#virtual-reality

1 messages · Page 215 of 1

past tiger
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GameUserSettings.ini

nimble edge
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Thanks. I'll check it out in just a minute.

void root
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Hi, first off I am very new to anything in UE4 except making it look nice. I currently have 2 VR levels that are identical but with different lighting conditions. I am using a widget interaction to switch between the two levels. I want the player to spawn at the same exact point in the next level so it gives the player the appearance of just the lighting changing and not the player moving. I am using the vr motion control blueprint and pawn that ships with unreal. Thanks!

past tiger
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@void root you could store the player location and rotation in the GameInstance.

void root
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thanks I just looked it up. sounds like what i am after. I have no idea how to implement it though lol

nimble edge
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@void root I can probably throw something together tonight to share with you.

sweet oracle
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I have a 3d widget spawning on the map... it has a transparent background but the text on it is showing up blurry. I am using MSAA. Any idea how I can fix it?

nimble edge
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Is the Text part of a texture or a UMG Text Widget?

sweet oracle
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@nimble edge umg text widget

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its a in game menu

nimble edge
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What's your font size, @sweet oracle ?

sweet oracle
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20 and up

nimble edge
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Yeah, scale that baby up, then scale your widget down.

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At least, that's how I always do it...

void root
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@nimble edge that would be amazing

slender fjord
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Hi Guys, can i use a 360 photo in level, simulate a static scene?

nimble edge
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@sweet oracle Just to follow up, you should dig into Robo Recall's mod pack. You can see how they set up their UMGs to get clean text. The "Log In" widget when you land on the Holo Pad is at 0.2 scale, fwiw.

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and the Zone/Map Select widgets are at 0.1 scale.

sweet oracle
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ok will look into it

slender fjord
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someone can help me? please?😅

tired tree
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@sweet oracle Yeah pretty sure I mentioned that few times to you

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it makes a huge difference

void root
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@slender fjord sure you could map it onto an inverted sphere or maybe load it with the hdri environment

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HDRI backdrop is a built in plugin you have to turn on

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It’s under rendering

slender fjord
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i tried it, but i can't map the sphere correctly

void root
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Is your 360 a lat long image?

slender fjord
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no, it's a office's image like

void root
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I’m not sure what you mean. Does it map correctly in a normal 360 panorama viewer?

slender fjord
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yes

void root
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Do you have a 3d package like 3ds Max?

slender fjord
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i make a simple sphere in maya, and used a spherical map

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in uv map

void root
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Does it look correct in maya?

slender fjord
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no

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i using this image

void root
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I haven’t opened maya in about 7 years, but you shouldn’t have to apply a spherical map to a sphere. It is created with the correct uvws

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For that image

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You just need to invert the normals

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Is this for mobile VR or PC based?

slender fjord
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pc based

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@void root Thank you, ill see this tutorial

void root
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I can just give you a sphere if you want

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one sec

slender fjord
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shure, thanks

void root
mighty carbon
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I wonder if 4.24 has flip normals mesh tool

void root
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As far as I know it’s not in unreal studio

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But I’m not an expert

slender fjord
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would be great

void root
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Would speed up my data smith pipeline a lot

mighty carbon
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Unreal Studio no more

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all the goodies are now in 4.24

slender fjord
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Jesse, i used another sphere, but now its working

mighty carbon
void root
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I’ve had it since day 1. They have never charged for it.

mighty carbon
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just saying you no longer need 2 separate flavors of UE4

nimble edge
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@void root Check out the Game Instance BP, The event graph of the Motion Controller Pawn, and the Level Blueprints of the two maps. If you have questions shoot me a message.

void root
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Thank you so much!

fading shore
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in VR I have double light sources. Its look like in right eye light source has some offset

merry raven
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Is there a reason why you cannot select VR if you create a C++ project?

little scaffold
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@merry raven maybe because the template was only made in blueprint

merry raven
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can I still use VR in a c++ project?

little scaffold
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you always be able to use both c++ and blueprint in the same project

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With the VR template your base pawn, motion controller and so on will be in blueprint but you can always use your own c++ code and don't use the template

merry raven
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I don't actually plan on writing C++, I just need to create a C++ project for this plugin to work

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Could I just copy over everything from a Blueprint project then?

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Like, is everything in the content browser that I need?

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or does it not work like that

fading shore
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@merry raven not copy! Use Migrate tool!

merry raven
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thanks!

little scaffold
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Is there a way to set a custom focus of a widget interaction component to an editable text box for example so it can receive key char ?

carmine yoke
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Hey fellas, so since there's a bug with stereo layers on Quest: https://issues.unrealengine.com/issue/UE-80927 which won't be fixed till 4.25;
Where 4.22 makes translucent bits black and 4.23 makes the whole thing the default material if you put on support depth;
I'm wondering what do you guys think the best way to present text on the Quest is?
I'm basically using text for signs and essentially powerpoint slides in game. I could make everything into pictures, import it to ue4 and make them into materials - that way they're at least mipmapped - but then its just mildly blurry instead of aliased.

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Stereo Layer was the silver bullet, alas... I can't really use them till 4.25 which is like? April?

nimble edge
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@merry raven You're probably better off starting with a blueprint project, and then "Add New C++ Class..."

merry raven
nimble edge
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Right, that will convert it to a C++ project

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and you won't have to migrate in all VR template stuff

merry raven
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Oh I see, thank you, I'll try that!

formal ether
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Hey guys, can somebody explain why the masked part of geometry is heavy to performance? I mean object is jittering in Oculus because of that shader complexity

lean basalt
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@mighty carbon Thanks I'll try! But my scene is already very heavy. So I don't know if I'll get lucky with the glow!

little scaffold
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@formal ether when have opacity set to 0 it acts like transparency so it has do more calculations to find another geometry behind

lean basalt
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Does anyone know how I can make this node work in oculus quest? In my tests it only works on Rift.. 🤔

nimble edge
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I think you need mobile HDR enabled for that node to work.

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Mobile HDR isn't supported on Quest.

lean basalt
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Well! Searching the Web I found that the fade that works in Oculus Quest is using the node Set Color Sacale.. But now when copying and pasting to the Blueprint Widget I can't create the node Timeline 😕 Does anyone know how I can do this? Thanks again for your help!!

nimble edge
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Timelines aren't supported in Widget event graphs.

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You could have the On click trigger an event in an actor class

vocal phoenix
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Anyone about real quick

tired tree
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for what

marsh hill
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Hey guys, i'm currently on the 4.24 preview 2. trying to get steamVR to work for my valve index.
It seems like its fully integrated into UE now, although i'm unsure how to find the input setup from before.
in preview 1, upon creating a project it would ask if i wanted XR enabled or not.
In preview 2 this option its gone

vocal phoenix
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I have this set up at the moment so when an object is dropped it respawns

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But it doesnt work

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It should be super simple but my brain is just mush

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One way around in the > node is permanently spawns the object and the other way around does nothing

orchid schooner
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@vocal phoenix 7596/-7507

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sign is right?

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newermind

vocal phoenix
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Its clearly firing at some point to lock it in place, but then reversing it does nothing

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tried linking it to false instead of true

formal ether
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Interesting, that in version 4.23 by oculus everything looks fine in shader complexity

little scaffold
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@formal ether I bet there is different rendering settings or you are now previewing in Vulkan or ES3.0 which can be different

formal ether
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@little scaffold where can i check?

tired tree
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@vocal phoenix if larger than 7596 then respawn to -7500?

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that is a very large gap in vertical distance there...

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not to mention , that really shouldn't be on tick

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or done that way in general

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should have a respawn handling container, or at the very least record initial location OnBeginPlay to return too

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also i beleive that the vr templates interface has a dropped interface event, you can run the respawn off of that instead of manually checking current location

vocal phoenix
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@tired tree That was it, thanks!

little scaffold
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@formal ether in the top bar settings of the editor->preview rendering level

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if I am correct

formal ether
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@little scaffold nah, that's possible a bug of 4.23

little scaffold
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maybe you are right

lean basalt
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@nimble edge Man sorry for my ignorance, it was clear your idea! But I can't turn on click action with a custom event. Would you know tell me what I have to look for on the internet to achieve this interaction? Thank you very much.

nimble edge
lean basalt
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@nimble edge Riley, you just saved my whole project! I was already losing my head! 👏 🤝

daring mural
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3 years of daily VR development, a strong stomach for it overall and I still can't stand smooth turning for more than a few seconds 😅

mighty carbon
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I still get nausea with smooth locomotion

mighty carbon
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I just hope Oculus will continue to grow

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but this sounds like retirement

tired tree
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@mighty carbon sad day for VR, but honestly I am waaaaay more excited to see what he can do with a couple of decades into AI

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let him play with a new passion and innovate another field

mighty carbon
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@tired tree should we (indie VR devs) be concerned about future of VR (Oculus in particular) or do you think it's business as usual ?

tired tree
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why would they falter?

