HMD in place and add its movement to the pawns, or offset the actual physics and tracing of the root to match the hmd

#

there are a lot of ways

sturdy coral
#

@mighty carbon I meant that feature now "was cool" instead of "is cool" :/

ember forum
#

muchcharles have you tried out vridge?

#

i tried it on the first days of the quest, they give a 5 minute test for free, i thought it was pretty terrible, dont know if its improved much

#

5 minutes to try out VR is just....

#

@tired tree

#

you are right though, im not moving the root (in my case)

#

its offset

#

now that i thought about it

#

its offset, after the hmd has moved/rotated

quaint frost
#

Has anyone else used this guide to help them develop in UE4 VR? https://www.imgtec.com/blog/powervr-performance-tips-for-unreal-engine-4/ should a 1080 Ti turn off the following? Disabling Early Z-Pass, Disabling Occlusion Culling & Disabling DBuffer Decals??

This blog post is a must-read for every Unreal Engine 4 developer that wants to learn about how to optimise for PowerVR platforms specifically, as well as mobile in general. Weโ€™ve collected the most relevant tips from our very useful PowerVR Performance Recommendations docu...

granite jacinth
#

you literally just asked that an hour ago

wicked oak
#

@quaint frost dont give a fk about those. PC gpus arent even close to mobile GPUs

quaint frost
#

@wicked oak & @granite jacinth so I shouldn't turn those off? Disabling Early Z-Pass, Disabling Occlusion Culling & Disabling DBuffer Decals??

wicked oak
#

the early zpass is forced on forward

#

the disable occlusion culling is something you shoul NEVER do on PC

#

and the dcals are good

quaint frost
#

@wicked oak thank you ๐Ÿ˜ƒ

tacit quest
#

what are the current options for doing outlines on mobile/quest? fresnel, duplicate geo, anything else?

sonic lake
#

@ember forum my tutorials are (so far) for an in-place experience, there is no support for room scale movements. So if you make a step IRL you will find yourself offset from the pawn or the character. For example, in my IK tutorial you will literally step out of your body. You can use @tired tree 's plugin to properly handle room scale movements.

ember forum
#

Or like, learn how to do it yourself ๐Ÿค”

#

By looking at the plugin ๐Ÿ˜‚

valid sentinel
#

Anyone Online here who has a Rift or Rift S?

#

Need to test out a small Project. As i dont have a Oculus with my right now. ๐Ÿ˜ƒ

true ledge
#

Anyone got any ideas with what is happening here? Just loaded my project now this, even with backups

arctic path
#

@true ledge looks like the left hand is getting spawned several times

#

check the motion controller bp in the nodes where it spawns the hands

true ledge
#

No its that the right and left hand are merged for some reason @arctic path

arctic path
#

Ah, well I'd still take a look at the spawn nodes to see the location they are being spawned

true ledge
#

Will do, 1 min

arctic path
#

Is that a fresh version of the template?

true ledge
#

No

arctic path
#

Did you alter the motion controller bps at all?

true ledge
#

I did however that is a backup of before I had

arctic path
#

You could create a new project with the VR template and migrate the motion controller BP into that project to overwrite it

true ledge
#

Alright so looking at the two Bp's they are the exact same as far as I can tell. Where abouts is the location spawn BP for the hands? @arctic path

arctic path
#

Let me look

#

You sure both motion controllers have batteries and are turned on?

#

If one is off the hand won't snap to the right location

true ledge
#

Yeah they are both on ๐Ÿ˜‚

arctic path
#

Just covering the bases

#

Sorry, not motion controller BPs, the motion controller pawn

true ledge
#

No idea why but one of those changed to left instead of right without me doing anything, issue solved. Thx for your help

arctic path
#

Awesome, glad to hear it

ebon musk
#

So I tried this vr mode today

#

Seems fun but super limited

#

Like no undo. Doesn't seem that I can edit geometry verticies at all

#

A neat experience though.

ebon musk
#

Can somebody help with this? When I load the motion controller map in the VR demo and press play, it doesn't actually let me play the map...

