#virtual-reality

1 messages Β· Page 216 of 1

granite jacinth
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How is that even an option? You know this is Unreal server right?

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But if you meant the VR Template in Unreal. Then sure.

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You can do whatever you want

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There are many options. Many plugins and templates available to you

unkempt dagger
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Oh I wrote unity. Yikes πŸ˜‚

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I of course meant the Unreal template haha

My question was more if its a good starting point or if people recommend trying to build my own to understand it on a deeper lvl. Or if just looking through the blueprints would be fine

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Gonna leave my typo for comedic effect kappa

spiral marsh
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is there a way to get which direction the player moved their motion controller. Say I wanted to call an event whenever someone moved their controllers to the right at a certain velocity. Is something like that possible? I am using an Oculus Rift S

sturdy coral
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@lean basalt set supports depth true on the stereo layer component

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Only 4.24 supports it with steamvr though

lean basalt
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@sturdy coral Dude that makes a lot of sense! I will download version 4.24 to test, about SteamVR can you tell me the direction I should study? Again thank you very much for clarifying πŸ™Œ

tribal coral
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@spiral marsh Try Gesture Tracker VR

spiral marsh
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that looks like what I want thank you @tribal coral

pine nimbus
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When I let UE4 auto choose the Steam models for motioncontroller components, in a packaged build there's no material applied, and switching to knuckles doesn't change the Vive wands to Knuckles models, what am I missing?

tired tree
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@pine nimbus got a patch pushed in that fixed that in a recent engine version. Can't remember off the top of my head if it was 4.22 or 4.23 though.

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At least the textures, love switching isn't going to reload it

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Live

pine nimbus
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@tired tree ah as expected of such a hero

crystal oak
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Anyone got any tips for aligning up a index controller with a hand mesh?

lean basalt
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@sturdy coral It really is a bug in the UE4.23 version! πŸ€¦β€β™‚οΈ I tested it on version 4.24 and it worked. 😌 Just noticed that in the case of the hand the material of the knuckles becomes transparent. Thanks for the quick and accurate help.

tired tree
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@lean basalt not a bug, they just didn't support depth submission in pre 4.24, it was Oculus only

lean basalt
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@tired tree Uhumm now I understand! Unfortunately in my internet searches I did not find this information!

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@tired tree Do you know any way to load an image sequence into the oculus quest? I already tried by conventional methods but it gets a black screen. πŸ€”

sturdy canyon
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I’m famous now!

wicked oak
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Destiny and warframe both do that, kinda

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essentially its COOP but world is shared and matchmakes randomly

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@sturdy canyon great work

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its like what Red Matter does, those guys alsoi went with unlit + custom shader entirely

placid spear
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Does anyone have suggestions on how to implement a FOV limiter?

sturdy canyon
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Mine is way way simpler, though! Thanks @wicked oak

eternal inlet
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@sturdy canyon nice job. The voxel manipulation, is that done via cpp or are there some BP alternative?

sturdy canyon
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Naw it’s all cpp

crystal oak
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is theres quick starter guide for gripping in vr and such?

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kinda new too gripping

pine nimbus
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@crystal oak VR Expansion has all the grip stuff you'll ever need probably, and includes a demo project to tinker with

crystal oak
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Where about is the demo project? just looking to read over the basics

crystal oak
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Ty

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im not familiar with bitbucket, unable to directly download?

pine nimbus
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Yap you can download the zippy here

crystal oak
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oh u gotta take it all for the example project, gotcha

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Oh btw, where can i find out on index controls action mapping names?

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Like what buttons are called what in ue4

pine nimbus
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oh u gotta take it all for the example project, gotcha
There's separate downloads for the actual plugin

crystal oak
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Thanks

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i can not for the light of me find info on index controller input bindings

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oh what the fricc theres a plugin for it by valve lmao

odd garnet
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@crystal oak Steam VR Input Plugin

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or the OpenInput Plugin by the same guy as the VR Expansion Plugin (not inputs but skeletal tracking)

crystal oak
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Thanks

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Anyone got any tips for when your doing Movement input, not too sure where the best place to get my forward and right vector from is

odd garnet
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controller

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then project to a plane

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so you're not getting the up / down pointing on the controller

brisk spade
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does some have some ideas of interactions form in a Cottage factory?
it should be focused on the steam engine that powers all spindles

tired tree
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@crystal oak in 4.24 that valve plugin is part of the engine. And binding in general moves to the openxr paradigm where you define "actions" separate from the keys that call them and then each controller can have different mappings to the actions.

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Also vre is my plugin and you were already in its support discord from the ik talk πŸ˜‚

crystal oak
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Ah gotcha, and yeah im aware

merry raven
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is there an easy way to print a string in vr?

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ive tried the one with 35 newlines in front but I cannot read it, its too small for my terribly eyesight x)

carmine yoke
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Read it in the console instead @merry raven ?

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What are you trying to print?

merry raven
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Oh I was just trying to figure out why something doesnt work

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console will do!

past tiger
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I'm also curious if somebody has a nice way to view debug statements in game

carmine yoke
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I mostly just use the console, and peak at it when I need to

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Otherwise I have in the past made a dedicated UMG widget for it which I either just place in world or Attatch to HMD depending how I'm feeling. That was only because I was debugging points or something - I forget

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But generally console works for me

tired tree
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there are a couple of debug plugins for VR in the marketplace now

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I use a custom console with keyboard thta I made that reads the output log and console outputs

alpine oyster
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quick question, i have a punch gesture implemented using a gesture tracker, but taller people finish the gesture quicker and it messes with the immersion

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also the directional attack of the punch gesture comes out of different ends

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how can i calculate velocity and a vector so that the punch creates a fireball that only spawns when the punch is completed (ie velocity is 0) and so the fireball spawns in the direction of punch?

tired tree
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you keep a buffer of inputs over a set amount of frames

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average their direction, maybe weighting heavier on the final ones

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throwing out ones that are below a set threshold (fist stops moving)

alpine oyster
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how can I go about doing that?

cosmic shoal
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@past tiger I just used a simple print screen, but made the font huge

alpine oyster
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also, what is the best way for the fireball to spawn? should I create a socket on the mesh? or should i just have a scene component in the hand?

tired tree
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doesn't matter either way

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as for the other one, either an array or running average of current position - last on the hand

alpine oyster
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do i have to do that on tick?

tired tree
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well you'll have to sample it every frame

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so anything that updates constantly

alpine oyster
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hmm okay i will try to figure it out

alpine oyster
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okay im just having a bit of trouble getting the velocities, or at least, optimizing it

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i have a gesture tracker component that definitely works based on some kind of frame update, just not sure how to get the forward vector

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should i just do on tick?

hybrid plume
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@alpine oyster Tried tracking collision spaces for this?

alpine oyster
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you mean like collision spheres on the motion controllers? wouldnt that need on tick as well?

hybrid plume
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Yes, delta the time between a sequence of collision spaces, that if fires correctly spawns the fireball

alpine oyster
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makes sense, could i just use a timer to avoid tick? or could i have an event that only fires when the velcoity is zero?

hybrid plume
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Timers probably work, velocities are one way, or tags

alpine oyster
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okay cool, will test it out thanks!

alpine oyster
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okay it works on tick, but is there a way where i can achieve this using event dispatchers and custom events?

tired tree
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you can make them and throw it

alpine oyster
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can you explain?

sturdy coral
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@alpine oyster you most likely don't need to avoid a tick if it is only for the player

merry raven
crystal oak
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Decent way to check if your in VR mode?

fleet plume
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@crystal oak i'm using these two

    bool DisplayConnected = UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayConnected();
    bool DisplayEnabled = UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayEnabled();
crystal oak
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Okay does that work if its on and enabled say from steam vr or?

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Im trying to be able to enter game in non vr mode for prototyping and checking

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but i cant really figure out how to check so i can do control switches

fleet plume
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yeah that should work for that

crystal oak
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ty ❀️

crystal oak
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Btw what sort of tweaks would i need to make too the basic replicated vr character to be able to use typical controller input like the third person for debugging reasons

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use controller rotation & unlock HMD seams to not do it

sturdy coral
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@crystal oak basic VR template uses a pawn which has no character movement

cold siren
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@high trench I have heard good things about using world machine with ue4. However, I am a landscape architect and i use a lot of GIS data and I have had great success (with some trial and error of course) by importing GIS derived heightmaps directly in to unreal with doing a little bit of math to get the scales to fit. This is has been great for me importing real world terrain in unreal. This also tiles the landscapes and you can even get them to be streaming levels if desired.

tired tree
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@crystal oak in my template I keep a subclass of the main character that is an FPS test character. It just locks the hands in place and uses movement bindings and then calls the same grip functions as the master class

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I switch between it with a node that checks if in VR Preview or not so can be used back and forth

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just that kind of setup would work

sage gulch
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is there an issue with PickupActorInterface and c++ projects? I'm not much of a coder, but I duplicated the interface and my copy fails building due to "Error: Class 'UPickupActorInterface' must inherit UObject or a UObject-derived class" ... but the files are the same aside from names; afaict the class definitions are the same, and they both work in testing...

merry raven
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Has anyone tried using the Sequence Recorder with VR?
I set it up to record my MotionControllerPawn and all Actors I interact with, but (some of) the actors are just kinda glitching all over the place?
Anyone have an idea what I could be doing wrong? https://youtu.be/AH1KY6UdsH8

hallow knoll
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@merry raven The actors that are "glitching" are still simulating physics during your sequence. What is your logic set up to do once you grab them? You need to make sure they stop simulating physics and attach to the motioncontrollers. I've had to do some specific things to make my gameplay logic play properly once recorded in a sequence (like replacing the physics actors with dummies specifically for recording etc).