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they have a great head start and many more competant programmers and the money to throw at them

mighty carbon
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dunno.. I guess I just associate Carmack with VR too much 😛

tired tree
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JC is going to always do his best work when his passions are the highest for it

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he did a lot more than VR

mighty carbon
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being nostalgic maybe at the moment

tired tree
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and rather have him on AI than anything else at this point in time tbh

mighty carbon
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perhaps you are right

sturdy coral
merry raven
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I hope this isnt a really stupid question, but I created a VR project with the template and when I run it and put on my Oculus it just says UE4 is loading even though I can see on my screen that the game is running. How do I test it?

past tiger
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Is it an Oculus Rift?

formal ether
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@merry raven did you checked Unknown Sources in settings?

orchid elk
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We make mobile AR apps, and right now to have the best possible lighting we build static lighting on our maps with the AR model in it, then we spawn the player at an offset from the AR model to make it look like it stands on the ground.
However, instead of having a simple offset between camera and AR model, we want to spawn the AR model on QR codes, or put it on ground planes without sacrificing lighting quality. Problem is as soon as we want to spawn or move the AR model anywhere it needs to be set to "Movable" instead of "Static", which lowers lighting quality because lighting can't be baked.
Do you know of a way keep the static lighting on the AR model even when moving it? Or perhaps another way to maximize lighting quality on movable objects?

merry raven
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I did @formal ether @past tiger yes

past tiger
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Is it the Oculus dashboard that you're seeing? @merry raven

merry raven
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Yeah, it says UE4 is loading

past tiger
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Did you try pressing the Oculus button (on the right controller)?

merry raven
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oh my bad, it wasn't the dashboard
its just a grid on the ground with a flat screen in front of me that says its loading

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VR Mode works, but thats not the same thing right?

past tiger
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That sounds like Steam VR?

merry raven
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I do have Steam VR installed though and its a major pain in the ass

past tiger
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Oh you're trying to use VR edit mode?

merry raven
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No but that works

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its just when I click on play and put on the Oculus it doesnt

past tiger
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Ah gotcha. The grid sounds like a Steam VR thing. Not sure why that would be coming up.

merry raven
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I went ahead and uninstalled Steam VR but its still the same thing

past tiger
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Hmm then I have no idea what that is :/

merry raven
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Ohhh, it was a stupid question after all, I had to change selected viewport to VR viewport 😅

past tiger
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Glad you figured it out 😄

merry raven
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@past tiger unfortunately I have the same issue again when trying to play with multiple players x)
It does show up two windows but both rotate if I move the Oculus and when I put it on, I dont see the game (just UE4 Editor loading)
Do you happen to know if its possible to play one client at a time?

formal ether
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Hey guys, can somebody test is teleportation with rotation always work fine in default MotionControllerPawn? Sometimes it's not rotating you 180 degree.

carmine yoke
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@formal ether Everytime I make a new project that's the first thing I turn off

formal ether
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@carmine yoke well, anyway it's a good feature. but i cant understand, why sometimes its doesn't apply rotation to pawn

carmine yoke
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Yeah I'm not sure - I just know it doesn't work properly

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Personally I prefer a 90degree snap change of direction pressing left or right on the joystick/track pad

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I find that directional in the template can be fairly disorientating

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I've never tried to fix it because I don't like it.. Can confirm though - it's broken

little scaffold
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anyone has a good practice for linking action mappings to different inputs based on how device the user have ? For example I want to grab using the grip button on oculus but on Vive I want to grab with the trigger

sturdy coral
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@little scaffold wait on 4.24, it adds per device keys

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Otherwise you have to detect device and add your own rebindings at runtime or do branching

little scaffold
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@sturdy coral that's great! I've been waiting a long time for this
I am doing branching and adding/removing keymaps on begin play based on the device name but it's painful and not handy at all

mighty carbon
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bah, ARCore is stuck on UE 4.21.. I wonder if that's because UE4 is not heavily integrated with Hololens 2

cosmic shoal
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Just got a nice surprise package. Oculus just sent me a Rift S. I am a registered developer and I did go to Oculus connect this year, but they never announced they were giving anything away (except game codes)

mighty carbon
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I am Oculus Start member and they said I can get by with CV1 they sent me last year 😛

cosmic shoal
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I got one of those last year too (a refurbished unit but works great so far)

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I was kind hoping it was a Quest, gonna have to buy one of those.

pearl tangle
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@orchid elk What you want to do is stream the entire level in rather than the individual object and then you can spawn it in place. If you want to attach it to a marker that will work, if you want to have it keep tracking the marker then you need to have it movable

mighty carbon
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@pearl tangle Do you happen to know what's going on with UE4 ARCore for Android ?

pearl tangle
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ARcore still works fine. What new features do you need from it that aren't working in Unreal?

mighty carbon
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well, I am on 4.23 and moving to 4.24 and ARCore is still on 4.21 (Google's github)

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also, UE4's ARCore is still 1.7, while native one is 1.13... So I am sure there were quite a few bug fixes implemented

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quite a few improvements and useful features since 1.7

cloud quartz
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hey guys!

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I can't get dynamic shadows to work on oculus quest with Vulkan

pearl tangle
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@mighty carbon a lot of those are very specific things that don't really add capabilities, the only thing you miss out on is the hdr stuff really which you can still do in other ways

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they have their build up there with source version as well so you could just merge that into 4.24 if you need to, but since they don't have any AR improvements then 4.21 is fine still

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it's not as if you are just adding on AR to an existing project anyway really

mighty carbon
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well, I'd rather work in 4.24 than in 4.21 😉

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but I wonder why don't they update like for example Oculus does

tawdry bough
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Does anyone know how to make a VR pawn move forward in the direction the camera is pointing?

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Not teleporting, I mean moving

orchid elk
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@pearl tangle Thanks for the tip! I've tried this before, but I'll give it another try.

orchid elk
little scaffold
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Do you know if planar reflection is more expensive than sceneCaptureCube? With the same settings of course

trail shale
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I know about HMD state, but is there an node for detecting which play mode the editor is in, like VR Preview?

spice edge
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@little scaffold Yes planar reflection is a LOT more expensive, its basically rendering the scene again with a different camera matrix

trail shale
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@pearl tangle I'm with you man, I've been trying for over two years to get a true, native, VR spectator screen (for players outside of VR to control interactions).... there's a MP plugin that is a half solution (can't spawn new interfaces after runtime) - I literally have to use this hacky 3D widget to a 2D texture capture and interpolate mouse cursor movement to click buttons

little scaffold
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@spice edge yes I understand but SceneCapture is also rendering again right?

spice edge
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No, SceneCapture gets baked

trail shale
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?

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I thought SceneCapture is dynamic? How could it not be?

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I'm asking to reveal any misunderstandings I have about those rendering concepts

tired tree
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he is talking about for reflections

trail shale
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ah, thank you

little scaffold
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even with capture everyframe on?

undone ruin
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Hey I was just wondering how I would go about making a game for both VR and Desktop that also has crossplay between the two.
Should I have two completely different game projects or should it just be a gamestate that enables VR?

sturdy coral
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@undone ruin one project, you can add a steam launch option for -vr and -nohmd, and/or try to allow switching at runtime

undone ruin
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thanks 🙂

alpine oyster
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hey everyone, i am currently creating a gesture based game and for the most basic gesture (essentially a punch), i get velocity data on tick and check whether it reaches a threshold velocity to activate an event. Is there a better way to achieve this?

tribal coral
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There is a free plugin that allows gesture tracking. I’m currently learning to implement it in my project.

https://github.com/1runeberg/RunebergVRPlugin

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You can record & save a specific gesture and it can compare gestures and give you a true/false output event

lost canyon
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I'm trying to add a child actor to the left controller only for the motion controller in the User Collaboration Template, when i do so, it duplicates to the right controller too, how can i put it only in one hand ?

cold siren
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@undone ruin im pretty sure its there latter. I have implemented such a system, but i have not published a game yet. Mine has been more B2B stuff so I am in control of the platforms. Maybe some one else can tell me if I am wrong as well

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@lost canyon I have not used the User Collaboration Template yet, but if it is like the earlier VR templates, its probably duplicationg the hands and -1 scale in the x axis for the right hand controller. If you want to attach a child you might want to do that after the controller is spawned instead of embedding the child blueprint within the controller blue print it self.

lost canyon
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@cold siren yeah it's pretty much similar to earlier template, it's simply duplicating the right hand controller and giving it a -1 value on the y-axis, attaching a child actor after spawning seems like a nice idea ,,, Thank you very much

lost canyon
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I'm sorry can you state how can i add this child actor component to the left controller with begin play ?

cold siren
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@lost canyon first of all, in your VR pawn BP the controllers should be stored as variables, left and right hand. On begin play, spawn actor from class and select your child actor. then us ethe attach to component node with the target hand being the parent and VR pawn should be the owner (reference to self, but maybe this might not be required)

lost canyon
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I did it but i 3d widget does not attach to the left controller yet

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@cold siren is this the right way to make it ? or am i doing something wrong ? i've tested it with LHand too , not working

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i've connected the execution node of course ,, just removed it when taking the screenshot

cold siren
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Oh ok haha

lost canyon
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haha , sorry if it's misleading :p

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the widget actor spawns but in the world not attaching to the left hand

cold siren
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Is this in your VR pawn bp?

lost canyon
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yes

cold siren
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Ok

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I think i know the reason

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Do one thing, add a delay node before this

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Spawn actor node

lost canyon
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aaaaah i seee 😉

cold siren
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What is happening is, that on event begin play this is being fired before the left controller is being set or spawned

lost canyon
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but in fact i did put it under the spawn of the motion controllers

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i did even put delay to 5 seconds and it appeared after but on the location of the VR pawn under my legs

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@cold siren should i try and make that in BP_MotionController?

lost canyon
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Thanks, i finally figured it out 😉

cold siren
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what was the issue? @lost canyon

lost canyon
cold siren
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you could actually attach to actor and attach it to left controller

lost canyon
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i had to take the root component for the LeftController

cold siren
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instead of attach to comoponent

lost canyon
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okay let me try to adjust it and see if it works that way too

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no it didn't work that way, don't know why

sturdy coral
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has anyone gotten uwidgetinteraction to send touch events instead of mouse events? for things like the built in drag scrolling and pinch to zoom