#

What's up with that?

#

It doesn't let me play with my Vive I mean

toxic oracle
#

Are you playing in VR mode?

ebon musk
#

I'll double check that next time. Thanks.

keen prawn
#

is the oculus quest enviroment closed btw?

#

or could u just install bunch of stuff on there w/o jailbreaks whatever?

#

dont mean their store just the device itself

keen prawn
#

robo recall is free on PC but 30$ on quest ๐Ÿ˜›

#

the quest store looks like crap ๐Ÿ˜›

#

only like 20 games and most look utter crap ๐Ÿ˜›

dim iron
#

if you bought Robo Recall or got it free with the Rift then its free on the Quest

#

i dont know what you are expecting from the quest but there are some decent titles, and graphically pretty good. Its not as if it has a 1080ti stuck to it.

keen prawn
#
Oculus

Wander the world openly through the magic of VR. From the comfort of your living room you can teleport almost anywhere in the world - whether you wish to walk across the London Bridge, stroll the gardens of the Taj Mahal, or witness the enormity of the Great Pyramids of Egypt...

#

something better than this ๐Ÿ˜›

#
Oculus

BOXVR brings music enhanced, boxing inspired workouts to Virtual Reality gaming.

Workout Classes by fitness experts
Beginner to Expert Classes
Effective cardio exercise
Set goals and track your progress
Over 100 different music tracks
Make your own Workouts

#

or this ๐Ÿ˜›

#

there is some stuff that look sorta fun, but not really worth the price they ask

pearl tangle
#

i think there is about as much fun stuff as can be expected for a new release console

keen prawn
#

30$ for that box VR,, thats just flipnuts

pearl tangle
#

why? Beat saber is the same price and it looks pretty similar

keen prawn
#

but doesnt that prove my point? ๐Ÿ˜ƒ

pearl tangle
#

that it has the same price point as a similar app?

keen prawn
#

sorry but ive seen more interesting VR gamjam submissions ๐Ÿ˜›

#

a lot on the store is similar with only lil actually interesting stuff

pearl tangle
#

you are aware the hardware only came out a few weeks ago right?

keen prawn
#

gamejams get done in a few days ๐Ÿ˜›

pearl tangle
#

i think there is a fairly decent number of good games up on there. A lot more than when the rift or vive first came out and a lot more than usual console releases

#

share some of your VR gamejam games up on here for everybody to try out on the quest then? Pretty easy to drop on there something that has been done for desktop to test out, just do the usual mobile optimization

mighty carbon
#

Who let the troll in?!

keen prawn
#

i havent donr VR but ive seen a lot of submissions

#

i just say the store looks super weak

mighty carbon
#

Your brain looks super weak

keen prawn
#

sure make it personal

#

did i say you are trash or retarded?

#

i say the store looks weak

mighty carbon
#

๐Ÿคท

keen prawn
#

telling others their brain is weak is a sign of insecurity

ember forum
#

You can load apps via adb

#

Not locked at all

keen prawn
#

thanks

crystal oak
#

Anyone in here experainced with the VRExpansionPlugin?

shell karma
#

@tired tree

tired tree
#

@crystal oak whats up

crystal oak
#

I am just getting in to VR dev, im pretty familer with the internals of some of the engine and such so its not like im a potato, but i was just wondering where i should start to get something like full body tracking working on a mesh with the VRChar

tired tree
#

any IK setup and attach the mesh to the ParentRelativeComponent

#

set the PRC to FootMode where it sticks at the floor

crystal oak
#

Ah okay awesome, that gives me aa base too start with!

crystal oak
#

now to make some spookie component tool

mighty carbon
#

I see there is 4.23 branch popped up on Github

ember forum
#

@mighty carbon hmmmm...

