#virtual-reality
1 messages Β· Page 216 of 1
But if you meant the VR Template in Unreal. Then sure.
You can do whatever you want
There are many options. Many plugins and templates available to you
Oh I wrote unity. Yikes π
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
Gonna leave my typo for comedic effect 
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
@lean basalt set supports depth true on the stereo layer component
Only 4.24 supports it with steamvr though
@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 π
@spiral marsh Try Gesture Tracker VR
that looks like what I want thank you @tribal coral
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?
@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.
At least the textures, love switching isn't going to reload it
Live
@tired tree ah as expected of such a hero
Anyone got any tips for aligning up a index controller with a hand mesh?
@sturdy coral It really is a bug in the UE4.23 version! π€¦ββοΈ I tested it on version 4.24 and it worked. π Just noticed that in the case of the hand the material of the knuckles becomes transparent. Thanks for the quick and accurate help.
@lean basalt not a bug, they just didn't support depth submission in pre 4.24, it was Oculus only
@tired tree Uhumm now I understand! Unfortunately in my internet searches I did not find this information!
@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. π€
Nathan Rowe, creator of @SculptrVR, shares his unique solution to efficient lighting on the Oculus Quest. #UE4
Iβm famous now!
Destiny and warframe both do that, kinda
essentially its COOP but world is shared and matchmakes randomly
@sturdy canyon great work
its like what Red Matter does, those guys alsoi went with unlit + custom shader entirely
Does anyone have suggestions on how to implement a FOV limiter?
Mine is way way simpler, though! Thanks @wicked oak
@sturdy canyon nice job. The voxel manipulation, is that done via cpp or are there some BP alternative?
Naw itβs all cpp
@crystal oak VR Expansion has all the grip stuff you'll ever need probably, and includes a demo project to tinker with
Where about is the demo project? just looking to read over the basics
oh u gotta take it all for the example project, gotcha
Oh btw, where can i find out on index controls action mapping names?
Like what buttons are called what in ue4
oh u gotta take it all for the example project, gotcha
There's separate downloads for the actual plugin
Thanks
i can not for the light of me find info on index controller input bindings
oh what the fricc theres a plugin for it by valve lmao
@crystal oak Steam VR Input Plugin
or the OpenInput Plugin by the same guy as the VR Expansion Plugin (not inputs but skeletal tracking)
Thanks
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
controller
then project to a plane
so you're not getting the up / down pointing on the controller
does some have some ideas of interactions form in a Cottage factory?
it should be focused on the steam engine that powers all spindles
@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.
Also vre is my plugin and you were already in its support discord from the ik talk π
Ah gotcha, and yeah im aware
is there an easy way to print a string in vr?
ive tried the one with 35 newlines in front but I cannot read it, its too small for my terribly eyesight x)
I'm also curious if somebody has a nice way to view debug statements in game
I mostly just use the console, and peak at it when I need to
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
But generally console works for me
there are a couple of debug plugins for VR in the marketplace now
I use a custom console with keyboard thta I made that reads the output log and console outputs
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
also the directional attack of the punch gesture comes out of different ends
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?
you keep a buffer of inputs over a set amount of frames
average their direction, maybe weighting heavier on the final ones
throwing out ones that are below a set threshold (fist stops moving)
how can I go about doing that?
@past tiger I just used a simple print screen, but made the font huge
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?
doesn't matter either way
as for the other one, either an array or running average of current position - last on the hand
do i have to do that on tick?
hmm okay i will try to figure it out
okay im just having a bit of trouble getting the velocities, or at least, optimizing it
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
should i just do on tick?
@alpine oyster Tried tracking collision spaces for this?
you mean like collision spheres on the motion controllers? wouldnt that need on tick as well?
Yes, delta the time between a sequence of collision spaces, that if fires correctly spawns the fireball
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?
Timers probably work, velocities are one way, or tags
okay cool, will test it out thanks!
okay it works on tick, but is there a way where i can achieve this using event dispatchers and custom events?
you can make them and throw it
can you explain?
@alpine oyster you most likely don't need to avoid a tick if it is only for the player
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
Decent way to check if your in VR mode?