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Sequencer won't record the exact logic that's executing in your gameplay code, it'll only record things like "spawn actor/particle", "attach" etc. Any logic that references a player controller etc won't work when you're playing it back in editor

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@crystal oak I inherit from the VR pawn and do a bunch of hacks to it (attach MC's to camera, lock camera, add specific keyboard input to that pawn only etc). When my "spawn pawn" logic executes, I check to see if VR is connected/enabled, and spawn the "FlatPawn" if it isn't

merry raven
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Besides that I really only set Transforms

hallow knoll
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Yeah that simulate physics isn't being called in Sequencer. I don't have an immediate fix but doing physics in general as part of a sequence will give you different results every time and should be avoided

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If you want something to look like it's simulating physics in a sequence, then I would record the transforms of the object and play it back as an animation

merry raven
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@hallow knoll Thanks, ill look into that
Maybe Sequencer isn't the right tool for what I want, I basically want to record this and play it back to another player (so they can see whats happening in VR):
https://youtu.be/sPPWZ62sFFw
Would Matinee be better for this?

sturdy coral
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@merry raven matinee doesn't have any of the recording features, only other option is network demo replay if your game is fully networked

merry raven
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its not unfortunately :/

void raptor
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Is anyone here interested in playtesting a game with me? I think i got the multiplayer part down, i just only have 1 hmd and no friends with vr so i cant really test it

merry raven
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@hallow knoll I'm quite new to UE, how would I do this? "I would record the transforms of the object and play it back as an animation"

cosmic shoal
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@void raptor I can give you a hand

void raptor
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@cosmic shoal cool! ill hit you up in dms

lapis yoke
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Anyone know how to detect the Headset and Controller type in blueprints? I want to switch my in game controller models automatically based on what you're using. I can detect if it's Steam, or Oculus, but that doesn't help me identify if you're using vive wands, oculus controllers, or index controllers on steam.

odd garnet
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something something SteamVR something something

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type SteamVR and theres a node for device ID or something

weak harbor
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You have to run it after the controllers are on

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Not sure what all the results are. Index return "SteamVR"

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Looks like SteamVR represents both vive and index :/

eternal inlet
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i was trying to find a download for "Silent Hill pt" for VR, anyone happen to have a link or can upload somewhere?

cyan kayak
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Any one know how to detect if the Vive index or normal vive is connected ?

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and the question above mine is exactly that guess no one know

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or there is no way

sage gulch
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is there a way to turn off oculus timewarp/spacewarp? it produces too much distortion when the scene contrast is high

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or when emissive values are high

frigid kite
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Improve the performance of your application

fading shore
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Hi, test anyone RTX in VR ? In desktop all is right, but in VR editor stucks.

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no crashes, no messages, just stuck foreveΠΊ

sturdy coral
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@fading shore it is not supported in 4.23in vr, I’m not sure about 4.24. Which are you testing on?

little scaffold
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Anyone know if there is a way to fade in the Splash screen of Oculus instead of popping it?

normal wadi
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Hey guys does settrackingsource still work on 4.22 ? Because I tried to setup a basic hmd + 2 controlers for my rift and wasn't able to get tracking for my controlers

sage gulch
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performance will certainly effect timewarp/spacewarp, obviously.. but you can see it induce very obvious tearing even in published applications that are using minimal system resources, like a loading menu made of black bg and white text in deoVR will tear just from looking at it

daring mural
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I can hear audio properly in editor VR preview but in a packaged build, the audio outputs through my speakers instead of the HMD, anyone know why?

fading shore
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@sturdy coral where can I read about it? I am testing at 4.23.1.

sturdy coral
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@fading shore there is some mention of it in 4.24 changelog

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@sage gulch it shouldn't kick in at all unless the app is missing frames

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unless you have it set to forced always-on maybe

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a loading menu is not necessarily using minimal resources, many many apps drop frames during load

ember forum
daring mural
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@ember forum I thought that too but, shouldn't it automatically play in the rift? I can hear everything else in the rift fine, like when I close out of VR preview I can hear the Oculus Home music play etc.

ember forum
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its a windows thing

daring mural
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Running games from the Oculus Store also plays through the HMD fine. Maybe because this is an executable I'm running locally I have to set the sound output in Windows

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?

ember forum
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your guess

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as good as mine

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but that is the fix above

sturdy coral
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@daring mural @ember forum when running with oculus it is supposed to ignore system default device and use the one provided by the oculus runtime

ember forum
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"supposed to"

stark wyvern
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Hello, I'm having issues with testing out my AR app in iOS. Previously, I was able to test out by launching the project to my iPad and everything worked fine. But recently, it would either:

  1. Be stuck at the UE4 splash screen
  2. Or turn into a black screen after 1 second of the UE4 splash screen.

So far I've tried the following.

  1. Deleting Saved, Intermediate and Build folder.
  2. Updating the iPad.
  3. Deleting the DefaultConfig.ini and redoing it.

The strangest part is that even though I open an empty AR project (from Unreal Engine) and launch it on my iPad, the same things happen. So I thought the iPad itself would be the problem. I tried it on my phone but it does the same thing as well. Has anyone experienced this problem before? Help would be much appreciated!

Edit: Amateur mistake. I just had to update the engine...

balmy lion
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Anyone got experience with Weapon Master VR/VR Gun Tool Kit + Advanced VR Framework 2.0 or VRE?

daring pasture
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Yes

balmy lion
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Would it be okay if I asked you a few questions?

daring pasture
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Sure just dm me

solar surge
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anyone here use vrep/vr expansion and doesn't mind me asking them a few questions? πŸ™‚

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capsule isn't following HMD at all, and I am using the proper class (vrcharacter)

normal wadi
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Hey guys about 6 months ago I made a little demo using my rift on UE4 and I was trying to change it but hand are no longer tracked, it's kinda like MotionController->SetTrackingSource(Hand); this doesn't work anymore

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anyone have an idea why ?

willow trail
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Hello, does the engine (4.23) struggle with stencil meshes/tests, and VR?

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Whenever I enable custom stencil tests my left eye goes completely black

carmine yoke
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@normal wadi I think 'hand' is deprecated

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Don't quote me on that though

normal wadi
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Hand is a EControllerHand in that code

rare sand
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Can someone help me out with a ar where u track a image and an object spawns on the tracked image and once the tracked image goes out of frame the object despawns

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I m new to ar

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Help will be much appreciated

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Also it's for a phone if that helps narrow down

alpine ore
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Hi all, sorry for asking if this has already been asked, but when the Quest is connected to the PC via a link compatible cable should you be able to use the VR preview feature in the editor through it?

alpine ore
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Just answering my own question. The answer is yes. After restarting unreal and the headset it seemed to work

rare sand
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When i package the project for android it seemed to create a new local drive on it's own is that suppose to happen and what if i want to delete that drive

lean basalt
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Does anyone know of any way to improve AA quality in oculus quest?

mighty carbon
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?? Isn't MSAA x4 enough ?

lean basalt
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@mighty carbon Unfortunately not! You can't read the texts clearly

mighty carbon
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is it a render text? Or is it an image with text?

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if it's a render text (masked font), you are not in luck because UE4 doesn't support alpha to coverage on mobile and thus those things won't get AA'ed by MSAA

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if it's an image/widget with text, then you need to use stereo layers

mighty carbon
ember forum
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@hallow knoll are there any plans to support using the Oculus Link(with the Quest) in the Unreal Editor as a Rift?

hallow knoll
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@ember forum There's nothing that needs to be done in the editor, it works "as is"

ember forum
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oh wow, nice

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so tired of all this cable management

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sorry for the question, i just saw someone asked the exact same thing, but also, thanks

native cedar
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Sup guys, I am trying to deploy on oculus Quest (launch level) with UE. I tried 2 versions, 4.22 and oculus custom engine 4.23 and they both yield the same result: either level is black or the quest keeps loading it without ever displaying anything. Is there something I am missing?

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From a second Google search, sounds like a manifest related issue

tame thistle
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Double check mobile HDR is off if multi-view is turned on (I think those were the options that gave me that issue)

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@native cedar

tame thistle
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UE4.24, does the Vive need additional setup other than plugin enabled to work? I've migrated an archvis to 4.24, slapped the VR template pawn in with all the default settings (except Start in VR enabled), but in a packaged build the hands don't track and no inputs work. Head does track.

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I usually work with Rift/Quest, this is first time trying to package for SteamVR.

tired tree
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4.24 moves to the new steamVR input system

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you likely need to regenerate your manifest for it

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first launch of several projects on it had issues due to stale files

tame thistle
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Was gonna claim it wasn't there earlier, then I remembered I only installed the SteamVR Input plugin 10 minutes ago.

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Thanks, that seems to have fixed it.

tired tree
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@tame thistle thought you loaded up 4.24? its embedded in 4.24

tame thistle
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Yeah, 4.24. You're probably right and I just had a moment of blindness.

willow trail
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Hey, maybe I should try here... I'm trying to have a visual origin marker in VR with a post process effect that fades everything else out EXCEPT for the marker. The only solution I found was to make the marker translucent and ignore depth test, write the marker to stencil and then do a stencil test on the post process fade out effect.
But whenever I do that it breaks rendering for some reason and the left eye go black. The engine doesn't seem to like that combination... Any idea?

fading shore
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Hi! instanced stereo completely brakes my niagara! I 100 % need instanced stereo. Any suggestions?

frigid kite
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@willow trail Are you using instanced stereo?