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(having each laser pointer be a finger)

dusky moon
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@sturdy coral bump on that! I really want also for my 3d widget to simply touch the screen but didn't find a proper way to implement

sturdy coral
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@dusky moon I think there are some examples out there to do click/release on touch with your physical hand using a collider, but I'm looking for it to send the actual slate touch events

dusky moon
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Do you have links for those ?!

topaz plank
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Has anyone working with the Quest noticed low refresh rates with shader animations using Time-nodes? I'm using this highlight material function which just lets an object blink. It works as expected everywhere but on the Quest, where it looks like it's playing in 5 fps...

sturdy coral
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ah n/m, not sure that is umg

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looks like 3d buttons

real needle
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Does someone know the solution to close-to-white materials being brighter in VR compared to the editor? The effect is appearing both with the Rift S and the Reverb and is not related to auto exposure (it's disabled in the project).

sturdy coral
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@dusky moon pretty sure you can set up manual traces though; you could trace in direction of plane every tick and if the trace enters below a certain distance do a presspointerkey, goes beyond cutoff distance do a releasepointerkey

dusky moon
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@sturdy coral yeah that makes sense. hope next month I find time to make it in BPs

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would be dope with some haptic feedback

sturdy coral
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you'd want to trace perpendicular to plane, not towards center location

sweet oracle
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is there any way to have magnifying effect without having a scene component

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for example a sniper scope

sturdy coral
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@sweet oracle not without modifying the engine; you wouldn't want just a plain zoom or you will make users sick, there was an oculus funded head-look sniper game you might look at

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so obscure it is pretty hard to even search for it though

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can't remember the name

sweet oracle
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@sturdy coral scene component can be so heavy though

sturdy coral
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you possesed different robots and zoomed into their view

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looks like they still render the main scene in the periphery during sniping

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that was the game I was thinking of

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fallout 4 vr blacks out the world while using the scope, for perf reasons

sweet oracle
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damn thats a smart option

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how would you render an opponent if the vr scope blacks out the world

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@sturdy coral

sturdy coral
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@sweet oracle I think in FO4VR you just only see through the scope while using the scope, but can still move it with your hands and stuff, everything else fades to black

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I never actually played it, I just remember when they first launched they had no scopes, and then they added that

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you can see in that damaged core footage they really lower the resolution of the main view

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you could potentially do that, and use a stereo layer to display your scope at high resolution

sweet oracle
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@sturdy coral stereo layer only works in the hmd though right?

sturdy coral
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@sweet oracle I think so

neon yoke
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does anyone know what i'm missing here? I have 2 motion controllers attached to my character, the tracking sources are EControllerHand::Left and EControllerHand::Right, and the motion sources are Left and Right. All the inputs work, but the hands are just sitting there on player start and not moving

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i assume i'm missing some setting to make the tracking work

sturdy coral
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@neon yoke 4.24?

neon yoke
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4.23

sturdy coral
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k, in 4.24 I think you have to generate the steamvr manifest before tracking works now

neon yoke
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i had to do that in 4.23 too when it wouldn't update my input bindings, but those seem to work just fine now, just the tracking that's being a bit of a dick 😦

neon yoke
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i guess using a blueprint and a TSubclassOf<> wasn't as clever as i thought, when i add the UMotionControllerComponent directly to the player character class it does work

tired tree
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@sturdy coral it "should" auto generate the manifest

sturdy coral
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Oh right yeah I already forgot, it was due to some remnant of something in my steamvr config

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From when it was only executable based and not based on executable+project or something

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@tired tree btw have you ever tried getting touch events working with widget interaction component?

tired tree
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no, the interaction is hardcoded

sturdy coral
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I modified it a bit to try but it had weird issues, couldn’t get the touch released events to go through on umg buttons but they worked on some slate ones

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The main thing I was wanting to get working is the umg combo box, it has touch scroll support with inertia but doesn’t do it with mouse

tired tree
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could subclass it and add mouse intertia to it

merry raven
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Is there any way to make this work with VR? I can't see the second player, but I tried it out with a second PC and it appears to work then - I don't want to package up the game for every test though

dusky moon
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Does it make any sense to use Precomputed Visibility in VR (speaking high-end) ?!

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for optimization.... cuz I'm getting up to 4-5ms for Visibility Commands in my GPU profiler in one of my levels

sturdy coral
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@dusky moon that’s usually due to the profiler being wrong

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But I’m not sure on how much improvement you can get out of precomputed

dusky moon
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@sturdy coral well I tried it didnt help at all. profiler is killing me these days. I had a bottleneck on gamethread saying "World Tick Time" which was actually some dripping water particles in the level : |

void jungle
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I’m working on a project for both PC VR and the Quest. What’s the best way to manage different levels of details in assets, different shaders, and different project settings? Should each platform have its own project??

sturdy coral
#

@void jungle no, they added a lot of per-platform stuff for level of detail in fortnite

void jungle
#

How do I manage different project settings then, per what Oculus recommends?

sturdy coral
#

@void jungle you can have different scalability settings in the Config/Windows and Config/Android folders

#

but there are also a lot of mesh specific per-platform lod settings now on each asset I think that they added for fortnite

#

materials can have material quality level switches to turn off expensive calculations

void jungle
#

Sweet. How do I switch settings like “forward shading” between platforms though?

#

And how do I manage using combined materials for some platforms and not others?

#

I’ve done some research, but now hearing about this, there’s definitely more research for me to do

sturdy coral
#

@void jungle I'd recommend watching some of epic's talks on porting fortnite to android

void jungle
#

Alrighty, I’ll look out for that

#

Thanks

white fern
#

Anyone here used the Vive Hand-Tracking SDK on an Original VIve?

low cedar
#

So I'm working on a vr title but whenever I create a VR template it gets stuck at 45%

#

Task Manager says that 3 ShaderCompileWorkers are working in the background but its just a template, it shouldnt have that many shaders to compile

#

I only need this template so I can export the input settings and import them on a different project

#

NVM It opened, took about 20 min and had 5000+ uncompiled shaders

shrewd cobalt
#

God bless you lol

cosmic shoal
#

@shrewd cobalt Which suggestion from that post helped you?

fleet plume
#

was this common knowledge that hololens 2 uses snapdragon 850 instead of custom silicon?

#

i'am positively surprised by it

cosmic shoal
#

it wouldn't make sense to compete with Qualcomm on mobile CPU/GPUs if it was easier Intel or AMD would try.

fleet plume
#

they had custom silicon in the OG hololens

cosmic shoal
#

I bet some of it is custom, just not the processor

fleet plume
#

yeah cpu was intel, gpu was theirs

cosmic shoal
#

Qualcomm has a really good chip line up now, it's so good it's temping to picture a future where they will overtake intel and AMD in the desktop space too.

mighty carbon
#

Does UE4 have 100% Blueprint support for HL2 ?

little scaffold
#

anyone using the run hardware benchmark blueprint node in VR and have good results? I'm afraid it is not really meant to be used with VR but more low demanding desktop games ?

mighty carbon
#

lol, 1060 is not a supported GPU.. WTF

sturdy coral
#

strange, must be some kind of hardware video encoding limitation of the 1060?

#

I know 900 series is much worse at decoding than 1000 and 2000

#

@little scaffold pretty sure they use it for robo recall

#

but I don't know if they use the blueprint node or do it in c++, just remember it mentioned in a talk

sudden fiber
#

you also need the right usb 3.0 A to type C cable

mighty carbon
#

well, they suggest Anker, but from the reviews on Amazon it sounds like crappy cable (at least the 10ft one). I ordered 6.6ft long braided cable (tangle-free, allegedly) cuz it's thinner and more flexible.

sturdy coral
#

@mighty carbon they updated the table to add desktop 1060 as supported

mighty carbon
#

yeah, cuz I asked why it wasn't there 😉

#

hopefully will test Link on Wednesday when I get the cable

cosmic shoal
#

John Carmack said the USB cable would likely cost $70 but then I asked another rep and he said $85 so who knows

mighty carbon
#

HL:VR

daring mural
#

just saw that too

#

did valve just drop hl3 vr

cosmic shoal
#

Knowing Valve, this will be pretty awesome

mighty carbon
#

HL2 was overrated IMO

sturdy coral
#

If they can break as much ground as they did in The Lab it will be really amazing

granite jacinth
#

At the very least, this will drive sales for Index

#

Maybe other HMDs

#

Especially since if you want to play the next HL...you gotta do it in VR suckas

sturdy coral
#

A sale on index for Christmas at the same time as their announcement would go a long way

granite jacinth
#

I haven't touched my index yet

#

I mean, I opened it up

#

Never tried it on 😉

#

If only I had time

sturdy coral
#

It is good

granite jacinth
#

I know, I want to, but I can't get sucked into VR dev right now. Maybe after release of NGJ I can go back to it

sturdy coral
#

first headset that has more or less eliminated pixel structure and is high res and good FOV

#

and best headphones of any hmd and good microphone

#

but expensive

nimble edge
#

Love my Index. Definitely my "daily driver."

shrewd cobalt
#

@cosmic shoal this one:
Open the file "C:\Program Files\Epic Games\UE_4.22\Engine\Config\ConsoleVariables.ini" in any text editor.

Find the line "; r.XGEShaderCompile = 0" and remove the ";" in the beginning of the line to uncomment it.