mighty carbon
#

??

ember forum
#

updates from 3 days ago to the oculus stuff

#

well you got me hyped, dont ?? me

#

i think they mentioend at unreal academy though that 4.23 would come out in august

#

and in any case, will still have to wait for 4.23.x to have all the quirks worked out.. but it doesnt really matter, since we still depending on oculus patches to the headset for any significant related VR update(vulkan ffr/multiview support)

crystal oak
#

Slowly but surely figuring out this VRC plugin, its pretty nice so far

#

Getting a full body system is proving a little difficult, but getting there

ember forum
#

for the quest Rei?

crystal oak
#

nah

#

Vive

#

Trying to get a basic full mesh system like in Sairento to work

#

then il attempt too add full body tracking on

#

Getting some odd offsetting issues though

#

Yeah attaching SKM to PRC is causing an offset when i start thats mashing it up

#

but then if i offset by HMD, rotation causes my mesh to fly out

#

๐Ÿ˜‚

ember forum
#

trying to make sword art online come true are we

crystal oak
#

nearly

#

Just wanting to do something fun with my full body trackers

ember forum
#

merge Pat's game into a vr dancing game

crystal oak
#

lmfao

#

Got to get this working first

#

Just figuring out the basics

#

then il make some comfort turning and such

#

Actually, i wonder if theres any examples out there

tired tree
#

comfort turning already exists

#

in that

crystal oak
#

Oh really?

tired tree
#

as for the offset, don't track to capsule center, that is the point of the PRC, t o offset

#

Yeah, PerformMoveAction_SnapTurn can be used with a snap, or a delta value, and its performed inline with the character movement component so it replicates fluidly

#

in multiplayer

crystal oak
#

Oh thats pretty nice

#

Do you know of any example work for full body with comfort turning working? pref c++ but im not picky

tired tree
#

not really, most depends on third party paid IK solutions

#

can't really example that

crystal oak
#

Rip

tired tree
#

VRMarco has a basic fabrik setup

crystal oak
#

I can do my IK solving my self, just trying to get familer with the plugin for a base full body setup

tired tree
#

in a youtube video

#

it would work "for now"

#

but fabrik isn't exactly robust enough for full use

crystal oak
#

Why do i feel like in games like sairento, the mesh is not attached too the HMD and they are just comfort turning and pulling the mesh towards toe HMD when you make rapid strides

tired tree
#

the mesh is never "attached" to the hmd

#

but its also not generally lagging behind like that either

#

it will have some movement delay, but not to the extreme like actually attempting to catch up entirely

mighty carbon
#

odd

crystal oak
#

Quest is weak, you really need to optimise hard for it from what i have seen

granite jacinth
#

Of course you do ๐Ÿ˜ƒ

#

@mighty carbon I wonder...

#

I highly doubt Pavlov pitch was rejected

#

But if it was... it could mean too many similar things competing ?

#

Unless he has OpenVR/SteamVR things

#

no clue

daring pasture
#

They havent responded to him

granite jacinth
#

Haven't responded to him at all?

daring pasture
#

Yeah

granite jacinth
#

Oh, so, he just put that out there for no reason.

daring pasture
#

Pretty much

granite jacinth
#

That makes it sound like they DID respond to him

#

So, he's just stirring up trouble?

#

Getting people to rise up to get him attention?

#

I mean, I guess if it works...

tired tree
#

how do you know that? He worded very much like he was contacted

#

also he had it running on quest already, it wasfunctional

daring pasture
#

He was contacted

#

And then they quit

granite jacinth
#

@daring pasture ?