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@fading shore Yes, Niagara has not supported instanced stereo since its inception and it still doesn't, Epic seems to have very low priority for VR

little scaffold
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@willow trail I am using custom stencil and it works fine on the Rift S, what headset are you using?

willow trail
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@frigid kite Sorry had to leave, I tried with and without instanced stereo

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@little scaffold Valve Index

frigid kite
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Doubt is has anything to do with headset, it's all DX11

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Unless for whatever reason the Oculus plugin does support stencilling while SteamVR doesn't

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When exactly does the left eye go black?

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Just when rendering anything to the stencil buffer?

willow trail
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I think just enabling the custom stencil in the project settings and setting a post process material that uses a stencil test blackens the left eye

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Disabling fully the PP material or disabling writing custom stencil removed the problem

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Right eye otherwise functions flawlessly and does what I want πŸ€·β€β™‚οΈ (has the post process effect only affect that value in the custom stencil buffer)

frigid kite
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There's definitely something funky going on, maybe submit a bug report?

willow trail
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Yeah I'll have to πŸ˜•

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Unfortunately I need this to work for friday 😦

frigid kite
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Hmm then we'll think up an alternative

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I could tell you how to whip up a custom render pass after all effects in Unity in a few lines of code, sadly I lack the working knowledge for Unreal

willow trail
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If it helps, basically when I teleport my users around I fade in and out (lot of them will be first time users, like 95% of them)

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But I also fade out manually, and I just want a small puck to be seen through the black veil to tell them to "go to it" to recenter them in the space

frigid kite
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Have you tried using a black mesh instead of a PP materal with the stencil?

willow trail
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Yeah I could use a black mesh I suppose, but I'd like hands to render over the top of it aswell, since hiding one's hands

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for other reasons

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since hiding one's hands can be disturbing*

frigid kite
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The hands would also just be writing to the stencil

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You'd also have to do that for the PP approach anyway

willow trail
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I guess the hands are already rendered to the stencil or something

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because I can already see them through

frigid kite
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Hmm I think that's possible because you have the late update for the hands turned on

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by default, motion controllers are rendered separately to the rest of the world for lower latency

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it's a checkbox

willow trail
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That makes sense, but why do I see the slight aliasing behind the hands if it's a totally seperate render pass?

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I'd send a screenshot but the left eye (the mirrored one) that's black

frigid kite
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hmm, can't Unreal pick which eye it mirrors? 😦

willow trail
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Oh or are you seeing it's not rendered seperateing for me?

frigid kite
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Well it appears that it does because you see it through PP

willow trail
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I'll check

frigid kite
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It's just a guess with the late update

willow trail
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@frigid kite Yeah that aliasing around makes me think it's rendered in the same pass, but I'm not sure πŸ€·β€β™‚οΈ

frigid kite
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I do believe it's a separate render command for the motion controller model IIRC, I looked at the code some time ago

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Have you tried turning off the checkbox for late updates in the motion controller component?

willow trail
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The MCs components are spawned by the Pawn actor, but I can't find that option in the pawn or as a blueprint editable parameter in the spawned ones

frigid kite
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DisableLowLatencyUpdate?

willow trail
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Oh yes I did find it hold on

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But I'll definitely keep that parameter in mind for later though

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Also i did find the node changing the stencil depth value, it is set to 200

tired tree
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the hands aren't a seperate render....

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they are just resampled just prior to rendering the scene and their scene proxies and moved

frigid kite
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hmm alright πŸ€”

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So why are they above the PP effect?

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oh ok

willow trail
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Well they're not, they do have a custom stencil value

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Yeah my stencil test is just != 0

frigid kite
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Yeah, just saw that

willow trail
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So I either need to find a way to use a black mesh and show the hands overtop of them without using the stencil buffer, or somehow find a way to fix that weird bug

frigid kite
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Does the eye go black without using the PP material?

willow trail
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If I disable it there's no issue

frigid kite
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So just render the black mesh with a stencil test?

willow trail
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Oh

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right

frigid kite
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or actually, it'll just work if your hands and the marker mesh ignore Z testing

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but then your hands will render through geometry

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which you might not want

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since it would be disorienting to users

willow trail
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Yeah users use their hands and see how much it clips through to get a grasp of scale (which is the main use of what I'm doing) :/

tired tree
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@willow trail are you using MSAA?

willow trail
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Yes

tired tree
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and trying to clip things via depth?

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yeah...the depth buffer with MSAA is very imprecise, I assume from the scaling it does

willow trail
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Oh right

tired tree
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you won't get a hard edge on depth buffer operations with it

willow trail
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Well I'm not to bothered about that to be fair, the fade to black is temporary, users won't notice it much

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Stencil test is only available for post process materials

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Looks like

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I mean it makes sense considering they're not ordered

frigid kite
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That doesn't really make sense, it is perfectly possible to test the buffer in any shader

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You would indeed need to be able to fudge the render order of the black mesh to be later than the stencil writers

willow trail
#

Yes but they're all rasterized and write to the stencil buffer sequentially right? who's to say my origin puck or the hands have been drawn already

#

yeah

frigid kite
#

Again I can only tell you how to do it in Unity though >_>

#

But surely Unreal exposes something like that somewhere

willow trail
#

Pretty sure I can straight up write GLSL or something equivalent in a material node

#

Haven't done it before though

frigid kite
#

That won't change the render order though, that's up to Unreal's renderer

willow trail
#

Not sure I can write glsl without depending on the material parameters though

#

yeah

#

Hmmm

frigid kite
#

Can't you use the translucency render order?

willow trail
#

I can try

#

@frigid kite Hmm I'm not sure, I'm out of ideas :/

#

This sucks because I made a nice roll in fade in post process anyway (nothing too fancy but tuned right for my scene) so that objects disappear as the black veil gets closer

little scaffold
#

I bet there is something different in the Oculus plugin because I have no problem in using custom stencil with the same type of PPM

willow trail
#

@little scaffold Very possible πŸ€·β€β™€οΈ Don't have my Oculus here to test it on the same project though

little scaffold
#

and I don't have my vive either..

willow trail
#

This is on 4.23.1 aswell?

little scaffold
#

no 4.22.3

#

that may be why

#

I'll test on 4.23 quickly

frigid kite
#

As a workaround @willow trail, you can have all your scene materials inherit from a material which fades to unlit black based on scene depth, so you can fade out that way πŸ‘Ό

willow trail
#

@frigid kite Oh no 😦

#

But something could still be in front of the origin circle

#

and be rendered black

#

Well that's not really an issue, granted

#

Like, it's the same issue with PPM and the like

little scaffold
#

@willow trail 4.23.1 with oculus works fine on my end so it should be about the valve index or steam
Just to be sure, in project settings->Rendering->PostProcessing->Custom Depth stencil is set to "Enabled with Stencil" right?

willow trail
#

Thanks for testing it out

little scaffold
#

No problem! I would go deeper in seeing what would be the difference between the oculus and the valve index at this point

tired tree
#

just an outline setup should work fine in steamVR

#

never had an issue with that

#

also shouldn't be a difference realistically

willow trail
#

@tired tree What do you mean with an outline setup?

rare sand
#

I need some help with optimization of ar application for android

willow trail
#

Humm

#

Chaning the blendable Location fixed it

#

Just randomly changed it to "Before Tonemapping"

little scaffold
#

@willow trail glad to know that changed something I'll remember that

willow trail
#

Yup, and I can't even reproduce the bug anymore, even though I tried a bunch of things, restarted the editor and such πŸ€·β€β™‚οΈ

#

Favorite kind of bug...

tired tree
#

i meant what qdefouge was trying to move across to steamvr

#

but nice that you "fixed" it ;p

#

guess it was besides the issue though

willow trail
#

Now I got each eye rendering two eyes

#

I haven't even done anything I swear

tired tree
#

you aren't running with multiple clients PIE VR are you?

willow trail
#

Don't think so, no

#

Only have one editor opened anyway, everything else looks nominal

willow trail
#

Definitely can't seem to shake that problem now

#

No idea what's going on, it happens if my post process material is enabled (even when I change it to literally do nothing and just output PostProcessInput0)

#

Once again fixed it by doing god knows what, but I guess in the end "After tonemapping" is problematic, but "Before Tonemapping" works

#

(I certainly don't do any tonemapping myself)

sly sigil
#

Have been trying to get SteamVR controller bindings to work with my Vive, I can acess the bindings of the UE4 editor but not sure how to access the bindings of my UE4 project as its not being listed under the controller bindings, have I missed a step?