Then just restart the editor.

lost canyon
#

hello everyone,
in the collab viewer template ,, how to make the trigger interact with umg through "widget interaction component"

#

hovering the laser seems to work, but the trigger is not working.

mighty carbon
#

@shrewd cobalt well, there gotta be a reason for that cmd to be commented out.. I wonder what it was.

last knot
#

has anyone managed using Virtual Desktop to stream to the Quest as if it were a Rift for debugging purposes? (Bummed that Oculus Link doesn't like my GTX 970)

mighty carbon
#

have you tried it @last knot ? Cuz "not supported" means they don't guarantee for it to work as expected in beta. Doesn't mean it won't work.

last knot
#

yeah, i had that thought as well, and I haven't tried it. This made me much less hopeful that I could get lucky and it would work:
`Link is able to send the video output to the Oculus Quest over USB 3.0, despite having much less bandwidth than DisplayPort, because the system compresses each frame before sending it over. Most modern graphics cards have a special dedicated video encoding chip for image compression which take this load off the CPU. NVIDIA calls theirs NVENC.

On NVIDIA’s NVENC Support Matrix page, the cards with the NVENC are listed. The supported cards are all listed as featuring the chip, whereas the GTX 1060M (a currently unsupported card) is not listed.`

#

so it sounds like they used a very specific chip to do it

#

hmmm, there's now a comment that says it "runs great on the 970". okay, guess I'll bite the bullet and try it. the other thing was that it wasn't altogether very obvious how to get it working when I first looked

mighty carbon
#

I have 1060.. Hoping to try Link tomorrow, when I get my cable

last knot
mighty carbon
#

yeah, it should.. Is it pretty rigid? (Saw that in the reviews and opted out for 6.6ft braided Anker that is thinner and softer)

last knot
#

it's about as rigid as you want, while still being flexible enough not to be a pain in the ass

#

definitely more rigid than a normal usb

#

it's the one I normally used for Quest dev

mighty carbon
#

I see, cool

last knot
#

doesn't sound great

mighty carbon
#

I think it's the same guy who was crying about VD in the Fb post about Link. VD is laggy and most of desktop VR games don't quite work with it (not at full capacity).

#

Also, Link is in beta - things might change for 970 owners closer to release.

last knot
#

from reading the uploadvr article, my guess is that without the specific chip support, you fall more on the mercy of your machine's power. we'll see if mine is powerful enough

#

if this interminable oculus setup ever finishes

#

oh FFS! "Sorry, the Oculus install didn't work. Restart your computer and try again." (paraphrase)

#

it better not have to re-download the 7 gigs again

last knot
#

hoo boy, what fun. rebooted and my pc didn't come back up. manual reboot, then pulled the plug and rebooted. then pulled off the case and could tell there was some activity going on. had a thought and turned on the secondary monitor that i only use while watching videos on my treadmill. and it had decided that was the monitor it was going to show everything on now. facepalm

last knot
#

and it had to re-download the 7gigs because why wouldn't it?

mighty carbon
#

lol, crazy suff

last knot
#

actually, i was wrong. it didn't have to re-download it, so at least there's that. it just had to verify it each time, which took as long as the download. btw, i'm on like the fourth time to try to install it. still won't install. keeps failing on installing one of the drivers. trying to figure it out. this is why i didn't bother trying to install it when i read it didn't support the 970. I figured it'd be a hassle. 😄

mighty carbon
#

The Climb is coming in ~2 weeks to Quest and is a cross-buy (so I'll have it for free 😄 )

lost canyon
#

@mighty carbon cross-buy is always amazing for old Oculus rift owners, i got it too on the rift and can't wait to see it on the quest too 😄

#

i have a question :
in the collab viewer template ,, how to make the trigger interact with umg through "widget interaction component"
hovering the laser seems to work, but the trigger is not working.

mighty carbon
#

🤷

#

Heh, Quake 2 is coming to Quest

cosmic shoal
#

quake 2 would run on PCs with no graphics acceleration, so it might look all right.

mighty carbon
#

based on what I saw on Reddit looks super legit

#

too bad there are no comfort options (someone would have to make a mod)

cosmic shoal
#

I can move around all day long in VR with no problem, just don't take control of the camera and don't make me jump.

real needle
#

o

cosmic shoal
#

quake 2 did have stairs but I don't recall jump pads or things like that.

#

there are elevators, as long as you close the door I'm fine

mighty carbon
#

I need slow movement + teleportation

cosmic shoal
#

I wanted to make a motocross game in VR, I get sick just remembering how sick I got with the prototype.

carmine yoke
#

How do I find out whether I'm Fill bound or vertex bound on the quest?

#

I can just use r.screenres, it doesn't do anything with VR

#

is vr.PixelDensity an alternative?

#

lower pixel density helps it, so I'm assuming that makes me fill bound

last knot
#

@mighty carbon well, I got it up and running on my GTX 970. smooth so far. trying to figure out how to make an oculus rift app in unreal since I've never done that before 😄

#

(RTFMing)

#

okay, can someone sanity check me? if I'm trying to create just a basic VR app for the Rift, I should be able to just open the Virtual Reality template, switch the map to the HMD+motion controller map, and Launch it as a Windows platform app, right? I'm not missing some obvious step am I?

#

All the dev I've done so far is on the Quest, which involves a fair bit of finagling with the platforms to turn on Android. But I don't really see that for the Rift.

last knot
#

Not many Rift folks here, I guess.

fleet plume
#

that works for me @last knot

#

i made sure to only have the oculus plugin active

#

IIRC i used the regular fps template for trying things out (in 4.22 or 4.23)

#

the character controller there is as basic as it gets for VR 😉

last knot
#

yeah, the oculus plugin was already active (i disabled and re-enabled it, just for the hell of it)

#

my app launches on the desktop, and i can see its contents. but it black screens on the quest (which is acting as a rift over oculus link). i have run a non-rift store app (dolphin vr emulator) and it works just fine (well, as good as it ever does)

#

so it's not that non-oculus home stuff is broken

fleet plume
#

ah, i didn't get the part with Link

last knot
#

well, i didn't mention link just then because i was trying to first sanity check

fleet plume
#

haven't tried it yet, as i miss the cable

last knot
#

which it sounds like I'M mostly sane

fleet plume
#

get it tomorrow 😄

last knot
#

i used a cable i had already bought

#

works great. and i'm using a GTX 970, which is officially unsupported

fleet plume
#

i'am going for the anker one

last knot
#

i played First Contact with no problem, and that Dolphin VR

fleet plume
#

yeah sorry, no idea what could be broken there

last knot
#

yeah, i had one of those ordered, but canceled it when i saw no 970 support. but then tried it today because some other people said it worked with the 970 anyway

#

i wish i had a regular Rift to really check with

fleet plume
#

i mean you could try with unity3d and a vr dummy project

#

but i guess it wouldn't really help your problem of getting ue4 to work with link

last knot
#

right. that's another yak to shave

fleet plume
#

maybe have the oculus launcher already running and made sure that the quest is selected/active there

#

then launch and try ue4

#

maybe make a windows build of your app and try it from there too

last knot
#

just to be clear, it IS connecting to the quest. it goes from oculus home to the black screen, and if i push the oculus button it jumps out and you see the normal "UE4Project is running" [Quit] [Result] box

#

by "oculus launcher", do you just mean the Oculus windows app?

fleet plume
#

yes

#

but apparently it's running already

last knot
#

yeah

#

OH, and i meant to mention that VR Preview works fine

fleet plume
#

that's at least something

#

what about builds then?

#

maybe running the ue4 editor + your app is too much?

#

for your 970?

last knot
#

just to be clear: i'm fairly a newb at UE and VR dev in general

#

well, i can run the dolphin vr or the oculus store apps while UE4 editor is still up

#

so, since i'm a newb, I have to ask: when you say the builds, you mean launching it through the Launch button, with the platform set to Windows? just making sure there isn't some other build process

#

so far, all my dev has been on the Quest so it was always specifically the android platform launch process which is a bit different

#

(Quest with no Oculus Link, that is. this gets confusing.)

fleet plume
#

yeah there's so many options to launch apps from ue4

#

which one isn't working for you?

#

launch?

#

as you've said that vr preview (PIE) works for you?

last knot
#

HMMMM. just looked in process list and "steamtours.exe" is using 65% of the GPU!

#

red herring. still doesn't work after killing it

fleet plume
#

i think steamvr should not be running in the background if you're using the oculus sdk and the oculus app

last knot
#

VRPreview is working, but not launching using the Launch button with the platform set to Windows

#

yeah, i always exit steam vr when it comes up, which it does because the plugin is loaded, which it is because the Virtual Reality template has it on, and if you turn it off, some stuff will break on launch

#

sigh

fleet plume
#

i never tried the vr template

#

weird that it has a hard dependency on steamvr (sdk)

#

you could also check out the oculus branch of ue4

last knot
#

maybe i should try another template just to see

#

Yeah, with the steamvr plugin off, starting the project gives you

Failed to load /Script/SteamVR.SteamVRChaperoneComponent Referenced by SCS_Node_11
Failed to load /Script/SteamVR.SteamVRChaperoneComponent Referenced by K2Node_VariableGet_160
Failed to load /Script/SteamVR.SteamVRChaperoneComponent Referenced by K2Node_CallFunction_1038
#

so, starting back from scratch, which template would you suggest, or would you suggest Blank?

#

I'm unsure of what the minimum is for just a proof-of-concept app

fleet plume
#

i tried VRExpansion and the FPS c++ template

#

the latter (fps c++) might as well be empty 😉

#

(it's on the marketplace but free)

last knot
#

I wonder if it's something in the HMD blueprint for the vr project template that just doesn't bootstrap right

#

maybe should just debug it.

fleet plume
#

sounds like a plan 🙂

#

i'am off now

last knot
#

thanks trying!

#

and helping me check assumptions

tired tree
#

@last knot there is a component on the pawn that shows the chaperone bounds, you can just delete it from the pawn and that error will go away.

last knot
#

actually, i figured it out. "Start in VR" wasn't checked. *facepalm*

#

and yeah, i deleted that component as well, but since i hadn't figured out the other problem, I felt on shaky grounds. the things you'll say to yourself. "Maybe this project uses the steamvr api to talk to the Rift...."