#

You literally just said he wasn't

#

Anyway

daring pasture
#

To his pitch

granite jacinth
#

Bro, either he was contacted or not

#

So he was

sturdy coral
#

he mentioned he can't say much more because of NDAs

granite jacinth
#

Right, I'm sure

daring pasture
#

He was contacted that they wanted to send him a dev kit. He did his pitch and never got a response

granite jacinth
#

Bro can buy his own dev kit now, just like everyone else

#

That's not what's going on here

daring pasture
#

This was before release

granite jacinth
#

This is today we're talking about

#

Your info is old

#

He must have had a dev kit to continue working on the port

tired tree
#

he had it running on quest since the first day it was out

granite jacinth
#

Which he probably ended up buying just like the rest of us

#

Yup

#

So, the issue is something else

#

Pitch Rejection

#

Or Pitch Approval with some caveats

daring pasture
#

He said yesterday in his discord that they quit responding to him

granite jacinth
#

And he probably didn't like the caveats

sturdy coral
#

maybe approval with requirement to come to the oculus store on PC as well

granite jacinth
#

Why couldn't he?

#

Is he only using Steam Workshop?

sturdy coral
#

workshop fragmentation

granite jacinth
#

If so, that's probably it

#

Yeah, okay

sturdy coral
#

he'd have to implement his own workshop hosting or something

granite jacinth
#

Yeah, he'd need to do a custom mod kit

#

Right

#

So, yeah, no Oculus on PC, no Quest

#

That's pretty damn harsh

#

Unless you do an Exclusive Quest launch I guess

#

It's harsh but business-sense

sturdy coral
#

could also be they have a preferred deal with someone else

#

onward, or something from respawn

granite jacinth
#

Right, like Onward

#

Yeah, that's why I said that it could be too many similar competing titles

sturdy coral
#

the respawn thing is for PC I think, but they could have also spent a shitload of money getting something from respawn on quest post-Apex

granite jacinth
#

Which again...

#

That does suck

sturdy coral
#

we definitely need some kind of workshop alternative, maybe using ipfs or something

granite jacinth
#

Something agnostic would be nice

#

I wonder if anyone would be willing to build (and sell) something of that nature

#

I mean, I guess you could do UE4 Mod Editor

#

Well, maybe Epic Games Online service

tired tree
#

you would really have to trust that service

granite jacinth
#

Yeah... Iknow

tired tree
#

and epic game service would have to be allowed in the quest ecosystem as well then....

#

same potential issues

granite jacinth
#

true

#

Guess the only way is for a custom solution

#

yuck

tired tree
#

you assume that they would allow modding at all on the platform

#

they may not

granite jacinth
#

Beat Saber has it right now I thought?

sturdy coral
#

honestly need the government to bust some of this shit up so features are provided by different vendors and it isn't all bundled and tied into some kind of scam of lock in and network effects

tired tree
#

on quest? i don't think so

granite jacinth
#

Hmm, I swear I read something

tired tree
#

the editor is rift only i think

#

if you mean the HARD modding

#

they are injecting

granite jacinth
#

Hehe, I don't think we want the government in our business man

sturdy coral
#

we need it in their business ๐Ÿ˜›

mighty carbon
#

Onward is coming to Quest.. Maybe they don't want almost identical games early on there..

tired tree
#

that would be a pretty stupid reason though

#

they are not at all nearly identical

#

for that matter, pavlov is much more quest fitting than onward is

#

so the thinking would be backwards

mighty carbon
#

just speculating.. Other than that maybe it wasn't hitting performance mark or something else technical.

tired tree
#

there were people already sideloading and playing it with very few issues.......it would likely be another reason

mighty carbon
#

๐Ÿค” puzzling situation

#

I guess the dev one of those purists and "my way or highway" ?

elfin venture
#

hi guys how i can implement the google gaze dot to use like mouse on a wiget

#

?