@crystal oak i'm using these two
bool DisplayConnected = UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayConnected();
bool DisplayEnabled = UHeadMountedDisplayFunctionLibrary::IsHeadMountedDisplayEnabled();
Okay does that work if its on and enabled say from steam vr or?
Im trying to be able to enter game in non vr mode for prototyping and checking
but i cant really figure out how to check so i can do control switches
yeah that should work for that
ty β€οΈ
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
use controller rotation & unlock HMD seams to not do it
@crystal oak basic VR template uses a pawn which has no character movement
@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.
@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
I switch between it with a node that checks if in VR Preview or not so can be used back and forth
just that kind of setup would work
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...
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
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
@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).
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
@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
@hallow knoll This is all it does when I grab it: https://i.imgur.com/co5OG3n.png
Besides that I really only set Transforms
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
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
@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?
@merry raven matinee doesn't have any of the recording features, only other option is network demo replay if your game is fully networked
its not unfortunately :/
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
@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"
@void raptor I can give you a hand
@cosmic shoal cool! ill hit you up in dms
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.
something something SteamVR something something
type SteamVR and theres a node for device ID or something
I am looking for the same, and figured out this solution:
You have to run it after the controllers are on
Not sure what all the results are. Index return "SteamVR"
Looks like SteamVR represents both vive and index :/
i was trying to find a download for "Silent Hill pt" for VR, anyone happen to have a link or can upload somewhere?
Any one know how to detect if the Vive index or normal vive is connected ?
and the question above mine is exactly that guess no one know
or there is no way
is there a way to turn off oculus timewarp/spacewarp? it produces too much distortion when the scene contrast is high
or when emissive values are high
Improve the performance of your application
Hi, test anyone RTX in VR ? In desktop all is right, but in VR editor stucks.
no crashes, no messages, just stuck foreveΠΊ
@fading shore it is not supported in 4.23in vr, Iβm not sure about 4.24. Which are you testing on?
Anyone know if there is a way to fade in the Splash screen of Oculus instead of popping it?
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
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
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?
@sturdy coral where can I read about it? I am testing at 4.23.1.
@fading shore there is some mention of it in 4.24 changelog
@sage gulch it shouldn't kick in at all unless the app is missing frames
unless you have it set to forced always-on maybe
a loading menu is not necessarily using minimal resources, many many apps drop frames during load
@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.
its a windows thing
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
?
@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
"supposed to"
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:
- Be stuck at the UE4 splash screen
- Or turn into a black screen after 1 second of the UE4 splash screen.
So far I've tried the following.
- Deleting Saved, Intermediate and Build folder.
- Updating the iPad.
- 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...
Anyone got experience with Weapon Master VR/VR Gun Tool Kit + Advanced VR Framework 2.0 or VRE?
Yes
Would it be okay if I asked you a few questions?
Sure just dm me
anyone here use vrep/vr expansion and doesn't mind me asking them a few questions? π
capsule isn't following HMD at all, and I am using the proper class (vrcharacter)
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
anyone have an idea why ?
Hello, does the engine (4.23) struggle with stencil meshes/tests, and VR?
Whenever I enable custom stencil tests my left eye goes completely black
Hand is a EControllerHand in that code
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
I m new to ar
Help will be much appreciated
Also it's for a phone if that helps narrow down
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?
Just answering my own question. The answer is yes. After restarting unreal and the headset it seemed to work
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
Does anyone know of any way to improve AA quality in oculus quest?
?? Isn't MSAA x4 enough ?
@mighty carbon Unfortunately not! You can't read the texts clearly
is it a render text? Or is it an image with text?
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
if it's an image/widget with text, then you need to use stereo layers
not sure if it's for all Oculus products, but https://developer.oculus.com/blog/updates-to-the-oculus-leaderboards-feature-destinations-social-stories-notifications/
@hallow knoll are there any plans to support using the Oculus Link(with the Quest) in the Unreal Editor as a Rift?
@ember forum There's nothing that needs to be done in the editor, it works "as is"
oh wow, nice
so tired of all this cable management
sorry for the question, i just saw someone asked the exact same thing, but also, thanks
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?
From a second Google search, sounds like a manifest related issue
Double check mobile HDR is off if multi-view is turned on (I think those were the options that gave me that issue)
@native cedar
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.