#

The list is longer but does not include the project

sturdy coral
#

@sly sigil what version are you on?

sly sigil
#

4.23

sturdy coral
#

you may want to wait on 4.24, everything is changing

sly sigil
#

Alright will look into it. Got a link to a changelist?

sturdy coral
granite jacinth
#

damn

#

where's 4.23.2

tired tree
#

not coming

#

they already stated that

#

@granite jacinth

granite jacinth
#

what..why

#

wtf

#

I need that lol

sly sigil
#

Seems they have fixed the issue with the A and B buttons on the index then?
UE-83223 SteamVR Vive/VivePro Motion Controllers no longer register inputs

granite jacinth
#

Where you at bro?!

tired tree
#

well it will be in 4.24 ;p

#

if its been fixed yet or not

#

actually that specific one has been fixed, saw your forum post

granite jacinth
#

Yeah, that's a shame

#

I don't want to go on another broken release

mighty carbon
#

weren't past few releases broken in one way or another ?

tired tree
#

"all"

#

there is always issues

#

name of the game

#

engine doesn't stay on one version long enough to totally patch it up of eveything that gets introduced normally

granite jacinth
#

Nah man

#

4.10

#

That was the one and only "Stability Release"

tired tree
#

4.10 had a ton of replication issues

#

i remember

granite jacinth
#

They were supposed to do it every 5 releases

tired tree
#

weren't solved until 4.12

granite jacinth
#

Could be, I'm sure there's always things

#

BUt I mean, for the most stable version

#

4.10 was it, because they made it a point

#

I wish they have kept with the every 5 versions a stability release.

sly elk
#

I have a knuckles user complaining about haptic strength and their hands hurting after playing wrench

#

does knuckles have way more powerful haptics?

carmine yoke
#

Is there any reason why my draw thread might be really high? (Oculus quest) I've only got 20 draw calls in this scene, 57k Prims, which is much less than other scenes which run fine.

#

I'm getting draw thread bound somehow

sturdy coral
#

did they actually say they hurt due to haptics? maybe it was two separate issues

tired tree
#

I have a pair of those adapters ony knuckles, helps a ton

pallid pewter
#

Just a quick VR question, any way to completly lock off oculus home? Or atleast limit its abilities? Need to completly lock off access to the desktop for a project for a client

sturdy coral
#

@pallid pewter I think you have to pay for a pro

#

for "kiosk mode"

#

that may only apply to quest though

#

err not pro, I think it is called business edition

pallid pewter
#

See id need this for the standard rift...

#

Kiosk seems to be for the go..

sly elk
#

@sturdy coral yeah they said the haptics were making their hands hurt or something

#

i was thinking of having an FFB strength option but honestly it seems kind of unnecessary

#

we fire a lot of haptic events when using tools, but thats because I really like haptics and think they add a lot

#

each ratchet click, there is an effect for power tools when you pull the trigger, etc

sturdy coral
#

yeah I don't think they are particularly strong on index vs normal vive wands

polar hazel
#

any idea how to remove frame rate limit to see what performance impact stuff has?

#

I am stuck at my hmd refresh rate

#

I am guessing it's running vsync

tame thistle
#

UE4.24, has anyone had problems with a packaged project not exporting the SteamVR Input config?

#

Even after regenerating, it's not included in the packaged project so ofc nothing works.

#

It's only happening to one of the six projects I've migrated to 4.24 so far :/

feral bloom
#

Anyone deployed the FaceARSample without a mac?

brisk spade
#

are there any established menu concepts when the user only has one button to interact with the environment? when to fade the menu in and out. User looks on the ground for some time?

little scaffold
#

@polar hazel you can use t.maxfps but not sure if that works correctly in VR

polar hazel
#

I have t.maxfps at 0

#

still locked

little scaffold
#

then I'm afraid I can't help you more sorry..

willow trail
#

Hello, I got a big VR demo to do tomorrow morning, and all of a sudden all my Index controls stopped working. The controllers are there but none of my inputs do anything

#

I've did the whole regenerate manifest thing...etc, but I can't access to the SteamVR bindings though

#

Any idea?

feral bloom
#

in editor or in build?

willow trail
#

In editor

feral bloom
#

Hmm, you opened up that remapping page through steam vr?

willow trail
feral bloom
#

And when you say cant access the bindings, they dont appear?

willow trail
#

I can't find the application in the regular SteamVR menu

#

The page just 404's

feral bloom
#

Hmm thats weird. Try open through steam vr and see if it does the same

willow trail
#

In my case it opens localhost:8998/dashboard/controllerbinding.html?app=application.generated.ue.itb_hager.ue4editor.exe, and firefox just says it can't access it

feral bloom
#

Ah right

willow trail
#

Through steamVR (not the web dashboard) it works, it does open the panel, but the application (current project PIE) doesn't show

feral bloom
#

Sorry I dont have any ideas apart from rebooting the project, removing the plugin and reenabling and rebooting pc.

#

I have had similar stuff happen before but one of the above usually fixes it

willow trail
#

I'll try that, thanks

#

Couldn't make it work

#

Tried disabling/reenabling the plugin, restarting steam, rebooting

mild trail
#

So I have installed Airserver on my PC in order to try and cast from my Oculus Quest to my PC. In my phone app I choose cast from: Quest. Cast to: PCname but then after a few seconds it comes up with an error - something with "unknown error, make sure your casting receiver is on and ready to connect and then try again, restart the reciever if it doesent help" Any ideas?

willow trail
#

2 hours and not a single bit of progress 😦 If anyone has any sort of clue why controls just suddenly stop working I'd be very thankful, I'm all out of ideas

#

And posting an issue on the SteamVR Plugin now is too late, there's still work to be done and 12 clients coming tomorrow early morning...

tired tree
#

the generated manifest id is different from the editor launch to a packaged one

#

though it should preserve the input bindings from the json files

#

you have to make sure that the packaged one is using defaults and not some override in your profile

willow trail
#

I'm not even packaging the game

#

It stopped working in editor altogether

#

I've had some serious issues trying to package (some of which you helped me with), but for now since it's constantly in development and I'm changing assets on the fly on an hourly basis between demos I do all of them in editor

tired tree
#

on the same computer? yeah it shouldn't have issues then between demos

#

and you said you could get the bindings interface up in steam and everything was fine in there?

willow trail
#

Yes it shows up in steam

#

But not with the UE4 demo

#

It just shows generic "Editor" and not any of my custom bindings I set in editor

willow trail
#

I fixed my issue with input not working, some other actor was auto receiving input, and "any key" if set to consume also consume every other non-key input

#

Dashboard still doesn't work though πŸ€·β€β™‚οΈ

tawdry dragon
#

Hey guys. I have an issue. I have an ARKit app that gets rejected from AppStore because it has the TrueDepth APIs integrated, but I'm not using it anywhere.. Can you disable the TrueDepth without disabling the ARKit plugin it self?

blissful bear
mighty carbon
#

I wonder when they are going to release 4.24

tired tree
#

the answer is "too soon"

blissful bear
#

@tired tree Hi. I just pulled VRExpPluginExample 4.24work branch and now get a 'Steam is disabled. Some features may not be available' overlay when I run VR preview. It says 'Failed to load input bindings for Virtual Reality BP Game Template-10387632 [UE Editor]. Please select another binding option.'
Things we working fine until all this Steam input malarky. I have an original Vive and motion controllers.

#

I ran the steam client and let it update. Trying VR Preview then worked and works even without the steam client running. I wonder if it needed a one-time connection to it...

ember forum
#

@brisk spade on rec room

#

you have a watch

#

that you look at to show the menu

#

and when you look away it goes away

#

or rather, move your watch out of focus with your watch hand/wrist

#

its a very specific motion, of twisting your wrist that way, so its hard to trigger that accidentally

faint quiver
#

Howdy all, just a quick question. I'm wanting to test projects for VR and was curious what videos you would suggest watching to help me?

tired tree
#

@blissful bear yeah....it has to use the packaged profiles now

#

had to add them to the template

#

its going to be annoying changing any keys in that though

#

it will re-write the bindings every time you change one and its not auto mapping correctly to the thumbstick

blissful bear
#

I'll be on the look out for the extra complications. Thanks.

nimble edge
#

@ember forum & @brisk spade And that interaction in rec room is a nightmare for little bodies. My daughter's arms can't go out far enough to make the menu work properly. It's an exercise in frustration every time she tries.

nimble edge
#

Does anyone know why I'm getting about 72fps on the blank startup map in VR (plane, sky-sphere, directional light)? It's definitely not a hardware problem.

mighty carbon
#

what HMD ?

nimble edge
#

Index

mighty carbon
#

🀷

nimble edge
#

If I create a VR template project and then recreate the same thing as the blank map I'm at a solid 144

#

I have a level I've built from the "blank" template. 72fps. Migrate it to a different project that was created as a VR template. Same Level: 144hz

ember forum
#

thats a question that could have a million answers but the right answer is to measure performance, use stats to see the differences, but my guess is dynamic lighting on your directional lightsource...

nimble edge
#

If I migrate the level to a project based off the Blank template: 72hz. Migrate to a VR template project 144hz. There's something Engine side...

#

Every single thing is the same, except the starter template/project.

daring pasture
#

Forward rendering?

ember forum
#

forward rendering is enabled on the project itself

#

you wouldnt have deffered in 1 map, and forward in another(as far as i know)

sturdy coral
#

@ember forum the vr template sets scalability settings

#

look at the scalability .inis

ember forum
#

he doesnt even mean vr template

#

he means the vr template map

#

when you create a new level

sturdy coral
#

ah sorry wrong mention, meant @nimble edge

#

ok yeah didn't realize that

ember forum
#

actually now that oyu mention it, im not sure as well (if he means map or project) lol.. but now he has all these comments

sturdy coral
#

look at the scalability.ini between the different projects, it turns off all kinds of stuff

nimble edge
#

Thanks, I'll go check the scalability inis. Probably not the best use of my time.

#

But I can't help myself

sturdy coral
#

I think stuff like ambient occlusion may be disabled through that instead of through the post process volume in the vr template

#

turning off ssao, ssr, fringe, and several other things can save you more than 2x on a simple scene I think

#

there may be other stuff changed through defaultengine.ini as well with the vr template, can't remember

nimble edge
#

Bingo, thanks.