#

im using this for cardboard and it dosnt have buttons

#

and i need to display a keyboard

tacit quest
#

is there a way to bring up the dev console in quest?

pearl tangle
#

@elfin venture just use a trace from the camera. You will need to build a custom 3D keyboard if you are doing that with cardboard

elfin venture
#

@pearl tangle so I have the keyboard but it do not show any number to display

#

Also I'm using daydream

pearl tangle
#

ah then i think you should be able to just call the daydream keyboard up, but if you are trying to run the daydream 1 on cardboard then it will likely have issues without the controller for it though @elfin venture

odd garnet
zenith tulip
#

Hey all, newly developing in VR HMD. Is there a way to still build/preview/simulate without having to Build and run on the headset each time?

frigid kite
#

Using a PC VR HMD? ๐Ÿ‘ผ

zenith tulip
#

No, A Quest, and pushing the game that way

#

I thought I'd be able to somehow preview in the Editor rather than having to push each time

frigid kite
#

The best you can do is also making the game playable on desktop, so you can test gameplay outside of VR

#

That's also the best approach for PC VR, having to put on the headset to test kills iteration speed

zenith tulip
#

I've had some extra keyu mappings for the motion controllers, assigning them to keyboard keys,

#

Yeah exactly - debugging and trying a few different things takes time when I have to compile, save, save, build, and wait each time

#

A lot of the game is motion controller-driven, so makes debugging somewhat time consuming!

#

Do you dev always hands on building/launching to the HMD each time, or have some form of static virtual motion controller in game?

frigid kite
#

I only have a Vive, so when I need to test motion controller stuff I do just hit simulate in VR

#

I don't know if there's a faster way to get a new version on the Quest - if not, there definitely should be one, especially considering Unreal's long packaging time

tired tree
#

you launch to quest?

#

its not all that long

zenith tulip
#

@frigid kite but that simulate is in the editor not the headset right? THat's what I'm after, just to see some of the actions I'm working on

#

@tired tree Yeah, it doesn't take long. 5 secs, but when I'm tweaking bits it soon adds up and slows dev

frigid kite
#

Oh, it's that fast? Not bad ๐Ÿ˜ฎ

#

@zenith tulip With a PC connected headset, you can play directly in VR from the editor

zenith tulip
#

Maybe 10 seconds, to do a couple of saves, compiles and launch

#

๐Ÿ˜ƒ

#

Yeah, it's connected via USB for a launch each time. Just wish I could see the motion controllers in the PIE

mighty carbon
#

that's just the nature of devving for VR

zenith tulip
#

Ok, as long as that's the norm, and I'm not doing something stupid ๐Ÿ˜‰

#

Was hoping there was a way to test VR in the editor

tired tree
#

they've given you a few ways of testing VR in editor already...

#

flat screen aproximation, pc based headset, to an extent streaming to the quest would also work for rough tests

crystal oak
#

Are vive body sensors just classed as MotionControllers or?

crystal oak
#

jfc figuring out what tracker is what is a nightmare

#

If we can do this in steamVR, then i assume we can access it right?

#

the steamVR plugin is so empty jesus

mighty carbon
#

I wonder if it will make it into 4.23

severe tide
#

@zenith tulip when you have an oculus rift, you get the exact same controllers and experience as with the quest. They work incredibly well together for development, as long as you occasionally check for performance on the quest

crystal oak
#

Anyone here figured out using vive trackers? they seam to not be working half the time

#

Cant even pull there ID by name for some reason,

zenith tulip
#

@severe tide I've not used the Rift before - I'm developing with a Quest. Unreal Engine is very nice and intuitive to use however I was looking for a way of simulating the motion controllers in the IDE / PIE without needing to always launch the app to the headset to see a code change. I'm working heavily with gestures and button combinations so it's getting tiresome always pushing to the headset

severe tide
#

Yeah thatโ€™s what Iโ€™m saying. You can do that if you have a rift connected to your PC

#

Because they have the same controllers, you can develop FOR the quest ON the rift

zenith tulip
#

Ah I see

wicked oak
#

@mighty carbon they often merge stuff from dev-render into version branches

#

last time they did merge a fuckton of stuff from dev-render into 4.22

#

so its very likely it will make it

sturdy coral
#

@wicked oak do you know if the rhi thread stuff is already in the 4.23 branch on github?