#

yep, looks like that was all it was. success!

paper phoenix
#

@wild seal did you end up solving your 4.23 VR issues? I've just updated to .23, and my VR preview is no longer working. Was working perfectly in .22

slender fjord
#

Hi guys, someone finded trouble with building vr for win64, using hdri backdrop?

wild seal
#

@paper phoenix I updated my drivers and steam and it seems to work now.

carmine yoke
#

@tired tree Are you using the 1.42 Oculus branch?

#

The OculusVR plugin settings don't seem to be accessible from the Project settings

#

Plugin's in the plugins pane, and I can use the plugin commands and my game runs fine - just can't access the settings

#

they're still there in the defaultengine.ini so I'll edit it there but... weird

tired tree
#

@carmine yoke think you mentioned the wrong person?

carmine yoke
#

If I'm honest I get confused between you and @mighty carbon Because you're both active in here and begin with M 😅 sorry

granite jacinth
#

Now imagine what all the Victors on the server think

mighty carbon
#

lol

willow trail
#

Is there any way for me capture the VR headset render directly?

#

I just need a screenshot of a reprojected frame essentially

sturdy coral
#

@willow trail I don't think reprojection shows up in any of the available mirror modes

#

or in steamvr's mirror

#

maybe in oculus's with their debug tools

willow trail
#

I'm using an Index

#

Hmm :/

sturdy coral
#

the only ways I think you could do it I think are camera through lens, extended mode + capture card, or possibly somehow getting something like renderdoc injecting into steamvr

willow trail
#

I expected as much, but it seems impossible to find an image showing all the weird deformations you get with reprojection, so it's hard to explain to people without a picture

sturdy coral
#

I'm not sure there is any workable extended mode with valve index

willow trail
#

Yeah don't have a capture card unfortunately

#

Don't know how well filming the lense will be

sturdy coral
#

you could also possibly write a steamvr driver or find if there is one out there for debugging

willow trail
#

That's the one

#

Well, the writing a driver for it 😄

#

Nah it's definitely not worth it, just wanted a picture on some document

sturdy coral
#

I would just try taking one through lens, set exposure time to be near frame rate

willow trail
#

I'm the only person concerned even slightly about optimization, framerate and stutter in this company, it's just gonna be a bit harder without a picture, they all seem to be blind to it even though we're running at 40fps and reprojecting like crazy...

sturdy coral
#

did oculus ever push out ASW 2.0? I'd like to see how well that works

#

haven't hooked up oculus in a long while though

tired tree
#

yes

slender fjord
#

Hi guys, someone finded trouble with building vr for win64, using hdri backdrop?

obtuse spruce
#

Just started having a problem in a project where the app loses focus as soon as I put the HMD (OG Rift) on, preventing any controller input. This isn't happening in any other projects of mine.

Anyone know what could cause this to happen? I've never seen it before.

#

I fixed it by deleting a super simple actor from my map and then replacing it. Didn't do anything with possession, the camera, the pawn, or anything like that.
...sometimes I don't understand you, Unreal 😑

carmine yoke
#

Interesting..........

#

It says 1.43

slender fjord
#

Intermediate\Build\Win64\VR_teste\Development\Core\SharedPCH.Core.h.pch': No such file or directory

#

thats the error

tired jolt
#

i am having an issue with player scale varing between the rift and vive while in vr, anyone experience this

sturdy coral
#

@tired jolt did you set tracking origin?

#

set it to floor for most games, rift defaults to head and steamvr to floor, but floor is almost always what you want

mighty carbon
#

just tried Oculus Link - pretty cool 🙂

#

Since I haven't tried Rift S, all I can tell is it's a way better than Rift CV1

split steeple
#

Heya folks! We've been quite busy recently and some of it is about giving out some Unreal love 😉

So before everyone gets too distracted tomorrow, just want to quickly announce version 1.8 of the plugin is now up:
https://github.com/ValveSoftware/steamvr_unreal_plugin/releases

Marketplace update submitted to Epic and hopefully up in a couple of days. Release has got SDK 1.8.19, auto-regeneration of controller bindings with overwrite warnings, various bug fixes, convenience func/BP node to wipe user's Input.ini, etc

The release is for Engine versions 4.15-4.23 only.

There will be no release of the plugin for UE4.24 as it'll already be incorporated in the Engine unreal We've also updated Steam Audio in UE4.24 and gets us a bit closer to Unity plugin feature-parity.

mighty carbon
#

GabeN, please relogin using your actual handle...

orchid elk
digital musk
#

If I want to make a scene look like a miniature world - and the VR player be giant - is it easier to just scale the VR player up or to scale the scene down?

alpine orchid
#

Hello guys,
Does any of you know how I can make seamless transition from one level to another in VR?
Currently I am trying to implement it using console command - servertravel. But I still get some stutters in the transition level when loading the second map.
Any ideas how to fix that?

mild trail
#

So How do I Launch to Oculus Quest Link? Got everything working, but the Quest only shows up in the Launch as usual. Could use a special "Link" button.

topaz plank
#

How do you guys do object highlight shaders on the Quest? Blinking rim light? And what's your experience how well it works for the users?

dreamy ivy
#

I recently read that UNreal now supports Vulkan and HDR on the oculus quest, however when I follow the steps on the oculus site. the right eyes stops working. Does anyone know if I'm missing something?

mighty carbon
#

@mild trail update your PC Oculus software, update your Quest, launch Oculus on PC, plug compliant cable into PC and Quest, click Enable Link on both.

#

Internet is full of the instructions for Link 🙂

mild trail
#

yes that part works fine

#

but how to I launch to link?

mighty carbon
#

where did you read that @dreamy ivy ?! HDR is a no-no for Quest.

#

@mild trail do you mean Launch in VR from UE4 ? I don't think that works yet.

mild trail
#

@mighty carbon Oh, thought it was working.

mighty carbon
#

well, Link is in beta and I think UE4 needs to support it, so maybe in 4.25 ?

mild trail
#

cant wait that long 🙂

nimble edge
#

Then you can use "Set World Scale 3D" on your Motion Controller.

#

or is it the mesh? I don't remember... but those are the two nodes I've used to mess with perceived VR size.

sturdy coral
#

@alpine orchid there are some settings where you can change the timeslice used by async loading that may help

#

with mordentral's plugin you can fade to a custom steamvr skybox during the transition

#

to hide any stuttering (but then it isn't seamless within world)

granite jacinth
mighty carbon
#

What's that?

sturdy coral
#

that's the ar headset that magic leap is suing

granite jacinth
#

Why they suing?

sturdy coral
#

it is similar design to the ODG glasses

#

they are suing because the founder worked for them or something

#

and claiming trade secret theft I think

granite jacinth
#

I mean, sure. Looks like glasses

sturdy coral
#

by design I mean the optics are similar to ODG

#

but yeah it isn't even similar to magic leap optics at all

#

no wave guide

mighty carbon
#

I'll just wait for Facebook AR glasses

sturdy coral
#

their suit also claims some superficial design elements like their font being similar (to magic leap's) or something

mighty carbon
#

I guess ML isn't doing great and looking to fill up their budget

mighty carbon
#

Hah

alpine orchid
#

@sturdy coral thank you. I'll try that.

tired tree
#

@nimble edge world to meters scale has some late update issues with controllers currently as well

#

generally have to turn late updates off to use it outside of 100.0f UU

nimble edge
#

@tired tree One day I'd like to understand late update and tick groups. I've looked into them and I think I understand it, but I don't "get it."

mighty carbon
#

rumor has it that if you purchased Index, you get it for free

tired tree
#

that was a rumor

#

they list on the actual page there what you actually get

granite jacinth
#

And it's not a rumor

#

If you purchase Index (or have in the past) you get it and other things for free.

tired tree
#

oh nice!

#

that original page didn't list that

mighty carbon
#

how do I not do it in UE4 for mobile VR ?

sturdy coral
#

@mighty carbon r.earlyzpass, but I'm not sure it is on in mobile by default

mighty carbon
#

I see

fleet plume
#

did anyone manage to run ue4 + vulkan on quest?

#

if i enable vulkan in the android settings the app crashes when trying to start it on the device

#

if i enable vulkan in the android settings the app crashes when trying to start it on the device

mighty carbon
#

I did, with Oculus 4.23.x fork

#

Vulkan isn't 100% supported

#

so you might have something in your scene I don't have, and that something might be crashing the engine

fleet plume
#

if the fork works i might actually bite the bullet

#

what isn't working for you with vulkan?

mighty carbon
#

everything works fine, but memory consumption is higher than with ES3.1

#

(driver to blame, but Oculus and Qualcomm are working on it)

#

I think Oculus mistakenly didn't purchase any of existing studios with large gaming IP to be rebuilt (as sequel or prequel or just the same lore) for VR.

#

Stormland just kinda happened and wasn't really all over the news, even though Insomniac made it.

fleet plume
#

i tried 4.24p3 with vulkan on quest (for the fun of it)

#

starts but only renders one eye and then right away crashes with a stracktrace from deep within vulkan

mighty carbon
#

well, try 4.23.1 from Oculus

fleet plume
#

just git clone, setup deps and build?

mighty carbon
#

I just download zip file of release and build it as if it was stock UE4

fleet plume
#

as i've never run a source build before: does this interact/interfere with the launcher?

#

e.g. the 4.23.1 version there

mighty carbon
#

no

fleet plume
#

because that would be bad for me

mighty carbon
#

download it, unzip it into a folder and once you build it, everything will be in that folder..

#

so stock and source builds are not connected in any way

fleet plume
#

cool thanks

sage gulch
#

is there a trick to switching pawns with a HMD?