#

DefaultScalability.ini is all the difference.

#
[AntiAliasingQuality@0]
r.PostProcessAAQuality=0

[AntiAliasingQuality@1]
r.PostProcessAAQuality=2

[AntiAliasingQuality@2]
r.PostProcessAAQuality=3

[AntiAliasingQuality@3]
r.PostProcessAAQuality=3

;-----------------------------------------------------------------------------------------------------------------

[PostProcessQuality@0]
r.MotionBlurQuality=0
r.AmbientOcclusionLevels=0
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.DepthOfFieldQuality=0
r.BloomQuality=1
r.FastBlurThreshold=0

[PostProcessQuality@1]
r.MotionBlurQuality=0
r.AmbientOcclusionLevels=0
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.DepthOfFieldQuality=0
r.BloomQuality=1
r.FastBlurThreshold=0

[PostProcessQuality@2]
r.MotionBlurQuality=0
r.AmbientOcclusionLevels=0
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.DepthOfFieldQuality=0
r.BloomQuality=1
r.FastBlurThreshold=0

[PostProcessQuality@3]
r.MotionBlurQuality=0
r.AmbientOcclusionLevels=0
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.DepthOfFieldQuality=0
r.BloomQuality=1
r.FastBlurThreshold=0

;-----------------------------------------------------------------------------------------------------------------

[TextureQuality@0]
r.MaxAnisotropy=0

[TextureQuality@1]
r.MaxAnisotropy=2

[TextureQuality@2]
r.MaxAnisotropy=4

[TextureQuality@3]
r.MaxAnisotropy=8

;-----------------------------------------------------------------------------------------------------------------

[EffectsQuality@0]
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.SceneColorFormat=2
r.SSR.Quality=0

[EffectsQuality@1]
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.SceneColorFormat=2
r.SSR.Quality=0

[EffectsQuality@2]
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.SceneColorFormat=2
r.SSR.Quality=0

[EffectsQuality@3]
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.SceneColorFormat=2
r.SSR.Quality=0```
#

Oh, crud, sorry, I thought that would be collapsed.

brisk spade
#

@ember forum so a working example would me move the control in front of the hmd to make menu visible

nimble edge
brisk spade
#

I think looking at a watch is too complicated for my users

#

They want it as simple and straightforward as possible

#

The don't know where the shoulder button on the controller is

#

Wow that looks fantastic :)

nimble edge
#

The target demographic and use case totally makes a difference. For the enterprise stuff I build I have to keep things suuuuper simple, and lots of redundancy.

brisk spade
#

How do you make sure it doesn't open accidentally

nimble edge
#

This one I didn't worry about it. It was just a mock-up. But I'd probably put a little timer on it

brisk spade
#

So maybe holding the hands flat open handed for some seconds and then the menu is visible. If I wanna make it super robust

nimble edge
#

Yep

brisk spade
#

It's a super slow application teleport to a spot do sth teleport to the next spot do sth and so on. Mainly listening and solving a simple task

crystal oak
#

Do we have away to make UMGComponents draw on both sides?

nimble edge
#

If you turn on Two-Sided in the BP it will have a black back. You can edit the material and make it kind of anything you want.

mighty carbon
#

it's interesting how UI/UX hasn't evolved, even in VR

ember forum
crystal oak
#

Yeah double sided does not work for UMG rendering and face the cam is not what im after, i want to flip it

ember forum
#

set the material to two sided then

#

which is what Riley said i guess

crystal oak
#

Like i said, does not work.

nimble edge
#

The second one is done by tweaking the material thats used to render the UMG widget.

#

It's an Engine Content material, so make a copy before you change it.

crystal oak
#

wth odd

#

i tried both

#

and neither worked

tired tree
#

@crystal oak it's on a standard widget comp and not a stereo one right?

crystal oak
#

Yeah

ember forum
#

anyone having issues using quest link, being too highπŸ€ͺ and then having to unplug replug cable to reset height

#

its happening like every other time i launch in vr preview

tribal totem
#

hello every one ,i have an issue reagarding the apk . i installed the apk which i deployed by unreal engine in quest using sidequest ,it installed in unknown source but not working
so any one who try this type of issue plzz help

#

it is a app which we own created in unreal engine and followed all build process as per oculus guidelines

#

my app is running in quest when i deploying it through unreal engine

carmine yoke
#

I've not used side quest, but in the package from ue4, theres an install batch file, if you install it that way does it still not run? @tribal totem and you say it runs when launching from the engine?

tribal totem
#

yes it runs

#

when i lunch it into quest

#

butwhen i add .apkfile into quest it daoesnt work

carmine yoke
#

try the batch file

#

Could be something to do with sidequest, i've not used it

pallid pewter
#

Im using the VR Template and have made a knife to cut up a procedual mesh, (making a cooking game) how would i make each of the sliced parts of the mesh have the ability to be picked up seperatly??

#

currently i can only pick up the most recently made mesh, even though im comparing the components position to the grab sphere and setting it to only attach the closest component to the hand..

rugged yacht
#

Hello all! quick question; Is there a way to test the node "Set Color Scale and Offset" which targets Oculus function library from another headset, lets say an HTC Vive?

mighty carbon
#

unlikely

sturdy coral
#

@rugged yacht probably can using revive

dark light
#

Hey guys! Not sure if this is the right place for it, but since AR/VR are close to Virtual Production... maybe someone can help? Basically I'm having trouble getting live inputs (a simple webcam) to work in Unreal Engine via media player (with a mediatexture assigned). Does anyone here have any experience with it?
it looks like I need to initialize the camera device or something but I'm not sure how to do that.

sturdy coral
#

@sturdy canyon seeing any uptick after sale of Medium to Adobe?

sturdy canyon
#

I had one rando join my discord and ask if SculptrVR is a good replacement

#

My most recent review on Quest from 15 hours ago (12 hours before the medium announcement) was 5 stars and the text: β€œOculus please bring medium to the quest”

sturdy coral
#

Hah, well I picked it up, didn’t realize you had multiplayer

dusky moon
#

the only exciting thing with adobe buying medium for me is possibility of combining it with substance painter

dusky moon
#

any1 used hair rendering in 4.24 in VR ? wondering how expensive it is

granite jacinth
#

Interested in this bit, anyone know anything about it?

short aspen
#

Does any one know of any vr inventory system tutorials or assets? I have a normal inventory but i am trying to implement vr so i would like the player to be able to open the inventory and be able to reach and grab the item that they want out of the inventory. I see plenty of examples for unity but nothing for unreal

#

something as simple as linked would work for me if some one would be so kind as to point me in the right direction to get started

mighty carbon
#

@granite jacinth part of it is just probably typical behavior of modern days entitled gamers

odd garnet
#

yeah imo tbh play the game for yourself

#

its a bit janky but does great stuff

#

and is fun

#

Ignore anything else other than your own opinion of the game

granite jacinth
#

Well, you saying it's a bit janky is putting me off already

#

This is a team that had some serious financial and marketing backing from a decent sized publisher

devout bison
#

hi. would anyone have spare time and be interested in testing my game. i need som feedback

granite jacinth
#

Said publisher also said they helped with various technical aspects of the game

#

So, I wonder if publisher had put any (or too much) pressure on the team and this was the result

#

Basically most VR games are self-published, very few have ever been published by big guns (like this one) other than Oculus right AFAIK

#

And IIRC Oculus doesn't really do much other than fund you.

#

But whatever Oculus is doing, they are doing it right because their published games all turn out pretty damn good

#

It's just one of those...damn I want to see a post-mortem... how was it working with a publisher for a VR game. Was it worth it or not in the end.

devout bison
#

aight

#

thansk

odd garnet
#

So don't play it Victor lol

#

If you think me saying its jank is saying "don't play it" then don't play it

#

Yeah they had a lot of publishing help but obviously that doesn't always mean your publisher is good or good at their job

#

The game is FARRR more complex than almost any other VR game

#

and if you're going to pre judge them without even playing the game then like thats your own issue

#

I really enjoyed the parts of the game I enjoyed

#

I added voice detection myself because of how awesome it felt

#

Looks at Oculus's published games that have near the bottom player counts

#

Whatever Oculus is doing, they're doing it wrong lol

#

70% of the VR Audience wont play Asgard's Wrath because of OC

#

__

as for espire you KNOW they use VRE, and that pretty much at anytime you can join their discord / PM/DM them

past tiger
#

@odd garnet What is OC?

odd garnet
#

Oculus

cosmic shoal
#

Asgard's Wrath works fine on revive (WMR) I understand people hesitating to buy games at their store without an oculus since revive could stop working at any time. That is why I haven't bought anything, I had a promo code for this game.

odd garnet
#

not to mention revive eats 5-10% perf

cosmic shoal
#

I have a 980ti and it played great.

odd garnet
#

(still eats 5-10% perforamnce)

cosmic shoal
#

mixed reality portal + Oculus + SteamVR πŸ€¦β€β™‚οΈ

odd garnet
#
  • revive lol
cosmic shoal
#

yeah

mighty carbon
#

I have no issues buying on Oculus Store

#

I bet if that day ever comes (Oculus closing doors) the hardware will become open platform

fading shore
#

does Volumetric Fog and lights works in 4.23 in VR ?

#

any suggestions, pros and cons to use such things in VR

feral bloom
#

Think they work but you dont want to use them. Performance cost is huge.

fading shore
#

alternatives?

feral bloom
#

Cheat methods will get you 80% of the look

#

Like a cone with a fog looking shader on it

fading shore
#

hand maked fake?