wicked oak
#

no

granite jacinth
#

Oh, that's nifty

#

That only worked on Mobile before IIRC

sturdy coral
#

yeah I think they added it for fortnite with opengl

ember forum
#

im going to try this.. it seems great because holding onto the controllers can get tiring

#

i still have not found a comfortable position for the quest headset, but i just cant stop playing paintball in rec room

ember bridge
#

Recroom is great ๐Ÿ˜„

ember forum
#

and you can use the excuse that its excercise

toxic oracle
#

@ember forum I ordered the mamut vr strap for touch controllers

#

I saw a whole bunch of praise for it saying it basically turned them into knuckles

tired tree
#

well the knuckles go a little further than just their gripless carry setup

sturdy coral
#

the new touch controllers do look a little better at emulating it if you had a strap though, the ring would block an open hand on the old ones

odd garnet
ember forum
#

fist bump yourself

#

and have that explosion

#

@odd garnet

runic cedar
#

Oculus rift and Oculus rift S (new) have the same inputs in the engine ? Like when i press the button on one and on the another ?

runic cedar
#

like GearVR and OculusGO is the same inputs, but controller visual they are different.

broken moat
#

hay, does anyone here know the name to use for the htc vive on set player height node?

sturdy coral
#

@broken moat in engine or in mordentral's plugin?

broken moat
#

in engine

sullen vortex
#

Trying to launch my project on Quest directly from Unreal is taking for ever, is anyone having the same issue?

mighty carbon
#

Has anyone got mic working on Go/Quest?

tough vigil
#

I'm trying to write a UE4 app that launches other VR apps using a monitored process. That's all working fine, but what I'm trying to find now is how to bring VR focus back to the "lobby" app after those other apps close. Right now, Oculus recognizes the active app is the "lobby" app but I need to actively click the app in Oculus Dashboard to bring focus. I'd like to do this seamlessly. Any thoughts on this one?

#

@mighty carbon - we've got mic working on Quest using PhotonVoice

dim iron
#

@sullen vortex only the first time launching to quest should take a fair amount of time. After that itโ€™s literally seconds to launch.

chilly pasture
#

Hi Guys , i am having very poor frame rates for application ,
Any way to debug what are the issue .

And can i use breakpoints while playing in vr .
Thank you so much

dim imp
#

Hi I have a teleport based VR experience and I need ideas for markers on the floor to catch the eye and be clear that it's a place you need to go to

#

This is what I have now for reference. I want to get rid of the blue ring and do something nicer

odd garnet
mighty carbon
#

@tough vigil what's Photon Voice ?

mighty carbon
#

And I am guessing it's C++ only?

next pebble
#

I am trying to get mixed reality capture working in unreal engine.
I ran through the setup process, and have VR preview displaying what appears to be the in-game footage that is in the foreground, but there's a mesh where I believe the camera footage should be showing...or that I should be able to get both an in-game background shot, and an in-game foreground shot, in some sort of side by side that I can splice together externally. Anyone done this and familiar with the process?

#

to help give a better idea of what I mean, here's a shot from VR preview.
I am standing side on to the camera, and have one hand on either side of my head.

#

If i set the spectator mode to eye + texture, i get the foreground image from the perspective of the webcam, but the eye image is the perspective of the HMD.

sly elk
#

finally moved to win10 so I could set up Rift S

#

The image quality is a much bigger jump than I was expecting

dim iron
#

@odd garnet that's some crazy shit right there. Love it ๐Ÿ˜ƒ

odd garnet
#

Some anime hand launcher attack

dim iron
#

Anyone got examples of main menus? Are people using static meshes as their menus or widgets? Pros and cons of either?

silver bone
#

My favorite main menu is from Space Junkies. The menu is accessible through VR and desktop which I find to be convenient. For space junkies the menu interactions use a laser pointer which makes me think it's a widget. From my experience widgets use a laser pointer/cursor and static meshes are used when the player presses buttons. Static meshes can have animations or reactions that are difficult or not possible to replicate with widgets.

dim iron
#

@silver bone cheers, yeah i was thinking that about static meshes and animations.