#

I've tried to do it with actors or with the game mode and it never works right

#

well.. I can't get it to work anyway

sturdy coral
#

@sage gulch explain more what you are trying to do. just switch from one pawn to another?

mighty carbon
#

they improved late latching in 1.43

fleet plume
#

haha i'am just done building

#

i built the complete VS solution and think that i just should've built the ue4 sub-project

nimble edge
#

Probably a stupid question: How do I reset orientation and position for SteamVR headsets without losing the height-offset?

#

Is this the best way?

sturdy coral
#

@nimble edge I think reset orientation and position is only intended for head tracking origin

#

what exactly are you building? if it is someone walking around you may instead want to do it by counter-rotating/positioning the vr root

nimble edge
#

Basically the same thing as what happens when you Reset your position from Oculus Dash.

#

Basically says "This is the center of my play space, and this is forward."

#

My play space faces backwards from my computer. I hate having to turn around when I'm doing development.

#

When I reset, I want to preserve my head height.

#

That BP works. I just didn't know if it was the best way or not.

sturdy coral
#

what tracking origin are you using?

#

floor or head?

nimble edge
#

Floor

#

Doesn't make a difference. Both behave the exact same when calling Reset Orientation and Position.

#

They initialize differently, but once I call Reset it all goes out the window.

sturdy coral
#

ok, I didn't realize they did

nimble edge
#

I assumed they wouldn't. I assumed wrong.

#

That's why I hacked together that BP to save the height and then reapply it.

sturdy coral
#

I think you probably shouldn't call that if you are doing a floor origined game and should instead just rotate the VR root yaw

#

mainly I'd be worried about it doing different things on different platforms

#

since I believe reset orientation and position is partly a platform API call

mighty carbon
#

@fleet plume if you did that, you'd have half of tools unbuilt

sturdy coral
#

@nimble edge you may also try recenter orientation only

#

I don't see it calling into the api to call ResetSeatedZeroPose for steamvr or equivalent for Oculus, but I see some stuff that looks potentially different between the two, with the oculus plugin code looking at tracking origin and the steamvr plugin code not

mighty carbon
#

HL:A will have 15 hrs of unrecycled gameplay

sturdy coral
#

@mighty carbon where'd you see that?

mighty carbon
#

on Twitter!

#

🙂

#

I still don't get why Bethesda undervalues VR

#

maybe Valve will show them the way with HL:A release

#

(although I still see bunch of people hate on VR in those HL:A threads)

sturdy coral
#

@mighty carbon what do you mean? they've had two or three of the top releases even if they were ports

#

I would love to play doom eternal in VR with smooth loco though

mighty carbon
#

well, I don't know.. Skyrim looked good, but still felt awkward (and I am not big on Skyrim'ish games, even in VR).. Doom VFR was subpar experience. I've heard that Wolf Cyberpilot was meh. Prey VR was a joke. I haven't tried Fallout 4 in VR (and I am not a big fan of Fallouts anyway)

#

they didn't have a single game built for VR from scratch (even if it was reusing most of the assets from original games)

#

Dishonored would translate really well to VR

#

@sturdy coral have you tried Doom VFR ? I think it has smooth locomotion

sturdy coral
#

I've got a PSVR copy I think but never had a chance to try it

mighty carbon
#

it was cool, but it's not a story driven game, so I didn't play much

sturdy coral
#

yeah that and the half life think look pretty cool

#

half life 2 on dk1 with razer hydra was really cool, valve should have ported it to vive a long time ago but had too many people scared of sickness I think

mighty carbon
#

HL:A has bunch of locomotion options

sturdy coral
#

says they are starting work on support variable rate shading

tired tree
#

isn't it already in 4.24 for quest?

#

and noted as coming to other platforms?

#

later

sturdy coral
#

yeah, it is in for quest, I didn't realize it was noted for coming to other stuff later

silver robin
#

has anyone noticed scene captures having messed-up FOV in VR? in the same project, if I run it in the editor viewport they capture the FOV I’ve set but if I run it in VR they capture either a narrower or closer view

mighty carbon
#

omg, I hate that UE4 breaks projects

#

I can import my FBX into an empty project, but not into my project - UE4 crashes

thin solstice
#

Hi all, I'm just dipping my toes into Unreal from Unity. I'm developing for Oculus (Quest). I'm wondering about custom hand/grip poses in Unreal. How do you handle this? I love how Vader Immortal does things. It seems so seamless - your hand comes near a UI and it turns into the "finger" pose. In Unity, SteamVR has a pretty good solution but posing for the Quest in Unity is, well painful. Any tips/tutorials would be greatly appreciated.

mighty carbon
#

you have to make it from scratch

thin solstice
#

I was afraid that was the answer, but I could always hope it had been solved... 😓

mighty carbon
#

It would be nice for Oculus to provide a library of default hand poses, but they don't

sturdy coral
#

the oculus hand sample has some poses

mystic tinsel
#

Anyone using the VR Expansion plugin? I'm having issues getting things to snap to my hand properly. I'm not entirely sure what caused the issue. I seem to recall it was working fine before. I worked on a bunch of unrelated stuff, and now I'm back to update some models for things that need to be picked up and instead of snapping into the hand properly, they're kind of all jittery

mystic tinsel
#

just shaking this while gripping it can cause this. I do have it set with a socket and it's supposed to snap to that socket, but I'm not sure what's going on with it here

digital musk
#

@nimble edge awseome, thanks - I'll play with those nodes, much appreciated

obtuse condor
#

Hey,
Im working on a VR project for Oculus Quest and I have a widget with a Text Input field. When I focus the Input Text field, the Oculus VR Keyboard dosent show up in the app
Im using UE 4.23 Source Build and wanted to know if its a bug in UE or its just that Oculus Quest doesnt provide a VR Keyboard

subtle comet
#

You need to implement an VR Keyboard on your own.

#

As far as i know

obtuse condor
#

Woah!
surprised that such a basic functionality is not provided by them😮

subtle comet
#

ye, i would advice you to get a VR keyboard from marketplace 🙂

obtuse condor
#

I can also confirm that all other Apps on Quest like Youtube VR, Netflix, Firefox Reality Browser are all using their own keyboards.

#

Oculus should definitely provide this by default in their SDK

subtle comet
#

but it's not an oculus thing. when you develop a VR app with unreal, unreal is most likely using steamVR which contains oculus sdk. oculus can't just add some features that are only working on oculus

tired tree
#

@mystic tinsel I just answered in pm on that since it could be a few things

worldly monolith
#

Is it possible to use blueprints to stream levels in VR? I tried following the standard recipe to create a blueprint to stream a level, but it doesn't load the level in VR

#

I am sure I missing something

obtuse condor
#

@worldly monolith
Yes, you can!

#

Make sure you have added the Maps in the Levels tab

worldly monolith
#

I done that

#

I have my main level, which is the VR template. Then I loaded the 2 levels I want to stream with a blueprint

#

I believe the issue is with the overlap function

obtuse condor
worldly monolith
#

yes, I have my 2 extra levels there

obtuse condor
#

Add other maps which you have to stream under your persistent level

worldly monolith
#

I am just opening the scene to show you

#

so the level is there

#

but even with the blueprint doesn't load it when I start the VR play

#

I am using the MotionControllerMap btw

#

it is really weird

obtuse condor
#

Right click on one of the sub-level and check the Streaming method is set to Blueprint
And I think the "Eye" icon should be turned on

worldly monolith
#

it is set to bluerprint

#

I think I will start a new scene and try it again

#

before trying this option I used another blueprint to load and unload the levels

#

and it didn't work in VR

granite jacinth
#

damn

mighty carbon
#

heh

#

@magic mango @hallow knoll is it safe to say we won't see UE 4.23.2 ?

magic mango
#

Last I heard there was not one scheduled.

mighty carbon
#

ok, thanks

sweet oracle
#

i have a widget inside an actor blueprint that i am spawning on the map. I am interacting with the actor using a laser and its changing the buttons color on hover. However, sometimes when my character re-spawns... the changing color on button hover doesn't work. Even though it logs on hover but color just doesn't change. Any idea why? I have been debugging for hours

tired tree
#

you are re-spawning the widget interactors without fully destructing the old ones

sturdy coral
#

@sweet oracle I put my widget interactors on the player controller instead, can keep them through spawn cycle even if you fail to spawn and get no pawn

sweet oracle
#

so i m respawning the laser without destroying the last one?