I usually work with Rift/Quest, this is first time trying to package for SteamVR.
4.24 moves to the new steamVR input system
you likely need to regenerate your manifest for it
first launch of several projects on it had issues due to stale files
Through here I'm guessing?
Was gonna claim it wasn't there earlier, then I remembered I only installed the SteamVR Input plugin 10 minutes ago.
Thanks, that seems to have fixed it.
@tame thistle thought you loaded up 4.24? its embedded in 4.24
Yeah, 4.24. You're probably right and I just had a moment of blindness.
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?
Hi! instanced stereo completely brakes my niagara! I 100 % need instanced stereo. Any suggestions?
@willow trail Are you using instanced stereo?
@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
@willow trail I am using custom stencil and it works fine on the Rift S, what headset are you using?
@frigid kite Sorry had to leave, I tried with and without instanced stereo
@little scaffold Valve Index
Doubt is has anything to do with headset, it's all DX11
Unless for whatever reason the Oculus plugin does support stencilling while SteamVR doesn't
When exactly does the left eye go black?
Just when rendering anything to the stencil buffer?
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
Disabling fully the PP material or disabling writing custom stencil removed the problem
Right eye otherwise functions flawlessly and does what I want π€·ββοΈ (has the post process effect only affect that value in the custom stencil buffer)
There's definitely something funky going on, maybe submit a bug report?
Hmm then we'll think up an alternative
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
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)
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
Have you tried using a black mesh instead of a PP materal with the stencil?
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
for other reasons
since hiding one's hands can be disturbing*
The hands would also just be writing to the stencil
You'd also have to do that for the PP approach anyway
I guess the hands are already rendered to the stencil or something
because I can already see them through
Hmm I think that's possible because you have the late update for the hands turned on
by default, motion controllers are rendered separately to the rest of the world for lower latency
it's a checkbox
That makes sense, but why do I see the slight aliasing behind the hands if it's a totally seperate render pass?
I'd send a screenshot but the left eye (the mirrored one) that's black
hmm, can't Unreal pick which eye it mirrors? π¦
Oh or are you seeing it's not rendered seperateing for me?
Well it appears that it does because you see it through PP
I'll check
It's just a guess with the late update
@frigid kite Yeah that aliasing around makes me think it's rendered in the same pass, but I'm not sure π€·ββοΈ
I do believe it's a separate render command for the motion controller model IIRC, I looked at the code some time ago
Have you tried turning off the checkbox for late updates in the motion controller component?
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
DisableLowLatencyUpdate?
Oh yes I did find it hold on
https://i.imgur.com/DwIEpmc.png Tried with and without and couldn't see much difference to be honest aliasing wise
But I'll definitely keep that parameter in mind for later though
Also i did find the node changing the stencil depth value, it is set to 200
the hands aren't a seperate render....
they are just resampled just prior to rendering the scene and their scene proxies and moved
Well they're not, they do have a custom stencil value
Yeah my stencil test is just != 0
Yeah, just saw that
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
Does the eye go black without using the PP material?
If I disable it there's no issue
So just render the black mesh with a stencil test?
or actually, it'll just work if your hands and the marker mesh ignore Z testing
but then your hands will render through geometry
which you might not want
since it would be disorienting to users
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) :/
@willow trail are you using MSAA?
Yes
and trying to clip things via depth?
yeah...the depth buffer with MSAA is very imprecise, I assume from the scaling it does
Oh right
you won't get a hard edge on depth buffer operations with it
Well I'm not to bothered about that to be fair, the fade to black is temporary, users won't notice it much
Stencil test is only available for post process materials
Looks like
I mean it makes sense considering they're not ordered
That doesn't really make sense, it is perfectly possible to test the buffer in any shader
You would indeed need to be able to fudge the render order of the black mesh to be later than the stencil writers
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
Again I can only tell you how to do it in Unity though >_>
But surely Unreal exposes something like that somewhere
Pretty sure I can straight up write GLSL or something equivalent in a material node
Haven't done it before though
That won't change the render order though, that's up to Unreal's renderer
Not sure I can write glsl without depending on the material parameters though
yeah
Hmmm
Can't you use the translucency render order?
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
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
@little scaffold Very possible π€·ββοΈ Don't have my Oculus here to test it on the same project though
and I don't have my vive either..