#

will load up some games and see how they do theirs.

silver bone
#

Cool! Let us know if you find anything interesting. I would also like to mention the UI from Sprint Vector, the player's hand would snap to the UI and the index finger would be used as a sort of cursor. My friends and I find this to be an enjoyable and solid interaction.

toxic oracle
#

Has anyone else experienced about a 10 second play screen when playing in editor in VR with it set to a dedicated server? edit: found a fix, disable VR splash screen

ember forum
#

spends 400$ on a vr headset but : anyone got any links to free oculus quest controller 3d models?

sturdy coral
#

@ember forum they have the old ones in the oculus engine branch

#

may check and see if they added for quest

ember forum
#

Didnt find it, still some colorful looking rift one, for the left hand

sturdy coral
#

colorful?

#

I think it was plain for me, same color as in reality

ember forum
#

Im afk now, but its purpleish

sturdy coral
#

only other thing I can think is see if they have it available in their unity plugin

ember forum
#

Good idea , thanks ๐Ÿ‘

sturdy coral
#

@ember forum steam has updated to add their models too, should be in C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\rendermodels\oculus_rifts_controller_left

#

I don't know their terms of use on those though

ember forum
#

Yeah eventually i can buy 1, but for prototyping this is great stuff

mighty carbon
#

doesn't Oculus SDK come with one?

ember forum
#

@sturdy coral

#

yup

#

i forgot to add show view plugins content

sturdy coral
#

ah cool

ember forum
#

how do you see what oculus hmd you are using? ive been using get hmddevice name but it returns OculusHMD no matter if its GO/Quest/Rift

#

nevermind could probably get device name, edit* yup...

silver brook
#

Silly question but how would I get the player to reset their Orientation such that them looking straight in the real world has them looking up in the virtual world? I've found Reset Orientation and Position but that only works with Yaw? Do I need to make my own version of that exposing pitch?

#

Magic Leap seems to have set base rotation but no other HMD does?

#

Also can't seem to find/edit IXRTrackingSystem.cpp to manually make the change

#

Oddly enough attaching the pawn to an Actor facing any which way via snap to target does the job...

#

I suppose moving that actor would then move the pawn, seems like a silly hack though

sturdy coral
#

@finite eagle you should usually attach camera and motion controllers to an empty scene component that you can rotate independently of pawn

#

then just make your reset function rotate that root the way you want, may need something like inverse transform and compose transform

#

I would recommend probably doing only yaw and pitch though if you are trying to make something playable laying down or something, changing roll is probably never something you would want (tilts the horizon)

dim iron
#

Morning, when i try to quit a game using a widget it doesn't quit out on the Quest, but it does on the Rift. Any one else had this?

dim iron
#

if i tick ignore restrictions, it quits. but on the comment of that it says non shipping only. is there a specific way we are supposed to quit on the quest. id have thought it would have been same as the rift.

dim imp
#

I have a 2000x1000 logo image displayed on a 3d widget in the end of my visualization in front of the camera. Problem is it looks very aliased and jagged. what can I do ?

frigid kite
#

Make it POT so it can have mips

dim imp
#

what's pot?

#

@frigid kite

#

Is there a way/formula to get correct screen size in VR for LODs? it's all off

frigid kite
#

@dim imp Power of two, your texture should be 2048x1024 instead of 2000x1000

#

Unreal can resize it for you in the texture options

#

and you should check that mip maps are enabled

#

Mip maps are required to anti-alias textures

#

I'm not sure why screen size for LODs is off in VR, haven't noticed it myself

dim imp
frigid kite
#

Is it a POT texture already?

dim imp
#

There's a Power of Two Mode I set it to Pad to POT

#

now I can change the mip gen settings. not sure which one to choose

frigid kite
#

Aye leave it at the top one

dim imp
#

it mostly blurs things too much

#

the image isn't sharp

#

like should

frigid kite
#

Set the texture group to HUD instead of world?