#

thank you

feral bloom
#

No worries, I haven't tried anything for up close VR stuff but maybe this would work

old olive
#

uargh folks.... I need help. Using SteamVR Input Plugin with 4.23 ... all my Input Action Mappings work correctly but I can't get Input Axis Mappings to work?? I did the "Add Sample Inputs" for the Vector2 input as described in the GitHub instructions, but a Print String on the Input Event just prints out 0

#

must be an update issue with the plugin

#

sweet! that was it! I can't believe Rebuilding the plugins after just straight up deleting the folder then adding the new one worked without changing anything else πŸ˜‚

#

Thanks, @old olive ! lol jk

mighty carbon
#

nice

#

and 4.24 is out too

old olive
#

release? I still only see preview 4

mighty carbon
#

I am guessing VTs are not yet supported on Android ?

old olive
#

uuunnnnghhhhh so many new features

mighty carbon
#

not whole a lot for VR

tired tree
#

well considering they redid the entire input side of VR in this one

#

and openXR is live in it

#

pretty significant release for VR actually

frigid kite
#

And raytracing support?

nimble edge
#

I'm trying to build my own grab system for a project. I don't need a lot of what VRExpansion provides. I just want a grab system with "fixed grabs" and "relative grabs" as well as world collisions for held objects. I'm using a physics constraint and everything is almost working, however, I'm getting some major Physics Explosion issues if my motion controller goes into the colliding objects. Any ideas how to mitigate this?

frigid kite
#

The problem is that grabbing is inherently complicated - personally I would just opt to use VRE instead

tired tree
#

your constraint is reprojecting from initial grab position

#

you need to make sure it is a soft constraint and play with the stiffness and damping

nimble edge
#

Thanks, I'll play with Stiffness and Damping some more.

#

Another project I'm working on is using VRE. My grabs are all set up as "keep relative offset" type grabs. If I want the object's origin to snap to the origin of the motion controller when picked up, how would I go about doing that?

tired tree
#

pass in an empty transform

#

with IsAlreadyRelative ticked

#

the transform is the relative transform of the object to the controller, an identity transform will be origin to origin

#

its a transform specifically because it lets the user do whatever they want regarding position

nimble edge
#

Ah, perfect.

#

But that is just what I needed, thanks.

dusky moon
#

4.24 out! time to wait forever for Substance plugin to come out for it πŸ’€

mighty carbon
#

Time to wait for Oculus integration πŸ˜›

wild seal
#

Speaking of 4.24, is anyone else having issues with steam vr crashing?

tired tree
#

@wild seal with MSAA enabled?

wild seal
#

Using default aa. It's related to the input bindings. I'm working with windows mixed reality and it seems that they changed the generic motion controller inputs to per device inputs.

tired tree
#

yeah, it shouldn't be causing actual crashes though

wild seal
#

Assertion failed: Key.IsValid() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp] [Line: 5543]

UE4Editor.exe has triggered a breakpoint.

dusky moon
#

One thing I read about 4.24 seems like you should disable steamvr input plugin as its built in now. not sure if thats the case

wild seal
#

That'll disable get bounds from the steam vr chaperone in BP_KMotionController. Still crashes anyways. I'll try a clean project and see if that helps.

#

No luck. Crashing on an empty VR project.

mighty carbon
#

hand tracking on Quest is available NOW!

tired tree
#

@dusky moon yeah its built in

#

@wild seal yeah the one device I didn't test 4.24 on in preview was WMR

#

there were original issues with other steam vr headsets in the previews

nimble edge
#

Anyone have hands on experience with the Rift S?

sturdy coral
#

@wild seal it crashes for me on latest steamvr beta, rolling back to steamvr stable fixed it

#

that was on last preview though, haven't retested final release

#

the depth submission stuff crashed for me some too, not sure if that was ever fixed. there is a cvar to turn it off but I still got a crash with that and had to add:

diff --git a/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRRender.cpp b/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRRender.cpp
index ff548bf377c..f5ccca81691 100644
--- a/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRRender.cpp
+++ b/Engine/Plugins/Runtime/Steam/SteamVR/Source/SteamVR/Private/SteamVRRender.cpp
@@ -151,7 +151,12 @@ bool FSteamVRHMD::BridgeBaseImpl::Present(int& SyncInterval)



        // Increment swap chain index post-swap.
        SwapChain->IncrementSwapChainIndex_RHIThread();
-       DepthSwapChain->IncrementSwapChainIndex_RHIThread();
+       // TODO vulkan should always be false!
+       bool bSubmitDepth = CVarEnableDepthSubmission->GetInt() > 0;
+       if (bSubmitDepth)
+       {
+               DepthSwapChain->IncrementSwapChainIndex_RHIThread();
+       }

        return true;
 }```

(not sure if needed in final yet)
eternal inlet
#

guys, any of you strong with transforms and spaces in BP, that can show me how to take a transform in one bonespace and convert into a transform in another bonespace?

#

specifically i have a yaw value from a headbone that i wish to apply to a spine_03 bone's yaw

wild seal
#

@sturdy coral I'm having crashes with steam vr 1.8.21. Which version are you running?

sturdy coral
#

1.9.7, I didn't have crashes on stable

wild seal
#

I tried with 1.9.7, still crashing. Submitted a bug report.

tired jolt
#

what are peoples thoughts when it comes to raytracing and VR?

mighty carbon
#

no bueno

sturdy coral
#

it will solve all the screenspace issues with disparity on AO, and be a big improvement on SSR, but I don't know if the perf is there

#

RTAO also doesn't work in VR yet

wicked oak
#

@sturdy coral it does

#

or so they say on 4.24 patch notes

#

gotta try it

#

they specifically say that rays now work on multiview and vr

#

and RTAO should run on vr alright

mighty carbon
#

2080 Ti min probably, on low quality

cosmic shoal
#

Steam November hardware usage NVIDIA GeForce RTX 2080 0.07%, NVIDIA GeForce RTX 2080 Ti 0.06% πŸ’©

sturdy coral
#

@wicked oak they've got this in there still:

        const bool bApplyRTAO = ShouldRenderRayTracingAmbientOcclusion(View) && Views.Num() == 1; //#dxr_todo: enable RTAO in multiview mode```
wicked oak
#

god dammit

spare yew
brisk spade
#

any reason why motion controller just simply wont be visible in a project?

#

i have 5 builts all identical except the maps 2 work 2 dont

mighty carbon
#

@spare yew Well, it's Google that doesn't care for UE4

#

ARKit is up to date

spare yew
#

@mighty carbon I know Google isn't keeping the plugin up to date but this is a recent bug that's occurred in 4.23/4.24, I submitted it only a week or two ago and it's already backlogged.

mighty carbon
#

🀷

feral bloom
#

Has there been any Ikinema updates lately?

#

What have people switched over to?

feral bloom
#

How is it legal to sell a perpetual (defined as never ending/changing) license and then revoke them?

mighty carbon
#

power of Apple

pine nimbus
#

Only got rendering in right eye after 4.24 update, any tips? (Vive)

willow trail
#

Also getting the StreamVRInput crash, anyone found a fix?

pine nimbus
#

@feral bloom The hell, yeah that doesn't sound right so you bought a license and then it was revoked? There's gotta be more to the story

willow trail
#

@pine nimbus Gotta head out, but you're not using custom stencil shader are you?

pine nimbus
#

Nah I'm not

willow trail
#

No idea then sorry πŸ€·β€β™‚οΈ Had that issue the other day, but was very specific

pine nimbus
#

And you have one black eye in VR?

#

I'm using custom depth in the post process material

#

I'll turn it off and see

willow trail
#

Yeah

#

Only the right one

#

And also using transparent material with stencil tests

#

or something

pine nimbus
#

Duude. That was indeed it

willow trail
#

Yeah really gotta go but if that solves it, my only solution was to play around with some random setting until it works

#

I made a bug report somewhere

#

Defo not a solid solution out there that I saw, don't remember which setting either

pine nimbus
#

Alright, I'm not even doing anything complex with it, hmm. Thanks that's saved me a bunch of time, I can live without it for now

#

If you link to your bug report I can upvote it

willow trail
#

Mate no worries, lost an afternoon to it

pine nimbus
#

Well I hope it's something easy for Epic to fix

sly elk
#

anyone try GTAO in vr yet?

mighty carbon
#

isn't it for consoles only @sly elk ?

sly elk
#

says consoles and windows on the trello notes

mighty carbon
#

right, but it's only in the console's release notes, not in publicly published release notes

sly elk
#

thanks for the info 😦

#

we are trying to switch from taa to fxaa and jim was going to dig into making the dither stop happening with unreals ssao, i was hoping this would be a low effort solution

granite jacinth
#

nice numbers though

sturdy canyon
#

Wow lots of WMR users

#

That’s unexpected

mighty carbon
#

no teleportation 😦

#

I guess they are serving a niche market with this one

cosmic shoal
#

"Dynamically navigate through environments" from the video many of the mechanics would not work well with Teleport, it looks like it needs strong stomach.

#

looks fun tho

sly elk
#

They do a lot of stuff that looks hard on the stomach. Swinging from crowbars etc

#

Also when we were setting up physics/collisions in wrench we tried a hand method similar to theirs but I personally find the VR hands decoupling from my real hand placement super off putting. It was especially bad when trying to pick up something super heavy when the object doesn't lift quickly.