This is on 4.23.1 aswell?
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 πΌ
@frigid kite Oh no π¦
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
@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?
No problem! I would go deeper in seeing what would be the difference between the oculus and the valve index at this point
just an outline setup should work fine in steamVR
never had an issue with that
also shouldn't be a difference realistically
@tired tree What do you mean with an outline setup?
I need some help with optimization of ar application for android
(Also posted a bug reports https://answers.unrealengine.com/questions/937922/left-eye-goes-black-when-using-custom-stencil-buff.html)
Humm
Chaning the blendable Location fixed it
Just randomly changed it to "Before Tonemapping"
@willow trail glad to know that changed something I'll remember that
Yup, and I can't even reproduce the bug anymore, even though I tried a bunch of things, restarted the editor and such π€·ββοΈ
Favorite kind of bug...
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
you aren't running with multiple clients PIE VR are you?
Don't think so, no
Only have one editor opened anyway, everything else looks nominal
I'm gonna make some coffee and reboot... https://i.imgur.com/JxrdMni.png
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)
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
@sly sigil what version are you on?
4.23
you may want to wait on 4.24, everything is changing
Alright will look into it. Got a link to a changelist?
PREVIEW!
Preview 4 of the upcoming 4.24 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will rel...
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
Where you at bro?!
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
weren't past few releases broken in one way or another ?
"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
They were supposed to do it every 5 releases
weren't solved until 4.12
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.
I have a knuckles user complaining about haptic strength and their hands hurting after playing wrench
does knuckles have way more powerful haptics?
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
@sly elk#79 many have said these help with comfort: https://www.reddit.com/r/ValveIndex/comments/c8oghr/big_hands_problem_solved_valve_has_a_3d_printable/
did they actually say they hurt due to haptics? maybe it was two separate issues
I have a pair of those adapters ony knuckles, helps a ton
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
@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
@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
yeah I don't think they are particularly strong on index vs normal vive wands
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
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 :/
Anyone deployed the FaceARSample without a mac?
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?
@polar hazel you can use t.maxfps but not sure if that works correctly in VR
then I'm afraid I can't help you more sorry..
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?
in editor or in build?
In editor
Hmm, you opened up that remapping page through steam vr?
Through UE directly https://i.imgur.com/bVJLB35.png
And when you say cant access the bindings, they dont appear?
Hmm thats weird. Try open through steam vr and see if it does the same
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
Ah right
Through steamVR (not the web dashboard) it works, it does open the panel, but the application (current project PIE) doesn't show
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
I'll try that, thanks
Couldn't make it work
Tried disabling/reenabling the plugin, restarting steam, rebooting
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?
2 hours and not a single bit of progress π¦ 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...
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
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
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?
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
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 π€·ββοΈ
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?
Fixed in 4.24
https://issues.unrealengine.com/issue/UE-83416
I wonder when they are going to release 4.24
the answer is "too soon"
@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...
@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
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?
@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
I'll be on the look out for the extra complications. Thanks.
@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.
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.
what HMD ?
Index
π€·
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
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...
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.
Forward rendering?
forward rendering is enabled on the project itself
you wouldnt have deffered in 1 map, and forward in another(as far as i know)
@ember forum the vr template sets scalability settings
look at the scalability .inis
he doesnt even mean vr template
he means the vr template map
when you create a new level
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
look at the scalability.ini between the different projects, it turns off all kinds of stuff
Thanks, I'll go check the scalability inis. Probably not the best use of my time.
But I can't help myself
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
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.
@ember forum so a working example would me move the control in front of the hmd to make menu visible
Here's one similar concept I mocked up awhile ago, @brisk spade :
https://twitter.com/rileyflorence0/status/1035356063959277568?s=20
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 :)
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.
How do you make sure it doesn't open accidentally
This one I didn't worry about it. It was just a mock-up. But I'd probably put a little timer on it
So maybe holding the hands flat open handed for some seconds and then the menu is visible. If I wanna make it super robust
Yep
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
Do we have away to make UMGComponents draw on both sides?