#

@tired tree

tired tree
#

@sweet oracle the laser isn't the interactor

#

you have to fully deactivate the widget interator or it doesn't unregister until the garbage collection hits

#

or do like charles is doing and keep it outside of the character area itself

#

or reuse it on a seperate actor

formal ether
formal ether
#

Can i somehow disable depth test for stereo layer?

sturdy coral
#

@formal ether are you using TAA?

formal ether
#

msaa

sturdy coral
#

@formal ether unless your game is running low res I'd just do it with widget component + translucent material instead of layer

#

with TAA that can cause a lot of additional blur and artifacts due to depth info messing up temporal reprojection but with MSAA shouldn't be bad

formal ether
#

sounds sad to me(

sturdy coral
#

@formal ether there is IStereoLayers::ELayerFlags::LAYER_FLAG_SUPPORT_DEPTH

#

it is in FLayerDesc, should be changable with virtual void SetLayerDesc(uint32 LayerId, const FLayerDesc& InLayerDesc) = 0;

formal ether
#

woah, where should i call it

#

in some specific .cpp file?

sturdy coral
#

@formal ether it is a method of IStereoLayers

#

seems you can get it anywhere with:

IStereoLayers* const StereoLayers = (GEngine && GEngine->StereoRenderingDevice.IsValid()) ? GEngine->StereoRenderingDevice->GetStereoLayers() : nullptr;

#

then


if (StereoLayers) {
   FLayerDesc NewLayerDescription{};
   StereoLayers->GetLayerDescription(YourLayerId, NewLayerDescription);
   NewLayerDescription.Flags = NewLayerDescription.Flags & (~IStereoLayers::LAYER_FLAG_SUPPORT_DEPTH);
   Layers->SetLayerDesc(YourLayerId, NewLayerDescription);
}```
tired tree
#

Isn't it exposed already on the stereo layer component? I have it in my umg stereo component and think it was just a port.

sturdy coral
#

looks like it, @formal ether

    /** True if the stereo layer needs to support depth intersections with the scene geometry, if available on the platform */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "StereoLayer")
    uint32 bSupportsDepth : 1;```
#

defaults to false though so I'm not sure why you had issues with it

#

or maybe it doesn't work

formal ether
#

@sturdy coral thx a lot, i'll give it a try

granite jacinth
#

wtf is going on here

past tiger
#

The mixed reviews?

granite jacinth
#

yeah, just read through all the reviews

#

I'm a little surprised at some of the issues players had with the game. Some are petty. But the vast majority have valid points (well, I suppose all of them are valid in some way or another)

#

With that backing from Tripwire and the glowing reviews from media. All that hype over the past years. I can see how a lot of them felt disappointed

#

But, I'll have to play it and see what's what in the end.

sturdy coral
#

@granite jacinth they are apparently doing a big ad spending campaign on the media so that might help reviews in the media

granite jacinth
#

@sturdy coral Yeah, noticed that. Paid Promotionals and stuff

#

That's very III/AAA like 🙂

#

Actually, most AAA don't even need to do that

#

I wonder (and we'll probably never know) how Tripwire played into all the "bad" in the game.

#

I know they helped out financially and with their tech team, PR/Marketing. That's been said/can be seen.

#

But I'd love to see a postmortem on how it was to work with such a large publisher and then launch.

mighty carbon
#

what's the biggest complain ?

tired tree
#

mostly minor things tbh

#

easily fixable, aside from some of the AI complaints which would take more effort

#

think the largest complaint is that the motion sickness reduction they have did not age alongside the VR population so by the time it came out the majority of the players didn't want it and its defaulted on and hard to turn off.

#

most of the negative reviews are "would be good, if they...." and listing annoyances, so it has room to fix things.

#

for sure wasn't a good time to launch though....

#

the day before was a rough one to try and follow up

mighty carbon
#

I see

#

I guess users nowadays are trigger happy 😦

#

(in a sense of giving thumbs down quickly)

tired tree
#

some valid complaints for sure though

formal ether
#

@sturdy coral i've never used to code cpp before so its difficult to understand what to do with this tbh 😄

formal ether
#

How can i get layerId?

formal ether
#

Do you noticed toggling stereolayer visibility causes freeze for a second?

sturdy coral
#

@formal ether it looks like it already defaults to depth off if you use ustereolayercomponent

merry raven
#

is there any way to use the sequence recorder with a vr pawn?

formal ether
#

@sturdy coral how is it possible if my stereo layer intersect geometry?

sturdy coral
#

@formal ether is supportsdepth checked on your component?

formal ether
#

The Oculus plugin treats all Stereo Layers as intersecting the scene. This makes the layers behave as if the Support Depth flag is always set to true. To re-order which layers are rendered on top of other, you will need to physically move the layers you want to render first closer to the camera.

#

thats what documentation says

sturdy coral
#

Your only option may be to modify engine to turn off depth submission then, but then I think that will make async space warp look worse since it uses depth now

#

I would probably just use widget component and render it in game

formal ether
#

thats suck

#

anyway thanks

#

so there's still problem with stereo layers: i have umg widget which renders to a texture for stereo layer, any switch between textures, or just toggling visibility of stereo layer causes freeze for 1-2 seconds

tired tree
#

Yeah it can cause crashes too, but only with oculus

#

Been a problem with texture submission to Oculus in engine since forever

mild trail
#

Was asking earlier about launching UE4 for Oculus Quest Link and got a "no go". But then I asked on the forums.unrealengine.com and got this answer. I just dont know how to do what he says and I get no answer to this when I ask. Any help here?

mighty carbon
#

Have you already played any PC VR games from Oculus Store?

#

I guess if you have Oculus software installed and Quest connected via Link and Link being already active, you should be able to launch from UE4 in VR as on Rift

digital musk
#

what would be a good strategy for doing something like A Fisherman's Tale - I want to have a miniature level/map inside the map the player is in - but it's the same map the player is currently in - including showing the player inside the miniature level as well.

cosmic shoal
#

We did something similar, if I remember correctly the way we solved it was to have two copies of everything one set controlled the position/rotation of the other set, but the parent of the larger items had its sized multiplied.

sour iris
#

@mighty carbon @mild trail
Do i understand correctly, that the "VR Preview -> Play" doesn't work yet for Oculus Quest+Link?
I have low-key checked your conversation so.. that's that :D I am confused if the answer is yes or not. I don't have Quest so i can't test it, but i am very curious.

mild trail
#

@mighty carbon @sour iris The asnwer is no, it does not work for me. As you can see in the screenshot, the quest shows up but only for the usual non-tethered experience. How do I launch for the Linked experience?

digital musk
mild trail
digital musk
#

@mild trail Did you have the Quest plugged in and connected through link before starting up the project?

mild trail
#

@digital musk yes, does that matter?

digital musk
#

Yes, it does - I have no Quest to test with but any other HMD needs to be plugged in before opening the project or that "Preview In VR" option won't be available

mild trail
#

Aaaah yes it works! I was so focused on the Launch that it never occured to me that I should just "Play" it 🙂

digital musk
#

@tired tree I migrated my VR pawn from one project to another and suddenly my Oculus' input are inverted/backwards - the first project still works like it should - any idea what's going on?

Like the HMD is backwards

mild trail
#

@digital musk Thanks, it saved my day 🙂

digital musk
#

@mild trail That's great news, so you can confirm that VR preview with Link works?

mild trail
#

yes

digital musk
#

Super! hopefully getting my Quest later this week

mild trail
#

Real nice, I have been doing Archviz for customers and they love it. Just talked to the IT department friday, and now they have ordered a RTX 2080 TI and a 3 meter cable for me 🙂

sour iris
#

@mild trail Good to know :) and good luck. How is your experience with Link+VR preview? Any latency/artefacts or everything works nicely so far?

mild trail
#

My experience is about 10 old, so I have no idea. And the cable I got right now is 1 meter so very limited. But im gonna run som tests when I got time 🙂

sour iris
#

@mild trail ok, i'd love to know your test results if you ever have time :D

mild trail
#

Sure I will add you and let you know 🙂

tired tree
#

@digital musk no idea on that one, hmd just does what it gets from the API. Only time that has come up recently is people being on the broken visual studio 19 build and having their transforms calculate wrong.

mighty carbon
#

Folks, any idea why Landscape doesn't render at all neither with ES3.1 nor Vulkan on Quest?

digital musk
#

@tired tree Thanks - I created a new level in the same project and in there the camera/HMD works fine - no idea wth is wrong with the other map

stark pendant
#

Can I ask you a simple question about the leap motion?

mighty carbon
#

No?

#

J/k 😂

stark pendant
#

is it a yes then? ahaha

mighty carbon
#

you could have asked 10 questions already

mighty carbon
sturdy timber
#

Hi there, I'm mainly developing on Vive but for debugging uses now an Oculus. So Unreal uses Oculus through SteamVR. Tracking data are received but the HMD screen stays black... Do you have any idea about what is happening?

#

nevermind it works now don't really know why x)

cosmic shoal
#

I hate this fragmented environment where you load one on top of the other (Occulus + steam, WMR+ steam) I understand why it exists I just think it's inefficient in many ways.

carmine yoke
#

Isn't OpenXR going to fix that in 4.24 @cosmic shoal

cosmic shoal
#

Hopefully

tired tree
#

not in 4.24 it won't

#

steam doesn't have an openxr interface yet

#

also there aren't extensions for everything yet either

#

but its getting there at least

tidal gull
#

anyone know of a vr character pawn out there that i can modify? or is the unreal base pawn really the only one. i was looking into buying the weaponmaster vr one but it doesnt support new ue4 versions

mighty carbon
#

soo, no idea why Landscape would not render on Quest ?

fleet plume
#

did you disable tesselation?

mighty carbon
#

I didn't see such option :/ Is it on the landscape actor ?

fleet plume
#

yes

#

could also additionally be on the material

mighty carbon
#

material is super basic, made from scratch

#

so there wouldn't be any tessellation in it

fleet plume
#

landscape actor has tessellation options though

mighty carbon
#

I'll check that one out, thanks

fleet plume
#

i also set mine to stay at fixed low subdivision level

mighty carbon
#

that won't look good though 🙂

fleet plume
#

nah looks fine

#

but it's also not huge

mighty carbon
#

I see

fleet plume
#

if i had to guess, just a couple hundred meters square

mighty carbon
#

I keep my fingers crossed for 4.24 to be released this week 🙂

#

looks like issue tracker was cleared for 4.24.0 (except for one issue)

tired tree
#

sure as hell hope not

mighty carbon
#

why not?