#

which is why we added ghost hands

cosmic shoal
#

Things I can't stomach: smooth rotation. (like rotating with a button or joystick instead of my head) and sudden elevation changes.

sly elk
#

What about snap turn?

wicked oak
#

it just looks as a crazy overhyped tech demo

granite jacinth
#

I am surprised they didn't cater to a wider market

#

They sure as hell had enough time and money

#

and also, how are you going to have these random day one issues with hardware

#

If they didn't test it (for xyz reasons) then don't just randomly add "WMR"

#

Some of these devs...killing me man

#

Have all this funding, PR/Marketing...

#

Yet they do the dumbest things

#

If I can, as a solo-dev target and test the various HMDs...those guys should have had it done 10x easier

sudden fiber
#

did you buy or borrow to test?

granite jacinth
#

@sudden fiber ?

#

wmr?

#

I have every single HMD

sudden fiber
#

oh dang

granite jacinth
#

As a VR dev you should also

#

Get it for free or buy it if needed

#

But, I do admit, I get quite a bit for free

sudden fiber
#

free is always preferable haha

mighty carbon
sturdy canyon
#

lol that’s awesome

granite jacinth
#

heh

#

It is cool, but yeah...they seem to have spent time in random places

sonic tide
#

so they deprecated all the current motion controller events?

daring pasture
#

I believe you are required to make action mappings now, rather than calling a key directly

sonic tide
#

but aren't they already there?

#

why else would they come up

#

if not, does anyone know how to do that? i haven't done anything with action mappings

#

nvm found it

frigid kite
#

To any EU person here with the Index, is it possible to avoid/reclaim VAT when buying as a company on Steam? I can't find any clear info on google

white fern
#

So my understanding is that you cannot use Unreal to make landscape (persistent world-space) apps for Magic Leap. Is this correct? Has anyone found a way to leverage UE4 for Landscape apps?

feral bloom
#

@pine nimbus Yeah. Seems Ikinema was bought by Apple and have revoked all indie licences. They aren't telling anyone why

tribal coral
#

What do you mean by Landscape Apps?

nimble edge
white fern
nimble edge
#

Good luck.

#

I've never used that, by the way, so I'm no help beyond the link.

willow trail
#

Trying to move my project to 4.24 (hoping to see if Datasmith has been improved), but it crashes about 1 second after loading :

Assertion failed: Key.IsValid() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp] [Line: 5536]
...
UE4Editor_SteamVRInputDevice!FSteamVRInputDevice::ProcessActionEvents() [d:\build\++ue4\sync\engine\plugins\runtime\steam\steamvr\source\steamvrinputdevice\private\steamvrinputdevice.cpp:3636]
UE4Editor_SteamVRInputDevice!FSteamVRInputDevice::SendControllerEvents() [d:\build\++ue4\sync\engine\plugins\runtime\steam\steamvr\source\steamvrinputdevice\private\steamvrinputdevice.cpp:390]
UE4Editor_ApplicationCore!FWindowsApplication::PollGameDeviceState()
...

(https://pastebin.com/z4WaRRif)

Has anyone had that bug before?

#

(Also @pine nimbus the bug report about the left eye going black https://answers.unrealengine.com/questions/937922/view.html, playing around with the blendable location is what fixed it for me. Sometimes I randomly need to change it again to another value for it to work again πŸ€·β€β™‚οΈ )

willow trail
#

Interestingly enough, I also get that bug if I tell it to load without the SteamVR plugin (which I hear is now built-in anyway?) and to disable it

willow trail
#

The crash log already points towards it, but it's definitelyeh controller handling that fails. Turning my controllers off bypasses the problem. As soon as I turn one one, the editor crashed

frigid kite
#

How did the presentation go last week, @willow trail ?

willow trail
#

@frigid kite Haha, went flawlessly thank you

#

11 first time users if I recall correctly

frigid kite
#

nice work πŸ‘Œ

willow trail
#

πŸ˜‰ πŸ‘

frigid kite
#

So, can anyone shed some light on this?

To any EU person here with the Index, is it possible to avoid/reclaim VAT when buying as a company on Steam? I can't find any clear info on google

willow trail
#

@frigid kite Can't help, no idea personally. We bought an Index through our company but didn't try to reclaim VAT sorry I can't help

#

Have you tried contacting Valve directly?

frigid kite
#

I haven't, but from what I read on the Steam forums it takes quite long for support to respond and I don't have that much time

willow trail
#

@frigid kite Took a couple days for me last time I had to do it (regarding the Index)

frigid kite
#

Hmm alright :/ still hoping someone here happens to have done it

dusky moon
#

@frigid kite You mean you want an invoice from them which is VAT included to claim later ?!

#

I also need it for my business as their receipt doesnt mention VAT. but yeah seems like you need to ask support

fleet plume
#

@tired tree i'am using your VivePawn (yes you warned ;)) and get the right thumbstick axis events mirrored to the left thumbstick axis binding i did in c++
is there anything you do in some nested BP in that pawn? i can't find anything ...

#

the values are different between both thumbsticks, as if some scaling is applied

tired tree
#

@fleet plume check the input bindings, but what engine version are you doing this in? You'll have to drop that entire setup in 4.24

fleet plume
#

using 4.23.1

tired tree
#

i wouldn't bother if you plan to move to 4.24 ever

fleet plume
#

i checked the input binding, but can't find anything

tired tree
#

which you should, 4.23 was pretty bad

#

but no there is no scaling, read that wrong, thought you meant it was inverted

fleet plume
#

and what do you mean with entire setup?

#

not inverted, values when using physical right thumb are larger

tired tree
#

you won't be able to live change any motion controller bindings in 4.24 unless you call into the respective interfaces to regenerate action manifests

#

that would be on the API/controller side then

#

what controller you on

fleet plume
#

quest + link

#

or do you mean the player controller?

#
[/Script/Engine.InputSettings]
+AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Left_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_X",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MotionController_Right_Thumbstick_Y",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))

+AxisMappings=(AxisName="MotionControllerThumbLeft_Y",Scale=-1.000000,Key=MotionController_Left_Thumbstick_Y)
+AxisMappings=(AxisName="MotionControllerThumbLeft_X",Scale=1.000000,Key=MotionController_Left_Thumbstick_X)
+AxisMappings=(AxisName="MotionControllerThumbRight_Y",Scale=-1.000000,Key=MotionController_Right_Thumbstick_Y)
+AxisMappings=(AxisName="MotionControllerThumbRight_X",Scale=1.000000,Key=MotionController_Right_Thumbstick_X)
#
PlayerInputComponent->BindAxis("MotionControllerThumbLeft_X", this, &ABuilderVRCharacter::LeftThumbstickX);
PlayerInputComponent->BindAxis("MotionControllerThumbLeft_Y", this, &ABuilderVRCharacter::LeftThumbstickY);
#

there's not much that one can do wrong here

tired tree
#

yeah i didn't mean in the engine side @fleet plume

#

it would be hardware / API

fleet plume
#

never touched any settings there besides enabling dev mode

tired tree
#

@fleet plume bind a new action to the same key and test values on that

fleet plume
#

will try that thanks

#

there's something really funky going on here

granite jacinth
#

ddamn

#

they turned that around

#

Assuming the 10%ish rule. That's 20k+ sales in less than 24 hours

mighty carbon
#

how long that's going to last? A lot of people will get sick from the game, I am certain of it

tired tree
#

well thye also have a large warning to not buy or play if you can't handle motion sickness

wicked oak
#

20k sales for something as hyped as that? thats peanuts

#

probably more than 20k tho

#

tends to be more of a 2-3% review ratio

sturdy canyon
#

Early on the reviews are many. People like to review new releases

#

But yeah probably 60k sales

mighty carbon
#

I wonder what the budget was (development and PR)

sturdy coral
#

I think way more than 20K sales, they had 7K+ people online playing

#

(yesterday) and there were still around 5K playing at one point today

granite jacinth
#

@mighty carbon you don't know anything about them huh?

#

Before they did gamedev they were a bunch of famous YTers

#

Still are

tired tree
#

PR was pretty free for them lol

granite jacinth
#

They don't need a budget

tired tree
#

actually made them money

granite jacinth
#

They have their freakishly rabid following

tired tree
#

eh, their youtube has some good content

#

no hate

granite jacinth
#

Meh

#

Obviously it caters to some. A lot of people

#

So their budget....

#

They probably make more money via YT honestly

#

But no clue how to quantify that as they probably won't ever release numbers on either side

#

Their first game was a "commerical flop" according to them

#

But I think it's because they make so much on YT and back then they had no clue

mighty carbon
#

I see

pearl tangle
#

anybody manage to get the hand tracking on quest yet to test out?

mighty carbon
#

nah

#

people say it's good, but UX is shit

#

(because Oculus UI wasn't designed for hands and it's awkward to interact with it without controllers )

pearl tangle
#

yeah more just curious to test out what quality is like. Only needs very basic interaction capabilities for navigating most stuff anyway. Better than using controllers for events

lapis yoke
#

Anyone here ship a VR game on Oculus with UE4? I'm need to pass their VRCs but can't get the pause game/unpause game stuff working when taking off the headset/bringing up the dash.

#

I can get it to pause the game, but since the game is paused, there's nothing running to unpause it when the user puts their headset back on/closes the dash.

pearl tangle
#

@lapis yoke Why not just pull up a pause screen for them and then let them unpause it? You can disable certain things from gettig paused

lapis yoke
#

I have to hide/disable controllers when the game is paused too so there would be nothing for them to use to unpause it with a menu

frigid kite
#

people say it's good, but UX is shit
Yeah, you should just be able to touch the UI directly, instead of having to use the worst possible VR UI interaction, the laser pointer

willow trail
#

So Runeberg's SteamVR plugin is now integrated in the engine in 4.24? How do I access the content the plugin had (default pawn BP, hands and stuff)?