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.
it's interesting how UI/UX hasn't evolved, even in VR
if the material is 2 sided tho, it might be flipped(if its like text) if its on the opposite side, you can make it rotate towards the camera in the material itself tho.. that way no matter how ever many players look at it, it always faces them on their end.. https://www.youtube.com/watch?v=wCE-7Y8WfX8 @crystal oak
Material Network to connect to WORLD POSITION OFFSET: http://pastebin.com/hkqkkJ9j
Yeah double sided does not work for UMG rendering and face the cam is not what im after, i want to flip it
Like i said, does not work.
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 You have these controls by default on a UMG widget.
@crystal oak it's on a standard widget comp and not a stereo one right?
Yeah
anyone having issues using quest link, being too highπ€ͺ and then having to unplug replug cable to reset height
its happening like every other time i launch in vr preview
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
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?
yes it runs
when i lunch it into quest
butwhen i add .apkfile into quest it daoesnt work
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..
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?
unlikely
@rugged yacht probably can using revive
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 canyon seeing any uptick after sale of Medium to Adobe?
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: βOculus please bring medium to the questβ
Hah, well I picked it up, didnβt realize you had multiplayer
the only exciting thing with adobe buying medium for me is possibility of combining it with substance painter
any1 used hair rendering in 4.24 in VR ? wondering how expensive it is
Actually still surprised about this
Interested in this bit, anyone know anything about it?
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
if you're interested in my upcoming VR room escape check out my patreon https://www.patreon.com/user?u=11404561
@granite jacinth part of it is just probably typical behavior of modern days entitled gamers
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
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
hi. would anyone have spare time and be interested in testing my game. i need som feedback
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 post in #looking-for-talent for a free tester
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
ANYWAY, look I made a holoception ability
@odd garnet What is OC?
Oculus
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.
not to mention revive eats 5-10% perf
I have a 980ti and it played great.
(still eats 5-10% perforamnce)
mixed reality portal + Oculus + SteamVR π€¦ββοΈ
- revive lol
yeah
I have no issues buying on Oculus Store
I bet if that day ever comes (Oculus closing doors) the hardware will become open platform
does Volumetric Fog and lights works in 4.23 in VR ?
any suggestions, pros and cons to use such things in VR
Think they work but you dont want to use them. Performance cost is huge.
alternatives?
Cheat methods will get you 80% of the look
Like a cone with a fog looking shader on it
No worries, I haven't tried anything for up close VR stuff but maybe this would work
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 π
Thanks, @old olive ! lol jk
nice
and 4.24 is out too
release? I still only see preview 4
Release notes for Unreal Engine 4.24
4.24 now available to download
As you may have heard, with this release, weβre retiring Unreal Studio and folding all of its features into Unreal Engineβfor free. Unreal Engine is now your one-stop solution, whether youβre working in game development, architecture, fi...
I am guessing VTs are not yet supported on Android ?
uuunnnnghhhhh so many new features
not whole a lot for VR
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
And raytracing support?
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?
The problem is that grabbing is inherently complicated - personally I would just opt to use VRE instead
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
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?
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
Ah, perfect.
I had to maintain the scale, otherwise it went wacky shack
But that is just what I needed, thanks.
4.24 out! time to wait forever for Substance plugin to come out for it π
Time to wait for Oculus integration π
Speaking of 4.24, is anyone else having issues with steam vr crashing?
@wild seal with MSAA enabled?
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.
yeah, it shouldn't be causing actual crashes though
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.
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
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.
hand tracking on Quest is available NOW!
@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
Anyone have hands on experience with the Rift S?
@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)
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
@sturdy coral I'm having crashes with steam vr 1.8.21. Which version are you running?
1.9.7, I didn't have crashes on stable
I tried with 1.9.7, still crashing. Submitted a bug report.
what are peoples thoughts when it comes to raytracing and VR?
no bueno
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
@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
2080 Ti min probably, on low quality
Steam November hardware usage NVIDIA GeForce RTX 2080 0.07%, NVIDIA GeForce RTX 2080 Ti 0.06% π©
@wicked oak they've got this in there still:
const bool bApplyRTAO = ShouldRenderRayTracingAmbientOcclusion(View) && Views.Num() == 1; //#dxr_todo: enable RTAO in multiview mode```
god dammit
Ah great, basic functionality for AR getting backlogged... I guess Epic don't care much for AR anymore
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 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.