#

2 pages of bugs were moved to 4.24.1 anyway

tired tree
#

because its unstable currently, lots of engine breaking bugs.

mighty carbon
#

ouch

lean basalt
#

Does anyone know how I can load a stereoscopic 3D 180 (Top bottom) image on a Stereo Layers? 🤔

pale juniper
#

hi there, i have the pawn from the vr template migrated to another project, but there its view height is not appropriate (too high, around 5 meters), is there some settings i can tweak to fix this? and what could cause this, since its the template pawn?

silver robin
#

sounds like the world scale might be off?

flat shoal
#

anyone else get flickering shadows and foliage using forward + instanced stereo in VR in 4.24 Preview?

fleet plume
#

@tired tree i'am using your VRExpansionPlugin and was wondering what the canonical way to notify either the new owner or the dropped object is, when implicitly using DropAndSocket through RequestsSocketing. am i expected to use the OnDroppedObject delegate from GripMotionControllerComponent?

fleet plume
#
/** Delegate for notification when the controller drops a gripped object. */
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FVRGripControllerOnDropSignature, const FBPActorGripInformation &, GripInformation);

// Called when a object is dropped
UPROPERTY(BlueprintAssignable, Category = "GripMotionController")
FVRGripControllerOnGripSignature OnDroppedObject;

also seems like OnDroppedObject is using the wrong delegate (though they're of equivalent definition)

tired tree
#

@fleet plume the objects interface copy of the OnGripRelease event contains a "WasSocketed" boolean as part of it

fleet plume
#

but what if it wasn't (attached to anything)?

#

i'am probably blind but i currently see no way to notify neither owner nor attached object

#

i tried binding to OnDroppedObject but i can't clean it up anymore as i don't get a reference to UGripMotionControllerComponent in the handler

tired tree
#

@fleet plume if it wasn't attached to anything then it wouldn't have been socketed...

fleet plume
#

to clarify: i'am gripping an actor that is lying around and drop it on another actor's socket

#

the 2nd actor is not the pawn or anything part of the pawn

tired tree
#

it doesn't have to be

#

where are you trying to get the socketed state?

fleet plume
#

after the drop, but i don't see a way to do that

tired tree
#

this isn't a case where I necessarily need to do anything, it would be easy enough for you to expose a socket state on the object

#

but I would make sense to add the WasSocketed to the motion controllers drop as well

#

as a convienance

#

@fleet plume give me 10 and it will have that var on the motion controller as well, think I intended to do it originally since there are two seperate delegates.

fleet plume
#

i think i've stumbled over GetOwner of the attached object

#

i see that you do root->AttachToComponent(SocketingParent, TransformRule, OptionalSocketName); in Socket_Implementation but when i call GetOwner during OnGripRelease_Implementation it's still the motion controller

tired tree
#

you want attach parent

#

not owner

fleet plume
#

oh

#

i'am so sorry

tired tree
#

i don't reset owner on drops in case they need to stay net relevant

#

I let the end user decide when to drop that off

fleet plume
#

well, at least i pointed out the mismatched naming of the delegates 😛

#

thanks for helping!

tired tree
#

that was intended

#

it was the same function signature

#

think i intended to make this extension originally and forgot about it, which is why it had the drop version in there as well

#

the WasSocketed will be exposed on the motion controller event as well for convienance in a few mins, if you ever need it ;p

fleet plume
#

thanks 🙂

#
// from UGripMotionControllerComponent::DropAndSocketGrip
DropAndSocket_Implementation(*GripInfo);
if (GrippedObject)
    Socket_Implementation(GrippedObject, (PhysicsHandleIndex != INDEX_NONE), SocketingParent, OptionalSocketName, RelativeTransformToParent, bWeldBodies);

@tired tree sorry to bother you again, but i can't get the new attach parent during OnGripRelease as the attachment happens after calling DropAndSocket_Implementation

#

i guess that's the reason i looked at OnDroppedObject in the first place

tired tree
#

on dropped is called at the same spot

#

I have to remove some settings prior to attachment

fleet plume
#

ah yeah

#

still, the problem for me is the same

#

i can add my own delegate and/or callback but was wondering what you think about it first

tired tree
#

i could make switch the logic up a bit to reverse that ordering

#

let me look into it

fleet plume
#

sorry for coming up with this weird use-case 😉

tired tree
#

granted its not going to fix it on the client end just to warn you

#

that has to wait for the replication

fleet plume
#

i'am not using multiplayer for now

tired tree
#

its something i have to be concerned with is all

fleet plume
#

yeah ofc

tired tree
#

don't want my events behaving differently between client and server

fleet plume
#

why not add OnDropped or OnDroppedAndSocketed to VRGripInterface ?

tired tree
#

its already bloated and its not needed

#

that also still requires replicating the attach parent

#

i think i have the ordering switched

#

lets take this to pm though, just realized this was in a channel, spamming it

real needle
#

Why are there options for Comsos and not Index?

#

(Asked in general but I think I was interrupting a conversation)

mighty carbon
granite jacinth
#

what the...

#

Quite surprising... I didn't think Beat Games needed that financial backing...

#

I suppose this is so they can get Beat Saber 2 as an exclusive...

#

Man, I wonder how much this deal was for

mighty carbon
#

I recall the co-founder said he is ready to invest into VR indies.. I am guessing this offer is out of the window now

carmine yoke
#

Thats pretty mad, I wonder what Facebook can do to help innovate on Beat Sabre

granite jacinth
#

?

#

You don't understand the current market

#

Or Facebook

#

This has nothing ( or at the very least very little) to do with "trying to innovate on Beat Saber"

#

This is a huge investment on a first-party studio for their future exclusive line ups

#

Everyone's grabbing up big major players, trying to keep them for themselves, to get people to their own platforms

mighty carbon
#

it's been like that for a long time in the console market

#

just look at Sony

#

not a bad thing though

mighty carbon
#

has anyone tried 4.24p4 already? The rumor has it p3 had a ton of issues in VR

flat shoal
#

Fuck Facebook

#

sad I never picked up Beat Saber now, but oh well

topaz plank
#

is anyone having issues on mobile with animated shaders not updating smoothly?

#

still trying to figure out if it's a precision thing

#

Using full precision fixes it. So does that mean for every animated shader I have to use full float precision? That sounds pretty expensive...

carmine yoke
#

I didn't mean it in a bad way I just meant I'm interested where the IP will go - sorry if I misspoke

#

@topaz plank Yeah its something to do with the float precision on Mobile. I think someone mentioned it in Mobile recently let me check

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"mobile has floating point precision errors that causes the panner to break over time, to solve this and prevent performance of the material breaking you must check the "Use High Precision" option under the mobile category of the material"

topaz plank
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yeah, the thing is, this isn't exposed to MICs, and I'm using a master material for almost all my shaders...

carmine yoke
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Unfortunately it sounds like you'll have to have a seperate Master for those 😦

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I read another solution somewhere yesterday let me see if I can find it

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Nope I misread, it was nought to do with mobile, sorry

topaz plank
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damn that really sucks

fleet plume
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did anyone profile the difference between low/full precision floats on mobile?

sly elk
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does anyone here use digital ocean for their version control host? After 2 years of happy perforce use we are getting constant disconnects when the connection is idle.. Support was unhelpful and I can't find any odd server resource usage spikes

unkempt dagger
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As this is a more VR related question, I am cross asking it here

Is it possible in Unreal Engine to make "grabbing" in VR have some "strength"?
Like using the trigger as a float 0.0 to 1.0 instead of a boolean value false/true?
That way I can apply "force" depending on how deep the trigger is?
cosmic shoal
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yes

unkempt dagger
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What do I have to look into for figuring out the right direction?

cosmic shoal
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I don't know if all headsets support it, but when I did some tests on the vive I was able to get a gradual trigger

unkempt dagger
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Yeh I played on my Vive, and some games did it. So I wanted to try to recreate it 😄

thin solstice
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Oculus Rift and Quest also support it

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so it would depend on your target headset

unkempt dagger
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Well right now all I personally own is a Vive, and I am just messing about.

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So most of the stuff I do I just want to work on my own personal headset

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I've been missing the wording to research it. But "Gradual Trigger" might help me do more research

thin solstice
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Maybe try pressure sensitive trigger

cosmic shoal
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I wonder if any of the demos or templates out there use that functionality for you to dissect

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(When I played with it it was using Unity)

unkempt dagger
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🤔

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Well thanks guys

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At least this gives me some perspective to research a bit

cosmic shoal
unkempt dagger
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Ah! Sick

cosmic shoal
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I took a screenshot of gamepad, it should be motion controller

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er..

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Can't look now closed unreal

unkempt dagger
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I mean the Motion Controller is above?

cosmic shoal
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anyway, it is in there

unkempt dagger
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Now I know what to do when I get home 😂

cosmic shoal
tired tree
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@cosmic shoal i wouldn't rely on those much

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put them to an axis event

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not directly reference them

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they won't be BP accessible directly as of 4.24 going forward

unkempt dagger
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What do you mean @tired tree ?

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Putting them on an axis event? (I am a big noob 🙈 )

tired tree
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in the input settings

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assign the axis to an axis action

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so your project won't break come updating

cosmic shoal
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the way VR controllers are handled will change to a one size fits all type of thing so MOrdenTral is suggesting a more generic way of doing it.

unkempt dagger
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Ah, interesting.
Is there any docs / articles about this change?

cosmic shoal
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OpenXR will be in Beta in 4.23 That's my guess

unkempt dagger
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So if I have the newest version of 4.23 installed I can already use the new "format" ?

cosmic shoal
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I beleive so. Expect bugs and things to change tho.

unkempt dagger
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Yeh, that is to be expected with beta versions 😄

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Again thanks for information. Shows me in the right direction

lean basalt
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Does anyone know how to make a VR Hands Render over stereolayer? 🤔 I am using the Mitch's VR Lab technique to render the UI (UMG) for the stereo layer. Thank you for your help!

unkempt dagger
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Another question. Would people recommend building your own VR controls or just use the VR template by Unity?

granite jacinth
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What?