#

I tried just moving the plugin over from 4.23, but the editor crashes as soon as I turn a controller on

frigid kite
#

I believe I read a few days ago in here that someone removed and readded the plugin in 4.24 and everything returned to a working state

#

though I'm not 100% that it was the same scenario

willow trail
#

@frigid kite Honestly I think I just don't know where to look

#

I used to see a couple folders for the plugin content in the content browser, but they're gone πŸ€·β€β™‚οΈ

flat shoal
#

I'm dipping my toes in the baking lights for the first time ever

#

we have a room with many spotlights in very close proximity, enough to go over the real-time overlap limit

#

can we make those static, and then put, say, 1 point light that's movable on top of it and have that light up the player?

#

or will that mess up the lighting in some way I don't know about yet?

frigid kite
#

The player will be lit by the volumetric light map @flat shoal

#

If you keep them as stationary, they can also still cast dynamic shadows, if you like

flat shoal
#

I can't leave them as stationary since it's more than 4 and they all overlap

#

but ok, I need to investigate volumetric light map... I hadn't added that to the scene last time I tried and the player was completely dark

#

(except for the stationary skylight)

flat shoal
#

man, the light system in Unity is a whole lot more flexible than Unreal πŸ˜–

willow trail
#

@flat shoal It's up to you to "fake" it. Put some of them as static or just make the source emmisive and keep the dynamic ones to a minimum

pine nimbus
#

After 4.24, none of my trackpad inputs work for Vive or Index, and the Steam Controller bindings doesn't seem to represent what I've set up in UE4 and there are things missing

#

Is there any way to just drop using the binding system altogether, it's causing me so many problems

#

Can I force UE4 to look for the motion controller inputs like hardware inputs for gamepad / mouse rather than going through Steam's bindings wrapper thing or however it works behind the scenes?

#

For example, only the action mappings seem to be in the Bindings
But none of the Axis mappings
So I can't move in-game but I can interact with objects

#

I have things missing and can't assign everything I'd need even if I could edit the bindings manually

#

For example, Move Forward is missing

tired tree
#

@willow trail its integrated, but there are some key bind crashes happening in engine because of it currently

willow trail
#

@tired tree Hmm okay

#

Do you know where I can find the content that was part of the plugin?

#

All the template MC stuff

#

@pine nimbus God damn, this also sounds familiar

tired tree
#

from the plugin still i assume

#

that part isn't integrated

willow trail
#

Well perhaps not that problem exactly, I assume you're sure you've still set on the default bindings and have gone through all the plugin steps (regenerate manifest...etc)

tired tree
#

don't need to set default bindings

willow trail
#

@tired tree Hmm alright, I can't make the plugin work with 4.24 though

tired tree
#

those just spam up your actions list with ones that you may/may not need

willow trail
#

Also it's probably colliding with some of the integrated stuff

tired tree
#

just need to assign the correct keys everywhere

#

the map and content should work

willow trail
#

@tired tree I wanna ask if there is any "clean" way for me to port a project that makes use of that content, I assume I just need to port the map properly and it might still reference the assets/blueprints relative to it properly, but then I get confused again about the fact that there seem to be multiple maps in my level at the same time

#

Some objects in the scene are on a different "map" (whatever that means) that some of the others

#

Those are probably key, foundational concepts of UE, but I've been using it for a while and could never find a decent answer online

tired tree
#

yeah its normal for that, although likely not intended that a demo level is setup like that?

#

don't know too much about their project though, don't use it

wraith sky
#

Is that me? or preview of 4.24 had option to disable VR, and 4.24 has no...

#

on project creation stage

sturdy coral
#

I had the same problems with MoveForward, you have to make the bindings end in _X and _Y I think

compact kettle
#

@pine nimbus Hey. DId you figure the Vive / Index issues out?

#

We are having the same issue

mighty carbon
#

has anyone tried having Landscape on Quest ? (Es3.1 or Vulkan)

brisk spade
#

has someone worked with ndisplay`? to create sth like a cave experience?

mighty carbon
#

not unless you have access to those kind of displays, for testing

glass ginkgo
#

is it possible to load external video from sd card in android with just blueprints? this is to make something like cinema room VR

woeful sundial
eternal inlet
#

im looking at options to replace my current ikinema solution. As far as i can tell, there are only few realistic options. I need advice.

#
  1. making a custom solution (but in BP, since i can't do cpp)
nimble edge
#

Havent' used it, but it looks interesting

eternal inlet
#

@nimble edge yeah i talked to them about it, but then after an initial quote, i didn't hear back from them

nimble edge
#

Bummer

eternal inlet
#

also the price is sorta steep for my budget... it was several times more expensive than the two other options

#

yeah

daring pasture
#

I have used both and prefer yuri's plugin over animik. It's more of a pain to set up, but to me it feels more accurate

eternal inlet
#

hmm, it looked better too, that was my impression

#

thanks @daring pasture

daring pasture
#

No problem

tired tree
#

the Ikabod also lists their VR solution as FABRIK, which normally doesn't have joint limits unless its extended

#

there are some extended FABRIK solutions with limits but they are less common

eternal inlet
#

right... good point @tired tree

#

i would optimally prefer to code it myself actually, but ran into issues as soon as i started to work with different spaces... my head basically can't comprehend the math behind transforms in different spaces

#

as a simple example: my head effector (the hmd) is passing componentspace transforms to the animBP

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the headbone gets that transform just fine np

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so the neck is also pretty straight forward

tired tree
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@eternal inlet there is a great whitepaper on upper body IK with examples

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actually i linked that before didn't i

eternal inlet
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but then the damn spine_03 seem to be rotated 90 deg and then i ran into issues with gimbal lock i think

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@tired tree yeah, that's what im working on atm

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implementing that excact algorithm, but it's just the math im struggeling with

tired tree
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i solved for the shoulders when i did some testing to work out some leaning stuff

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I still keep the paper around to spend time on eventually, just haven't had the time

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the problem is that it needs modifications for issues it has

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and also to be converted to quats optimally

eternal inlet
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Right i was affraid i had to use quats too

tired tree
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@eternal inlet you don't "have" to, the original setup isn't

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but it really should be

eternal inlet
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In that case i may have a sorta trivial problem to get sorted first

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Will write later when im home

mighty carbon
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have you looked into Advanced Locomotion System v3 @eternal inlet ? I think it has full body IK

tired tree
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that is entirely not the same @mighty carbon

mighty carbon
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I see

sullen bramble
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Does anyone know what it takes to get a dev version of the ps4?
Also has anyone worked with the psvr aim controller?

mighty carbon
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that's for Americas

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EU has different site

sullen bramble
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that is kind of intimidating

sonic lake
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It supports joint constraints to a certain extent.

mighty carbon
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@sullen bramble then perhaps you are not ready for console development πŸ™‚

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note that you are going to have to do a lot of CPP coding and most likely some shader work too (not materials in the Editor, but actual low level shaders)

tired tree
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thats not really true...

mighty carbon
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well, I have XBO dev kits, so I know I need to get a few things done in CPP in order to even launch on XBO, not to mention to pass TRC

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and I recall vblanco had to f#ck with shaders in order to get stable performance on PSVR

sullen bramble
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@mighty carbon you might be right there not really wanting to stray from stock shader support

eternal inlet
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@sonic lake looks pretty cool actually. I noticed he's using a custom node he made, which had the name "rangelimited fabrik"... hard to tell if it's angle-limited or how it really works...

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either way, thanks for the link... i'll investigate

sonic lake
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@eternal inlet The paper he mentions is the one about FABRIK with constraints, but then he also says he made variations to it.

eternal inlet
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oh and about Tall Order, i've limited the scope of the game quite a lot, since i realized i would otherwise never finish it... so if all goes well, i'll be done in January with a version that has some simple fun levels, along with some assymetric pvp gameplay

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in any way... i'll clone it and see if i can figure out how to get it running and do some tests. Thanks again @sonic lake

sonic lake
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@eternal inlet Sounds cool Jonas, looking forward to it! πŸ‘

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I will also take a look at the plugin, I want to experiment with it.

eternal inlet
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great... just watched the video again... even though it's hard to tell, because he has location snapping on, it looks kinda like the reaching for effectors are quite slow

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i mean... like it's taking a few frames to actually reach the effector

sonic lake
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@eternal inlet yeah, it's not the fastest. The good news is that it compiles under 4.23

eternal inlet
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ah you're already at it?

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he mentioned that it had issues with packaging if it was used as a plugin

sonic lake
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yep, just cloned it and gave it a try

eternal inlet
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did you also try that?

sonic lake
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nope

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let me try

eternal inlet
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aw man, that would be sweet

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thanks a ton

sonic lake
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@eternal inlet getting a bunch of linker errors

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let me check

eternal inlet
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πŸ€”

sonic lake
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@eternal inlet it's more messed up than I expected, it will require some work to fix the packaging

eternal inlet
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Shit ok.. do u know how to do it? Or have an idea what is wrong?

sonic lake
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I am fixing the warnings, then I will move to the linker issue

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Not 100% sure about the problem, but I have seen it already in old projects ported to 4.18 and higher

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@eternal inlet fixed the linker error