#

or UI, not sure what it is called

dim imp
#

whut group??

frigid kite
#

Level of Detail > Texture Group

#

Also, don't use pad to POT, you have a black border around your texture now

#

you should stretch to nearest instead

dim imp
#

stretch to nearest?

#

is that an option ?

#

pad to power of two makes the resolution 2048x1024

#

and i set the alpha to 0 so no black padding

#

anyway I can't get a sharp image, it's either jagged or blur

dim imp
#

What FOV should I use for vr?

mighty carbon
#

179 deg

#

๐Ÿ˜‰

severe tide
#

@dim imp just from observation i work with the rule that the screen size in VR is half of what it is in the editor. So Iรฆll view something at the appropriate scale in the mesh editor, and then set half that number as the screen size

dim imp
#

thanks

gleaming river
#

Hey all, I'm working on a menu where you can use a vive controller face buttons to move up and down and left and right via an interface implemented on widgets the way I've done it seems really complicated. I was wondering if anyone has ever used a controller to interact with a UI and how the managed it? or if anyone had any ideas to simplify what i've done ๐Ÿ˜„

ember forum
#

@gleaming river why do you need the interaction with the widget, if the face buttons are moving the player, why not just have the functions on the button pressed event themselves.. is it just for visual cue?

gleaming river
#

@ember forum sorry my explanation might have been too vague, but I am using the left controller to spawn some what of an Ipad on it that is a widget face and I am using the left controllers face buttons to navigate that widget

ember forum
#

set input mode to game and ui (if you still need to have game interaction while the ipad is on, if not just set input mode to UI only) and then you cast from where you have the face buttons registered (player pawn, controller, etc.) to the widget and use the function "set focus" to that button, you can run it through an array of buttons and loop at the last index (so at event construct for the widget, add the buttons that need to be cycled through to an array), increase/decrease int and get button from that array (set focus)... usually ue4 is smart enough that if there is focus on a button it will activate a button press if you press facebutton bottom or left(not sure on vive controller), if not then you need another function to get the focused button and press it @gleaming river if you are using a widget interaction component then completely ignore the above... but i assumed you want to press a facebutton and the selection goes up, press another facebutton the selection goes down?... another thing you can do (since now i realize you also want left and right) is to just go into the buttons themselves in the UI and set them to explicitly go to another button when you are on focused on it and press left or right or up and down

sturdy coral
#

@silver brook sorry, mentioned you wrong above (I've been told an edit won't notify)

ember forum
silver bone
#

I'm trying to make a VR experience that is physics based. I started with the hands, by using physics handles to attach the SkelMesh to the motion controllers. This worked but I can't increase the "strength" of the hands. If I place a dynamic box mesh (simulating physics) on a hand, then the hand drops to the floor unable to lift the box. Does anyone have any guidance on how I might be able to do this. Feel free to DM me

silver brook
#

@sturdy coral Thanks for the insight. I'm not sure why I didn't realize I could move a parent of the pawn to get the pawn in any orientation I want still odd that I can't just move the pawn itself.

sturdy coral
#

@silver brook what I meant was move a child component of the pawn, heirarchy would be a pawn root component of some sort -> vr root scene component -> vr controllers+hmd

#

you can't move the root itself without moving the pawn which may not be what you want since some gameplay stuff can depend on where pawn is facing, etc.

#

but you can move a subcomponent of it that the VR stuff is attached to

#

(still move the pawn for moving the playing in world, but move/rotate the vr root for doing calibration)

sturdy coral