π€·
How is it legal to sell a perpetual (defined as never ending/changing) license and then revoke them?
power of Apple
Only got rendering in right eye after 4.24 update, any tips? (Vive)
Also getting the StreamVRInput crash, anyone found a fix?
@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
@pine nimbus Gotta head out, but you're not using custom stencil shader are you?
Nah I'm not
No idea then sorry π€·ββοΈ Had that issue the other day, but was very specific
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
Yeah
Only the right one
And also using transparent material with stencil tests
or something
Duude. That was indeed it
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
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
Mate no worries, lost an afternoon to it
Well I hope it's something easy for Epic to fix
anyone try GTAO in vr yet?
isn't it for consoles only @sly elk ?
says consoles and windows on the trello notes
right, but it's only in the console's release notes, not in publicly published release notes
4.24 now available to download
As you may have heard, with this release, weβre retiring Unreal Studio and folding all of its features into Unreal Engineβfor free. Unreal Engine is now your one-stop solution, whether youβre working in game development, architecture, fi...
thanks for the info π¦
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
https://store.steampowered.com/app/823500/BONEWORKS/ not doing so well
BONEWORKS Is a narrative VR action adventure using advanced experimental physics mechanics. Dynamically navigate through environments, engage in physics heavy combat, and creatively approach puzzles with physics. Advanced Physics: Designed entirely for consistent universal r...
$29.99
nice numbers though
"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
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
Things I can't stomach: smooth rotation. (like rotating with a button or joystick instead of my head) and sudden elevation changes.
What about snap turn?
it just looks as a crazy overhyped tech demo
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
did you buy or borrow to test?
oh dang
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
free is always preferable haha
@granite jacinth that's where all the money went https://www.reddit.com/r/oculus/comments/e8w094/in_boneworks_if_you_get_close_enough_to_the_crt/
lol thatβs awesome
so they deprecated all the current motion controller events?
Okay so whenever I use a motion controller event, this happens:
and this is the warning
I believe you are required to make action mappings now, rather than calling a key directly
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
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
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?
@pine nimbus Yeah. Seems Ikinema was bought by Apple and have revoked all indie licences. They aren't telling anyone why
What do you mean by Landscape Apps?
@white fern Are you talking about persistence like this?
https://developer.magicleap.com/learn/guides/persistence-snippet-unreal-engine
@nimble edge That's exactly what I was looking for. Thanks! I got confused because of this page, which shows Unity and Unreal only doing immersive apps https://developer.magicleap.com/learn/guides/develop-choose-platform
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 π€·ββοΈ )
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
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
How did the presentation go last week, @willow trail ?
@frigid kite Haha, went flawlessly thank you
11 first time users if I recall correctly
nice work π
π π
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
@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?
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
@frigid kite Took a couple days for me last time I had to do it (regarding the Index)
Otherwise all I can do is point you to ressources you've probably found, and mention the sort of administrative protocols I generally try to avoid π€·ββοΈ https://ec.europa.eu/taxation_customs/business/vat/eu-vat-rules-topic/vat-refunds_en#section_2
Hmm alright :/ still hoping someone here happens to have done it
@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
@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
@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
using 4.23.1
i wouldn't bother if you plan to move to 4.24 ever
i checked the input binding, but can't find anything
which you should, 4.23 was pretty bad
but no there is no scaling, read that wrong, thought you meant it was inverted
and what do you mean with entire setup?
not inverted, values when using physical right thumb are larger
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
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
never touched any settings there besides enabling dev mode
@fleet plume bind a new action to the same key and test values on that
ddamn
they turned that around
Assuming the 10%ish rule. That's 20k+ sales in less than 24 hours
how long that's going to last? A lot of people will get sick from the game, I am certain of it
well thye also have a large warning to not buy or play if you can't handle motion sickness
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
Early on the reviews are many. People like to review new releases
But yeah probably 60k sales
I wonder what the budget was (development and PR)
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
@mighty carbon you don't know anything about them huh?
Before they did gamedev they were a bunch of famous YTers
Still are
PR was pretty free for them lol
They don't need a budget
actually made them money
They have their freakishly rabid following
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
I see
anybody manage to get the hand tracking on quest yet to test out?
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 )
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
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.
@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
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
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
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
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
@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 π€·ββοΈ
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?
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
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)
man, the light system in Unity is a whole lot more flexible than Unreal π
@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
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
@willow trail its integrated, but there are some key bind crashes happening in engine because of it currently
@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
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)
don't need to set default bindings
@tired tree Hmm alright, I can't make the plugin work with 4.24 though
those just spam up your actions list with ones that you may/may not need
Also it's probably colliding with some of the integrated stuff
@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
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
Is that me? or preview of 4.24 had option to disable VR, and 4.24 has no...
on project creation stage
I had the same problems with MoveForward, you have to make the bindings end in _X and _Y I think
@pine nimbus Hey. DId you figure the Vive / Index issues out?
We are having the same issue
has anyone tried having Landscape on Quest ? (Es3.1 or Vulkan)
has someone worked with ndisplay`? to create sth like a cave experience?
not unless you have access to those kind of displays, for testing
is it possible to load external video from sd card in android with just blueprints? this is to make something like cinema room VR
Hi, about ARKit on iOS: nasty Screen Tearing bug since 4.23. Unusable for production. Did anyone get around this issue? (https://issues.unrealengine.com/issue/UE-81611) V-sync does not help
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.
- making a custom solution (but in BP, since i can't do cpp)
@eternal inlet You may want to look at this one: https://www.coopinnovations.co.uk/licensing/ikabod-2/
A procedural, runtime animation tool that takes FABRIK & extends into a powerful Unreal Engine plugin. Full body Inverse Kinematics solved convincingly.
Havent' used it, but it looks interesting
@nimble edge yeah i talked to them about it, but then after an initial quote, i didn't hear back from them
Bummer
also the price is sorta steep for my budget... it was several times more expensive than the two other options
yeah
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
No problem
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
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
the headbone gets that transform just fine np
so the neck is also pretty straight forward
@eternal inlet there is a great whitepaper on upper body IK with examples
actually i linked that before didn't i
but then the damn spine_03 seem to be rotated 90 deg and then i ran into issues with gimbal lock i think
@tired tree yeah, that's what im working on atm
implementing that excact algorithm, but it's just the math im struggeling with
i solved for the shoulders when i did some testing to work out some leaning stuff
I still keep the paper around to spend time on eventually, just haven't had the time
the problem is that it needs modifications for issues it has
and also to be converted to quats optimally
Right i was affraid i had to use quats too
In that case i may have a sorta trivial problem to get sorted first
Will write later when im home
have you looked into Advanced Locomotion System v3 @eternal inlet ? I think it has full body IK
that is entirely not the same @mighty carbon
I see
Does anyone know what it takes to get a dev version of the ps4?
Also has anyone worked with the psvr aim controller?
I am sure you need to have a solid project to pitch to Sony. Check this out https://www.playstation.com/en-us/develop/.1/ @sullen bramble
that's for Americas
EU has different site
that is kind of intimidating
@eternal inlet this is from some time ago and open source. Note sure whether it could be a fit for Tall Order. https://youtu.be/Cm-hjahqLh8
Demo of RTIK, an inverse kinematics system for Unreal Engine 4. For source code, project description, and install instructions see: https://github.com/hacoo/...
It supports joint constraints to a certain extent.
@sullen bramble then perhaps you are not ready for console development π
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)
thats not really true...
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
and I recall vblanco had to f#ck with shaders in order to get stable performance on PSVR
@mighty carbon you might be right there not really wanting to stray from stock shader support
@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...
either way, thanks for the link... i'll investigate
@eternal inlet The paper he mentions is the one about FABRIK with constraints, but then he also says he made variations to it.
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
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
@eternal inlet Sounds cool Jonas, looking forward to it! π
I will also take a look at the plugin, I want to experiment with it.
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
i mean... like it's taking a few frames to actually reach the effector
@eternal inlet yeah, it's not the fastest. The good news is that it compiles under 4.23
ah you're already at it?
he mentioned that it had issues with packaging if it was used as a plugin
yep, just cloned it and gave it a try
did you also try that?
π€
@eternal inlet it's more messed up than I expected, it will require some work to fix the packaging
Shit ok.. do u know how to do it? Or have an idea what is wrong?